Difference between revisions of "Weapons"
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== Attachments == | == Attachments == | ||
− | === | + | === Sights/Optics === |
− | + | {| class="wikitable sortable" | |
− | + | |- | |
− | + | ! Attachment Name !! Cost (points) !! Note | |
− | + | |- | |
− | + | | Iron Sights || 0 || Allows you to use the weapon's default sights. These vary drastically between all of the weapons in the game. The bolt-action rifles currently do not have any real (usable) sights with this option selected.<br />Due to the advantages of the other options, very few players opt to use iron sights. | |
+ | |- | ||
+ | | Holographic Sight || 2|| Places an EOTech-styled holographic sight on the weapon. The sight is a bit larger and bulkier than the red dot sights. The reticle is the same for Marsoc and Volk, being a red circle with dot in the middle. | ||
+ | |- | ||
+ | | Red Dot Sight || 2 || Places a typical red dot sight on the firearm. For Marsoc players, the reticle is a simple red dot. For Volk players, the reticle resembles a red "T" (also known as a "Kobra sight"). | ||
+ | |- | ||
+ | | 4x Scope || 4|| Places a medium-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Both varients have iron sights built in. Volk is located atop the optic while marsoc has them located beneath.<br /> These can be effective at close range. Subject to [[Parallax]]. | ||
+ | |- | ||
+ | | 12x Scope || 4|| Places a long-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Subject to [[Parallax]]. | ||
+ | |} | ||
− | === | + | === Other Attachments === |
− | + | {| class="wikitable sortable" | |
− | + | |- | |
− | + | ! Attachment Name !! Cost (points) !! Note | |
− | + | |- | |
+ | | Flashlight || 1 || Places a flashlight on the gun that can be toggled on and off. Like with the [[Laser Sight]], the location of this attachment varies depending on what weapon it is placed on.<br />The flashlight can be useful in dark maps, however NVG are more commonly used. | ||
+ | |- | ||
+ | | Foregrip || 2 || Places a foregrip where you hold the gun with your nondominant hand. This attachment drastically reduces felt recoil when wielding the weapon with both hands. | ||
+ | |- | ||
+ | | Laser Sight || 2 || Places a laser sight on the gun that can be toggled on and off. The location of the sight and the accuracy of it vary from weapon to weapon.<br /> The beam is extremely visible to those wearing night vision. | ||
+ | |- | ||
+ | | Suppressor || 2/3 || Places a suppressor on your weapon, this causes your gun to be much quieter. It also eliminates muzzle flash, but you can still see a visual effect of "hot gas"<br />from the end of the barrel. This attachment costs 3 points for rifleman and 2 points for Specialist/Marksman. Note that this attachment is unrelated to the [[Gameplay|suppression]] mechanic, which darkens your screen. | ||
+ | |} |
Latest revision as of 14:38, 7 January 2020
Contents
Rifleman
- MARSOC
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M16A4 Rifleman | 1 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/3 Burst | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
MK-16 Rifleman | 2 | 12 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
M39 EMR Rifleman | 2 | 13 | 15 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
AUG | 3 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes |
AK5C | 1 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | Yes | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
- VOLK
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-T | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AKM | 2 | 11 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes |
AK-12 | 1 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
G3A3 Rifleman | 2 | 12 | 20 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
FAMAS F1 | 1 | 10 | 25 | 1/3 | 1/3 | 1/1 | Semi/3 Burst | No | No | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
SKS Rifleman | 2 | 13 | 20 | 1/3 | 1/3 | 1/1 | Semi | Yes | No | Yes | Yes | Yes | Yes | No | Yes | Yes | Yes | Yes |
Specialist
- MARSOC
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MK-18 | 1 | 9 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
