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Weapon accessories

142 bytes removed, 02:56, 30 April 2023
/* Effects of bayonets */
There are five categories of weapon accessories: '''Feeding systems, Muzzle devices, Underbarrel devices, Optics, and Lights'''.
 
= Feeding systems =
The term '''feeding system''' is a catch-all for any object whose primary function is to carry ammunition and feed it to a [[Weapons|firearm]]. They are the only type of weapon accessory which could be considered to be essential to the normal function of a firearm; as without these, certain most firearms will not be able to fire at all. Others may require manual (Those that can, usually have internal magazines, cylinders, or other integrated feeding systems of ammunition as a reload action in order to be able to firesome sort.)
Seven types of items can be found in this category:
=== Size tiers ===
All feeding systems belong to a '''size tier''', ranging from ''Tiny'' to ''X. Large''; The size tier determines the base weight. When feeding systems are loaded with ammunition, their '''their weight changes accordingly.'''* in units. The weight of a feeding system ''Example:'does not change' An empty STANAG 30-round magazine has a ''Medium'' size tier, giving it a base weight regardless of 1 unit. When loaded with 30 rounds of [[5.56x45mm NATO]] (weight per round: 0.01 unit), the weight quantity of that magazine becomes 1.3 units (1 from base weight + 30 x 0.01 from ammunition loaded; in other words, it is more efficient to keep your mags loaded ammunition).
{| class="wikitable"
|-
| colspan="78" style="background:lightgray;text-align:center;font-size:10pt" | '''Feeding system size tiers and base weight'''
|-
| style="text-align:center" | '''Size tier''' || ''Tiny'' || ''Small'' || ''Lean'' || ''Medium'' || ''Large'' || ''V. Large'' || ''X. Large''
|-
| style="text-align:center" | '''Base weight''' (in weight units) || style="text-align:center" | 0.25 || style="text-align:center" | 0.5 || style="text-align:center" | 0.75 || style="text-align:center" | 1 || style="text-align:center" | 1.2 5 || style="text-align:center" | 2 || style="text-align:center" | 3
|}
When in possession of compatible belt links and ammunition, you can spend 1 turn to combine 3 links and 3 rounds together. This results in the creation of a '''loose ammo belt'''. This act can be scaled to however many rounds you wish to link together.
* Example: If you wish to create a 50-round ammo belt, you will spend 17 turns to combine 50 belt links and 50 rounds.
* Example event [[object line]]: ''[Weapon accessory] M13 ammo belt, loose, disintegrating links, 7.62x51mm NATO, 50 rounds - [0 /50] - Weight: (variable, 0.02 per round)''
You also have the possibility to '''spend 1 turn to divide an existing loose belt into two shorter loose belts'''.
A firearm with an attached muzzle brake benefits from a '''[[Recoil]] -1''' modifier.
* If the firearm is also equipped with a '''scope''', the muzzle brake '''limits this weapon's maximum [[Recoil]] to 6''', meaning that if after applying all Recoil modifiers, the final result were to exceed 6, it is treated as 6.
=== Weapons compatible with muzzle brakes ===
Shotgun chokes are divided by type (how tight the diameter of the choke is at the end, which determines effects), and caliber (determining firearm compatibility).
 
Certain shotgun chokes are fully integrated to their host firearms, and cannot be removed. They are referred to as '''integrated chokes'''.
=== Effects of shotgun chokes ===
Firearms with bayonets attached allow for the use of '''Staff/Pole weapon skills'''.
 
Certain bayonets may be referred to as '''Non-blocking (NB)'''. This means that they are attached to the firearm in a particular way that it does not actually block or obstruct the firearm's muzzle. Non-blocking bayonets '''allow for installing another type of muzzle device''' onto its host weapon, effectively allowing two muzzle devices at once (a bayonet and another type of device).
=== Weapons compatible with bayonets ===
* '''[[List of underbarrel shotguns]]'''
 
= Optics =
Laser sights have no effects when switched off.
When switched on, laser sights provide an '''cancel the [[Recoil|point of aim shifting IR -1 effect]] when passing over ADT'''. While this will This effect does not prevent stack even if you have more than one laser sight on the accuracy loss effectssame weapon (in other words, having 2+ laser sights will at least help you stay on targetstill results in a '''IR -1''' effect).
=== Weapons compatible with laser sights ===