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Weapons can be obtained either by buying them with $, Credits, Crowns, or received through Warboxes.


About Weapons

Each weapon has a type and a class that can use that type. Riflemen can use Assault Rifles and Machine Guns, Medics can use Shotguns, Engineers can use SMGs, Snipers can use Sniper Rifles and SEDs can use Heavy Machine Guns.

Check the List of Weapons, for a list of the weapons.

Attributes

Weapons have many attributes:

  • Damage: is a statistic on all weapons. It represents the power of a weapon. The higher the Damage, the more Health/Armor can be reduced from enemies.
  • Damage Minimum: is the minimum damage a weapon deals after the damage is reduced by damage drop or damage reduction from penetration. Damage Multipliers are unaffected and thus can still reduce the damage below the minimum.
  • Range: is the effective range the weapon can shoot without losing damage. It is measured in meters. When outside the effective range, the weapon will suffer Damage Drop for each additional meter. The damage will never drop to less than the Damage Minimum. Damage drop can be changed by using Suppressors or some Silencers.
  • Rate of Fire: RPM of the weapon, determines how fast the weapon fires.
  • Accuracy: is determined by the bullet spread of the weapon. The less spread you have, the more accuracy you have. Generally, weapons have better accuracy when aiming.
  • Spread: is how far the bullets can spread from the center of the crosshair.
    • Spread Minimum: is the normal spread while not shooting.
    • Spread Attack: is how much spread is added to each shot.
    • Spread Maximum: limits how high the spread can go.
    • Spread Decay: is the spread recovery per second, with 1% of the value being applied every 10ms.
    • Spread Decay Delay: is the time in milliseconds it takes for Spread Decay to start.
    • Spread Inverted: Active for SED's Heavy Machine Guns. If active, it inverts the spread rules. Spread Maximum becomes the normal spread while Spread Minimum limits how low the spread can go. Spread Attack will decrease spread instead of increasing it, thus improving accuracy with each shot.
    • Spread Reset Delay: Only a few weapons have this. This is the time in milliseconds it takes for Spread Parametric Attack to be reset. (Not added to wiki weapon pages)
    • Spread Parametric Attack: Only a few weapon have this. Adds spread attack that changes with each shot. (Not added to wiki weapon pages)
  • Recoil: is a hidden stat of each weapon.
    • Recoil Attack: is how much recoil is added to each shot.
    • Recoil Maximum: limits how high the recoil can go.
    • Recoil Decay: is the time in milliseconds it takes for the value of Recoil Maximum to be reduced to 0.
    • Recoil Decay Delay: is the time in milliseconds it takes for Recoil Decay to start.
    • Recoil Smoothness: reduces the recoil shake. Recoil Shake is a visual effect that shakes the screen, it does not affect the recoil in any way.
    • Recoil Randomness: adds randomness. This value is applied to the recoil hints, added to or subtracted from XY.
    • Recoil Hints: tells the weapon where the recoil should go using XY coordinates. Note that the recoil will not necessarily go there as other parameters will affect the hints. (Not added to wiki weapon pages)
    • Recoil Reset Delay: Only a few weapons have this. This is the time in milliseconds it takes for Recoil Hints and Recoil Parametric Randomness to be reset. (Not added to wiki weapon pages)
    • Recoil Parametric Randomness: Only a few weapon have this. Adds randomness that increases with each shot. (Not added to wiki weapon pages)
  • Ammunition: is the capacity of bullets a weapon has. All weapons have their own "magazine size", after which they will have to reload, as long as they have reserve ammunition. The Rifleman Class can restore ammunition using Ammo Packs.
  • Zoom Factor: All weapons have 1.1x zoom by default while using iron sights. This can be changed by attaching a scope. SEDs currently do not have the zoom ability.

Damage Multipliers

Damage is affected by the location of the hit.

Default Damage Multipliers
Weapon Type Body Head Arms Legs
Assault Rifle 1x 5x 0.8x 0.7x
Machine Gun 1x 5x 0.8x 0.7x
Shotgun 1x 1.2x 0.8x 0.7x
SMG 1x 4x 0.8x 0.7x
Sniper Rifle 1x 5x 0.8x 0.8x
Pistol 1x 5x 0.8x 0.6x

These multipliers may be reduced by the use of equipment that gives protection. An assault rifle that deals 5x damage to the head, equivalent to 500%, that hits the head of an enemy wearing a Crown Helmet (that gives 70% head protection) will have the multiplier reduced to 4.3x, equivalent to 430%.

Not all weapons use the damage multipliers above. Currently, only weapons with Bullet damage type use damage multipliers.

