Weapon Mechanics[]
Armor Penetration[]
All weapons have an unlisted armor penetration value. When shooting at an armored target, the target's armor hardness is checked against the weapon's penetration value with the following calculation:
Health Damage† = Weapon Damage - (Weapon Damage * (Armor Hardness - Penetration)) †Damage dealt can not be negative or higher than the weapon's normal damage.
For reference, enemies have the following armor hardness values:
Unit | Armor Hardness |
---|---|
Guards | 0 |
Beat Cops | 0 |
Cloaker | 1.0 |
SWAT | 1.5 |
Grenadier | 1.5 |
Zapper | 1.5 |
Shield (Weapon Visor) | 1.75 |
Shield (Unit) | 2.0 |
Shield (Weapon) | 3.0 |
Dozer | 4.0 |
Dozer Visor | 4.0 |
Weapons that would not cause the hardness to fall below 1.0 can not penetrate armor, and do 0 health damage until armor is broken. If a weapon causes the hardness to fall below 1.0, it will deal health damage relative to the amount that the hardness is reduced. For example, a penetration of 0.9 would cause the hardness of SWAT units to fall from 1.5 to 0.6. This weapon would then deal 40% of its base damage to the health of an armored unit.
The skills Cutting Shot and Expose both indirectly effect enemy armor.
Suppressors[]
Suppressor (a.k.a. silencer) barrel extensions eliminate the chance that NPCs will detect shots fired. If a weapon that is unsilenced is fired, all NPCs on the map will be alerted.
Critical Hits[]
Critical hits are shots that deal an additional headshot multiplier. Critical hit multipliers vary depending on the weapon and distance. All weapons start with a maximum crit multiplier, which decreases as distance increases. This decrease is not gradual and will instantly apply. Critical hits can only be triggered by shooting the head of a target.