Submachine Gun
Hitscan:
Bullets have no travel Distance.
Damage: 14 Kinetic
Magazine Size: 60
Ammo: 540
Rate of Fire: 16
Reload Time: 2.2s
Spread Build-Up: 8
Spread Range: 4.5-11
Recoil: 0.462
|
Deals +100% damage to enemies
at that are more than 15m away.
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Submachine Gun
Hitscan:
Bullets have no travel Distance.
Damage: 16 Kinetic
Magazine Size: 21
Ammo: 315
Rate of Fire: 13
Reload Time: 1.4s
Weakpoint Damage Bonus: 25%
Spread Build-Up: 11.4
Spread Range: 0.2-9
Recoil: 0.875
|
Deals +1 Bleed Stack on hit
Bleed Stacks deal 2 Damage Every 3 seconds
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Assault Rifle
Hitscan:
Bullets have no travel Distance.
Damage: 40 Kinetic
Magazine Size: 15
Ammo: 120
Rate of Fire: 6
Reload Time: 3.6s
Spread Build-Up: 0.5
Spread Range: 0.5-3.5
Recoil: 1.375
|
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Pistol
Hitscan:
Bullets have travel Distance or not.
Damage: 21 Kinetic
Burst Fire: 3
Burst Speed: 0 (What?)
Magazine Size: 24
Ammo: 264
Rate of Fire: 5
Reload Time: 2.2s
Spread Build-Up: 11
Spread Range: 2-4
Recoil: 0.286
|
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Always has +3 Burst Fire
|
Pistol
Hitscan:
Bullets have no travel Distance.
Damage: 70 Kinetic
Magazine Size: 4
Ammo: 72
Rate of Fire: 4.2
Reload Time: 1.5s
Spread Build-Up: 21.3
Spread Range: 0.3-8.0
Recoil: 2.154
|
+
Rate of fire or Fire rate
is the number of times
a weapon can be
fired per second
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Pistol
Bullets have travel Distance.
Damage: 55 Kinetic
Magazine Size: 8
Ammo: 70
Rate of Fire: 3
Reload Time: 2s
Projectile Lifetime: 7s
Projectile Velocity: 3m/s
Spread Build-Up: 21.3
Armor Piercing: 100%
|
+
Rate of fire or Fire rate
is the number of times
a weapon can be
fired per second
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
|
Really good with
Elemental Damage.
Ice, Ice, Baby!
|
Assault Rifle
Hitscan:
Bullets have no travel Distance.
Damage: 16 Kinetic
Magazine Size: 30
Ammo: 300
Rate of Fire: 9
Reload Time: 1.8s
Spread Build-Up: 4.5
Spread Range: 0.9-4.2
Recoil: 0.4
|
+
+16 Damage against
Frozen, Irradiated, Corroded, Poisoned, Burning or Electrocuted
enemies.
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Pistol
Hitscan:
Bullets have travel Distance.
Damage: 15 Kinetic
Area Damage: 30 Explosive
Magazine Size: 6
Ammo: 84
Rate of Fire: 9
Reload Time: 1.8s
Damage Radius: 2.5m
Projectile Velocity: ? m/s
Spread Build-Up: 12.2
Spread Range: 0.6-5
Recoil: 0.219
|
+
Removes the need to reload.
Transfers all your
carried ammo
into your magazine.
+84 Battery Capacity
x0 Max Ammo
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Radius dictates
the effective size of
an explosive or other similar area effects.
Not all area effects are affected by radius increases.
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+200%
increases damage dealt
to breakable armor segments.
|
Great on
Retcon
Needs Ammo Boosts
The Artifact
Super Strapped
doesn't seem to work.
|
Assault Rifle
Hitscan:
Bullets have travel Distance or not.
Damage: 10 Kinetic
Magazine Size: Overheat
Ammo: 650
Rate of Fire: 15
Reload Time: N/A
Spread Build-Up: 2.25
Spread Range: 2.0-9.6
Recoil: 0.693
|
+
Plasma projectiles
turn trajectory
toward nearby enemies.
