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Weapons are a tool in Splitgate that can be used to fight opponents and kill them as such.

Weapon List[]

Explanation of Weapon Properties[]

Damage[]

  • Body Damage - How much damage the weapon does when shooting an enemy in the body. Any shot that isn't in the head counts as a body shot. For example, the Pistol damages an enemy by 15.5 points when shot into their body. When the "Show damage numbers" setting is enabled, it will always show whole integers rounded down. So every Pistol body shot will appear as 15 damage when it's really 15.5. The health bar from the enemy's perspective also shows whole numbers. However after taking 2 body shots worth of Pistol damage the health bar will show 69/100.
  • Headshot Damage - Similar to body damage, but only counts when the shot is in the head. Like body shots, the damage can be a real number even though the game only displays integers. Headshot damage is always greater than or equal to body damage.
  • Damage Falloff A - Many weapons start to get weaker the further the player is from the enemy. This is often done in two stages. Falloff A is when the damage starts to get weaker. Falloff B is where it stops getting weaker. The falloff is measured in meters. Not all weapons have damage falloff.
  • Damage Falloff B - The distance where weapons stop getting weaker. Like Damage Falloff A, this value is measured in meters. Damage Falloff B also includes a percentage value. This is how strong the weapon is at the distance. For example, a Falloff B of 30m (75%) means at 30 meters or more the weapon is 75% as strong as usual. For the SMG, this means that body shots do 7.5 points of damage at 30+ away instead of 10 points of damage. When the distance between players is in between Falloff A and Falloff B, the percentage of damage is in between 100& and the value it drops to in Falloff B.
  • Time Between Shots - After firing a shot, a weapon must wait this long before it can be fired again. This is measured in seconds. 1 divided by this number give the fire rate. For example, the Pistol has 0.125 seconds between shots. Dividing 1 by 0.125 results in a fire rate of 8 shots per second.
  • Piercing - Whether or not the projectile can travel through multiple players. The Sniper and the Railgun shoot through allies and enemies alike. When multiple enemies are hit at once they all receive full damage. Allies are not injured by piercing weapons or non-piercing weapons.

Accuracy[]

  • Weapon Spread - The higher the weapon spread value of a weapon, the less likely it is that the shot fired from the weapon will hit in the center of the players crosshair. Weapons with 0 weapon spread always hit exactly in the center of the crosshair. The higher the weapon spread, the more inaccurate the weapon.
  • Weapon Spread (Zoomed) - A separate weapon spread value when zooming (aiming down sight) with the weapon. In Splitgate all weapons that can zoom have the same weapon spread as not zoomed.
  • Zoom - How much a weapon zooms in. Measured in "times" such as 2 times (2x) or 3 times (3x). Not all weapons have a scope for zooming.
  • Projectile Speed - How fast a projectile travels after being fired from the weapon. For almost all weapons this is instant. However the Rocket Launcher and Plasma Rifle fire projectiles that take time to travel to their target. When using these weapons it's important to shoot where your enemy will be, not where they are.
  • Recoil - How much the player's aim is pushed by firing the weapon. Weapons with high recoil require the player to constantly re-correct their aim to keep their crosshair on the target. All weapons in Splitgate force the player's aim at least slightly upwards when fired. Some also force aim side to side.

Ammo[]

  • Total Capacity - This is total amount of ammo a player can carry for a weapon. It doesn't matter if the ammo is loaded into the weapon or in reserve. The player can always hold at most this much between the two.
  • Clip Capacity - How much ammo can be loaded into a weapon at once. The player can use all of this ammo without having to reload.
  • Pick Up - Whether or not ammo can be picked up for a weapon. Energy weapons like the BFB and Railgun can not be refilled.
  • Min Reload Time - How long it takes to reload the weapon when the clip isn't empty.
  • Max Reload Time - How long it takes to reload the weapon when the clip is completely empty.
  • Hold to Fire - Whether or not holding the fire button continues to fire the weapon. For example, the Carbine does not support hold-to-fire and requires the player to press the fire button for every shot.

Weapon Spawn[]

  • Spawn Ammo - How much ammo can be picked up from the weapon spawn. If the player already has the weapon picked up, walking over the weapon spawn will give the player at most this much ammo. The player cannot exceed Total Capacity so the actual amount of ammo picked up may be less than this. If the player is picking up the weapon from the weapon spawn, it'll have this much ammo in it to begin with. Weapons are always fully loaded when picked up from a weapon spawn.
  • Spawn Time - How long a weapon takes to re-spawn after being picked up from a Weapon Spawn by any player. All players share this re-spawn time. This means that one player may pick up the Shotgun and force all players to wait 150 second for another one to spawn.
  • Time to Equip - How long it takes to equip the weapon from either a Weapon Spawn or by switching weapons. All weapons take 0.25 seconds to equip except for the BFB.

Trivia[]

See Also[]

https://docs.google.com/spreadsheets/d/1hFNGhj1UtCvXIkFaZYbTJgV-q8yAUaKw4cvp1QvF9Ms/ (Official Dev Spreadsheet)

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