Combat Arms/Weapons

There are tons of different weapons in Combat Arms that you can rent and modify and use, but what tells them apart besides their appearance is their performance. Each weapon that is in this section's subsections (Primary, Secondary, and Melee and Support) will be assessed for nine statistics: Damage, Firing Rate, Accuracy, Portablity, Recoil, Crosshair Size, Ammo, Reload Speed, and Firing Modes.

Damage
Quite straightforward, damage is the capability of one bullet to bring down a an enemy's HP. The damage statistic will be measured by exactly how much HP the victim loses, assuming that he/she is shot to the upper chest, shot from point-blank range (because a few weapons become weaker with distance), and wearing all the default gear. A gun with a damage rating of 100 or above is a one hit kill, 50 or above a two hit kill, 34 or above a three hit kill, 25 or above a four hit kill, and 20 and above a five hit kill. No gun as of now is weaker than a five hit kill.

The difference in the damage rating of guns that have both the same "number of shots to kill" can become important sometimes. For example, if a person is shot once with a weak gun but manages to run away, it would be easier to finish them off with a G36E than an M4A1, because even though they are both 4 shot kills, the G36E still does reduces more HP per shot.

Firing Rate
The firing rate of a gun is easy to understand, it's how fast the weapon chugs bullets. A faster firing rate means a faster kill. For example, if you have a gun that only does a measly 1 damage, it will still be kill people easily if it fires 100 bullets a second. Sadly, such a gun doesn't exist.

The firing rate of a weapon will be measured by taking the number of bullets it chugs out in one second, and multiplying that by ten. A gun with a firing rate statistic of over 100 is quite a fast-firing gun.

Accuracy
This statistic is sometimes confused with recoil and crosshair size. Because where you are looking determines where a bullet will land if you shoot, bullets will shoot off into the center of your screen. However, bullets do not land perfectly in the center of your screen, they are always slightly off in a random direction. This makes it so that when aiming at enemies from farther range, missing can be a result of the gun itself, not you having bad aim.

In the subsections, accuracy will be measured on a scale of 0 to 100, with 100 meaning that the gun has perfect accuracy and the bullet will always land in the exact center of your screen. For every bullet-hole sized displacement from the center of your screen that the gun can make, the accuracy rating is reduced by 10. To test your gun's accuracy, all you have to do is shoot at a wall and see how close to the center your shots land.

For example, if X is the size of a bullet-hole, you aim at the first bold X but your bullet hits the second bold X,

XXXXXXXXX

Your gun has an accuracy of 60, which is actually quite horrible.

Portability
A weapon's portability is how fast you will be moving while carrying it. Some weapons like machine guns will have you moving like an old man on a walker, while something like an Uzi will have you moving around quicker than average. The portability statistic of a weapon is not quite as important as the other statistics, because a high portability doesn't necessarily help you get kills.

The portability statistic will be estimated on a scale of 1 to 100, assuming that the M69HE Frag Grenade (currently lightest item) has 98 Portability and that the M60 Machine Gun (currently heaviest item) has 25 Portability.

Recoil
Very often confused with crosshair size, recoil is how much your aim is thrown off while firing a gun. Recoil is a complicated stat because guns can recoil up, sideways, or everywhere, each of these combined with a certain degree. Up recoil can be handled simply by pulling down on the mouse. Side recoil only starts after firing on automatic for a certain amount of time, so you can get rid of it simply by letting go of the mouse button and firing again. The most annoying recoil pattern is the "everywhere" recoil.

Since recoil is hard to assess because it consists of both strength and direction, Recoil Up, Recoil Sideways, and Recoil Everywhere will be assessed separately, with each being estimated on a scale of 0 to 50. Unlike the other statistics, for Recoil, the lower the number the better. A gun with recoil of 20-3-7 has mostly up recoil, very little side recoil, and a little everywhere recoil. Some guns have nearly no recoil, but true no-recoil can only be attained by hacking.

Crosshair Size
When you fire a gun without using a scope, the crosshair will get bigger, thus reducing your ability to judge where the center of the screen is and aim well. The starting crosshair size (not firing the gun) is also big for certain guns.

The crosshair size statistic will be measured on a scale of 1 to 10, with 1 being the smallest possible size and 10 being a size that takes up half your screen. The first number is the starting crosshair size, and the second number is the maximum crosshair size. A crosshair of 2~8 starts out fairly small, but will get very big if you hold the mouse button.