Aiming is a
thing of the past.
Avoids hitting
Corespawn Edgestalker's
weakpoint
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
-50%
Overheat Rate
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
|
|
Hitscan:
Bullets have travel Distance.
Damage: 90 Kinetic
Magazine Size: 8
Ammo: 56
Rate of Fire: 2.8
Reload Time: 2.4s
Armor Piercing: 80%
Projectile Velocity: ? m/s
Spread Build-Up: 4.2
Spread Range: 2-17
Recoil: 2.138
|
+1 Burst Fire
2x
Magazine Size
+
Rate of fire or Fire rate
is the number of times
a weapon can be
fired per second
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
-40%
Recoil refers to the kick of most ranged weapons
High recoil makes maintaining
accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
|
Wiki says it is a
Heavy Weapon but
Only going to classify
a Heavy Weapon
by what you get in the Crate.
|
Shotgun
Hitscan:
Bullets have travel Distance.
Damage: 15 Kinetic
Magazine Size: 2
Ammo: 42
Rate of Fire: 2.5
Reload Time: 2s
Pellet Count: 8
Pellet Spread: 22.5
Recoil: 3.69
ShockWave Blast Damage: 20
|
+
+Full Auto
and
+100% Magazine Size
+
Fire a single powerful projectile.
-7 Pellets
+105 Damage
100% Spread
This upgrade is no longer
in the game but is
still present in the miner's manual
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance of hits
landed on target
bouncing toward
another nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Rapid High Capacity Full Auto
High Capacity Full Auto
Same thing?
Why is it name 2 things?...
|
Pistol
Hitscan:
Bullets have travel Distance or not.
Damage: 30 Kinetic
Magazine Size: 9
Ammo: 198
Rate of Fire: 4.6
Reload Time: 1.6s
Spread Build-Up: 1.7
Spread Range: 1.0-5.0
Recoil: .705
Weakpoint Damage Bonus: 50%
|
+1 Burst Fire
+
Rate of fire or Fire rate
is the number of times
a weapon can be
fired per second
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance of hits
landed on target
bouncing toward
another nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Rifle
Hitscan:
Bullets have travel Distance or not.
Damage: 70 Kinetic
Magazine Size: 8
Ammo: 80
Rate of Fire: 4
Reload Time: 2.5s
Spread Build-Up: 4.1
Spread Range: 0.0-6.0
Recoil: 1.571
Damage to Armour: +30%
Focus Shot Bonus Damage: +100%
Focus Shot Cost: 2
Focus Shot Speed: 1.6s
|
+
Hold your aim still
during a focus shot
to automatically aim
+
Against targets with full health
+50% Weakpoint Damage
+3s Stun
+
-90% Spread from movement
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance of hits
landed on target
bouncing toward
another nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Doesn't have Penetration?!
|
Pistol
Hitscan:
Bullets have travel Distance.
Damage: 40 Kinetic
Charged Damage: 200 Kinetic
Magazine Size: 1-10
Ammo/Battery Capacity: 270
Rate of Fire: 1.5
Weakpoint Damage Bonus: 15%
Full Charge Time: 1.6s
Projectile Speed: ? m/s
Spread: 0
Recoil: 1.867
|
2x
This upgrade doubles the weapon's magazine
and, with it,
the damage and charge speed.
+20%
Damage
+35%
Increases the speed at which
the weapon charges.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+200%
increases damage dealt
to breakable armor segments.
|
Wiki has Recoil as 0.1867
|
Assault Rifle
Hitscan:
Bullets have travel Distance.
Damage: 30 Kinetic
Magazine Size: 20
Ammo: 200
Rate of Fire: 4.5
Reload Time: 2.1s
Spread Build-Up: 1.25
Spread Range: 0.2-5
Recoil: 0.278
|
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Wiki says it is a Pistol...
Wiki says it has Compact but game doesn't.
|
Pistol
Hitscan:
Bullets have no travel Distance.
