====== 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))) * 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 (((Quick-melee while attack charged)) * 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 ((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 ==== Shell Penetration ==== If a shell has no defense((Piercing and Ghostfire ammo types do that even to targets with full defense)), 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% ((Compared to hipfire)), 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% ((Compared to hipfire)), and alt aim by 25% Akimbo spread gain is reduced by 25% while ADS((Akimbo ads isnt really ads)) 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)