Weapons

**Weapons** are the cornerstone to Apocalypse Rising 2's gameplay loop. As such, the game features a large variety of ranged and melee weapons, each with their own unique stats and appearance. With the exception of your starting gun and knife, all weapons must be looted from locations, other players, or the infected. Most guns feature support for at least one or more lootable attachments, allowing players to tune them to their liking.

Weapons are sorted by type, class, and tag:

* Type refers to which slot in your inventory a weapon can occupy.
* Class refers to a weapon's designation in the game-world, often influenced by the lore of said weapon's real-life counterpart (e.g. the M60 is classed as a Vietnam weapon for its use and relevance during the Vietnam War). In general, each class has a set of corresponding containers which can predictably spawn a gun from that class. If a weapon is classless, it means that that weapon does not spawn in containers, or does not spawn at all.
* Tag refers to a colorful indicator present on some weapons when inspected in game. Not all weapons have a tag, as the indicator itself is generally the hallmark of a unique find. Additionally, a tag's name is not necessarily to be taken literally (e.g. a 'rare' tag does not always indicate a weapon that is actually hard to find).

## Statistics

In Apocalypse Rising 2, the performance of a weapon is determined by its statistics. Besides appearance, stats are the primary differential between weapons, and are the driving factor behind how each weapon mechanically behaves. Because there are numerous weapons in Apocalypse Rising 2, especially weapons that are direct variants of each other, it is important to understand the statistical differences between them in order to properly make decisions when developing firearm preferences.

### Stats for Ranged Weapons

Base Damage
The average amount of damage a gun will deal per shot. Is also the amount of damage dealt for torso shots within the max damage range.
Max Damage
The absolute maximum damage a gun will deal per shot. Is also the amount of damage dealt for head shots within the max damage range.
Max Damage Range
Distance at which damage falloff will begin to apply.
Min Damage Range
Distance at which a gun will no longer deal any damage.
Hipfire Accuracy
The accuracy performance of a gun while not aiming down sights.
Aimed Accuracy
The accuracy performance of a gun while aiming down sights.
Recoil
The amount a gun will move while firing.
Fire Rate
How many rounds per minute a gun can fire.
Velocity
How fast a round will travel when leaving the gun. Determines the intensity of bullet drop for long distances.
Reload Time
How long it takes to reload. For guns with internal magazines this stat is only reliable when reloading a single round. Any additional rounds in the reload will take longer.
Ammo Type
The caliber of ammo that a gun accepts.

Units for distance related stats are arbitrary and are primarily intended for comparisons.

### Stats for Melee Weapons

Damage
The amount of damage a melee will deal on swing. This stat is always consistent if not affected by a utility.
Speed
The cooldown between swings.
Multi Hits
If true, allows a single swing from a melee to hit multiple targets at once.
Stuns Infected
If true, will stun normal infected for roughly one second upon hit.

## Primary Weapons

### Snipers

 Tag
 Tag

### SMGs

 Tag
 Tag

## Melee Weapons

1. ↑ 1.0 1.1 'Shot' refers to the entire payload of a gun. This means that weapons which fire multiple projectiles at once, like shotguns, will only adhere to damage based stats if all projectiles experience the same outcome (e.g. a shotgun with 80 max damage will only deal this much if all pellets hit the head).
2. ↑ Assumption at this time.