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== Damage == |
== Damage == |
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==== Damage multipliers ==== |
==== Damage multipliers ==== |
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− | *Head: |
+ | *Head: |
− | **2.1x — Bolt Action Sniper Rifles. |
+ | **2.1x — Bolt Action Sniper Rifles. |
− | **2.0x — for everything else. |
+ | **2.0x — for everything else. |
− | **1.5x — Shotguns, NC Max Shotguns, Jackhammer, T7 Mini-Chaingun and NS Crossbow. |
+ | **1.5x — Shotguns, NC Max Shotguns, Jackhammer, T7 Mini-Chaingun and NS Crossbow. |
*Body: 1.0x |
*Body: 1.0x |
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*Leg: 0.9x |
*Leg: 0.9x |
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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. |
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. |
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− | 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. |
+ | 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 ==== |
==== Bloom per Shot ==== |
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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. |
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. |
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<references/> |
<references/> |
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+ | == Media == |
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+ | <gallery> |
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+ | File:RecoilHorizontalTolerance|Demonstration of recoil stats affecting gun bullet spread by Vanulabs |
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+ | </gallery> |
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== External Links == |
== External Links == |
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*[http://ps2guides.besaba.com/mechanics#weapon_mechanics PS2guides.Besaba.com Gunplay Guide] |
*[http://ps2guides.besaba.com/mechanics#weapon_mechanics PS2guides.Besaba.com Gunplay Guide] |
Revision as of 21:57, 24 November 2015
Page Contents Current As of Patch: | 2014/11/12 |
Fire Rate
Rounds per Minute The theoretical[1] amount of bullets the weapon capable to fire in a minute.
Muzzle Velocity
The speed of the bullet, this can , with the exception of most Vanu weapons, affect the "bullet drop".
ADS Move Speed Multiplier
How much will slower your movement 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.
Damage
Damage multipliers
- Head:
- 2.1x — Bolt Action Sniper Rifles.
- 2.0x — for everything else.
- 1.5x — Shotguns, NC Max Shotguns, Jackhammer, T7 Mini-Chaingun and NS Crossbow.
- Body: 1.0x
- Leg: 0.9x
Indirect Damage
Area damage dealt by explosives.
Reload Speed
- Short reload — Reload time if you contain at least one bullet in the chamber.
- Long reload — Reload time if you shot all of the bullets.
Ammunition
Magazine Size and Ammunition Pool.
Accuracy
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.
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
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.
Recoil
The amount of "kick" weapon have, represented by degrees in angle, generally more re
Vertical Recoil
The amount of "kick" upwards. The angle in which this vertical movement kicks up is determined by the recoil angle.
Recoil angle
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
The amount of "kick" to left and/or right. Strong side to side recoil is usually unpredictable.
Recoil Decrease
How fast weapon recovers from the recoil after you stop firing.
First Shot Recoil Multiplier
How much more first round kicks. Compensating for this recoil takes practice and also takes effect on semi-auto weapons more so than automatic.
References
- ↑ In most cases limited by the magazine capacity