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Primary weaponsDamageDurability DamageRounds per Mag*Damage per MagRounds per secondMag Dump (no reload)DPS (+reload)Reload timeReload partial#ofReloadsreloads per resupplyDamage per resupply.PenetrationSpecial notesRecommendations
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Updated to patch PATCH 01.000.400
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Shotgun
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Breaker33066165280516509262.51.877369602high recoil after nerf
Got a nerf - not sure increased recoil and mag reduction was necessary. still a good gun. Would increase mag back up to 16 and keep high recoil
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Breaker Inc.240120/25 (fire)256000512008002.51.866360002Applies burning large spread - huge spread, very slow bullet speed
Fire damage has been increased to 60~ dps. Gun may have been over buffed with damage increase and burn damage increase - reduce pellet damage to 18~.
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Breaker Spray240642662405.513208083288499202huge spread slow tracking
Decent spot is? - slow tracking not necessary increase handling - needs a mechanic to take advantage of the massive spread. increase damage to the body when you pop off limbs, or increased damage to enemies per limb missing? Mostly just a bad breaker Inc. currently.
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Punisher4051081664801.35273456.51.2**60*60243002Stagger
increase RoF to 1.6~, reduce reload time to .5~ animation, .3~ per shell - still significantly longer than non round reload weapons (5~ seconds) for full reload
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Slugger250751640001.33252136.51.2**60*60150003Pens medium armor, light stagger
increase RoF to 1.5~, reduce reload time to .6~ animation, .3~ per shell - still one shots medium bots through face plate - Nerfs didn't make a lot of sense. Should be less accurate, not less stagger/DPS as a shotgun.
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SubMachinegun
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Defender8084536008.76964522.81.977252002
significant boost to RoF (12~), increase rounds per mag / decrease reload speed to increase DPS without more burst. Less dps, similar sustain version, easier to use knight with possibly more ammo reserves? currently a bad liberator.
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Knight7075035002316107492.51.777245002High recoil
Increase rounds per mag to 55-60 (DPS seems more than sufficient but with massive recoil, and low total ammo, it could use larger mags to be viable) slow down reloads/decrease recoil slightly.
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Pummeler6574529257.95143363277204752conc rounds stuns enemies, doesn't knock them around like the Liberator Conc.
Low damage - High stagger weapons should be good vs high value targets (Stalkers e.t.c.) but bad vs hordes. Possibly increase AP and durability damage to better gear towards elite killing.
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Assault Rifle
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Adjudicator90163027009.282843131.888216003Very high recoil, decent stagger
Increase mag to 30~ and decrease recoil to 30~ (this should have LESS recoil than the standard diligence)
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Liberator801445360010.78565003277252002
Mag size increase, possibly slight reduction in reload speed to give better sustained DPS. Magazine size is the primary problem for all AR style rifles, and is why Sickle feels so much better than the rest.
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Librator Carb.801545360015.312246063277252002
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Liberator Conc.65236039005.3345272321010390002Tons of bug stagger (will even knockback brood commanders) Lots of recoil per shot.
The knockback is awsome, and ammo is finally okay. Mag size and overal DPS are still horrible and not worth looking at for higher difficulties. RoF increase to 6.5, mag increase to 40/45. Possibly a slight increase to durability damage to boost elite killing without affecting mob clear
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Liberator Pen601545270010.7642375321010270003high durability damage (33%)
medium armor pen is nice, but having the damage is low making it struggle to kill medium armored enemies in a reasonable amount of time or ammo. DPS increase needed - increase mag to 45, possible slight boost to flat damage (no change to durability damage)
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Tenderizer105223536751010505403.32.288294002Stagger is unremarkable
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Marksman
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Diligence165422033005.89575123288264002lots of ADS sway
reduce excessive sway when firing and standing, drastically increase accuracy for easy followup weakpoint shots. possibly increase mag if that isn't enough. Marksman rifles should be more accurate but do less DPS than Assault rifles?
