Changes

Weapons

187 bytes added, 8 April
* [[Class Handgear weapons]]
In addition, there are '''5556''' [[Weapon accessories|weapon accessories]] that can also be considered weapons of their own:
* '''38''' [[List of bayonets|bayonets]] ('''28''' that can be used as '''knife-bayonets''', '''6''' non-knife bayonets, and '''4''' that are integrated to a host weapon)
* '''1112''' [[List of underbarrel grenade launchers|underbarrel grenade launchers]] (including '''45''' that are integrated to a host weapon)
* '''6''' [[List of underbarrel shotguns|underbarrel shotguns]] (including '''1''' that is integrated to a host weapon)
When counting the weapon accessories listed above, the total weapon count is '''1,020021'''.
=== Weapon rarity ===
|-
| '''Full-auto''' ('''Full''') || See below || [[Colt M4A1]], [[Kalashnikov AKM]]
|-
| '''Flame''' || 5 || [[M2-2]], [[XL18]]
|}
=== Condition ratings (melee weapons) ===
 
As melee weapons degrade and lose Condition, they cause less and less damage.
Melee weapons can be [[Repairing|repaired]] using [[Crafting items#Toolkits|Melee Repair Kits]].
| 50% - 69.99% || Fair || No effects
|-
| 35% - 49.99% || ''Worn'' || 0.9x damage (except [[Class Handgear weapons|handgear]] and [[Shields]])
|-
| 20% - 34.99% || ''Poor'' || 0.8x damage (except [[Class Handgear weapons|handgear]] and [[Shields]])
|-
| 10% - 19.99% || ''Bad'' || 0.7x damage (except [[Class Handgear weapons|handgear]] and [[Shields]])
|-
| 1 point - 9.99% || ''Terrible'' || 0.6x damage (except [[Class Handgear weapons|handgear]] and [[Shields]])
|-
| 0% || '''''Broken''''' || Weapon becomes unusable
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