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))
- 0.5x damage if uncharged, 1x damage if charged, 0.5s charge time
- Secondary ability
- Quick melee dash, lasts as long as its hold, up to 0.75s, reduced speed on repeated use (50 - 0% reduction from 0.5 - 2 seconds afer last dash)
- Passive
- Combo
- Backup weapons cannot be disarmed by anyone
- Leaning with backup weapons has no speed penalty
- Melee Specific
- Alternative charged attack 6)
- Can parry non-impact devices/explosives by hitting them: does not damage them + deflects them
- Can chase enemies: increases movement speed while enemy within 10m
- Provide passive direct damage reduction
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
Shell Penetration
If a shell has no defense10), bullets pierce thru them and can hit another enemy
Hard Target
Deflections, Devices, projectiles, glass and environmental objects count as hard targets
Weapon Impacts
Weapons can be thrown under B (by default), while moving above 10m/s they can knockdown
- Sidearms deal 25 damage
- Primaries deal 50 damage
- Heavy weapons deal 75 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, 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
Reloading
When reload at over 50% completion, roll automatically completes it
Aim
Accuracy gets reduced while airborne unless ADS
Recoil
Vertical recoil goes down overtime from 100% to 50% based on shots fired 0 - 32, each automatic weapon has a different first shot vertical recoil multiplier
Horizontal recoil goes up overtime from 25% to 100% based on shots fired 0 - 75% of the base mag size , on automatic weapons direction of horizontal recoil is based on the recoil pattern
Recoil shot counter gets reset when you stop firing, First shot multiplier gets reset after a small delay (allowing tap firing to be effective)
Spread
Maximum spread while hipfiring is 8 degrees, 3 degrees while ADS and 6 degrees while in alternate aim stance
Minimun hipfire spread cannot be lower than 50% of base hipfire spread
Alternative aim stance reduces spread by 65% 11), and cant be lower than the weapon's ADS spread or half of the base hipfire spread excluding maneuver bonuses
Spread gain is reduced by 75% while ADS and 50% while in alternate aim stance
Akimbo aim reduces spread by 50% 12), and alt aim by 25%
Akimbo spread gain is reduced by 25% while ADS13) and 75% while alt aim
Both spread and spread gain are additionaly reduced while standing still while ADS
Speed
Weapon handling speed multiplier affects how fast you are moving while shooting, ADS or blocking
alternate aim stance, rechambering and reloading uses only half of that penalty
handling speed penalties from diffrent sources stack (for example shooting while ads will be slower than any of those alone)