Firearms: Difference between revisions

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{{tocr}}
{{Weapons}}
'''Firearms''' are divided into seven different types with each corresponding to a specific [[skill]] as well as the Firearms skill. The seven categories are [[handguns]], [[shotguns]], [[submachine guns]], [[rifles]], [[#Grenade launchers|grenade launchers]], and [[#Bows|bows]].
{{header/ranged}}
'''Firearms''' are divided into different categories. with each corresponding to a specific [[skill]]. Using a firearm will consider its corresponding weapon skill, and the marksmanship skill which applies to firearms universally. The categories, [[handguns]], [[shotguns]], [[submachine guns]], [[rifles]], launchers, and archery, each have their own unique firearms and each perform well in their respective field.
The four first categories [[Firearms modifications|can be modified]]. The amount of mods on a weapon is displayed in the weapons title as '[weapon]+[number of mods]'. For example, an empty Glock 17 with iron sights and a laser shows as {{igs|Glock 17+2 (0)|c_gray}}.


Four first categories [[Firearms modifications|can be modified]], also effectiveness of all firearms heavily depends on the type of used [[ammunition]].
Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.


Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.
== Properties ==
Each firearm has the following properties:
 
*'''Damage Bonus'''*
*'''AP Bonus'''*
*'''Range Bonus'''*
*'''[[Dispersion]]'''* indicates how accurate the fired ammunition is. Higher values mean it may err away from your target after being fired.
*'''Sight Dispersion''' Similar to Dispersion, but only applies to Firearms.
*'''Aim Speed''' The cost of aiming a firearm, counted in Movement Points.
*'''Recoil Bonus'''*
*'''Ammunition'''
*'''Clip size'''
* '''Reloading time''' of firearms is affected by skill level, with each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 [[moving points]], then hands [[encumbrance]] penalty added. Reloading is interrupt able activity. [Verification Needed]
** '''Unloading time''' is a half of reloading time, and full clip is unloaded in one action. Unloading is a non-interrupt able activity. You can {{k|shift + U}}nload weapons by standing next to them.


* '''Burst''' is the number of rounds fired, 0 if no burst ability.
Note that those marked with "*" are values which are summed up with respect to those of the ammunition used.
* '''Damage''' is added to the damage of the corresponding [[ammo]].
** Head-shots do 8x damage; vital hits do 2x-4x; glances do 0x-1x. Note that the average human has 80 health.
** The [[Noise]] rating of fire completely depends on type of [[ammunition]] and [[gunmods]] noisiness modifiers.
* '''Accuracy''' is in quarter-degrees, and measures the maximum this weapon will contribute to the angle of difference. Unlike in-game values '''high acc is bad here'''.
* '''Recoil''' is cumulative between shots. 4 recoil = 1 accuracy.
* '''Durability''' does nothing (yet).
* '''Reloading time''' of firearms is affected by skill level, each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 [[moving points]], then [[Clothing#Hands|hands encumberment penalty]] added. Reloading is interruptable activity.
** '''Unloading time''' is a half of reloading time, and full clip is unloaded in one action. Unloading is non-interruptable activity.


<br clear=right />
=== Weapon Modifications ===


{{:Handguns}}
A weapon can also have various weapon modification slots, such as bore, grip, sight, etc. A modification slot can accept a mod if it matches both slot and weapon type. For example, a pistol scope slot can't have a rifle scope, and a rifle can't have a scope in the sling slot. The amount of modifications of a weapon show up in the weapons name as a plus. For example: a Glock with a red dot scope, silencer, and underbarrel flashlight shows as {{igs|Glock 17+3 (0)|c_gray}}.


{{:Shotguns}}
You may add modifications by {{k|a}}ctivating the mod, or remove mods by {{k|a}}ctiviating the modded weapon. Additionally, some weapon mods have skill checks attached, requiring a certain skill level to attach the mod.
== Aiming ==
When aiming a firearm, a 'Steadiness' bar will appear. This bar indicates how steady your gun is, and how much movement you must spend to re-aim your weapon after firing. Steadiness can be increased by aiming ({{K|5}} or {{K|.}}).


{{:Submachine guns}}
Firing a weapon has an associated movement cost and accuracy based on the aiming mode used, seen below.
Immediate Aim {{K|f}}) will shoot an inaccurate, fast shot from the hip. This aim mode is rarely used, except in an emergency.
Regular Aim {{K|a}}) is the 'standard' aim. It takes a little time, but will more than likely hit your target at close to mid range.
Careful Aim {{K|c}}) takes longer than Regular Aiming, but it is more likely to hit targets.
Precise Aim {{K|p}}) takes the longest out of all aiming modes. However, it has the highest chance of hitting your target, even at range.


{{:Rifles}}
== Item Browser ==


== Bows ==
The [http://cdda-trunk.chezzo.com Item Browser] has an index of [http://cdda-trunk.chezzo.com/gun/archery Ranged weapons].
They use Archery [[skill]].