Damage: 16 Electric
Electric Damage: 40%
Charged Damage: 128 Electric
Charged Chain Rate: 4
Charge Capacity/Magazine Size:
Weapon starts with 10 units and will discharge to 1
after shooting
Game says 8 Charge Capacity...
Ammo/Generator Capacity: 230
Rate of Fire: 1,000
Full Charge Time: 3s
Spread: 4
Recoil: 0.167
Electricity Arc Chains: 2 Targets
Electrocution Build-up:
100% of the damage
will apply Electrocution.
After reaching target's
buildup threshold,
an Electrocution effect
will be inflicted
|
+20%
Damage
+35%
Increases the speed at which
the weapon charges.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Max Ammo
How much ammunition
you can carry with
the given weapon.
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
100%
This upgrade doubles the weapon's magazine
and, with it,
the damage and charge speed.
+200%
increases damage dealt
to breakable armor segments.
|
Always has Electricity.
Wiki says and has
Totally different stat info
compared to the game.
|
Heavy Weapon
Hitscan:
Bullets have travel Distance or not.
Damage: ?
Charged Splash Damage: ?
Charged Fragment Damage: ?
Charged Fragment Count: 8
Charge Time: 100%
Charge Cost: 5
Max Ammo: 120
Magazine Size: 20
Reload Time: 3s
Effects Duration: ?
Puddle Radius: ?
Puddle Lifespan: 12s
|
-1
Charged Shot Cost
+4
Charged Shot Fragments
+6s
Puddle Lifespan
x2
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Increases the speed at which
the weapon charges.
-40%
Charge Time
+40%
Projectile Velocity
+50%
 Acid
 Electricity
 Fire
 Ice
 Poison
|
|
Submachine Gun
Hitscan:
Bullets have no travel Distance.
Damage: 9 Kinetic
Electric Damage: 40%
Magazine Size: 30
Ammo: 360
Rate of Fire: 11
Spread Build-Up: 17
Spread Range: 0.5
Recoil: 0.2
|
+
+20% of Damage is dealt as added
Acid, Electricity,
Heat, Ice,
Poison and Radiation.
This upgrade is no longer
in the game but is
still present in the miner's manual
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Increases the speed at which
the weapon charges.
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Always has Electricity.
|
Shotgun
Hitscan:
Bullets have travel Distance or not.
Damage: 30
Plasma Bolts: 3
Rate of Fire: 7.5
Battery Capacity: 240
Overheat Duration: 2.5s
Cooldown Delay: 0.3s
Recoil: 1.346
|
+20%
Damage
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
-50%
Heat Per Shot
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Shotgun
Hitscan:
Bullets have travel Distance or not.
Damage/Pellet: 11 Kinetic
Pellets: 8
Pellet Spread: 9
Magazine Size: 8
Ammo: 72
Rate of Fire: 1.6
Reload Time: 2s
Recoil: 3.538
|
+
Rate of fire or Fire rate
is the number of times
a weapon can be
fired per second
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Increases the speed at which
the weapon charges.
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance of hits
landed on target
bouncing toward
another nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Submachine Guns
Hitscan:
Bullets have no travel Distance.
Damage: 14 Kinetic
Magazine Size: 32
Ammo: 608
Rate of Fire: 15
Reload Time: 1.4s
Spread Build-Up: 8
Spread Range: 4.5-14
Recoil: 0.2
|
+
-90% Spread from movement
+
Special bullets contain
micro-explosives
that detonate when you
reload the weapon.
Each bullet deals
14 Damage on detonation
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Increases the speed at which
the weapon charges.
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance of hits
landed on target
bouncing toward
another nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
Really good with
Elemental Damage.
Ice, Ice, Baby!
|
Heavy Weapon
Hitscan:
Bullets have travel Distance or not.
