The Weapons of Jazz2

Fastfires

Fastfires will make several of the weapons of Jazz Jackrabbit 2 shoot faster. Some people love these, as they make it easier for you to hit people, but other people hate these because they make you run out of ammo very quickly.

Powerups

Powerups are upgrades to your weapons. There is a (working) powerup to every gun except for TNT. Powerups increase the damage all of your guns deal with the exceptions of the Electro Blaster, Pepper Spray, and Ice, unless /strongpowerups is enabled.

Blaster (Gun 1)

Range:
Low
Speed:
Medium
Damage:
1 (2 with powerup)
Rapid Fire?
Yes
Info:
This is the default weapon of Jazz Jackrabbit 2. Everyone starts with it, and it is one of the least capable weapons in the game. The big advantage of this gun is that it has unlimited ammo. Using this weapon is not normally recommended, unless you have nothing else to use, or have a lot of fastfires and the blaster powerup. With rapid fire, 2 damage, and unlimited ammunition, this weapon is actually VERY powerful, and one of the best in the game.
Strategy:
Without a powerup and fastfires, the best strategy is to find a better weapon! You'll have a hard time killing anyone with this. If you have a powerup and fastfires, the best thing to do is hold down the fire key indefinitely and rain shots upon anyone near you.

Bouncers (Gun 2)

Range:
High
Speed:
Medium
Damage:
1 (2 with powerup)
Rapid Fire?
Yes
Info:
This weapon can be extremely useful at times. The primary trait of this weapon is that it is affected by gravity. When you shoot, the bullets fall to the ground and bounce along it. Another feature of this weapon is that it can shoot through walls (especially when powered up) if the projectiles hit the wall quickly enough. The powerup improves the damage of this gun, but actually decreases the speed of it.
Strategy:
The Bouncers can either be extremely useful or fairly weak depending on your situation. Since this gun fires toward the ground, it is quite easy to dodge (just jump over it). Use this gun when you are above your enemy. This is when it is most useful, since you can hit them while they cannot hit you. Another use for this weapon is defense. The projectiles stay bouncing for quite a while, and are not destroyed when they hit walls, so you can flood an area with them to prevent an enemy from entering. This is useful in CTF. Finally, this weapon goes through walls if you shoot it fast enough. Use this to catch people by surprise.

Ice (Gun 3)

Range:
Low
Speed:
Medium
Damage:
0 (unless /evilice is enabled with JJ2+)
Rapid Fire?
Yes
Info:
This gun will immobilize your target for a short amount of time. If you are frozen, press fire several times to escape. There is virtually no use for this gun in multiplayer games where the goal is to kill your enemy. The powerup makes this weapon fire in two directions if you are facing left and are playing 1.23. If you are playing TSF, the powerup doesn't really do anything.
Strategy:
The best feature of this weapon is that you can annoy people by freezing them over and over, not allowing them to escape. It's fun to taunt people with this weapon. It can also be used to immobilize someone over a pit so they fall in, or simply to allow you to get an easy hit on them.

Seekers (Gun 4)

Range:
High
Speed:
Low
Damage:
1 (2 with powerup)
Rapid Fire?
No
Info:
Regarded by many as the best weapon. The great thing about these is that they home in on the nearest target. The only drawback to this weapon is that it doesn't move very quickly, so they can easily be avoided in small numbers. Seekers have excellent range.
Strategy:
If you really want to hit your enemy, don't just fire one seeker. Fire several, and do it in a way that you have them all traveling at different speeds and heights. This makes them exceptionally difficult to dodge. If your target isn't moving, jump over them while firing seekers. Take advantage of the range of seekers. If you think someone is comming from a certain direction, feel free to fire a few towards them. Seekers will travel several screens. They are also good for being used to defend areas. Like bouncers, the projectiles linger for quite some time before exploding. Unlike bouncers, seekers will unfortunately detonate once they hit walls.

