|Page Contents Current As of Patch:||2014/11/12|
Rounds per Minute The theoretical amount of bullets the weapon capable to fire in a minute.
Muzzle Velocity Edit
The speed of the bullet fired. In many cases, this can also affect how strongly bullets drop at long range.
ADS Move Speed Multiplier Edit
How much slower your movement be when you Aim Down Sights. Most weapons have you move at 0.5x speed (half) but some will allow you to move at 0.75x(three quarters) of your normal movement speed.
The Damage done to Infantry units.
The exact listed damage only applies to Infantry, the damage done to MAX units, Vehicles and Construction System Buildings mitigated by Directional Armor and decreased or increased by Damage resistance.
Damage multipliers Edit
- 2.5x — NSX Tomoe.
- 2.1x — Bolt Action Sniper Rifles.
- 2.0x — Everything else, C85 Canister.
- 1.8x — NS-61 Emissary.
- 1.5x — Knives, Shotguns, NC Max Shotguns, NC08 Mag-Scatter, S12 Renegade, NC05 Jackhammer, T7 Mini-Chaingun, NS-AM7 Archer and Hunter QCX.
- 1.0x — Rocket Launchers, MAX Anti-Vehicle, Vehicle Ordnance and other explosives.
- Body: 1.0x
- Leg: 0.9x
Indirect Damage Edit
Area damage dealt by explosives. All vehicles are immune to Indirect Damage, except for damage done by C-4, Anti-Vehicle Grenade, and Tank Mines. Aircraft are also vulnerable to the Indirect Damage caused by flak explosions.
Reload Speed Edit
- Short reload — Reload time if at least one bullet is left in the magazine.
- Long reload — Reload time if the entire magazine is empty.
Magazine Size and Ammunition Pool.
The Accuracy or Cone of Fire is the cone that represent spread of the bullets fired from the weapon. Overall weapon accuracy is determined by two separate mechanics: Recoil and Cone of Fire.
Your starting Cone of Fire depends on your stance, whether you are moving or standing still, and whether you're aiming down sights or firing from the hip. When you fire, your CoF will increasingly grow (bloom) with each shot, at a rate listed in Bloom per Shot field. Being airborne (jumping, using a jetpack, leaving an aircraft) will force your CoF to maximum size.
When you stop firing, CoF will shrink back to the minimum CoF for your current stance, after a small delay, usually equal to the refire time.
Size of the crosshair roughly indicates the size of your CoF when hip firing, but there is no way to ascertain your CoF when you aim down sights.
First few fired shots are the most accurate. During automatic fire, eventually you have to stop firing to let your CoF reset. How soon - depends on distance to the enemy and weapon accuracy stats.
Bloom per Shot Edit
How much size of the CoF increase per shot. Low rate of fire weapons that hit hard (about 167 damage per round) typically have higher bloom per shot.
The amount of "kick" weapon have, represented by degrees in angle, generally more recoil means more crosshair bounce.
Vertical Recoil Edit
The amount of "kick" upwards. The angle in which this vertical movement kicks up is determined by the recoil angle.
Horizontal Recoil Min/MaxEdit
The amount of "kick" to left and/or right. Strong side to side recoil is usually unpredictable.
Horizontal Recoil ToleranceEdit
Determines how many times weapon can "kick" in the same direction, using this formula:
N_Kicks = Round_Down ((Horizontal Recoil Tolerance / 2) / Horizontal Recoil Minimum) + 1
Recoil Angle Min/MaxEdit
Decides what angle the vertical recoil will go. For example, a 45 degree recoil angle will shoot up in a 45 degree fashion, despite being called "vertical recoil." A recoil angle of 0 (or straight upwards) is normally very controllable. However, horizontal recoil can play a role in making a weapon inaccurate, even if the angle is 0.
Horizontal Recoil Bias Edit
Generalization of horizontal recoil:
→» — Predetermined horizontal recoil to the right.
←» — Predetermined horizontal recoil to the left.
← = →» — No predetermined horizontal recoil to the left or right.
Recoil Decrease Edit
Measured in degrees per second, determines how fast weapon recovers from the recoil after you stop firing.
First Shot Recoil Multiplier Edit
How much more first round kicks. Compensating for this recoil takes practice and also takes effect on semi-auto weapons more so than automatic.
- ↑ In most cases limited by the magazine capacity
- ↑ http://iridar.net/planetside2/weapons/weapon-mechanics/
- ↑ http://iridar.net/horizontal-recoil-tolerance/