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)