Weapon Statistics

Do not use yet!

!!!NOTICE!!! This page needs to be updated! Read the Weapon Guide instead!

Notes

The fire rate is the time divided by the fire delay; in other words, the number of rounds per minute is equal to 60000 divided by the milliseconds of delay
There are four cubes in a meter.
Head damage is multiplied by 2.5 and leg damage is multiplied by 0.67 unless stated. The torso damage is the base damage; in other words, the torso damage multiplier is 1.
For the weapons designated as the ones with powerful multipliers, head damage is multiplied by 5, torso damage by 1.1 and leg damage by 1.

Table

Weapon Damage Range (cubes) Fire Rate (rpm) Fire Delay (ms) Reload time (s) Remarks
Primary
AR 32 - 20 40 - 100 822 73 2.1 Can burst-fire; automatic by default
SMG 40 - 18 32 - 80 896 67 2.4 Can burst-fire; automatic by default
Sniper 120 - 50 1-2 600 100 2 Semi-auto; powerful multiplier, can scope
Bolt 150 - 110 80 - 800 40 1500 2 Bolt-action; powerful multiplier, exempt from leg multiplier
Shotgun 10 - 4 (x24) 4 - 16 300 200 .75/shell Semi-automatic; excels in close-quarters combat, sucks for long distances
Microwave Gun
Healing Gun
Crossbow Explosive Tip
Secondary
Pistol 40 - 20 40 - 120 667 90 1.4 Semi-automatic, most powerful at close range
Akimbo 45 - 25 40 - 160 750 80 1.4 Fully automatic
Equipment
Knife 250-- 3 - 4 107 560 n/a Powerful multiplier, damage fades from 75 cm to 1 meter
Grenade 200-- 32 92 650 n/a 8 meters fading away quicker than the other weapons... It's still powerful unless the victim finds cover!

See also: Assault Rifle vs SMG

Last edited Aug 23, 2011 at 8:18 PM by victorz, version 11

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