RF Missiles (Gun 5)

Range:
Medium
Speed:
High
Damage:
1 (2 with powerup)
Rapid Fire?
No
Info:
The RF missiles, or Really Fast missiles, are quite powerful. As the name indicates, they are quite fast. Without the powerup, two missiles are shot at a time. With the powerup, three are shot. They spread out a bit, so practically anything in front of you will be hit. Also, the explosions are quite powerful, and are able to damage people through walls, as well as allow some fairly advanced jumping tricks...
Strategy:
This weapon is best used to chase people with. If someone is running away from you and isn't too far ahead, switch to the RF missiles and hit them. Unfortunately, if the target is too far away from you, they probably won't be hit since the range of this weapon isn't as good as Pepper spray and Seekers. Also, the missiles will explode on the ground or ceiling if the room is small. It's also good to just fire this gun blindly into a room, since the missiles spread out and have a high chance of hitting something. One useful trick with this gun is "RF Jumping." This trick utilizes the explosion of the missiles to bounce you off walls or extend your jumps.

Toasters (Gun 6)

Range:
Low
Speed:
Low
Damage:
1 (2 with powerup)
Rapid Fire?
Yes, default (fastfires extend range instead of speed)
Info:
The power of this weapon is often overlooked. While it has poor range (unless you are running; in that case the range is actually not that bad) and the fire moves through the air slowly, this weapon is extremely hard to dodge, is rapid fire, and consumes VERY little ammo. Firing this into an area basically hits everything in front of you as well as a bit above and below you. The fire spreads out in a cone.
Strategy:
Just go berserk. When in combat, hold down the shoot button and don't let go. Jump around, flood the area with flames, and watch everyone burn. No one will want to be near you.

TNT (Gun 7)

Range:
N/A
Speed:
N/A
Damage:
0 (Can be defined by /tntdamage setting in multiplayer with JJ2+)
Rapid Fire?
No
Info:
TNT is ultimately useless in multiplayer unless you want to get a powerup or something through a wall. The explosion will destroy crates and powerups, but generally does not hurt people. When used, it sits still for a few seconds and then explodes, knocking anything near it away. It also explodes when hit.
Strategy:
If you are being chased by someone shooting at you, drop some TNT behind you and it will act as a shield and/or knock the enemy away. You can also use TNT to extend your jumps, although you will probably run out of ammo before you get far.

Pepper Spray / Fireball (Gun 8)

Range:
High
Speed:
High
Damage:
1 (2 with powerup if Fireball or /strongpowerups is enabled with JJ2+)
Rapid Fire?
Yes
Info:
Pepper spray is an evil weapon. It is quite hard to see, and travels EXTREMELY fast and far. The drawback of this weapon is that it only does 1 damage, even when powered up. Still, the range and speed make it very powerful and great for chasing people. Pepper spray is the only weapon that can be fired at an angle, although this feature doesn't serve much of a purpose. Servers running JJ2+ can opt to replace this weapon with the Fireball from the OEM versions, which is similar to the Blaster but travels faster and further in addition to piercing multiple enemies.
Strategy:
If you are chasing someone and have a choice between using non-powered up RF missiles and Pepper Spray, use this weapon. It is faster and has better range. Other than using this weapon for chasing, there isn't much you can do with it, since at close range it functions just like a blaster. While Fireball is less effective at chasing, its high speed without the need for a running start makes it difficult to dodge in close quarters, and it has extremely high range when shot upwards.

Electro Blaster (Gun 9)

Range:
Low
Speed:
Low
Damage:
1 (2 with powerup if /strongpowerups is enabled with JJ2+)
Rapid Fire?
Yes
Info:
Essentially, this weapon is a slower, less damaging blaster with limited ammo. However, the projectiles ignore masks, so can pass through walls.
Strategy:
This weapon, despite appearing weak can actually be very useful in certain situations. As it ignores walls, you can potentially hit another player in places you would normally not be able to. A sneaky player can make great use of this aspect. Otherwise, there are superior choices.