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#Portability
#Portability
#Recoil
#Recoil
#Crosshair Size
#Ammunition
#Ammunition
#Reload Speed
#Firing Modes
#Firing Modes
#Rank
#Rank
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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 relative to the amount of damage per shot.
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 relative to the amount of damage per shot.


The official Combat Arms website rates the firing rate of guns out of 100, but the physical meaning of this value is unknown. Therefore it may be supplemented by an RPM value in parentheses (obtained by in-game testing).
The firing rate of a weapon can be measured in RPM (rounds per minute) by timing how many seconds it takes to empty a clip, dividing the clip size by that, then multiplying by 60. For example, if it takes 6 seconds to unload a clip of 30, then the firing rate is (30/6)*60 = 300 RPM.


The firing rate of a weapon can be measured in RPM (rounds per minute) by timing how many seconds it takes to empty a clip, dividing the clip size by that, then multiplying by 60. For example, if it takes 6 seconds to unload a clip of 30, then the firing rate is (30/6)*60 = 300 RPM.
The official Combat Arms website rates the firing rate of guns out of 100, but the physical meaning of this value is unknown. Guns should be tested in-game to provide the gun information pages with firing rates in RPM.


==Accuracy==
==Accuracy==
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Since recoil is hard to assess, the values from the official Combat Arms website will be used, and supplemented with pictures of the recoil pattern (screenshot of bulletholes in a wall after spraying a whole clip). Some guns have very low recoil, but true no-recoil can only be attained via hacking.
Since recoil is hard to assess, the values from the official Combat Arms website will be used, and supplemented with pictures of the recoil pattern (screenshot of bulletholes in a wall after spraying a whole clip). Some guns have very low recoil, but true no-recoil can only be attained via hacking.
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==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 a quarter of your screen's area. 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.
[[Image:CA_crosshair.jpg|400px]]


==Ammunition==
==Ammunition==
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For example, a standard Assault Rifle starts out with an ammo stat of 30/90. After shooting the entire clip out, it becomes 0/90, and after the reload, it is 30/60. Using a Magazine Mod will change the first number so your clip is bigger or smaller, but it also changes the second number so that you maintain the same number of bullets no matter what. Adding Extended Magazine I to an Assault Rifle will change the ammo stat from 30/90 to 40/80.
For example, a standard Assault Rifle starts out with an ammo stat of 30/90. After shooting the entire clip out, it becomes 0/90, and after the reload, it is 30/60. Using a Magazine Mod will change the first number so your clip is bigger or smaller, but it also changes the second number so that you maintain the same number of bullets no matter what. Adding Extended Magazine I to an Assault Rifle will change the ammo stat from 30/90 to 40/80.
==Reload Speed==
Very straightforward, this is the speed it takes the weapon to reload. Some weapons like submachine guns can reload very quickly, while machine guns take much longer to reload.
Reload speeds are tested in-game to provide the gun information pages a value in seconds.


==Firing Modes==
==Firing Modes==
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