Weapons

  • The values before version 1.33 are not comparable with this new dataset.

GUN DAMAGE, EFFECTIVE DISTANCE, MOVEMENT AND OTHER VALUES:

  • This chart contains the most important values required to understand the behavior of different guns.
  • To fully understand all the values of different guns, practice with them in-game.
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
29 21.75 10m 25m 390 0.85s 2.43s 20 2 LOW WEAK 0.975 -

DUAL MTX
38 28.5 10m 25m 440 1.5s 3.4s 24 3 LOW WEAK 0.95 -

GSR1911
36 27 10m 25m 310 0.75s 1.98s 8 3 MEDIUM WEAK 0.975 -

MR96
85 63.75 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
30 24 15m 30m 850 1.25s 2.61s 30 3 LOW WEAK 0.925 -

MP5
31 24.8 15m 30m 840 0.9s 2.34s 30 3 MEDIUM WEAK 0.925 -

MP7
35 28 15m 30m 925 1.0s 2.43s 30 3 LOW WEAK 0.925 -

P90
25 20 15m 30m 900 0.9s 3.15s 50 2 LOW WEAK 0.9 -

VECTOR
29 23.2 15m 30m 1000 1.5s 1.98s 33 3 MEDIUM WEAK 0.9 -

FP6
15 9.75 5m 15m 200 1.1s 4.82s 8 3 MEDIUM WEAK 0.875 -

M1887
17 11.05 5m 15m 180 1.1s 3.8s 5 5 MEDIUM WEAK 0.875 -

SUPER90
14 9.1 5m 15m 220 1.4s 4.82s 8 3 LOW WEAK 0.85 -

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
34 30.6 30m 40m 600 1.05s 2.655s 30 3 HIGH STRONG 0.85 -

HK417
43 38.7 30m 40m 440 1.3s 2.88s 20 3 VERY HIGH STRONG 0.825 -

SG551
40 36 30m 40m 630 1.0s 2.88s 30 3 HIGH STRONG 0.825 -

AUG
37 33.3 30m 40m 666 1.2s 3.42s 32 3 MEDIUM STRONG 0.825 -

SCAR-H
53 47.7 30m 50m 650 1.0s 3.1s 20 5 VERY HIGH STRONG 0.9 0.8

TRG22
107 101.65 40m 55m 220 0.9s 2.43s 10 4 HIGH STRONG 0.875 0.775

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

SVD
90 85.5 40m 55m 125 1.0s 3.06s 10 3 VERY 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 1.05

SHOTS TO KILL WHEN HIT WITH MAX DAMAGE:

  • This chart showcases the amount of bullets/pellets required to kill an enemy.
  • Max damage is based on the damage before “dropoff starts” distance of each weapon.
  • Final “damage” and “shots to kill” amount will vary between the “dropoff” distance values!
HEAD & NECK
LIGHT HELMET
HEAVY HELMET
UPPER BODY & ARMS
LIGHT KEVLAR
HEAVY KEVLAR
LOWER BODY & LEGS
IMPORTANT

P250
1 2 4 4 6 8 6 -

XD.45
1 2 4 4 6 9 7 -

DUAL MTX
1 2 3 3 5 7 5 -

GSR1911
1 2 2 3 4 5 6 -

MR96
1 1 1 2 2 3 3 -

DEAGLE
1 1 1 2 3 3 4 -

MPX
1 2 4 4 6 9 7 -

MP5
1 2 2 4 5 6 6 -

MP7
1 2 3 3 5 8 6 -

P90
1 2 4 4 7 10 8 -

VECTOR
1 2 2 4 5 7 7 -

FP6
2 3 4 6 10 13 13 1 SHOT = 7 PELLETS

M1887
2 3 4 7 10 12 12 1 SHOT = 7 PELLETS

SUPER90
2 4 8 8 13 20 15 1 SHOT = 8 PELLETS

SA58
2 3 4 6 9 10 12 1 SHOT = 5 BULLETS IN BURSTS

M4
1 2 2 3 5 6 6 -

AR-15
1 1 2 3 4 5 5 -

AK-47
1 1 2 3 4 6 6 -

HK417
1 1 1 3 3 3 5 -

SG551
1 1 2 3 4 5 5 -

AUG
1 2 2 3 4 5 5 -

SCAR-H
1 1 1 2 2 3 4 -

TRG22
1 1 1 1 2 2 2 -

M14
1 1 1 2 2 2 3 -

SVD
1 1 1 2 2 2 3 -

URATIO
1 1 1 1 1 1 2 -

SHOTS TO KILL WHEN HIT WITH MIN DAMAGE:

  • This chart showcases the amount of bullets/pellets required to kill an enemy.
  • Min 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!
HEAD & NECK
LIGHT HELMET
HEAVY HELMET
UPPER BODY & ARMS
LIGHT KEVLAR
HEAVY KEVLAR
LOWER BODY & LEGS
IMPORTANT

P250
2 2 5 5 8 10 8 -

XD.45
2 3 5 5 8 12 10 -

DUAL MTX
1 2 4 4 6 10 7 -

GSR1911
1 2 3 4 6 7 8 -

MR96
1 1 1 2 3 3 3 -

DEAGLE
1 1 2 3 4 4 4 -

MPX
2 2 5 5 8 10 8 -

MP5
2 2 3 5 6 8 8 -

MP7
1 2 4 4 7 10 7 -

P90
2 3 5 5 9 13 10 -

VECTOR
2 2 3 5 7 9 9 -

FP6
3 4 6 12 17 20 20 1 SHOT = 7 PELLETS

M1887
3 4 6 10 15 17 17 1 SHOT = 7 PELLETS

SUPER90
3 5 12 12 20 34 20 1 SHOT = 8 PELLETS

SA58
2 3 4 7 10 12 13 1 SHOT = 5 BULLETS IN BURSTS

M4
1 2 2 4 5 6 7 -

AR-15
1 1 2 3 4 5 6 -

AK-47
1 2 2 4 5 6 7 -

HK417
1 1 1 3 3 4 5 -

SG551
1 1 2 3 4 5 6 -

AUG
1 2 2 4 5 6 6 -

SCAR-H
1 1 1 3 3 3 4 -

TRG22
1 1 1 1 2 2 2 -

M14
1 1 1 2 2 2 3 -

SVD
1 1 1 2 2 2 3 -

URATIO
1 1 1 1 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
UPPER BODY & ARMS
LOWER BODY & LEGS
DAMAGE MULTIPLIER 4 1 0.55

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 mainly up and down directional with a small tilt to left or right. It used to be random!
NO ARMOR
LIGHT HELMET
LIGHT KEVLAR
HEAVY HELMET
HEAVY KEVLAR
ARMOR HEALTH - 25 75 75 125
MOVEMENT REDUCTION VALUE - 0.015 0.035 0.025 0.075
- TRANSLATED INTO % - -1.5% -3.5% -2.5% -7.5%
AIM PUNCH REDUCTION 0% 65% 65% 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 0.55 0.6 0.25 0.42
MEDIUM 0.65 0.7 0.45 0.56
HIGH 0.75 0.8 0.5 0.58
VERY HIGH 0.9 0.95 0.7 0.87

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 SPEED 5.25
WALKING SPEED 2.85
CROUCHING SPEED 1.85
SIDEWAYS MOVEMENT REDUCTION 0.9
BACKWARDS MOVEMENT REDUCTION 0.7
AIR MOVEMENT SPEED 4.5
AIR MOVEMENT ACCELERATION 4.75
JUMPING FORCE 4.3
CROUCHING 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)