As players fire more continuous shots from their gun, its spread will continue to increase from its first shot value, up to a maximum value (the exception is the Ares, which becomes more accurate while it is continuously fired, down to a minimum value). The only guns with no spread for their first shot are the Guardian, Marshal, and Operator, and this only applies for the weapon's ADS or scoped mode. The higher the spread value, the more likely the shot will deviate from the crosshair. Most guns' first shot will have a spread value, meaning there is a possibility the shot fired will not make a perfect hit at the target under the player's crosshair. Guns are also affected by accuracy spreads. Shotgun pellets will only apply a 30% slow if they tag an enemy beyond 10 meters. Enemies hit by bullets will also be tagged with a 72.5% slow for a brief period. Resulting numbers with a decimal value are rounded down to the next integer value. Each gun deals a set amount of damage to an enemy's body at its shortest range and then uses multipliers on this value to calculate the damage it will deal to the head and legs at close range and all body parts at further ranges. Bullets deal different amounts of damage depending on the gun, the body part they hit, and the distance between the shooter and the target. Guns have limited amounts of ammo but come with reserve magazines. Sidearms consists of pistols, while primaries include SMGs, shotguns, rifles, sniper rifles, and machine guns. Weapons are separated by two categories, Sidearms and Primary weapons. Agents have different variations of weapons, typically firearms, to cater to specific playstyles or metas.
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