Tiers
The same weapon at each upgrade step. Every tier shares this model and this wording; only the numbers move.
Stats
Bars are scaled against the highest value any weapon in the game reaches for that stat, so a full bar means best in class.
- Normal
- 1,000
- Hard
- 750
- Expert
- 500
Fixed on every weapon: reaction damage 1, reaction chance to hit 100%, assist damage 1, melee damage 10, melee critical chance 5%, melee critical damage 6.
Carried by hostiles
An enemy kit has no attribute table of its own. The numbers sit on each unit's weapon spec and move with the mission's threat level, so this is what each carrier does with it on Normal; the unit's page has the other settings.
Rate of fire
The volley profile behind the animation: how fast rounds leave the barrel, how many volleys a shot can run to, and the share of rounds the game deliberately throws wide on a hit so a burst still looks like a burst.
- Rounds per minute
- 500
- Max volleys
- 3
- Cosmetic miss rate
- 33%
- Burst patterns
- 5 rounds, 6 rounds, 5 rounds
- Rounds per minute
- 350
- Max volleys
- 3
- Cosmetic miss rate
- 33%
- Burst patterns
- 3 rounds, 2 rounds
- Rounds per minute
- 429
- Max volleys
- -1
- Cosmetic miss rate
- 33%
- Rounds per minute
- 500
- Max volleys
- 3
- Cosmetic miss rate
- 33%
- Burst patterns
- 5 rounds
Mods, as they look on this weapon
A weapon part is a mod's appearance: fit an Amplifier and the barrel becomes the Amplifier barrel. Each slot's four alternatives are its four mod families, rendered on this weapon; the default is the weapon as issued. Every slot and what else takes it.
