Hits needed to kill a 150 HP hunter, each band closing at the
metre it stops working. Point anywhere along a bar to read that distance below. The dashed lines are named under the bars: falloff is where damage starts dropping, flat is where it stops falling, drop is where the round stops flying flat.
Head
instant kill
Upper torso×1.3mult159dmg1hits
2345+
Torso×1mult122dmg2hits
2345+
Arm×0.75mult92dmg2hits
2345+
Leg×0.7mult85dmg2hits
2345+
falloff5 mflat100 mdrop17 m5 m
How damage falls
share of full damage, on the axis and marks the bars use
Falls fastest between 25 and 40 m, at 16.7% of full damage per 10 m; 8.4% per 10 m across the whole fall to 100 m, where it
holds 20%. A quarter of it is gone by 25 m, where the line meets the marked
level - the figure the weapon list sorts by.
Handling
Single-action, 10 rounds, iron sights.
What firing does to your view
The muzzle climbs 2° after every shot, 1° while aiming. How much of the screen that eats is not fixed - it depends on how wide your own field of view is, so these are drawn at the game's default 55°, and a wider setting costs you less of it.
From the hip
2° of climb
Aiming
1° of climb
The kick itself plays out in 0.2s, long over before you can fire again at 0.7s.
Aiming slows how fast you can swing the gun around to 60% of normal.
Computed from each creature's own hit-zone table against this attack's damage type.
Noise
Louder than 8% of the arsenal to AI. That is what monsters notice. Another
hunter hears the shot out to 750 m - the same for every
weapon in the game, so this bar is about stealth from AI, not from people.
Heard by AI to10 m
5your sprint50
of 150 weapons, Flame Rifle to Uppercut Precision
Its report, and what it does to your ears
Deafens you
0% per shot
Traits and perks
What traits change
The game's trait descriptions give no numbers. Where this weapon's own
attribute presets substitute values for an active trait, they are below.
Bolt Thrower gives this weapon extra loading motions,
listed in the reload group. Without it the weapon only ever plays its
single short loop. How the two compare over a full magazine is not
something the game files state, so no total is given here.
Crack Shot
Stat
Base
With
Sway, horizontal
0.5
0.25
Sway, vertical
0.2
0.1
Only stats the trait actually moves are listed - a value the trait leaves
untouched is omitted rather than shown unchanged. A crouched-spread
multiplier of 1 means crouching stops steadying the weapon at all while
that mode is active. Dual wielding is a
weapon capability rather than a trait, and is not uniformly an upgrade:
several pistols fire slower akimbo than single, in exchange for the
doubled magazine.
Traits that apply
Every trait this weapon's own data references. A recommendation is the
game's own; the numbers above are the ones we can prove from the
weapon's attribute presets.
Blade SeerRecommended1 ptsWhile using Dark Sight, increases distance of highlighted Bolts, Arrows, Harpoons, Throwing Axes, and Throwing Knives to 75m. Also applies to Beetle View.
Bolt ThrowerRecommended3 ptsReduce reload time for Crossbows, Bomb Launchers, and Bomb Lances.
Crack ShotReduce sway for weapons and increase zoom level in iron sights for rifles and pistols with stocks. Excludes shotguns and sawed-off variants.
A few perks carve out exceptions in their own description - Crack Shot
excludes shotguns and sawed-off variants - so read the perk text, not
just the listing.