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))
    • 0.5x damage if uncharged, 1x damage if charged, 0.5s charge time
  • Alternative charged attack 6)
  • Secondary ability
  • Quick melee
  • Passive
  • Combo
  • Backup weapons cannot be disarmed by anyone
  • Leaning with backup weapons has no speed penalty
  • Can parry non-impact devices/explosives bu hitting them: does not damage them + deflects them

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

See Damage for unique explosive damage properties

sticky explosives deal 50% more damage to the enemy they are stuck to

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, diminishes if capacity above 40) only up to your starting reserve ammo amount, happens even when holstered but can be disabled and stops during reloading

When reload at over 50% completion, roll automatically completes it

Vertical recoil goes down overtime (to 0)

Horizontal recoil goes up overtime (from 0)

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 75% while ADS and 50% while in alternate aim stance

Akimbo aim reduces spread by 50% 11), and alt aim by 25%

Akimbo spread gain is reduced by 25% while ADS12) and 75% while alt aim


2)
Ammo types are universal, except for Warrant
4)
See any of the backups
5)
Weapon handling speed penalty
6)
(Quick-melee while attack charged
7)
Except Contact Charge from Heavy Ordnance
9)
Except knockdown
10) , 11)
Compared to hipfire
12)
Akimbo ads isnt really ads