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Diligence Counter200501530005.811605373266180003Pens medium armor, slowish tracking
Decreased sway, increased tracking to enable getting multiple shots on weakpoints - possible slight mag increase
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Energy
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Arc-12250175NANA0.75250188NANANANANA3Max range is 28m~ No bounce, Medium armor pen. Decent stagger. Doesn't charge when weapon swapped.
faster firing, should likely have 60+ RoF. or have 45 RoF and a single bounce. Give it firemodes to toggle between wide and narrow spreads to allow for more control on the number of enemies hit. Possibly between bounce and RoF? Improve targeting so it will hit enemies that are partially behind cover.
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Plas-1 Scorcher20050/1001530004.168324912.52.566180002/3Explosion will go through armor - damage listed is impact and explosion 100/100 impact/explosion damage 50/100% durability damage
Partial reload speed reduced?
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Punisher Plasma25050/150820001.33252312.52.588160002/3max range is about 80-90m AOE is 4.5m~, very curved trajectory. Difficulty with hit reg. High knockback. damage listed is impact and explosion 100/150 impact/explosion damage
They increased velocity but also drop rate - revert drop rate. slight AOE and mag buff. Resolve hit reg issues.
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Purifier25050/1501537500.92251962.52.566225003/3100/150 impact/exposion damage. Listed RoF is incorrect, it shoots just under 1 shot a second due to time to charge.
Very underwhelming due to slow charge, and almost no additional damage over Scorcher, but 1/4 the rate of fire. Id have the damage double the Scorcher~, and reduce mag to 8-10
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Scythe350708280013502802344112002
.2~ seconds to begin firing 1.6~ seconds to cooldown per second fired, Takes 13+ seconds to cooldown from max heat cools around 215 damage per second. high durability damage
needs to be around double damage. Rate of cooldown reduced to 6-7~ seconds instead of 12 at max heat. Longer than reloading, but not so much you must reload every time. Partial reloads should be less time than total reloads. possibly remove the inaccuracy you get as you fire longer with laser - or increase damage/armor pen for sustained shooting.
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Sickle55586473012.56885332333141902
Takes .56~ seconds to start firing, 6.8~ seconds of firing till overheat. Takes 10.8~/11.8~* seconds to cooldown 1.6/1.7~* Seconds to cooldown per second fired at max heat (*Counting the 1~ seconds from time you stop shooting till cooldown starting) Cools about 400 damage per second
Great baseline for assault rifles - Bring base mags back up to 4~ or remove cooldown delay/possibly reduce cooldown time
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Explosive
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Dominator275901541254.1711475583.82.666247503Is definitely not explosive damage type - slug shot. slow bullet velocity, Slow tacking lots of ADS sway, shoots below reticle while hip firing/ADS, but not in 1st person
correct shooting below reticle in 3rd person/hit where reticle is aiming. possibly reduce damage to 250~
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Eruptor570115/340528500.421581724.72.866171003/3
230/340 impact/explosion damage - will destroy holes and outposts. Tactical reloads give +1 to mag - and greatly reduce reload time. Always reload at 1 ammo when possible. Slow velocity and low handling.
Im still not sold on low handling, slow velocity bullets on a sniper? Should be increasing impact damage, as most durable parts (like heads) are immune to explosions.
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Exploding Crossbow420150/270521000.833492253.31.788168003/3150/270 impact/explosion damage, can close holes/outposts. kinda slow travel - expect projectile drop. AOE is 6m~ only moderate stagger
Increase AoE back to 8m (nearly double the Area). Possibly increase mags to 6, and RoF to 1.
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Secondary
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Bushwacker4051083121510.8437437132.11010121502
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Dagger250205125012501841.82.33337502.3~ seconds to start firing. 1.6~ second cooldown per second fired (8 seconds) meaning 125 damage per second of cooling. Gets 3 reloads from ammo pickups and resupplies
Needs significantly more damage, likely Mag increase, Rate of cooldown reduced to 1~ second per second fired.
