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***Guide to Weapons and Equipment***
**** Guide to Weapons and Equipment (English) ****
Compiled 1/19/2010
Weapons
Assault Rifles
AKSU
Weight: 10
Skill: 0
Attrition: 60
Critical Chance: 15%
Critical Damage: +50%
Short range accuracy: 100%
Long range accuracy: 65%
Fire Arc: 30 Degree
AP Cost: 4
Range: 1 - 9.5
Short range damage: 4 - 7
Long range damage: 20 - 30
Ammo type: 7.62mm Rounds
Bullets per shot: 5
Available Upgrades:
Silencer
Weight: 1
Adds +20% to Critical Damage
Grenade Launcher
Weight: 2
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1
Splash Radius: 3
AP Cost: 5
Range: 5 - 9
Short range damage: 19 - 40
Long range damage: 31 - 40
Ammo type: 40mm Grenade
Bullets per shot: 1
Colt M4
Weight: 11
Skill: 20
Attrition: 60
Critical Chance: 15%
Critical Damage: +50%
Short range accuracy: 100%
Long range accuracy: 55%
Fire Arc: 30 Degree
AP Cost: 4
Range: 1 - 9.5
Short range damage: 5 - 9
Long range damage: 27 - 40
Ammo type: 5.56mm Rounds
Bullets per shot: 5
Available Upgrades:
Silencer
Weight: 1
Adds +20% to Critical Damage
Optical Scope
Weight: 1
AP Cost: 4
View Radius: 2.5
Grenade Launcher
Weight: 2
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1
Splash Radius: 3
AP Cost: 5
Range: 6 - 9
Short range damage: 26 - 54
Long range damage: 41 - 54
Ammo type: 40mm Grenade
Bullets per shot: 1
M16 *Unsure of current availability
Weight: 12
Skill: 30
Attrition: 60
Critical Chance: 15%
Critical Damage: +50%
Short range accuracy: 100%
Long range accuracy: 50%
Fire Arc: 30 Degree
AP Cost: 4
Range: 1 - 10.5
Short range damage: 5 - 9
Long range damage: 27 - 40
Ammo type: 5.56mm Rounds
Bullets per shot: 5
Available Upgrades:
Silencer
Weight: 1
Adds +20% to Critical Damage
Optical Scope
Weight: 1
AP Cost: 4
View Radius: 2.5
Grenade Launcher
Weight: 2
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1
Splash Radius: 3
AP Cost: 5
Range: 6 - 9
Short range damage: 26 - 54
Long range damage: 41 - 54
Ammo type: 40mm Grenade
Bullets per shot: 1
AK47
Weight: 12
Skill: 40
Attrition: 60
Critical Chance: 15%
Critical Damage: +50%
Short range accuracy: 100%
Long range accuracy: 45%
Fire Arc: 30 Degree
AP Cost: 4
Range: 1 - 9.5
Short range damage: 7 - 11
Long range damage: 33 - 50
Ammo type: 7.62 mm Rounds
Bullets per shot: 5
Available Upgrades:
Silencer
Weight: 1
Adds +20% to Critical Damage
Optical Scope
Weight: 1
AP Cost: 4
View Radius: 2.5
Grenade Launcher
Weight: 2
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1.5
Splash Radius: 3
AP Cost: 5
Range: 6 - 9
Short range damage: 32 - 66
Long range damage: 50 - 58
Ammo type: 40mm Grenade
Bullets per shot: 1
Bayonet
Weight: 1
Critical Chance: 20%
Critical Damage: +50%
Accuracy: 100%
AP Cost: 3
Range: 1 - 1.43
Damage: 16 - 46
SIG 552
Weight: 12
Skill: 60
Attrition: 60
Critical Chance: 15%
Critical Damage: +50%
Short range accuracy: 55%
Long range accuracy: 35%
Fire Arc: 30 Degree
AP Cost: 5
Range: 5 - 11.5
Short range damage: 10 - 17
Long range damage: 50 - 72
Ammo type: 5.56 mm Rounds
Bullets per shot: 5
Built-in Upgrades:
Optical Scope
Weight: 1
AP Cost: 4
View Radius: 2.5
SIG 550 *Unsure of current availability
Weight: 15
Skill: 70
Attrition: 60
Edited 4 days later by North.
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Heavy Guns
RPK
Weight: 30
Skill: 0 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 95%
Long range accuracy: 70%
Fire Arc: 40 Degree
AP Cost: 9
Range: 6 - 15
Short range damage: 25 - 75
Long range damage: 12 - 50
Ammo type: 7.62 mm Rounds
Bullets per shot: 20
M60
Weight: 30
Skill: 20 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 90%
Long range accuracy: 65%
Fire Arc: 40 Degree
AP Cost: 9
Range: 6 - 15
Short range damage: 34 - 100
Long range damage: 16 - 68
Ammo type: 7.62 mm Rounds
Bullets per shot: 20
MG4
Weight: 35
Skill: 40 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 85%
Long range accuracy: 60%
Fire Arc: 40 Degree
AP Cost: 9
Range: 6 - 15
Short range damage: 42 - 125
Long range damage: 20 - 84
Ammo type: 5.56 mm Rounds
Bullets per shot: 25
S.A.W.