Penetration

Penetration defines what objects the weapon can pierce. Most objects reduce damage and penetration does not change this damage reduction in any way. The damage reduction from penetration will never reduce the damage to less than the damage minimum of the weapon.

If the penetration level of the weapon is lower than the pierceability level of the object, then it can be pierced. Suppressor's bonus reduce the penetration level, which allows the weapon to pierce more types of objects (some weapons have Special Suppressors that do not improve the penetration level).

Penetration Levels
Weapon Type Normal Suppressed
Assault Rifle 5 3
Machine Gun 5 3
Heavy Machine Gun 5 -
Shotgun 7 5
SMG 7 5
Sniper Rifle 4 3
Pistol 6 5
Common Materials
Material Type Pierceability Damage Reduction
Concrete Normal 2 70%
Thin 5 70%
Glass Normal 14 10%
Breakable 2 10%
Heist 14 0%
Metal Normal 2 40%
Container 6 60%
Target 8 0%
Grate 8 10%
Pipe 8 60%
Sheet 8 25%
Wood Normal 3 30%
Medium 6 30%
Breakable 7 20%
Hollow 10 20%
Cardboard Normal 10 0%
Box 5 50%
Player Normal 10 0%
Armor 7 0%

Other

Weapons
Weapon Normal Suppressed
Barrett M82A1 2 -
M60E4 Ares 3 -
MK 14 EBR Ares
M1917 Enfield
OTs-48K MK2
Desert Eagle Mafioso
ARCUS
FN SCAR-H Special Blizzard 3 3
K&M Arms M17
AT308 4
(3 with Default Suppressor)
3
QBU-88
DSA SA58 SPR
COLT Python Elite 4 -
Nagant M1895
S&W M&P R8
Taurus Judge 5 -
Christmas Firecracker
AMB-17
H&K MP5 Special Shadow
AUG A3 9mm XS Custom
Taurus CT9 G2
Saiga Spike 6 5
Marlin 1894 Custom
Pinkie-Micro Desert Eagle 6 3
(Silver Suppressor)
Mauser Kar98k 7 -
FCG-R3
SA-16 14 -
RLGS-1000
FCG-R3 K1
Hephaestus Flamethrower

Ammunition

Ammunition
Ammunition Type Bullet Speed (Meters per Second) Maximum Range (Meters)
Assault Rifle 800 400
Machine Gun 1000 500
Heavy Machine Gun 1000 500
Shotgun 460 92
Slug 880 440
SMG 800 400
Sniper Rifle 880 440
Pistol 800 400
Special Weapons
SA-16 28 140
RLGS-1000 30 210
FCG-R3 460 92
FCG-R3 K1 100 500
ARCUS Scout 800 400
ARCUS Tactics 100 500
ARCUS Megadez 100 500
Flamethrower 50 20

Accuracy

Accuracy is a weapon statistic displayed in the Inventory and Shop. It is actually not a real statistic, instead it is determined by the spread statistic of the weapon.

Hip Accuracy uses the "Stand Stance" spread values while Aim Accuracy uses the "Zoom Stand Stance" spread values. This means the weapon's accuracy is determined by using only the spread values while standing, other stances are not used. The accuracy value displayed in-game is always rounded down. Weapons with attachments which affect spread equipped by default may display incorrect accuracy values.

Accuracy can be calculated with:
If (spread_min + spread_max) ≤ 20:

  • accuracy = ((40 - (spread_min + spread_max))) / 0.4

If 20 < (spread_min + spread_max) ≤ 60:

  • accuracy = 50 - ((spread_min + spread_max) - 20)

If (spread_min + spread_max) > 60:

  • accuracy = 10 - (((spread_min + spread_max) - 60) × 0.165)

Attachments

Main article: Attachments

Weapons may have attachments on it to improve perfomance. Not all weapons can use attachments, and some may not have all attachments available. Some weapons may also come with integrated or exclusive attachments such as the Daewoo K7 and AS-VAL that have integrated silencers and the AK-47 and Remington 870 RAS that have proprietary sights.

Durability

Main article: Repairing

Like all items, weapon have durability. Weapons rented for a certain duration don't need repair, but Permanent Weapons do. All Permanent Weapons last for 10 hours before completely breaking. A broken weapon cannot be used before it is repaired. Indestructible weapons, such as the default ones, are permanent and do not need repair. Weapons do not lose durability while you are dead.

Cosmetic Versions and Skins

Main article: Weapon Skins

Some weapons are cosmetic versions of existing weapons, notably Basic, City, Jungle, U.S. Set, Anti-Cyborg and Winter Camo. These cosmetic versions can be statistically different than the original weapon. Some can be received during events and some can be received from Warboxes.

Weapons may have Weapon Skins that do not change the stats in any way.

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