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Guide to Weapons
Caliber base damages and weapon type multipliers
- 9mm – 60 damage
- 12gauge – 30×8 damage
- 5.56 – 80 damage
- 7.62 – 100 damage
- .50bmg – 200 damage
- Pistols 1x
- Smgs 1x
- Shotguns 1x
- LMGs 1x
- Assault rifles 1.2x
- Revolvers 1.6x
- Rifles 2x
- Snipers 2x
Known exceptions
- Bronco/Pistol/1.5x
Spread Modifications via Chamber Chisels
I was going to randomly select common weapons, check their spread values, and post results, however what I found was not a system that applies consistently, like damage does. Instead of take the time to post a full list of every gun and deal with formatting it I’ve decided to simplify it to general information (I did test every gun).
Generally speaking, Shotgun spread is 5 or more, for all guns in 12ga – the only exception to this is Mario, with native base 12ga spread of 4.
Rechambering shotguns to non-12ga calibres gives odd results
- Mario does what you might expect, and gives a spread of 1 (I will probably build an o/u rifle at some point, now that I know this).
- Mossman always has 5 spread – this is probably a bug.
- Arbiter gives spread of 2 – which is surprisingly good considering its base spread of 10.
There do not appear to be any consistent rules tied to weapon classes, or to weapons in general. All guns except for Arbiter and Mario have a 12ga spread of 5-7, but apart from that it is essentially the Wild West.
Some guns with low base spread have higher spread in 12ga compared to others in their class – particularly ones with higher fire rates. Typhoon is a good example of this with 1.5 and 7 spread respectively.
Some guns with higher base spread than others in their class have less 12ga spread than you might expect, compared to their next-more-precise neighbors in within their class. Examples of this are Drifter (lowest 12ga spread among SMGs, despite having 3rd worst base spread,) Beck (worst pisol base spread, but better 12ga spread than SOCOM or S&W)
The conclusion I take from this is that they’re probably individually tuned based on how devs want them to behave and for general balance.
The breacher, btw, I tested with only 40% but got some results still. As far as I can tell, because it loads each shell into the gun when charging instead of firing them from the magazine, the ammo consumption chance can negate more than one shot. but it does also mean that it gets stuck with ammo in the chamber that wasn’t consumed when firing and you can’t shoot again until you clear it by meleeing or swapping guns. Also, it’s really annoying to use.
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