Weight: 35
Skill: 60 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 80%
Long range accuracy: 55%
Fire Arc: 40 Degree
AP Cost: 10
Range: 6 - 15
Short range damage: 48 - 144
Long range damage: 23 - 96
Ammo type: 5.56 mm Rounds
Bullets per shot: 25
Minigun
Weight: 40
Skill: 80 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 75%
Long range accuracy: 50%
Fire Arc: 40 Degree
AP Cost: 10
Range: 6 - 15
Short range damage: 53 - 160
Long range damage: 25 - 107
Ammo type: 7.62 mm Rounds
Bullets per shot: 30
Vulcan
Weight: 45
Skill: 100 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 70%
Long range accuracy: 45%
Fire Arc: 40 Degree
AP Cost: 10
Range: 6 - 15
Short range damage: 58 - 175
Long range damage: 28 - 116
Ammo type: 5.56 mm Rounds
Bullets per shot: 35
Avenger *Unsure of current availability
Weight: 50
Skill: 120 (Requires Dr. Minigun perk)
Attrition: 30
Critical Chance: 20%
Critical Damage: +50%
Short range accuracy: 65%
Long range accuracy: 40%
Fire Arc: 40 Degree
AP Cost: 10
Range: 6 - 15
Short range damage: 62 - 188
Long range damage: 30 - 125
Ammo type: 7.62 mm Rounds
Bullets per shot: 40
Launchers
Thumper
Weight: 20
Skill: 0 (Requires Dr. Explosive perk)
Attrition: 30
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1
Splash Radius: 3
AP Cost: 5
Range: 6 - 9
Short range damage: 28 - 40
Long range damage: 40 - 45
Ammo type: 40mm Grenade
Bullets per shot: 1
Milkor
Weight: 22
Skill: 20 (Requires Dr. Explosive perk)
Attrition: 30
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 1.5
Splash Radius: 3
AP Cost: 5
Range: 7 - 9
Short range damage: 38 - 54
Long range damage: 54 - 54
Ammo type: 40mm Grenade
Bullets per shot: 1
RPG
Weight: 30
Skill: 40 (Requires Dr. Explosive perk)
Attrition: 20
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 3
Splash Radius: 4
AP Cost: 9
Range: 10 - 15
Short range damage: 10 - 50
Long range damage: 99 - 99
Ammo type: Rocket
Bullets per shot: 1
Available Upgrades:
Optical Scope
Weight: 0
AP Cost: 4
View Radius: 2.5
AT4
Weight: 35
Skill: 60 (Requires Dr. Explosive perk)
Attrition: 20
Critical Chance: 15%
Critical Damage: +50%
Dispersion: 3.5
Splash Radius: 4
AP Cost: 9
Range: 10 - 14
Short range damage: 20 - 60
Long range damage: 114 - 114
Ammo type: Rocket
Bullets per s
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Equipment
Armor
Leather Jacket
Weight: 5
Level: 0
Attrition: 20
Damage Resistance: 5%
Leather Armor
Weight: 10
Level: 0
Attrition: 30
Damage Resistance: 7%
Improved Leather Armor
Weight: 12
Level: 0
Attrition: 30
Damage Resistance: 10%
Stun Resistance: 5%
Metal Armor
Weight: 15
Level: 7
Attrition: 40
Damage Resistance: 12%
Stun Resistance: 10%
Improved Metal Armor
Weight: 17
Level: 13
Attrition: 40
Damage Resistance: 15%
Stun Resistance: 15%
S.W.A.T. Armor
Weight: 20
Level: 18
Attrition: 50
Damage Resistance: 20%
Stun Resistance: 20%
Improved S.W.A.T. Armor
Weight: 20
Level: 22
Attrition: 50
Damage Resistance: 22%
Stun Resistance: 10%
Blind Resistance: 20%
Military Armor
Weight: 26
Level: 27
Attrition: 60
Damage Resistance: 25%
Stun Resistance: 20%
Improved Military Armor
Weight: 30
Level: 34
Attrition: 60
Damage Resistance: 27%
Stun Resistance: 10%
Blind Resistance: 20%
Power Armor
Weight: 40
Level: 40
Attrition: 100
Damage Resistance: 30%
Stun Resistance: 20%
Poison Resistance: 10%
Critical Resistance: 5%
Improved Power Armor
Weight: 50
Level: 46
Attrition: 100
Damage Resistance: 33%
Stun Resistance: 20%
Blind Resistance: 20%
Poison Resistance: 20%
Critical Resistance: 5%
Medkits
Bandages
Weight: 3
Skill: 0
uses: 1
AP Cost: 2
Healing Power: 10 HP
Small Medikit
Weight: 4
Skill: 0
uses: 1
AP Cost: 3
Healing Power: 15 HP
Big Medikit
Weight: 5
Skill: 0
uses: 1
AP Cost: 4
Healing Power: 20 HP
Improved Bandages
Weight: 5
Skill: 20
uses: 1
AP Cost: 2
Healing Power: 15 HP
Improved Small Medikit
Weight: 6
Skill: 20
uses: 1
AP Cost: 3
Healing Power: 23 HP
Improved Big Medikit
Weight: 7
Skill: 20
uses: 1
AP Cost: 4
Healing Power: 30 HP
Military Bandages
Weight: 7
Skill: 40
uses: 1
AP Cost: 2
Healing Power: 20 HP
Military Small Medikit
Weight: 10
Skill: 40
uses: 1
AP Cost: 3
Healing Power: 30 HP
Military Big Medikit
Weight: 12
Skill: 40
uses: 1
AP Cost: 4
Healing Power: 40 HP
Health Injection
