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The Fist is a melee weapon in 112 Operator, or rather, the lack of any weapon. A violent civilian who has no weapon automatically has a Fist instead. With a fast attack rate, middling accuracy, and very low damage, fists are unlikely to cause damage to an arresting officer, though it can still happen. Criminals equipped only with fists will almost always surrender as soon as they are confronted with police.

Due to a glitch, police officers cannot use fists even if stripped of all their equipment; they will always use the last weapon they held. This is explained further, below.

Description[]

"A hand with the fingers and thumb held tightly in."

Overview[]

Fists are essentially the lack of a weapon, but the game treats them as a default weapon, provided to any criminal who isn't determined to be holding anything else. Impromptu criminals, such as looters, vandals, rioters, or heat-of-the-moment offenders, are more likely to have only fists rather than an actual weapon. Gang members and other similar low-level criminals might also be unarmed. Criminals with fists are far more likely to surrender for arrest as soon as any police officers appear, but they might still try to attack if backed up by a large number of other criminals, e.g. in violent riots.

Fists are a Melee Weapon, and can only attack at Melee range (1.5). Unarmed criminals will always move into Melee range of the officer they're attacking - allowing the officer to use their own Melee Weapon, if they carry one.

The Fist has a firing rate of 5, meaning that it attacks once per 5 seconds of real time (on SLOW game-speed). This is very fast for a weapon.

A Fist has a rather low Accuracy rating of 50%. In other words, the chance to hit the target with each attack is equal to half the criminal's own Accuracy skill. If the targeted officer is wearing armor that provides a Protection bonus, or rides around in a vehicle that has any Armor rating, the chance is reduced accordingly.

Fists have a very low Damage rating of only 0.08. This gives them a very low chance of actually injuring the targeted officer each time they hit - instantly taking the officer out of the fight and requiring them to be treated and transported to hospital. If the officer isn't wearing any protective armor with a Damage Reduction bonus, it would take a Fist no more than 13 hits to guarantee an injury - by which point the officer will almost certainly have subdued the criminal. Some types of armor, such as the Riot Control Suit, should reduce the damage so much that Fists would be completely (?) incapable of hurting the officer.

Due to the extremely high chance of an unarmed criminal surrendering to police, unarmed criminals are not considered a threat. Even if they do attack, the chance of them actually doing any harm before being subdued is practically nonexistent.

Police Weapon Exploit[]

In theory, stripping a police officer of all their weapons should have left them with a Fist. However in practice, due to a curious glitch, it is actually impossible to remove an officer's main (ranged) weapon, even if that weapon is literally sold off.

The game stores the type of Ranged Weapon used by an officer both as part of their currently-equipped gear set, and separately as an independent part of their profile. When the officer's gear set is replaced or removed (by buying an "empty" gear set for that officer), that second portion of data is not cleared - it continues to store the same weapon type ("Handgun", "Rifle", "Shotgun", et cetera). This weapon type is also saved to your current save-file, so it doesn't change even if you quit the game. The only way to change the stored weapon is to give the officer a different weapon.

When the game simulates combat, it uses the properties of whatever weapon is stored in the independent memory space, rather than the weapon in the officer's Ranged Weapon slot. Usually this isn't a problem, because the two contain the same weapon. However, when the Ranged Weapon is removed from the officer's gear, there is a discrepancy: They should be unarmed (Fists), but will instead use whatever Ranged Weapon they were holding the last time they were equipped with one.

This actually creates a way to cheat without editing the save file:

  1. Create a new gear set containing only a Rifle (or whatever other valuable Ranged Weapon you want) and nothing else.
  2. Equip that gear set on an officer.
  3. Buy an "Empty" gear set for that officer. The Rifle set is removed and placed in your surplus inventory.
  4. Repeat this for each police officer on your team. Remember to use the same gear set from the surplus inventory; there's no need to buy a new set each time.
  5. Create a new gear set containing the actual gear you want each officer to hold, leaving the Ranged Weapon slot empty.
  6. Equip that gear set on each officer.

Despite the fact that you've only purchased a single Rifle, and none of your officers is shown to be carrying any weapons whatsoever, all your officers will now use a Rifle in combat.

If you want, you can even sell that Rifle to get half the purchase money back; or keep the Rifle to repeat the same process on each and every new officer you recruit.

Availability[]

Available in the base game of 112 Operator.

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