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
After a deflection/ricochet the bullet loses 50% of its damage
Weapons can be thrown under B (by default), while moving above 10m/s they can knockdown
See Damage for unique explosive damage properties
sticky explosives deal 50% more damage to the enemy they are stuck to
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
Vertical recoil goes down overtime (to 0)
Horizontal recoil goes up overtime (from 0)
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 75% while ADS and 50% while in alternate aim stance
Akimbo aim reduces spread by 50% 11), and alt aim by 25%
Akimbo spread gain is reduced by 25% while ADS12) and 75% while alt aim