Players have 100 health.
In hardcore default is 60.
Player health and bullet damage may be different on custom preset servers.
Admins can change the BULLET DAMAGE MODIFIER IN % and PLAYER HEALTH IN %
Standing on health kit gives you 10 hp/sec.
Without health kit the rate is 5 hp/sec.
You start recovering health 16 seconds after taking damage.
If you run to a health kit and run out of its range before you have full hp, it will always take 12 seconds to start normal 5hp/sec regeneration again.
Body part multipliers for most weapons are following:
Head: 2.0
Torso: 1.0
Arms: 1.0
Legs: 0.9
Shotguns have different headshot multiplier which is 2.4.
Damagechart
ROF - Rate Of Fire. For bolt action snipers and 870MCS there is bolt/pump action time instead. If theres two values for one weapon, later is for burst mode.
Supp. - Suppression effect per bullet in percentage.
Speed - Bullet velocity in m/s
MAG - Magazine size + 1 bullet in the chamber
Dist. - Maximum range of bullet. After this range the bullet disappears. There are cases where you can get a bit higher marksman bonus than the max range is at the chart, look at the forums for explanation.
Reload - Reload time in seconds when there are bullet in the chamber (you didn't shoot all the bullets)
Em. Reload - Reload time in seconds when there is an empty mag(you shot all the bullets)
Threshold - Multiplier, how long it actually takes to change the mag.
In example:
Reload time is 2 seconds and threshold is 0.8
Reloading animation takes whole 2 seconds and then you can start shooting again
If you cancel the reloading by throwing grenade, chaging weapons etc. reloading will reset unless you are over the threshold point.
In this case it would be 0.8 * 2.0s = 1.6 seconds. If you cancel the reload after 1.6 seconds, you will still have the mag changed when you switch back to the gun you were reloading. If you switch before 1.6 seconds, you will have to reload when switching back.
At 1.6 seconds the numbers also update to HUD.
Recoil:
L - Horizontal recoil to left.
R - Horizontal recoil to right.
UP - Vertical recoil per shot.
Dec. - Recoil decrease per second
Frst - First shot recoil multiplier. This is how much the first shot recoils more or less. If the value is 2.0, first shot's recoil is double of what its for the next shot. This is what makes alot difference when shooting in burst or one bullet at a time.
Spread:
Inc. - Spread increase per shot.
Dec. - Spread decrease per second
Min ? - Spread for first bullet
Max ? - Maximum spread
Z = Zoomed / ADS
Uz = Unzoomed / Hip
Recoil and spread are a bit confusing, but basically the lower values are, more accurate weapon is.
Recoil is how much weapon kicks and spread is how much bullets will go off from the point you are aiming at.
Minimum spread is spread for the first bullet. Increment is how much spread is added on top of minimum spread every shot.
Maximum spread is how high spread can get.
Decrement makes your spread go back to minimum.
Recoil has vertical and horizontal values. Vertical is how much weapon kicks upwards per shot. The more horizontal recoil weapon has, more it kicks to sides too. Every shot game will get random number between L and R value.
If weapon has different values for left and right (ie. 0.5 and 0.2), it's going to recoil more to left than right.
Bullet drop is -15 m/s for all the weapons except for AS VAL and all sniper rifles (excluding SKS) its -9.81 m/s
Shotgun shells have their own drops which are mentioned at the chart.
Shotguns
In the chart the spread values are for slugs and frags.
12g Frags:
Frag rounds do two different kinds of damage and they can stack. First comes the direct hit damage and then the explosion's damage.
Direct hits will always kill with 2 shots from any range.
Head/neck-shots are one hit kill in most cases.
12g Buckshot / Flechette:
870MCS has 2.0 cone of fire while for all other shotguns it is 4.0
Damages are for each pellet and all shotguns fire 12 pellets per shot.
Hold on, this is not up to date with the latest patch.
Attachments changed quite much