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Grenade Pistol600250/3501600156003161.91.98212003
250/350 Impact/explosion damage - will close bug holes. Reload is buggy/inconsistent - also starts with +1 in the chamber on drop for 2 shots before the first reload. Attack rate only relevant on second shot after drop. No arming time
Full ammo per resupply
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Peacemaker75151511251511254021.81.55556252
in a decent spot. Possibly reduce RoF and increase mag slightly? Seems like it should have less DPS, but better sustain/ammo efficiency than the Redeemer.
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Redeemer60531186018.310984902.11.44474402
This feels like a good benchmark sidearm
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Senator17535610503.35782492.41.8**40*2035003Penetrated medium armor - speed loader on empty clip Can shoot as soon as mag turns white before reload animation finishes
Increase ammo per resupply to full (40)
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Verdict125121012507.593837521.48450002
Increase ammo per resupply to 8 - I like the idea of a high ammo side arm to pair with low ammo primaries (i.e. Scorcher)
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Support Weapon
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Airburst16.7NA533Proximity det doesn't appear to trigger on terrain post update, or the other mentioned objects, 6m~ trigger on enemies. Arming distance of 20m~. 1.5 second assisted reload.
Similar issue to machineguns - only good vs Medium enemies while giving up support weapon slot feels awful - Long reload, low ammo, and only decent against groups.
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Antimaterial rifle45013573150836008572.826394504lots of sway. Decent vs Bots, bad vs bugs. high durability, 30%
After damage increase AMR performs well vs Robots - still not a high performer vs bugs.
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Arc Thrower25050NANA1250300NANANANA7
1~ seconds to full charge, seems to do half damage to titans? may just be spreading damage out across many parts or titan may have damage reduction against it. 35m Range 3/4 targets
Better target registeration, specially at point blank ranges and around cover. Stop the screenshake.
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AutoCannon410260/1501041003.213124755.52 per mag*10(50)5205004/3260/150 impact/explosion damage. very high durability damage likely 100% of base damage
Reduce reload penalty when totally empty. possibly reduce some sway and increase tracking speed to make weapon more enjoyable to use.
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Flamethrower6031100600084803644444240003
.7 Seconds to start shooting. 17m~ range? Burning appears to do around 70 DPS on self and bugs. Doesn't appear to do full damage to titans - Could be damage reduction and not armor, or both!
In a decent spot - kills chargers too fast. Increase range by 50%~, Decrease on hit damage to 120~% instead of 150%.
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Grenade Launcher42020/400104200312606333.332284003150/250 impact/explosion damage
Seems largely fine, could use a prox trigger - and slightly larger AOE/less damage fall off
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Heavy Lascannon350200103500135025045.31135004
16? seconds to cooldown from max heat 1.6~ seconds to cooldown per second fired.. Pens medium armor. (11~ on cold, 20~ on hot worlds) Slow tracking. 60% durability damage
damage significantly increased, perhaps ability to damage through armor? and rate of cooldown reduced to 8-9~ seconds instead of 16~ at max heat. Longer than reloading, but not so much you have to reload. Partial reloads should be faster than reloads on empty? Remove inaccuracy for sustained fire, or increase damage/armor pen.
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Heavy Machinegun15050751125012.518759785.53.822225004Stationary reload, no 3rd person view reticle - can't one shot head shot bug warriors, hits below reticle . High durability damage 33%~
Functions as a light AMR when playing it effectively, not heavy machinegun. Faster reload does help significantly, still plays like light AMR.
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Machinegun90231501350015135090054.332270003Penetrates medium armor, slow tracking lots of sway
Reload changes didn't go through. with damage buffs mag increase and assuming they fix the reload this should be a very strong horde clear weapon.
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Quasar Cannon750600/150NA7505015NANANA6/3
650/150 impact explosion damage, deals an extra 100% durability damage 3 Seconds to charge/Fire and 15 seconds to cooldown (doesn't need to be at 0% to start charging again) can close bug holes.
Reduce time to charge to 2.5~ seconds now that it had such a long CD.
