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Notes Edit

  • Players spawn with 100 health, but they can gain a total of 120 HP and can also pick up 100 armor, which is 30% effective, adding to a total of 150 maximum HP.
  • Kills per mag cannot be accurately measured, as bullets penetrate through players (a player could can line up the entire enemy team and kill them all with one bolt sniper shot). Instead, the hits to kill a player are measured with spawn health and maximum health.
  • You can customize the weapon models to suit your tastes. Changing the weapon model may also add custom reload animations to the weapons. For example, you may replace the M16A3 with the FN2000 model made by a user in the ACR forums, which adds a reload animation and a pseudo-Red Dot Sight

Tables Edit

Multipliers Edit

Class Head Torso Legs
General 3.5 1.1 1
Shotguns 4 1.2
Snipers 5 1.4

Weapon Stats Edit

TODO: add "shots to kill"

Ammo indicates: (mag size) +(chamber bonus), pickup/start/maximum mags.

Weapon Damage Range (cubes) Fire Delay (ms) Fire Rate (rpm) Fire Mode Ammo Reload time (s) Remarks
Primaries (Assault Rifles)
M16A3 32 - 22 45 - 92 73 822 Semi/Burst/Full 30 +1 * 3/4/6 2.1 Beats the MP5K at longer ranges
AK-47 46 - 30 48 - 120 100 600 Semi/Burst/Full 30 +1 * 3/4/6 2.1 Beats the M16A3, but requires higher accuracy
Primaries (Sub machineguns)
H&K MP5K 36 - 15 32 - 80 67 896 Semi/Burst/Full 32 +1 * 3/4/6 2.4 Good for short ranges
Primaries (Sniper Rifles)
M21 SWS 500 70 - 110 120 500 Semi-Auto 10 +1 * 3/4/8 2 More kills than the bolt sniper with all your ammo, but less accurate
Barrett M82 500 75 - 120 120 500 Semi-Auto 10 +1 * 2/3/4 2 High damage and semi-automatic, but high recoil and kickback
CheyTac Intervention 500 70 - 110 1500 60 Bolt-Action 9 +1 * 2/3/4 2 Achieving one-hit kills is easy, but the delay…
Primaries (Shotguns)
Benelli M1014 10 - 3 (x24) 6 - 16 200 300 Semi 7 +1 * 21/28/42 .75/shell Excels with extreme power at close range, but sucks for long range
Primaries (Others)
Sword 90 - 9 - 0 7 - 9 480 125 Semi infinite N/A Slice the enemy!
Secondaries
Pistol 36 - 19 24 - 90 90 667 Semi-Auto 30 +1 * 2/5/6 1.4 Semi-automatic, most powerful at close range
Healing Gun 20 - 10 4 - 8 100 600 Full-Auto 30 +1 * 4/6/8 1.2 Use as secondary to heal teammates/self, main gun to kill
RPG 170 - 10 18 120 28* 1-shot 1 * 3/3/6 2 Low ammo, high explosive
Other
Knife 80 - 8 - 0 4 - 5 500 120 Semi-Auto infinite N/A Throwable! Target will be wounded if not killed in one hit (like a headshot)
Throwing Knife 250 53 N/A Also induces a wound!
Wound 5 500 120 N/A Maximum of 8 on a player
Grenade 230 - 5 27 625 30* Thrown 1 * 1/1/3 1.325 Large explosion!
Akimbo 36 - 19 30 - 90 80 750 Full-Auto 24 +2 * 4/0/6 1.4 Powerup, slightly extended range compared to pistol

Formulas Edit

RPM = 60000/ms

1\ meter = 4\ cubes

Assault Rifle vs SMG Edit

This section from Apr 24, 2011 might be outdated.

  • The Assault Rifle does more damage over a long range and is more accurate over the long range.
  • The SMG does more damage over a short range and is accurate enough for short range use.

The lines intersect at 13+1/3 meters, doing 29+2/3 damage.

AR-SMG
View the original spreadsheet.

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