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 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
If a shell has no defense10), bullets pierce thru them and can hit another enemy
Deflections, Devices, projectiles, glass and environmental objects count as hard targets
Weapons can be thrown under B (by default), while moving above 10m/s they can knockdown
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
When reload at over 50% completion, roll automatically completes it
Accuracy gets reduced while airborne unless ADS
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)
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
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)