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Railgun60060-120(charge)16000.331981391.3NA201060005-83 seconds to hit 100% charge. Very low durability damage, and likely significant damage drop off drom range
Max charge is less necessary with buffs to armor pen. Id still like to see faster charge (2 seconds to max) and Give a .3~ second safety buffer at 100% so you can actually use 100% charge. Railgun NEEDS more durability damage to be consistent at high prio targets(shouldn't take 7+ shots to kill a gunship, or 20+ to kill a titan) and less damage falloff.
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Recoilless750600/15017501256NA5322506/3650/150 impact explosion damage, deals an extra 100% durability damage 1.5 seconds for assisted reload, 1 second on the last shot in the backpack.
Ally reload is much less viable in HD2 than in HD1, needs to be balanced better for solo use, reduce reload time (3-4 second) or allow movement during reload. Increase ammo per resupply to 4+. This is a team game, weapons shouldn't encourage players to eat half a resupply. Perhaps allow allies to reload you even if you carry the pack? allow for easier reload (do not force them to be on a specific side)
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Spear12001000/200112002405NA3224006/3
1000/200 impact/explosion damage. Explosion has AP 5. 1.3 second lockon time - there is some memory, so it is faster if you keep requiring lock. Angle hit affects armor pen unlike EAT/RR/Quasar. 1.5* second assisted reload.
Ally reload is much less viable in HD2 than in HD1, needs to be balanced better for solo use, letting reload have stages, and perhaps faster reload. - testing locking and missile trajectories.
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Stalwart7062501750019.213449255.94.532350002slow tracking/handling lots of sway
Good sustained DPS at medium range - but loses to the Breaker and does much less burst. Could add line penetration (ability to hit multiple medium bugs in a line) OR just increase overall DPS by changing reload to 4~ seconds and RoF to 20~. Needs a serious look at, a stratagem that requires a support weapon slot shouldn't struggle to compete with normal primary weapons.
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Reload numbers are approx based off video testing/going frame by frame from the time you hit reload, to when you can fire again. rounded to the nearest 10th of a second
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Most of the 3+ second reload weapons will have an animation after completing reload of .2~ seconds where you can dive e.t.c. but not shoot.
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Most primary weapons start with 1 round in the chamber when you drop. Most non-round reload weapons get +1 in the chamber when you perform a tactical reload including Stalwart, grenade launcher, AMR, and Machinegun. Doesn't work on many of the less standard primaries like Scorcher, Plasma Pen. or Dominator.
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Penetration is a best guess based on testing and datamined info, you have light 1-2, medium 3-4, and heavy is 5+ (Chargers and Titans appear to both be 5?) making the assumption brood commander is at the top of light armor (2) and Guards are the lowest of Medium (3)
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*Round reload weapons are total bullets, not based on mags for # of reloads
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**For Round reloading: Shotguns it is .85~ second startup animation with .35~ seconds per round. For Senator 1.2~ second startup animation and .63~ per reload.
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Support Weapon Damage is mostly based off Leaked data, but also testing various enemies
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Sickle fires for 6.88~ seconds before overheating which is at least 85 but more likely 86 rounds fired.
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AMR shoots fast enough that there is possibly significant user error when calculating RoF (It was as fast as I could make it shoot without a macro)
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Autocannon damage is a very rough guess, based on the lowest possible ammount it can do - direct damage only not counting explosion damage - 2 shots will blow off a mech arm (1500~ life) counting the explosion. Appears to do slightly less explosive damage than frag grenade/grenade launcher but way less AOE - maybe around 200?
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Very little damage testing done on Railgun - more approximate than others
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Railgun - I appear to be getting a variable amount of damage at 95%~ charge based on what I am hitting. I assume it has to do with it doing extra damage to enemy durable parts and possibly not hitting armor breakpoints? It is doing at least 700 damage on headshots
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Explosive damage weapons often have very high durability damage (often 100%) And normally have Expl Pen of 3.
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Superior Packing Methodology: With the bug fix all support weapons should get max mags. I will leave the OG values up as it is still relevent to anyone without the ship module.
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