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The game on your computer only tells the server where you fired and who you hit. Damage, armor, the rounds in your magazine and the rate of fire are worked out by the server itself, by its own rules. So the numbers below are the same for everyone.
#Damage by weapon class
| Class | Body damage | Rate of fire, rpm | Range |
|---|---|---|---|
| Pistol | 12 | 500 | 100 m |
| Revolver | 20 | 340 | 100 m |
| SMG | 5 | 910 | 100 m |
| Rifle | 7 | 750 | 150 m |
| Shotgun | 40 per shot | 300 | 50 m |
| Sniper rifle | 45 | 180 | 150 m |
| Machine gun | 7 | 660 | 100 m |
| Blunt | 12 | 120 | 4 m |
| Blade | 15 | 180 | 3 m |
| Fists | 6 | 150 | 10 m |
- Body damage is listed for a hit at close range. A headshot does twice as much, a hit to an arm or a leg about 70%.
- Range: a shot from further away than this doesn't count. Closer in, full damage holds up to a certain distance and then falls off smoothly to half at the range limit. A shotgun's damage falls to a fifth instead, a sniper rifle's only to 60%.
- Shotgun: 40 points for the whole blast of pellets, and one blast can hit up to four people.
For example, a pistol does 12 to the body and 24 to the head. A pistol hit to the body from 65 m takes only about 9.
#Fists and melee
- With empty hands, the left mouse button raises your fists and throws a punch. Strikes with arm implants and with the butt of a gun count as fists too.
- You can only hit someone you're facing or standing right next to. You can't hit anyone from inside a car.
- After 9 seconds without a fight, your fists drop by themselves.
Grenades and explosives don't hurt other players.
#Armor vests
A vest's armor takes 60% of the damage from shots and blows and 30% from car hits; the rest goes to your health. For example, a 12-point pistol hit to the body takes 7 armor and 5 health. When the armor runs out, the vest is gone.
#Magazine and reloading
- Each gun keeps its own rounds in its magazine. Loaded rounds are saved: if your pistol had 12 of 20, it still has 12 of 20 after you log out.
- A gun you buy comes empty. Load it with R: the rounds come from your pockets.
- Shots from an empty magazine don't count. If you have no rounds at all, a hint on screen tells you where to buy them. If you have rounds but the magazine is empty, the hint reminds you about R.
- Right after a reload the gun needs a split second: shots fired before that don't count.
- If a gun leaves your hands (you gave it away, threw it away or stored it), the rounds in its magazine go back to your pockets.
#Rate of fire
A gun fires no faster than its rate of fire: the server doesn't count shots beyond it. This doesn't get in the way of normal play.
#Weapon mods
Weapon mods change a gun's numbers, and the server takes that into account:
- a silencer cuts damage by 20%, but your shots are heard only within 40 m instead of 150 m;
- scopes and Parallax push back the distance at which damage starts to fall off;
- Big Mag makes the magazine bigger.
With several mods, the effects add up. Recoil, spread and scope zoom work in the gun owner's own game.
#Running people over
- A car hitting someone on foot counts only if the car is going faster than 14 km/h.
- Damage grows with speed: about 23 at 36 km/h, 53 at 72 km/h, 83 at 108 km/h, and 100 from about 130 km/h.
- A car can deal damage at most once every 1.5 seconds.
- Running someone over without a role-play reason breaks the rules: it's DB.
#Who can't be hurt
- Someone who is unconscious: you can't finish off a player who's down.
- Someone who has just left the hospital: for 10 seconds, unless they start a fight themselves.
- Someone in a green zone. Nor can you hurt anyone from inside one.
- Someone sitting in an armored car with the window and door closed and no weapon in hand.
- Someone in handcuffs, or a prisoner in a cell.
When someone takes you down, you get a notice saying who did it: with their name, if you're acquainted.
#Fights and leaving the game
After every hit that counts (a blow, a shot or a ram), both players are in a fight for 30 seconds:
- You can't switch characters: the game says “You're in a fight: another character in N s”.
- Leaving the game during that time counts as going down: next time you come to at the hospital, as after losing consciousness. If you're cuffed, you stay cuffed, and a prisoner goes back to their cell.
