Damage Per Shot
This table shows the damage each weapon is capable of delivering in one discharge of the weapon:
The following numbers assume the trigger button is held, except in the case of the hand grenades which assumes the trigger is rapidly pressed.
Also, the game thinks in tenth of a second long frames. So, all game related functions take place in one tenth of a second long intervals. For a relatively exact Rate Of Fire, round to the nearest tenth of a second.
The following charts display all the above data with maximum possible damage per second. The charts are based only on deathmatch combat numbers. Thanks to Sandro Hawke and Li Wang for these tables based on the above data.
There are two charts below: One sorted by weapon order, the other sorted by strength.
Sorted by Default Weapon Order:
Sorted by Strength
Notice first that the BFG is absent from this list. The BFG can deliver 4 different types of damage effect, one (the lasers) may theoretically deliver an unlimited amount of damage. This makes calculating realistic damage per second values for the BFG difficult.
Also note that there are other factors (besides damage per second) that balance the usefulness of the weapons. These include blast radius, wind-down times, revealing shooter location, burning cell ammo (could be used for power armor) and total ammo available.
So, for example, while the sustained Chaingun can deliver the most damage per second it is balanced by the fact that it will expend its ammo very quickly leaving the shooter very vulnerable during the weapon switch cycle. The less powerful Railgun, however will be able to fire with it's standard ammo about 10 times as long before having to switch weapons.