Firearm Mechanics

Firearms are a core part of PvP in Frontlines: Pacific. All Firearms in this game are based off real weapons used during World War 2. Although this page will cover over firearm mechanics, the information on this page could also apply to other similar items.
==Stats==
Firearms have 4 stats
*Accuracy = Determines the bullet spread
*Recoil control = Determines the recoil
*Handling speed = Determines the speed of the firearms animation such as the reload animation
*Muzzle velocity = Speed of firearm's projectile, Determines penetration power
*Firing rate = Determines the rate which the weapons fires per activation
*Ammunition = Ammunition and Reserve ammunition capacity
==Gunplay==
Gunplay is a term in video games which refers to the "feel" of weapons that are determined by many factors in a game.
===Animation===
Most animations in this game are usually simplistic and often reused for multiple firearms. There are 2 types of animations in Frontlines: Pacific, viewmodel animations and third person animations. Most firearms usually have both version of the same animations which often does not match the other. Viewmodel animations are very detailed since it's seen up close and only viewed by a single player in first person view. Third person animations are simplistic too optimize the game and could only be seen in the third person view, which in this game means a player viewing at another player.
===Recoil===
Recoil is simulated by forcibly moving the player camera up and then back to its original position before firing. There are no recoil spray patterns in Frontlines: Pacific.
===Anti-clipping feature===
Unlike most FPS games, the viewmodel could clip inside other models in the game's environment. To prevent players from exploiting this, firearms cannot be fired when it is clipped into objects on the map, except when clipping inside an allied/enemy player's avatar.
==Aiming==
There are 2 ways to aim, aiming down sights or hip firing. Its harder to aim precisely while hipfiring but it won't decrease the movement speed, the opposite is true for aiming down sights.
===Holding breath===
Pressing SHIFT while aiming on a weapon with a telescopic sight will cause an audio of a man holding his breath to play and the gun sway reduced. After a time limit or when players stops pressing SHIFT an audio of a man briefly breathing will play alongside the gun sway temporarily increasing before returning to normal.
===Crosshair===
The crosshair is a rough aiming guide that only appears when hip firing and changes size when the firearm is fired, being larger to show a firearm is "less accurate" especially when in full auto. The crosshair will disappear when aiming down sights, running, charging, reloading, or disabling the GUI.
===Aiming types effect on ballistics===
When hip firing, projectiles come out of the gun model instead of the player's camera, this is very noticeable when firing at point blank range or when jumping. When aiming, projectiles will instead correspond with the exact location of the weapon's sight.
Hip firing does not make the firearm less accurate compared to aiming down sights except in the Developer version of the game.
==Ammunition==
===Ballistics===
This game simulates bullets by using a projectile system, where a projectile that has its own speed and drop are spawn and fired out of the end of a firearm's muzzle. Projectiles could also penetrate certain surfaces such as wood or glass depending on the muzzle velocity stat. 
When a projectile hits an obstacle it will leave a bullet decal that quickly disappears after a certain time as an optimization feature.
===UI===
The ammunition capacity of a firearm is indicated by a number on the left side of a forward slash, while the reserve ammunition capacity is indicated by a number on the right side of the same forward slash. An example of this is 30/90, which means a firearm has a 30 round capacity and could be reloaded at least 3 times.
A reload button prompt will appear when a firearm's ammunition capacity is 1/4th of its full capacity, this prompt will not appear if there are no reserve ammunition for said firearm.
===Reloading===
This game uses an "arcade" reload system, where missing bullets are simply refilled by the reverse ammunition, even if there are bullets still in the magazine. All firearms reload automatically when there is no ammunition unless the player has no reserve ammunition for said firearm, some firearms even have a separate tactical reload animation and an empty state.
Tactical reloading on some closed-bolt primary weapons will increase the weapon's ammunition capacity by one bullet, this is because in real-life there's still a round in the chamber when tactical reloading and combine that with a fully loaded magazine, it will technically increase a magazine loading firearm's capacity.
==Bayonets==
Bayonets are an attachment that could be attached to firearms. Bayonets in the Melee slot are a separate weapon from bayonets in a weapon's attachments. Bayonets in a weapon attachment have a unique stat called "weight" which affects how long a player can charge using it.
By pressing F + Shift + W on a weapon with a bayonet attachment the player would enter a "charging" state where they gain extra speed and can instantly kill all enemy players in front of their reach until the player either hits an obstacle or stop holding the W or SHIFT key. After the bayonet charge ends players temporarily have increased sway and charging/running disabled.
==Dropped weapons==
After death, players drop their primary weapon. When near a dropped primary weapon, a prompt too pick up the dropped weapon will appear. Frontlines: Pacific uses an anchored gun swapping system where picking up a dropped weapon will cause the equipped primary weapon to switch locations with said dropped weapon.
File:Before pickup.png|The prompt in question
File:After pickup.png|After picking up the dropped weapon
Category:Game Mechanics
Category:Firearms