Spis treści

Weapons

Slots and Mods

There are 4 weapon slots:

Primary and Sidearm weapons can be modded in the following ways:

Backup weapons cannot be modded however they posses unique abilities: 4)

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

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

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