MP5 | 1 | 7 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes |
P90 | 2 | 7 | 50 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes |
M1014 | 2 | 13 (slug), 3x10 (buckshot) | 6 (shells) | 6/35 (shells) | 6/35 (shells) | 6/6 (shells) | Semi | Yes | N/A | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
552 Commando | 1 | 9 | 30 | 1/3 | 1/3 | 1/1 | Semi/3 Burst | Yes | No | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
Ballistic Shield | 4 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
- VOLK
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AKS-74u | 1 | 9 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes |
G36C | 1 | 9 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
AS-VAL | 2 | 7 | 20 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | Yes | Yes | No | No | No | Yes | Yes | Yes |
SPAS-12 | 2 | 13 (slug), 3x10 (buckshot) | 9 (shells) | 9/43 (shells) | 9/43 (shells) | 9/18 (shells) | Semi | Yes | N/A | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
TAR-21 | 2 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes |
RPG-7 | 4 | Explosive | 1 rocket | N/A | N/A | N/A | single shot | N/A | N/A | Yes | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Automatic Rifleman
- MARSOC
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M249 | 2 | 10 | 200 | 1/2 | 1/2 | N/A | Full | No | No | Yes | No | Yes | Yes | No | Yes | No | No | Yes |
L86a2 LSW | 2 | 10 | 100 | 1/2 | 1/2 | N/A | Semi/Full | Yes | No | Yes | No | Yes | Yes | No | Yes | No | No | Yes |
M16A4 Automatic | 1 | 10 | 30 | 1/6 | 1/6 | N/A | Semi/3 Burst | Yes | Yes | Yes | No | Yes | Yes | No | Yes | No | No | Yes |
- VOLK
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PKM | 2 | 12 | 250 | 1/2 | 1/2 | N/A | Full | No | No | Yes | No | Yes | Yes | No | Yes | No | No | Yes |
G3A3 Drum | 2 | 12 | 100 | 1/2 | 1/2 | N/A | Semi/Full | Yes | No | Yes | No | Yes | Yes | No | Yes | No | No | Yes |
AKM Automatic | 2 | 11 | 30 | 1/6 | 1/6 | N/A | Semi/Full | No | No | Yes | No | Yes | Yes | No | No | No | No | Yes |
Designated Marksman
- MARSOC
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M40A5 | 2 | 20 | 8 | N/A | N/A | 1/8 | Single | N/A | No | Yes | No | No | Yes | Yes | No | Yes | No | No |
MK-17 Marksman | 2 | 12 | 20 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | Yes | Yes | No | No | Yes | Yes | Yes | Yes | No | No |
M39 EMR Marksman | 2 | 13 | 15 | 1/3 | 1/3 | 1/1 | Semi/Full | No | No | Yes | No | No | Yes | Yes | Yes | Yes | No | No |
M16A4 Marksman | 1 | 10 | 30 | 1/3 | 1/3 | 1/1 | Semi/3 Burst | Yes | Yes | Yes | No | Yes | No | Yes | Yes | Yes | No | Yes |
- VOLK
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | IronSights | RDS | Holo | 4x | 12x | Foregrip | Suppressor | Laser Sight | Flashlight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SV98 | 2 | 20 | 10 | N/A | N/A | 1/10 | Single | N/A | No | Yes | No | No | Yes | Yes | No | Yes | No | No |
SVD | 2 | 13 | 10 | 1/2 | 1/2 | 1/1 | Semi | Yes | No | Yes | No | No | Yes | Yes | Yes | Yes | No | No |
G3A3 Marksman | 2 | 12 | 20 | 1/2 | 1/2 | 1/1 | Semi/Full | Yes | No | Yes | No | No | Yes | Yes | Yes | No | No | No |
SKS Marksman | 2 | 13 | 20 | 1/2 | 1/2 | 1/1 | Semi | Yes | No | Yes | No | No | Yes | Yes | Yes | Yes | No | No |
AKM Marksman | 2 | 11 | 30 | 1/3 | 1/3 | 1/1 | Semi/Full | Yes | No | Yes | No | Yes | No | No | Yes | Yes | No | Yes |
Pistols
- MARSOC
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | Red dot sight | laser sight | Supressor |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1911 | 1 | 7 | 7 | 1/3 | N/A | N/A | Semi | Yes | Yes | No | No | Yes |
M9 | 0 | 5 | 15 | 1/3 | N/A | N/A | Semi | Yes | Yes | Yes | Yes | Yes |
G17 | 1 | 5 | 17 | 1/3 | N/A | N/A | Semi | Yes | Yes | Yes | Yes | Yes |
- VOLK
Weapon | Pts | Damage | Mag Cap | Mags FMJ | Mags FMJ-Tr | Mags AP | Fire Mode | Bolt Hold Open | Drop Free Mag | Red dot sight | laser sight | Supressor |
---|---|---|---|---|---|---|---|---|---|---|---|---|
TT | 1 | 7 | 8 | 1/3 | N/A | N/A | Semi | Yes | Yes | No | No | Yes |
5-7 | 1 | 5 | 13 | 1/3 | N/A | N/A | Semi | Yes | Yes | Yes | Yes | Yes |
Makarov | 0 | 5 | 8 | 1/3 | N/A | N/A | Semi | Yes | Yes | No | No | No |
Ammo Type
There are three types of ammo.
