====== Weapons ====== ===== Slots and Mods ===== There are 4 weapon slots: * Primary * Sidearm * Backup * Heavy ((See: [[Augments#Heavy Weapons]])) Primary and Sidearm weapons can be modded in the following ways: * 1 Optic * 1 Ammo type ((Ammo types are universal, except for [[warrant]])) * 1-4 Mods ((See: [[Foundations#Hardware]], [[Augments#Specialist]], [[Augments#Surplus]])) Backup weapons cannot be modded however they posses unique abilities: ((See any of the backups)) * Primary attack (Charged, charging slows user by 25%((Weapon handling speed penalty))) * Alternative charged attack (((Quick-melee while attack fully charged)) * 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 ((Except Contact Charge from [[Augments#Heavy Ordnance]])), * 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 ((See [[Movement#Maneuvers]])) * Heavy weapons get disarmed on knockdown * Heavy weapons cannot get disarmed by others ((Except knockdown)) ===== 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% ((Compared to hipfire)) Spread gain is reduced by 50% while ADS and 25% while in alternate aim stance