Welcome to the RE: Black Friday Weapons Specs explanation, of which will cover the topic of weapons, ammunition, mods and data, in detail, followed by a complete breakdown of every weapon available to you. This breakdown acts as more of an explanation, and because we don't have any moderated stats we use a set of common generalities, which are meant to act as guidelines, to help you judge distance and power in combat situations, as well as what weapon is effective when.
That having been said, lets delve into the specifics of weapons in general.
There are two types of weapons, those being Ranged and Melee, with Ranged having a subcategory of Thrown weapons. Each type of weapon is fairly self explanitory, i.e, Ranged weapons are anything that can be fired, while Melee weapons require you to be withing arm's reach of your target. Thrown weapons fall into that middle ground, but for the most part, are Ranged weapons as a whole.
Each type of weapon has a fairly general set of basics, those being Range and Power, of whic we'll break down first.
Range is, essentially, the distance at which a weapon can hit a target accurately. Range tends to vary as far as weapons go, as range is solely dependant upon the type of the weapon. Shotguns, for instance, tend to have a short effective range, as compared to an assault rifle, which is better at medium and long ranges. Really, as far as range, goes, it depends on the type of weapon.
A quick breakdown of Range:
Melee- Distance of 1-4 feet from the attacker.
Short- Distance of 5-25 feet from the attacker.
Medium- Distance of 26-50 feet from the attacker.
Long- Distance of 51-75 feet from the attacker.
Very Long- Distance of 75+ feet from the attacker.
Power is the amount of total damage one given attack made by a given weapon can do. It tends to be dependant on the weapon type as much as the ammunition, of which is covered in in a separate topic. The amount of overall damage done in a given situation is based on these two factors alone.
A quick breakdown of Power:
Very Low- Deals little damage to unarmored enemies, ineffective against Rank C enemies.
Low- Deals low damage to unarmored targets, ineffective against Rank B enemies.
Medium- Deals some damage to unarmored targets, ineffective against Rank A enemies.
High- Deals considerable damage to unarmored targets, ineffective against Rank S enemies.
Very High- Deals massive damage to unarmored targets, effective against all Ranks of enemies.
Weapon-Specific Data:
Ranged weapons have a number of unique aspects to them of which are not shared with the other weapon types. Those aspects are Clip Size and Recoil. Clip Size is fairly cut and paste, as it simply describes how many bullets a weapon holds before running out of ammunition. Recoil, on the other hand, consists of
the amount of kickback a weapon has. The higher the recoil, the more it effects your overall accuracy, especially in a situation in which you may be firing an automatic or semiautomatic weapon.
A quick breakdown of Recoil:
None- The weapon has no recoil, and therefore no accuracy penalty on a shot by shot basis.
Low- The weapon has a low recoil, meaning that shots tend to vary by .1 to .4 millimeters when fired.
Medium- The weapon has some recoil, meaning that shots tend to have a 2-3 millimeter variable when shots are fired in tandem.
High- The weapon has a large amount of recoil, meaning that the weapon's kickback is enough to require the shooter to reposition the weapon before firing a second time withoput suffering a large drop in overall accuracy.
Very High- The weapon has a massive amount of recoil, meaning that if the shooter is unbraced, the weapon can actually knock them down or break their wrist from the kickback.
Melee weapons also have some unique stats that need to be covered, those being Weight and Durability. The weight of the weapon is a deciding factor as to how hard one can swing it and how quickly one might become tired while swinging said weapon. The heavier it may be also can contribute to how unruly a weapon might be on a swing-by-swing basis.
A quick breakdown of Weight:
Light- The item weighs between 1 and 5 pounds.
Medium- The item weighs between 6-15 pounds.
Heavy- The item weighs between 16-45 pounds.
Very Heavy- The item weighs 46+ pounds.
Durability is the amount of stress a melee weapon can take before breaking, translated into an impact by impact basis. A severe shock to a weapon, such as a Tyrant's fist attack, can beak most weapons, and once broken, the weapon is unusable for the remainder of the RP.
A quick breakdown of Durability:
Weak: The item can splinter or begin to break from most light and moderate hits.
Fair: The item can withstand most normal strikes, but can break if a particularly strong hit is either given or taken to the weapon's body.
Strong: The item can take and weather most powerful hits, and can generally ignore most damage done to it. A particularly spectacular event would be required to break it (like jamming it into a compress).
Very Strong: The item can take nearly any hit, regardless of the severity, before breaking. Generally, a massive shock is the only thing that would break the weapon, such as falling out of an airplane and hitting pavement.
Thrown weapons have one unique stat to them, that being their Core makeup, or just what they're designed to detonate as. The only "official" thrown weapons in the forum are the hand grenades, and as such have the Core stat added to their breakdown. There are three types of cores, those being Incendiary, Fragmentation, and Magnesium Flash. Incendiary explodes into a pillar of flame, Fragmentation scatters metal shards when detonated, and Magnesium Flash explodes with a very loud blast and and a flash of light.
Weapon Mods are modifications in which a weapon's stats can be altered. When a Mod is purchased, it's applied to all of your weapons, and the effect spans the whole of your arsenal. Each mod has a number of special effects of which can be used with a number of your weapons, granting you an advantage in combat and allowing you a greater rate of survival.
Mods share a number of stats that Weapons themselves do, such as Ammunition, Clip Size, Power and Range, but also have two distinctly unique categories to them, caled Effect and Compatability. Each of these categories refers to an aspect of the weapon mod, and just what it does, as well as what weapons it can be used with. When you purchase that weapon mod, it's automatically applied to any weapons that it's compatable with. In the case of something like an underbarrel weapon, te player has to choose just what mod is sitting on the weapon.
That concludes the Weapons tutorial.
Click on the image to see the information about the weapon in question.
Handguns









Shotguns






Magnums




Sub-Machine Guns




Rifles

Assault Rifles

Grenade Launchers

Mine Throwers
Missile Launchers



Special Weapons






Weapon Mods













Melee








Grenades (Thrown)