<abbr title="and all weapon with IF_STR_RELOAD flag">Crossbows</abbr> have additional bonus to reloading time, which is based on current [[strength]] (-20 moving points per point of strength). Though minimal reloading time still cannot be lower than 25.
== Color labeling ==


{{header/{{PAGENAME}}}}
Firearms can have various colors:
* a {{igs|green firearm|c_green}} means the firearm has available ammo, or a filled clip/magazine, in inventory.
* a {{igs|red firearm|c_red}} means the firearm has no filled clip/magazine, but there is an empty clip/magazine available in inventory.
* a {{igs|gray firearm|c_gray}} no ammo or clip in inventory.


{{row/{{PAGENAME}}|crossbow|2|1000|c_green|IRON|WOOD|sk_archery|AT_BOLT|6|9|11|1|0|18|0|6|0|1|800
The colors might slightly vary if the weapon accepts both loose cartridges and clips.
|"A slow-loading hand weapon that launches bolts. Stronger people can reload it much faster.  Bolts fired from this weapon have a good chance of remaining intact for re-use."|mfb(IF_STR_RELOAD)}}


{{row/{{PAGENAME}}|compound bow|2|1400|c_yellow|STEEL|PLASTIC|sk_archery|AT_ARROW|12|8|8|1|0|20|0|6|0|1|100
=== Magazine color labeling ===
|"A bow with wheels that fires high velocity arrows.  Weaker people can use compound bows more easily.  Arrows fired from this weapon have a good chance of remaining intact for re-use."|mfb(IF_STR8_DRAW)|mfb(IF_RELOAD_AND_SHOOT)}}
* a {{igs|green magazine|c_green}} corresponding firearm and ammo in inventory.
       
* a {{igs|red magazine|c_red}} either corresponding firearm or ammo in inventory, but not both.
{{row/{{PAGENAME}}|longbow|5|800|c_yellow|WOOD|MNULL|sk_archery|AT_ARROW|8|4|10|0|0|12|0|6|0|1|80
* a {{igs|gray magazine|c_gray}} no ammo for the magazine.
|"A six-foot wooden bow that fires feathered arrows.  This takes a fair amount of strength to draw.  Arrows fired from this weapon have a good chance of remaining intact for re-use."|mfb(IF_STR10_DRAW)|mfb(IF_RELOAD_AND_SHOOT)}}


</table>
=== Ammo color labeling ===
* a {{igs|green ammo|c_green}} valid firearm in inventory.
* a {{igs|red ammo|c_red}} valid magazine in inventory.
* a {{igs|gray ammo|c_gray}} no clip or weapon for this ammo in inventory.


== Grenade launchers ==
== Repairing ==
All four use [[40mm grenade]]s as ammunition.


{{header/{{PAGENAME}}|ammo=0}}
Damaged firearms can be repaired using a firearm repair kit or gunsmith repair kit. Both may be looted, however, firearm repair kits may be crafted instead. Additionally, you'll need a high enough mechanics skill to operate the repair kit. To repair a firearm, simply activate your repair kit, select the repair function, and then select your firearm. If all conditions are met, the firearm will recover one stage of damage.


{{row/{{PAGENAME}}|tube 40mm launcher|0|400|c_ltred|STEEL|WOOD|sk_launcher|AT_40MM|12|20|13|-1|0|16|0|6|0|1|350|"A simple, home-made grenade launcher.  Basically a tube with a pin firing mechanism to activate the grenade."|0|ammo=0}}
== Fouling ==


{{row/{{PAGENAME}}|M79 launcher|5|4000|c_ltred|STEEL|WOOD|sk_launcher|AT_40MM|14|24|16|-1|3|4|-5|8|0|1|250|"A widely-used grenade launcher which first saw use by American forces in the Vietnam war. Though mostly replaced by more modern launchers, the M79 still sees use with many units worldwide."|0|ammo=0}}
In {{inlineVer|0.E}} weapons can build up {{igs|fouling|c_red}}. Fouling is caused by firing the gun, which slowly accumulates gunpowder residue within the weapon. This residue causes fouling, which can cause misfires and eventually damage the gun as it builds up. Modern, smokeless powders create less fouling than other gun powders, including black powder.


{{row/{{PAGENAME}}|M320 launcher|10|8500|c_ltred|STEEL|MNULL|sk_launcher|AT_40MM|5|13|6|0|0|12|5|9|0|1|150|"Developed by Heckler & Koch, the M320 grenade launcher has the functionality of larger launchers in a very small package.  However, its smaller size contributes to a lack of accuracy."|0|ammo=0}}
A gun with fouling on it has a {{igs|■|}} indicator in front of the name before the damage indicator (if any). [Unverified] Fouling is also shown in the weapons examination menu towards the bottom.


{{row/{{PAGENAME}}|Milkor MGL|6|10400|c_ltred|STEEL|MNULL|sk_launcher|AT_40MM|24|45|13|-1|0|5|-2|8|2|6|300|"The Milkor Multi-Grenade Launcher is designed to compensate for the drawback of single-shot grenade launchers by allowing sustained heavy firepower. However, it is still slow to reload and must be used with careful planning."|mfb(IF_RELOAD_ONE)|ammo=0}}
Fouling is cleaned using a [[pipe cleaner]], [[Firearm repair kit|firearm repair kit]] or [[Gunsmith repair kit|gunsmith repair kit]]. To clean fouling, examine ({{K|e}}) a firearm in your inventory and select {{K|m}}end.


