Weapons

  • Information of this page has been updated on 2022/07/21
  • Check the 1.33.1 patch notes from HERE!

GUN DAMAGE, EFFECTIVE DISTANCE, MOVEMENT AND OTHER VALUES:

  • This chart contains the essential values required to understand gun behaviour.
  • It’s essential to practice in-game to understand the values fully.
MAX DAMAGE MIN DAMAGE DROPOFF STARTS DROPOFF ENDS RATE OF FIRE DEPLOY TIME RELOAD SPEED CLIP SIZE EXTRA CLIPS ARMOR PENETRATION OBJECT PENETRATION MOVEMENT SPEED MOVEMENT IN ADS

P250
32 24 10m 25m 370 0.7s 1.98s 16 2 LOW WEAK 0.975 -

XD.45
30 22.50 10m 25m 390 0.85s 2.43s 20 2 LOW WEAK 0.975 -

DUAL MTX
39 29.25 10m 25m 440 1.5s 3.4s 24 3 LOW WEAK 0.95 -

GSR1911
37 27.75 10m 25m 310 0.75s 1.98s 8 4 MEDIUM WEAK 0.975 -

MR96
73 54.75 15m 30m 130 1.35s 3.3s 6 5 MEDIUM STRONG 0.95 -

DEAGLE
61 45.75 15m 30m 235 1.25s 2.43s 7 4 MEDIUM STRONG 0.95 -

MPX
20 12 15m 30m 850 1.25s 2.61s 30 3 MEDIUM WEAK 0.925 -

MP5
18 10.8 15m 30m 840 0.9s 2.34s 30 3 LOW WEAK 0.925 -

MP7
22 13.2 15m 30m 925 1.0s 2.43s 30 3 LOW WEAK 0.925 -

P90
17 10.2 15m 30m 950 0.9s 3.15s 50 2 LOW WEAK 0.9 -

VECTOR
19 11.4 15m 30m 1000 1.5s 1.98s 33 3 MEDIUM WEAK 0.9 -

FP6
16 8 5m 15m 200 1.1s 4.82s 8 3 HIGH WEAK 0.875 -

M1887
18 9 5m 15m 180 1.1s 3.8s 5 5 HIGH WEAK 0.875 -

SUPER90
15 7.5 7.5m 17.5m 220 1.4s 4.82s 8 3 HIGH WEAK 0.85 -

KSG
21 10.5 7.5m 17.5m 170 0.9s 6.525s 12 2 HIGH WEAK 0.9 -

SA58
18 16.2 30m 40m 1200 1.0s 2.79s 30 3 MEDIUM STRONG 0.85 -

M4
34 30.6 30m 40m 666 1.0s 2.835s 30 3 MEDIUM STRONG 0.85 -

AR-15
39 35.1 30m 40m 600 0.8s 2.43s 25 4 HIGH STRONG 0.9 0.8

AK-47
36 32.4 30m 40m 600 1.05s 2.655s 30 3 HIGH STRONG 0.85 -

HK417
37 33.3 30m 40m 440 1.3s 2.88s 20 3 VERY HIGH STRONG 0.825 -

SG551
49 44.1 30m 40m 630 1.0s 2.88s 30 3 HIGH STRONG 0.825 -

AUG
47 42.3 30m 40m 666 1.2s 3.42s 32 3 MEDIUM STRONG 0.825 -

SCAR-H
55 49.5 30m 50m 650 1.0s 3.1s 20 5 VERY HIGH STRONG 0.9 0.8

TRG22
85 80.75 40m 55m 220 0.9s 2.43s 10 4 VERY HIGH STRONG 0.875 0.775

M14
85 80.75 40m 55m 190 1.2s 2.97s 8 3 HIGH STRONG 0.825 0.725

SVD
90 85.5 40m 55m 125 1.0s 3.06s 10 3 HIGH STRONG 0.85 0.75

URATIO
135 128.25 40m 55m 95 1.3s 3.15s 10 3 VERY HIGH STRONG 0.8 0.6
MAX DAMAGE MIN DAMAGE DEPLOY TIME INSPECT TIME MOVEMENT SPEED

KNIFE
100 60 0.4s 6.5s 1.075

SHOTS TO BREAK ARMORS:

  • This chart showcases the number of bullets/pellets required to break enemy armor pieces
  • Each weapon max-damage is estimated before the “dropoff” over distance starts
  • The final “damage” and “shots to kill” numbers will vary between the “dropoff” distance values
  • Shotguns shoot 9 pellets in 1 shot
  • SA58 shoots 5 bullets in 1 burst


LIGHT HELMET
HEAVY HELMET
LIGHT KEVLAR
HEAVY KEVLAR

P250
1 2 2 4

XD.45
1 2 2 4

DUAL MTX
1 1 2 3

GSR1911
1 2 2 4

MR96
1 1 1 2

DEAGLE
1 1 1 2

MPX
2 3 3 7

MP5
2 2 3 6

MP7
2 2 3 5

P90
2 2 3 7

VECTOR
2 3 3 7

FP6
3 4 5 9

M1887
2 3 4 8

SUPER90
3 4 5 10

KSG
2 3 4 7

SA58
2 3 4 7

M4
2 2 2 4

AR-15
1 2 2 4

AK-47
1 2 2 4

HK417
1 1 3 3

SG551
1 2 2 3

AUG
1 1 2 3

SCAR-H
1 1 2 2

TRG22
1 1 2 2

M14
1 1 2 2

SVD
1 1 2 2

URATIO
1 1 1 1

SHOTS TO KILL WITH NO ARMOR:

