The basics of any of the primary weapons are:
-DamageDamage starts high up close, drops over distance, and continues at a lower damage amount.
-Rate of Fire"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.
-Reload TimeReloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.
The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".
The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.
-Spread, Spray and RecoilThere are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.
The two in
Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less. LMGs have a spread of 2.0.
The two in
Spray are spread added to the weapon with each shot from the hip and sighted.
The two in
Recoil are the weapon's sights jumping around with each shot when sighted.
"Kick" is the angle increase with each shot.
Higher "Amp" means a stronger kick based on the "Kick" number.
I don't know exactly how they equate, but from testing, I (currently) guess that the two are simply multiplied together.
Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).
They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.
Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.
Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.
In "Hardcore" players have 50 health and do not recover on their own.
Body Armor is only 62.5.
A brief explanation for a few other numbers...
There are variables for each posture and again for each posture when sighted.
A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.
When not firing the weapon, weapons universally recover 3.0 degrees of spread per second.
Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.
From the hip, crouching has no effect for any weapons except for LMGs in which hip spread barely improves.
Crouching while sighted, almost every weapon subtracts 0.05 from its Amp.
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Explosive weapons behave quite differently between themselves.
Blast Damage is a single damage number (bottom number) that continues for a short distance (Red number).
After that, damage linearly drops to zero by it's maximum range (top number).
The Red Number, I'm not 100% certain that is how it is meant to be.
Against Armored Vehicles, explosive damage is modified every which way.
Against Tanks and APCs, the listed number is the damage done to their 1250 health.
The explosive icon means the vehicle takes it as explosive damage, the side hit does not matter.
The bullet icon means the vehicle takes it as projectile damage and hitting it in the rear or side will do extra damage based on the Vehicle Chart.
The Anti-Tank mine is sometimes capable of destroying tanks with only one mine, but it is not consistent.
Against lighter vehicles, most of these explosives will take them out in one hit.
Speed is simple - higher number, faster it goes.
Note that the AT4 starts off slow, but the guided engine can speed it up to 50 after a few seconds.
Also Note that the RPG-7 can speed up a bit if being guided by a Tracer Dart.
Detonation is a mix of things.
The time it takes to throw a grenade after pressing the button and the time it takes to explode.
The 40mm grenade takes 0.2 seconds before it will detonate, hitting something at less than about 10m will make it a dud.
A direct hit with the 40mm will still hit and kill an enemy.
The Tracer Dart lasts for 45 seconds after sticking to something.
Reload is the same as the Weapon Chart with the time it takes to reload and the time the ammo counter changes.
Also included is the time it takes to get one explosive of that type from the Assault's Ammo Box.
Vehicles are very uniform, each vehicle has many similar things to another of the same type.
All vehicles can generally be taken out with a single infantry rocket, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage.
And yes, the BMD-3 takes extra damage to the front.
There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.
There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation =
Tank Cannon damage against another Tank or armored vehicle is approximately
350.
While just about anything else on there should be simple enough, a slightly more detailed description of
the Power Tool and the way it repairs:
The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.041 heat. Constantly fighting against that heat is a cooldown of 0.5.
The two combined with the rate of fire allows the Power Tool to fire 125 times over the course of 8.3 seconds.
It repairs 5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's
625 vehicle health repaired over 8.6 seconds.
Holding the trigger for 8.6 seconds will cause the tool to overheat.
For reference, All armored ground vehicles have 1250 health.
Also, the Repair Tool delivers 15 damage against enemies and enemy vehicles per "shot".
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On the "physics" of
Bullet Drop, there are basically two types of bullets:
The standard for all weapons from pistols to the weaker Recon Rifles. The effects of gravity are almost unnoticeable until several hundred meters away.
Sniper Bullets are affected by fake gravity much more swiftly. For example, the M24's round drops halfway down to its first mil-dot by 100m.
The feature of HMG_Bullet is that it can damage lightly armored vehicles such as Jeeps and Helicopters.
All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).
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Spotting, like the repair tool, uses "overheat" to prevent excessive Socialize use.
The player is capable of about four Socialize button presses in rapid succession before overheating and being inoperable for five seconds.
With the cooldown, the fastest continuous rate that a player can spot without overheating is once every two seconds.