Damage: 250 Beam
Magazine Size: 3
Ammo: 18
Rate of Fire: 1.5
Reload Time: 1.8s
Plasma Beam Width: 1.5
Plasma Beam Lifetime: 60
Plasma Expansion Delay: 0.2s
Recoil: 3.4
|
+
Holding down the trigger
after the line leaves the gun
activates a remote connection
which on
the release of the trigger
causes the line
to change direction
and move
back towards the gun.
2x
Magazine Size
+30%
Rate of Fire
+35%
Increases the speed at which
the weapon charges.
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+100% Projetile Velocity
|
|
Heavy Weapon
Grenade Launcher
Hitscan:
Bullets have travel Distance or not.
Damage: 110 Direct / 130 Explosive
Magazine Size: 1
Ammo: 20
Rate of Fire: 0.5
Reload Time: 2s
Spread Build-Up: 1
Spread Range: 0.0-5.0
Recoil: 0.5
|
+
+Full Auto
and
+100% Magazine Size
2x
Magazine Size
+20%
Damage
+35%
Radius dictates
the effective size of
an explosive or other similar area effects.
Not all area effects are affected by radius increases.
+35%
Increases the speed at which
the weapon charges.
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+200%
increases damage dealt
to breakable armor segments.
|
Rapid High Capacity Full Auto
High Capacity Full Auto
Same thing?
Why is it name 2 things?...
|
Heavy Weapon
Hitscan:
Bullets have travel Distance or not.
Damage: 13 Direct / 20 Explosive
Magazine Size: 35
Ammo: 216
Rate of Fire: 9
Reload Time: 1.8s
Explosive Radius: 1.4
Movement Speed Whilst Using: 50%
Recoil: 0.05
|
+
Enables your weapon to
load up to 9 missiles and
launch them at once!
As an added bonus the
overloaded exhaust ports increase
missile velocity and boost damage
based on how many missiles
are in the salvo.
However the missiles in the
salvo cannot be guided.
2x
Magazine Size
+20%
Damage
+30%
Rate of Fire
+35%
Radius dictates
the effective size of
an explosive or other similar area effects.
Not all area effects are affected by radius increases.
+35%
Increases the speed at which
the weapon charges.
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+200%
increases damage dealt
to breakable armor segments.
|
|
Heavy Weapon
Mini Gun
Hitscan:
Bullets have travel Distance or not.
Damage: 13 Kinetic
Magazine Size: Heat
Ammo: 2000
Rate of Fire: 30
Spin Up Time: 0.3s
Spin Down Time: 3.0
Spread Range: 4.5-3.5
Movement Speed Whilst Using: 50%
|
Reduce built up heat every kill.
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+70%
Overheat Recovery
-75%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|
Heavy Weapon
Hitscan:
Bullets have travel Distance or not.
Damage: 14 Kinetic / 12 Explosive
Explosive Radius: 1.4
Magazine Size: 110
Ammo: 330
Rate of Fire: 8.2 Top Rate of Fire
Reload Time: 5s
Spread Build-Up: 0
Spread Range: 11
Recoil: 0.4
Movement Speed Whilst Using: 50%
|
2x
Magazine Size
+1
Makes shots blow through targets
as many times as
it has Penetration.
+20%
Damage
+30%
Rate of Fire
+35%
Radius dictates
the effective size of
an explosive or other similar area effects.
Not all area effects are affected by radius increases.
+35%
Reload Speed
+35%
Important accuracy parametre
for most ranged weapons.
Spread Build Up is how
quickly spread accumulates
per second whilst firing.
Spread range refers to the
minimum and maximum spread
value for the weapon.
+40%
Recoil refers to the kick
of most ranged weapons
High Recoil makes
maintaining accurate aim
on targets more difficult.
+40%
Weakpoint Damage
+40%
 Acid
 Electricity
 Fire
 Ice
 Poison
 Radiation
+50%
Percent chance
of missed hits
ricochetting and possibly
hitting a nearby target.
+80%
is a percent of damage
that dealt to the target
despite hitting armor.
+200%
increases damage dealt
to breakable armor segments.
|
|