FPS weapon comparison
Choose a hit location, distance and covering armor to compare supported weapon actions. Shots and ideal time to incapacitation update with your selections.
Loading the weapon and armor snapshot…
Assumptions, unsupported behavior and source details
The PU player profile starts at 100 health. Health incapacitation occurs at zero; stun unconsciousness is tracked separately using the PU status thresholds and recovery settings. Estimates stop when the standing target is disabled. Bleeding, injuries, medical treatment, finishing a downed player and permanent death are outside this calculation.
The firing timeline combines projectile impacts, charge and beam startup, bursts, parallel barrels, nested sequences, heat transitions, overheat recovery and ammunition consumption. A beam is measured in seconds of damaging contact. Shotgun rounds assume every pellet lands. Projectile flight uses a straight-line speed estimate; accuracy, recoil, gravity, attachments, crafting and wear are not applied.
Atzkav arcs strike separate nearby actors at the torso. Primary-target damage is tracked separately. Follow-up electron hits can trigger residual discharge within the extracted 4.5-second window. Global electrical settings, jump scaling, blast sizes and delays come from the same installed build. Charge generation and discharge ordering are analytical interpretations; the advanced controls let you compare charge before or after armor protection. The initial target is uncharged.
Explosive projectiles combine direct impact and an armed terminal blast. Select blast-only conditions and an offset to compare a nearby detonation. Arming time and safety distance still apply. Class presets assume uniform body protection for a blast; named pieces use PU body-region resistance weights. Direct hits use the selected body multiplier, while area damage uses a body calculation. Occlusion, walls, penetration paths and blast injury distribution are outside this model.
Only one covering armor piece applies to a direct hit; undersuit and outer armor do not stack. Named helmet mappings are absent from this snapshot. Use a covering-piece preset for protected head comparisons, or explicitly select an unprotected hit. Armor with unvalidated nonzero damage caps remains unavailable. The separate naked-hit multiplier is retained as an explicitly unverified branch.
The ranking uses each weapon's fastest complete action under the selected initial conditions. A cold weapon and full ammunition are assumed unless changed. Another magazine requires a reload whose animation timing has not been established. Source-only definitions remain inspectable and can be included in rankings explicitly; presence in the files does not confirm PU acquisition.
These are data-based planning estimates. Installed asset build and acquisition-reference build are shown separately. The PU health source is ActorStatusComponent.PlayerStatusPU, GUID 5001b94f-1caa-47bb-af55-316b6281af83. Electrical settings come from SGlobalElectronParams.GlobalElectronParams. Official electron-damage explanation · Parallax heat behavior.