

When the second number is 0, you don't have anything more to reload. When the first number is 0, you need to reload.
#Combat arms esl full#
When the gun is reloaded, the clip becomes full again, and the amount of bullets put in is subtracted from the backup bullet count. The clip size denotes the maximum number of shots you can fire before you have to reload. The ammo statistic has two numbers separated by a slash and tells two things: the clip size, and the backup bullet count. The portability statistic will be estimated on a scale of 1 to 100 (using values from the Combat Arms website). 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. 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. This makes it so that missing can be a result of the gun itself, not of the player's aim.Īccuracy will be measured on a scale of 0 to 100 (using the data from the official Combat Arms website), with 100 meaning that the gun has perfect accuracy and the bullet will always land in the exact center of your screen (missing will always be the player's fault).Ī weapon's portability is how fast you will be moving while carrying it. Bullets from more inaccurate guns tend to not land perfectly in the center of your screen, instead being slightly off in a random direction. This statistic determines how far bullets may land from the center of your screen (your aim). 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. Therefore it may be supplemented by an RPM value in parentheses (obtained by in-game testing). The official Combat Arms website rates the firing rate of guns out of 100, but the physical meaning of this value is unknown. 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. The damage statistics are taken from the official Combat Arms website and modified if testing proves the value to be different. 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 more HP per shot. The difference in the damage rating of guns that have both the same "number of shots to kill" can become important sometimes. No gun as of now is weaker than a five hit kill. 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.

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. Quite straightforward, damage is the capability of one bullet to bring down an enemy's HP.
