Weapons and gadgets

Weapons

27 pages: our numbers, the BF4 rows they were tuned against, a damage chart and bullets to kill.
namefamilyPMCstatusdmg startdmg endstart mend mmax mrpsmagreload sm/sBTK vs MERIDIAN closeunlock
HALCYON rifleAssault rifleHALCYONin the sim2015301802601230–9005free (starter preset)
VRG rifleAssault rifleVRGin the sim2818201202207.530–7004free (starter preset)
MERIDIAN rifleAssault rifleMERIDIANin the sim2417251502409.530–8005free (starter preset)
HALCYON LMGLight machine gunHALCYONin the sim20153018028610.8100–9005free (Support preset)
VRG LMGLight machine gunVRGin the sim2818201202426.75100–7004free (Support preset)
MERIDIAN LMGLight machine gunMERIDIANin the sim2417251502648.55100–8005free (Support preset)
DMRDesignated marksman rifle–in the sim4534402004504.520–8503free (Marksman preset)
HALCYON carbineCarbine / PDWHALCYONproposed176.8107015015401.8–6not decided
VRG carbineCarbine / PDWVRGproposed23.89.5210701509.38401.8–5not decided
MERIDIAN carbineCarbine / PDWMERIDIANproposed20.48.16107015011.88401.8–5not decided
Bolt-action sniper rifleSniper rifle–proposed1006030250–0.8353.59001not decided
Pump shotgunShotgun–proposed1041535600.9170.54001not decided
Sidearm pistolPistol–proposed251210501006151.54004not decided
Truck HMGMounted heavy machine gun–in the sim25171515030010100–8804free
AT rocketAnti-tank rocket–in the sim––––––––––free (Assault kit)
Guided AT launcherLock-on launcher–proposed––––––––––not decided
MANPADSAnti-air launcher–proposed––––––––––not decided
Frag grenadeGrenade–in the sim––––––––––free (Assault preset; "frag grenades" gear slot)
C4Demolition charge–in progression.txt––––––––––C4 charges (d_c4)
AV mineAnti-vehicle mine–in progression.txt––––––––––Anti-vehicle mines (d_mines)
Med bag and medkitMedical–in the sim––––––––––free (Medic preset)
Ammo bagResupply–in the sim––––––––––free (Support preset)
Repair toolEngineer tool–in the sim––––––––––free (Assault kit); Field repair skill for APCs
Spawn beaconRecon gadget–in the sim––––––––––free (Marksman kit)
Laser designatorRecon gadget–in the sim––––––––––free (Marksman kit)
Sensor jammerDeployable–in progression.txt––––––––––Sensor jammer (t_jammer)
Deployable shieldDeployable–in progression.txt––––––––––Shield generator (t_shield)

The three faction rifles

0510152025303540050100150200250distance, mdamage per hit
HALCYON rifleVRG rifleMERIDIAN rifleBF4 m416 (reference)BF4 ak12 (reference)BF4 scar-h (reference)

Damage is BF4's linear ramp (start damage to end damage between two distances) with the distances stretched about 2.5× for 500 m sectors (DESIGN §20.3). Head ×2, arms ×0.7, legs ×0.75 (ballistics.rs).

The change in the sim (crates/sim/src/weapon.rs). Today: damage_at(d) = damage × (0.4 + 0.6 / (1 + (d/half_range)²)). It never reaches a clean "end" value, and it floors at 40 %. New version: damage_at(d) = lerp(start_dmg, end_dmg, clamp((d − start_m)/(end_m − start_m), 0, 1)), zero past max_range. Fields: half_range becomes start_dmg, end_dmg, start_m, end_m. hit_chance (the bot legacy model) keeps its own curve, but it reads end_m as its half range. The head multiplier in ballistics.rs goes from 1.8 to 2.0.

Distances are BF4's ramp shape stretched about 2.5×. BF4 rifles reach end damage at 50–65 m (m416 60 m). Our sectors are 500 m and bots fight to 220–260 m (DESIGN §17), so a 60 m ramp would make every fight a long-range fight.

last built 2026-10-26 from 2dba433 · generated by tools/wiki-build.mjs · BF4 numbers are observed reference values read into clean-room notes; no BF4 code, data file or asset is on this site · OpenMAG values are proposed until playtests confirm them · OpenMAG home