</table>


[[Category:Firearms|*]]
{{ranged}}
[[Category:Firearms]]
[[Category:Weapons]]

Latest revision as of 00:43, 21 February 2023

Firearms are divided into different categories. with each corresponding to a specific skill. Using a firearm will consider its corresponding weapon skill, and the marksmanship skill which applies to firearms universally. The categories, handguns, shotguns, submachine guns, rifles, launchers, and archery, each have their own unique firearms and each perform well in their respective field. The four first categories can be modified. The amount of mods on a weapon is displayed in the weapons title as '[weapon]+[number of mods]'. For example, an empty Glock 17 with iron sights and a laser shows as Glock 17+2 (0).

Note that if you shoot through a tile with destructible items, it has a certain chance to destroy them.

Properties

Each firearm has the following properties:

  • Damage Bonus*
  • AP Bonus*
  • Range Bonus*
  • Dispersion* indicates how accurate the fired ammunition is. Higher values mean it may err away from your target after being fired.
  • Sight Dispersion Similar to Dispersion, but only applies to Firearms.
  • Aim Speed The cost of aiming a firearm, counted in Movement Points.
  • Recoil Bonus*
  • Ammunition
  • Clip size
  • Reloading time of firearms is affected by skill level, with each skill level adds 7.5% to bonus modifier. Maximal modifier is 75%. Resulting time cannot be lower than 25 moving points, then hands encumbrance penalty added. Reloading is interrupt able activity. [Verification Needed]
    • Unloading time is a half of reloading time, and full clip is unloaded in one action. Unloading is a non-interrupt able activity. You can shift + Unload weapons by standing next to them.

Note that those marked with "*" are values which are summed up with respect to those of the ammunition used.

Weapon Modifications

A weapon can also have various weapon modification slots, such as bore, grip, sight, etc. A modification slot can accept a mod if it matches both slot and weapon type. For example, a pistol scope slot can't have a rifle scope, and a rifle can't have a scope in the sling slot. The amount of modifications of a weapon show up in the weapons name as a plus. For example: a Glock with a red dot scope, silencer, and underbarrel flashlight shows as Glock 17+3 (0).

You may add modifications by activating the mod, or remove mods by activiating the modded weapon. Additionally, some weapon mods have skill checks attached, requiring a certain skill level to attach the mod.

Aiming

When aiming a firearm, a 'Steadiness' bar will appear. This bar indicates how steady your gun is, and how much movement you must spend to re-aim your weapon after firing. Steadiness can be increased by aiming (5 or .).

Firing a weapon has an associated movement cost and accuracy based on the aiming mode used, seen below. Immediate Aim f) will shoot an inaccurate, fast shot from the hip. This aim mode is rarely used, except in an emergency. Regular Aim a) is the 'standard' aim. It takes a little time, but will more than likely hit your target at close to mid range. Careful Aim c) takes longer than Regular Aiming, but it is more likely to hit targets. Precise Aim p) takes the longest out of all aiming modes. However, it has the highest chance of hitting your target, even at range.

Item Browser

The Item Browser has an index of Ranged weapons.

Color labeling

Firearms can have various colors:

  • a green firearm means the firearm has available ammo, or a filled clip/magazine, in inventory.
  • a red firearm means the firearm has no filled clip/magazine, but there is an empty clip/magazine available in inventory.
  • a gray firearm no ammo or clip in inventory.

The colors might slightly vary if the weapon accepts both loose cartridges and clips.

Magazine color labeling

  • a green magazine corresponding firearm and ammo in inventory.
  • a red magazine either corresponding firearm or ammo in inventory, but not both.
  • a gray magazine no ammo for the magazine.

Ammo color labeling

  • a green ammo valid firearm in inventory.
  • a red ammo valid magazine in inventory.
  • a gray ammo no clip or weapon for this ammo in inventory.

Repairing

Damaged firearms can be repaired using a firearm repair kit or gunsmith repair kit. Both may be looted, however, firearm repair kits may be crafted instead. Additionally, you'll need a high enough mechanics skill to operate the repair kit. To repair a firearm, simply activate your repair kit, select the repair function, and then select your firearm. If all conditions are met, the firearm will recover one stage of damage.

Fouling

In 0.E (Ellison) weapons can build up fouling. Fouling is caused by firing the gun, which slowly accumulates gunpowder residue within the weapon. This residue causes fouling, which can cause misfires and eventually damage the gun as it builds up. Modern, smokeless powders create less fouling than other gun powders, including black powder.

A gun with fouling on it has a indicator in front of the name before the damage indicator (if any). [Unverified] Fouling is also shown in the weapons examination menu towards the bottom.

Fouling is cleaned using a pipe cleaner, firearm repair kit or gunsmith repair kit. To clean fouling, examine (e) a firearm in your inventory and select mend.