Weapons

There are 4 weapon slots:

  • Primary
  • Sidearm
  • Backup
  • Heavy 1)

Primary and Sidearm weapons can be modded in the following ways:

  • 1 Optic
  • 1 Ammo type 2)
  • 1-4 Mods 3)

Backup weapons cannot be modded however they posses unique abilities: 4)

  • Primary attack (Charged, charging slows user by 25%5))
  • Alternative charged attack 6)
  • Secondary ability
  • Quick melee
  • Passive
  • Backup weapons cannot be disarmed by anyone
  • Leaning with backup weapons has no speed penalty

Heavy weapons cannot be modded 7),

  • When a heavy weapon is equipped backup weapon defaults to Fists
  • Heavy weapons require user to be fully ads before firing
  • Heavy weapons replace dive with strafe 8)
  • Heavy weapons get disarmed on knockdown
  • Heavy weapons cannot get disarmed by others 9)

Damage after penetration is calculated using this formula: Thickness/Pen = % of damage lost, note that the damage lost cannot be higher than 75%

Example: Vigil shooting thru a thin wall: 20cm/75cm = 0.26 - So that means that 26% of damage is lost so: 225 → 166 damage

After a deflection/ricochet the bullet loses 50% of its damage

Weapons can be thrown under B (by default), while moving above 10m/s they can knockdown

  • Sidearms deal up to 75 damage
  • Primaries deal up to 100 damage
  • Heavy weapons deal up to 150 damage, always knockdown

Most weapons start with 2 reserve mags by default (Support starts with 1)

Starting reserve ammo must always be dividable by ammo capacity

Reserve ammo regenerates at the rate of 10% capacity every 5s (rounded up) only up to your starting reserve ammo amount, happens even when holstered but can be disabled and stops during reloading

Maximum spread while hipfiring is 5 degrees, 2.5 degrees while ADS and 3.75 degrees while in alternate aim stance

Alternative aim stance reduces spread by 75% 10)

Spread gain is reduced by 50% while ADS and 25% while in alternate aim stance


2)
Ammo types are universal, except for Warrant
4)
See any of the backups
5)
Weapon handling speed penalty
6)
(Quick-melee while attack fully charged
7)
Except Contact Charge from Heavy Ordnance
9)
Except knockdown
10)
Compared to hipfire