  • This chart showcases the amount of bullets/pellets required to kill an enemy.
  • Max damage is based on the damage after “dropoff ends” distance of each weapon.
  • Final “damage” and “shots to kill” amount will vary between the “dropoff” distance values!
  • Shotguns shoot 9 pellets in 1 shot
  • SA58 shoots 5 bullets in 1 burst
HEAD & NECK
BODY & ARMS
LEGS

P250
1 3 6

XD.45
1 3 6

DUAL MTX
1 2 5

GSR1911
1 3 5

MR96
1 2 3

DEAGLE
1 2 3

MPX
2 4 9

MP5
2 5 10

MP7
2 4 8

P90
2 5 10

VECTOR
2 4 10

FP6
2 5 12

M1887
2 4 10

SUPER90
2 5 12

KSG
2 4 9

SA58
2 5 10

M4
1 3 5

AR-15
1 2 5

AK-47
1 3 5

HK417
1 3 5

SG551
1 2 4

AUG
1 2 4

SCAR-H
1 2 4

TRG22
1 1 2

M14
1 1 2

SVD
1 1 2

URATIO
1 1 2

BODY DAMAGE MULTIPLIERS:

  • This chart contains all the default body damage area multiplier values when no armor is active.
  • Multiply the default gun damage with the body damage area multiplier to calculate the total damage.
HEAD & NECK
BODY & ARMS
LEGS
DAMAGE MULTIPLIER 4 1.35 0.6

ARMOR AIM PUNCH & MOVEMENT REDUCTION:

  • This chart contains all the armor “aim punch” and “movement reduction” values impacting characters when armor is active.
  • Aim punch is always up and down directional.
NO ARMOR
LIGHT HELMET
LIGHT KEVLAR
HEAVY HELMET
HEAVY KEVLAR
ARMOR HEALTH - 50 50 100 100
MOVEMENT REDUCTION VALUE - 0.015 0.04 0.025 0.075
- TRANSLATED INTO % - -1.5% -4% -2.5% -7.5%
AIM PUNCH REDUCTION 0% 75% 75% 95% 95%

ARMOR PENETRATION VALUES:

  • This chart contains all the armor penetration multipliers for each armor type in the game.
  • To calculate player health after 1 shot: =ROUNDUP(player.health-((gun.damage*body.multiplier)*armor.penetration),0)
  • To calculate armor health after 1 shot: =ROUNDDOWN(armor.health-((gun.damagebody.multiplier)-((gun.damagebody.multiplier)*armor.penetration)),0)
LIGHT HELMET
LIGHT KEVLAR
HEAVY HELMET
HEAVY KEVLAR
LOW 0.47 0.65 0.75 0.9
MEDIUM 0.3 0.35 0.45 0.55
HIGH 0.25 0.45 0.5 0.7
VERY HIGH 0.35 0.4 0.47 0.69

CHARACTER VALUES:

  • This chart contains the default character values that are often used as the starting point for most calculations.
  • To calculate gun based movement speed: (running.speed*gun.movement.speed), Knife is always the fastest to run with!
  • Armor impacts movement speed, to calculate its impact: (running.speed*gun.movement.speed)-armor.movement.reduction.value
DEFAULT VALUE
HEALTH 100
RUNNING MOVEMENT SPEED 5.1
WALKING MOVEMENT SPEED 2.85
CROUCHING MOVEMENT SPEED 1.85
SIDEWAYS MOVEMENT REDUCTION 0.9
BACKWARDS MOVEMENT REDUCTION 0.7
AIR MOVEMENT SPEED 3.5
AIR MOVEMENT ACCELERATION 4
JUMPING FORCE 4.1
JUMPING FORCE, CROUCHING 3.7
CROUCHING DOWN SPEED 0.35s

OBJECT & WALL PENETRATION VALUES:

  • This chart contains all the object and wall penetration damage reduction values for each gun type in the game.
  • Object penetration happens when shooting someone through an object or a wall.
THIN OBJECT/WALL
WEAK OBJECT/WALL
STRONG OBJECT/WALL
IMPENETRABLE OBJECT/WALL
WEAK GUN PENETRATION 0% 50% 100% 100%
STRONG GUN PENETRATION 0% 20% 50% 100%

DAMAGE ROUNDING UP AND DOWN RULES:

  • Due to how sometimes damage is calculated we perform automatic rounding up and rounding down of damage values.
  • This means that all damage taken by the character is rounded up to the nearest full number.
  • Example: 26,2 = 27 damage
  • This also means damage taken by armor is rounded down to the nearest full number.
  • Example: 45,7 = 45 damage
  • To calculate shots to kill: =ROUNDUP(100/(player.health.damage.after.one.shot),0)