Weapons
Slots and Mods
There are 4 weapon slots:
- Primary
- Sidearm
- Backup
- Heavy 1)
Primary and Sidearm weapons can be modded in the following ways:
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),
Damage
Environmental Penetration Damage
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
Deflections
After a deflection/ricochet the bullet loses 50% of its damage
Weapon Impacts
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
Ammo
Reserve ammo
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
Aim
Spread
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