Weight: 9
Skill: 60
uses: 1
AP Cost: 3
Healing Power: 25 HP
Small Health Pack
Weight: 11
Skill: 60
uses: 1
AP Cost: 4
Healing Power: 38 HP
Big Health Pack
Weight: 14
Skill: 60
uses: 1
AP Cost: 5
Healing Power: 50 HP
Health Mixture
Weight: 9
Skill: 80
uses: 1
AP Cost: 3
Healing Power: 30 HP
Small Health Elixir
Weight: 15
Skill: 80
uses: 1
AP Cost: 4
Healing Power: 45 HP
Big Health Elixir
Weight: 20
Skill: 80
uses: 1
AP Cost: 5
Healing Power: 60 HP
Healing Orb
Weight: 9
Skill: 100
uses: 1
AP Cost: 3
Healing Power: 35 HP
Healing Capsule
Weight: 15
Skill: 100
uses: 1
AP Cost: 5
Healing Power: 53 HP
Healing Probe
Weight: 20
Skill: 100
uses: 1
AP Cost: 6
Healing Power: 70 HP
Small Healing Vest
Weight: 17
Skill: 120
uses: 2
AP Cost: 2
Healing Power: 20 HP
Big Healing Vest
Weight: 20
Skill: 120
uses: 3
AP Cost: 2
Healing Power: 20 HP
Healing Suite
Weight: 27
Skill: 120
Uses: 4
AP Cost: 2
Healing Power: 20 HP
Miscellaneous
Body Implant *Unsure of current availability
Weight: 2
HP Regeneration: +1
Max HP: +50 HP
Binoculars
Weight: 5
AP Cost: 6
View Radius: 5
Edited 1 day later by North.
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i'm surprised this didnt generate more interest! ah well 😁
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An excellent summary North.
Now if we could only get that for ALL of the artifact modifiers in one place ☺
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I think this info is outdated, I thought the base critical rate was 10%. Not 15% like in here. Maybe I'm wrong.
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I think this info is outdated, I thought the base critical rate was 10%. Not 15% like in here. Maybe I'm wrong. it all depends on the weapon type...
Awesome work north! 1 mistake... You placed sig552 to shotguns but it's an assalt
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who is north??
how does he know about the weapons that we dont have in game yet??
is he right berserker?
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i think he wants to become mod
i think u find this in ur gunrox carpet i think
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Thanks for the heads up about the Sig 552, i've updated the guide.
All of the weapons are detailed in the game client source files, just takes some poking around ☺
as far as becoming a mod, i dont have nearly enough time to play to accept that job even if it was offered to me 😝
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good men😁
thanks for guide
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awsome dude u did good 😁😁 i mean awsome i gonna look at that hole thing over and over lol 😁
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nice guide and very good job
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Sticky for new players
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Yes i vote sticky too
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This guide is not accurate and do not show the truth, it's just parsing of gunrox xml files without knowing more about it. Yes, this guide can be used to get a generic feeling about items but lack of accuracy will not allow it to be sticky.
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NORTH!
😲 north!! its been awhile since we didnt met.. i didnt knew you could do this.. i taught your in a business trip -_-"
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lol north ur botherd
man i havent seen you in the game for a while
i dont know if you remember me or i dont know if i remember myself :|
but i was cwalka
or if u know my other accounts xXxunitxXx
but ur botherd dude lol to do all this 😁
but great job!!
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lol
who is north??
how does he know about the weapons that we dont have in game yet??
is he right berserker? Lol ......
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^^
lol north ur botherd
man i havent seen you in the game for a while
i dont know if you remember me or i dont know if i remember myself :|
but i was cwalka
or if u know my other accounts xXxunitxXx
but ur botherd dude lol to do all this 😁
but great job!! hehehehehe Yes really good Job!😁
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