- FMJ (0 points)
FMJ is the default ammo for weapons and the only ammo for pistols and any guns in the Automatic Rifleman class. While using FMJ ammo with your rifle it allows you to carry the highest number of magazines. Pistols can only use FMJ ammo.
- FMJ-Tracer (0 points)
FMJ-Tracer rounds are just like FMJ except every few rounds there is also a tracer round that lets you see the trajectory you are firing, this can be useful as it allows you to see when you are missing your target and in which direction you should shift your aim in order to hit them.
- Armor Piercing (2 points)
AP rounds can penetrate body armor at the cost of carrying significantly less ammo, only 2 mags compared to the average of about 4 for non-AP rounds. Note that bolt-action sniper rifles can only use AP and get them for 0 points.
- Additional Notes
Note that pistols and Automatic Rifleman class weapons cannot use AP ammo. This is expected to see some changes in future releases.
When body armor blocks damage, an audible “tink” sound can be heard by anyone nearby.
Attachments
Sights/Optics
Attachment Name | Cost (points) | Note |
---|---|---|
Iron Sights | 0 | Allows you to use the weapon's default sights. These vary drastically between all of the weapons in the game. The bolt-action rifles currently do not have any real (usable) sights with this option selected. Due to the advantages of the other options, very few players opt to use iron sights. |
Holographic Sight | 2 | Places an EOTech-styled holographic sight on the weapon. The sight is a bit larger and bulkier than the red dot sights. The reticle is the same for Marsoc and Volk, being a red circle with dot in the middle. |
Red Dot Sight | 2 | Places a typical red dot sight on the firearm. For Marsoc players, the reticle is a simple red dot. For Volk players, the reticle resembles a red "T" (also known as a "Kobra sight"). |
4x Scope | 4 | Places a medium-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Both varients have iron sights built in. Volk is located atop the optic while marsoc has them located beneath. These can be effective at close range. Subject to Parallax. |
12x Scope | 4 | Places a long-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Subject to Parallax. |
Other Attachments
Attachment Name | Cost (points) | Note |
---|---|---|
Flashlight | 1 | Places a flashlight on the gun that can be toggled on and off. Like with the Laser Sight, the location of this attachment varies depending on what weapon it is placed on. The flashlight can be useful in dark maps, however NVG are more commonly used. |
Foregrip | 2 | Places a foregrip where you hold the gun with your nondominant hand. This attachment drastically reduces felt recoil when wielding the weapon with both hands. |
Laser Sight | 2 | Places a laser sight on the gun that can be toggled on and off. The location of the sight and the accuracy of it vary from weapon to weapon. The beam is extremely visible to those wearing night vision. |
Suppressor | 2/3 | Places a suppressor on your weapon, this causes your gun to be much quieter. It also eliminates muzzle flash, but you can still see a visual effect of "hot gas" from the end of the barrel. This attachment costs 3 points for rifleman and 2 points for Specialist/Marksman. Note that this attachment is unrelated to the suppression mechanic, which darkens your screen. |