HYPERCHARGE: Unboxed

HYPERCHARGE: Unboxed

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Weapons Guide Reloaded
By coffee009
A brief overview of each of the weapons you can find/buy within the world of Hypercharge!
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Quick Overview
Weapons are essential tools to protect yourself and Hypercores!

You can find or buy weapons around the battlefield. You can hold up to 2x weapons at a time and start with a specific weapon depending on the mission. You can perform multiple actions (hotswapping) without interrupting your reload (such as melee, swapping weapons, climbing, ect.) so be sure to take advantage of this!
Rifle
Cost: 100 credits
Damage: Low
Magazine: 36
Fire-rate: High
Slots: 1x
Accuracy: High


The standard issue assault rifle is a jack-of-all-trades weapon. It can reliably pepper down enemy toys, both up close and far away. The best part about the rifle is it's inherently low recoil and long range, allowing it to compliment any weapon you come across out in the field. It's cheap, accurate, and reliable!

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Shotgun
Cost: 175 credits
Damage: High
Magazine: 4
Fire-rate: Slow
Slots: 1x
Accuracy: Low/medium


Few can stand to the might of the shotgun! Each blast does heavy burst damage and can even annihilate spinners with one trigger pull. The magazine is limited to 4 shells, however, so make sure each shell counts! Finding attachments that increase accuracy can noticeably extend the shotgun's range. If you come across other action figures, close range headshots will instantly knock them down, or leave them wounded enough for a melee followup!

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Machine Gun
Cost: 250 credits
Damage: Low-ish
Magazine: 50
Fire-rate: Medium-high
Slots: 1x
Accuracy: Medium-low


The machine gun (MG) excels at spraying down sustained fire, albeit with sub-par accuracy. Despite this, it's still my favorite, and thanks to it's hefty 50 round magazine it chugs away with little downtime. Attachments that improve accuracy are your best friend, making this a strong general purpose option!

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Laser
Cost: 350
Damage: Low
Magazine: 20
Fire-rate: Very High
Slots: 1x
Accuracy: Laser


The laser is a great all-rounder, and feels like a worthy sidegrade to the rifle. It has super long range with pinpoint accuracy, and will quickly melt toys with a sustained weakspot hit. The laser can be used at any range, but it works best at far distances; you can even substitute the sniper for it!

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Grenade Launcher
Cost: 375 credits
Magazine: 1
Damage: High (small AoE)
Fire-rate: Reloading
Slots: 1x
Accuracy: Arching Projectile


The grenade launcher is exactly what it says on the tin. Lob a high explosive bomb that deals big damage to anything caught within it's radius. The grenade launcher counters groups of enemies, and puts the hurt onto larger toys, especially demolishers. Grenades can also be used to boost jumps and reach high up places!

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Sniper
Cost: 450 credits
Damage: High
Magazine: 3
RoF: Medium
Slots: 1x
Accuracy: Pinpoint


A true weapon of skill. The sniper entirely lives or dies by the user's ability to land headshots. With good cover and steady aim, snipers can assassinate toys long before they knew what hit them. Scope not included.

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Pulse Cannon
Cost: I forget
Damage: Very High
Magazine: 3
Fire-rate: Low
Slots: 1x
Accuracy: Pinpoint


This weapon feels like a strong alternative to the sniper. Charge up, and then fire a powerful beam that pierces foes, disintegrates them, and bounces off walls! The pulse cannon deletes whole lines of toys from existence, and safely atomizes explosive ones! Despite the learning curve, the pulse cannon is very powerful.

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Double MG
Cost: 350 credits
Damage: Medium-low
Magazine: 36
Fire-rate: Medium-high
Slots: 1x
Accuracy: Medium


The meaner, older brother to the rifle. The double MG shoots slower and hits harder. Like the rifle, it's a versatile weapon and a good fit into any loadout.

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Flamethrower
Cost: 1,150
Damage: Medium
Magazine: 100
Fire-rate: High
Slots: 2x!
Accuracy: N/A


While the flamethrower lacks range, it makes up in crowd control and raw close range power! Due to it's nature, aim is more forgiving and the magazine is quite large. Groups of enemies stand no chance against it's wrath, including explosive toys who melt harmlessly!

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Minigun
Cost: 1,750
Damage: Low
Fire-rate: Very High
Magazine: 100 (200)
Slots: 2x!
Accuracy: Low with intense recoil


The minigun has massive magazine size, recoil, and rate of fire! Success with the minigun depends on how well you can tame it's harsh recoil, which is heavily reduced by accuracy attachments, especially the minigun top! The 100 round magazine also gets doubled if a minigun bottom is found, so look for matching attachments! When your shots are on target, nothing will stand in your way... except the mighty demolisher...

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Ice Blaster
Cost: 1,450
Damage: Extreme!
Magazine: 2
Fire-rate: Chilled
Slots: 2x!
Accuracy: Pinpoint


The experimental ice blaster feels like the big brother to the pulse cannon. Each beam does ludicrous damage and will shatter most toys into tiny chunks, including tightly knit groups as the impact has a small radius. The Ice Blaster has lots of downtime, though, and you will feel each missed shot as you need to go through a lengthy recharge. But if your aim is true, all will crumble! Including exploding toys before they have a chance to... well... explode.

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Missile Launcher
Cost: 1,600
Damage: Very High
Magazine: 3
Fire-rate: Medium
Slots: 2x!
Accuracy: Straight flying projectile


Imagine a grenade launcher, but now you have 3 rocket fueled projectiles that pack a punch! This is a strong power weapon that can make short work of any toy in your way! Missiles try to lock onto whatever you're looking at, ground or air, allowing for much easier aim and compensating for their slower travel time. The missile launcher is held back by a small clip and sluggish reload however, so account for lots of downtime between volleys!

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Mine Launcher
Cost: 1,150
Damage: High
Magazine: 1
Fire-rate: Reloading
Slots: 1x
Accuracy: Lobbed Projectile

The mine launcher is great for area denial, carpeting large areas with explosives to deny ground targets from reaching the Hypercores! Each mine has the lifespan of about 25 seconds, and will explode if either an enemy is nearby, the timer expires, or manually by using the alt fire. Mines can be detonated midair for direct combat, but this is more of a last resort if you're caught off guard.

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Teleport Launcher
Cost: 1,450
Damage: N/A
Magazine: 1
Fire-rate: Reloading
Slots: 1x
Accuracy: Lobbed Projectile

Not really a weapon, but instead a powerful mobility tool. Primary fire lets you lob an arcing projectile much like a grenade, and alt-fire instantly teleports you to said projectile. This can be very disorienting at first, but with some practice, you can have unmatched mobility! This is great for getting to hard to reach areas, flanking enemies, or escaping unfavorable fights. Use your wits to get the drop on foes!

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Claw
Damage: Medium-High
Slot: Melee


The claw makes your melee attack do more damage and feel more reliable. It's great for finishing off enemies or attacking as your weapon reloads. The claw is always worth grabbing if you can find one! Just be careful, most enemies are very dangerous up close.

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Ammo (PvP)

When fighting other action figures, your ammo reserves are limited! Each weapon you carry pulls from the same ammo pool when reloaded, based on how much of magazine was remaining. More ammo can be found scattered as powerups, or from fallen action figures!

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Closing Comments
Hopefully this guide helps you get a better understanding of the weapons found within the world of Hypercharge! Try to find combinations of weapons you like, and experiment to see which ones compliment eachother the best or fit your playstyle the most!

Any comments or feedback is appreciated!
11 Comments
Dr.Gonzo 8 Jul, 2024 @ 3:30am 
Could you add attachments too?
Dr.Gonzo 8 Jul, 2024 @ 3:30am 
Great stuff ty!:steamthumbsup:
coffee009  [author] 15 Jun, 2024 @ 3:52am 
Updated for the rest of the weapons!
TheConvert 25 May, 2024 @ 12:32pm 
What's the deal with the Minelayer?
coffee009  [author] 24 Jan, 2023 @ 12:08pm 
I haven't seen it lately to be honest
DandyMayCry 23 Jan, 2023 @ 8:02pm 
Any reliable way to obtain a claw?
I only ever got one during my enter first playthough and it was from a slot machine.
I do not see a way to set it as an option in a custom mode either.
Pie 17 Jul, 2022 @ 2:06pm 
Would love to see a full guide like this but for attachments and how they compliment the weapons
coffee009  [author] 15 Jul, 2022 @ 3:23pm 
Yeah, all weapons and attachments cost 1 credit in the tutorial
Lord Of War 15 Jul, 2022 @ 8:08am 
Btw, minigun cost 1 credit in tutorial :)
jonezones 10 Jul, 2022 @ 8:31pm 
Great guide, thank you!