Archive:KARMA-1

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The **KARMA-1** is a Sniper Weapon, a primary weapon in Archive:The Cycle.

## Summary

The Archive:Korolev Advanced Recursive Magnetic Artillery, first prototype, is miniaturization of the sort of weaponry more commonly found on warships, offered exclusively to the Prospectors for early testing. While no longer powerful enough to take down a spacecraft, it's more than enough to handle the threats of Archive:Fortuna III

While heavy and requiring a charge-up to fire, a direct hit from the KARMA-1 will cripple if not outright kill any target, and the raw kinetic power will damage anything near the impact area.

## Modification

Only 1 of each type of mod (Rail,Handle,Body,Magazine) can be equipped at the same time.Most guns have 4 modifications, some special weapons like Archive:KARLA have no modifications because of game direction.
While in match you can also upgrade the weapon 2 times, depending on the weapons cost the upgrades will cost more. For example $200 weapon will cost $100 to upgrade and $500/$800 cost $200 to upgrade.

Most of the upgrades are +5 - 10% damage, 15% Rate of Fire Increase, +1 Ammo, +10 - 15% range, etc. Here is the upgrades for this weapon.

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## Compare Weapons

Missing Data

If your looking to easily compare stats and don't want to sift through the menus, check out the comparison table here > Archive:Weapon Comparison or continue below to the assault rifle only compare tables.

## Update History

Release 13
* Increased the projectile speed from 280 to 350 m/s
* Mods
	+ The Splinter
		- Changes the projectile speed from 80% to 50%
* Audio/SFX Changes

Release 12
* Increased the targeting time from 0.6 to 0.7 seconds
* Removed the radial damage (was 200)
* Increased direct damage from 400 to 500
	+ Mods
		- Splinter
			* Radial damage changed from 350 to 300
			* Can now damage the player if standing within explosion range
		- Low Caliber Slabs
			* Lowered the spinup reduction from 25% to 10%
			* Lowered direct weapon damage from adding 100 to removing 50 damage
			* Removed radial attribute because the base weapon does not have radial anymore

Release 11
* Increased ammo count from 1 to 2
	+ Mods
		- The Splinter
			* Removes 1 ammo
* Increased unequip time from 0.3 to 0.4 seconds
* Increased equip time from 0.8 to 1.2 seconds

Release 10.1
* Ammo count from 2 to 1
* Mods
	+ The Splinter
		- does not reduce a bullet anymore

Release 9 - Season Two
* Decreased gravity scale from 0.6 to 0.03 (95 % more straight)
* Increased initial projectile speed 22000 to 28000 (27 % faster)

Archive:Release 7.1
* The Splinter
	+ Removes 1 ammo from clip

Release 7
* Weapon spread increased from 20 to 30
* Max spread increased from 20 to 30
* Targeting time increased from 0.5s to 0.6s
* More prominent recoil when aimed and less recoil when crouched
* Refire time increased from 0.6s to 1.3s
* Spin-up time increased from 0.64s to 0.75s
* Magazine size increased from 1 to 2

Release 6
* Time to ADS from 0.65 s to 0.5 s
* Spinup time from 0.9 s to 0.65 s
* Projectile speed from 20000 to 22000
* Projectile gravity from 1.2 to 0.6
* Does not deal extra direct damage to AI anymore (used to deal 150%, AoE Damage still deals 150%)
	+ Mods
		- “Magnetic Slabs”
			* Reload time bonus from -15% to -10%
		- “The Splinter”
			* Falloff start from 300 to 250
			* Falloff multiplier at end range (800) from 25% of original damage to 10%
		- “Improved 4x Scope”
			* Time to ADS bonus from -15% to -10%
		- “8x Scope”
			* Reduced zoom level slightly
			* Time to ADS penalty from +20% to +60%

Early Access Release
* Balance
	+ Stability System Reworked
	+ Damage from 550 to 600
	+ DPS from 367 to 400

Playtest #14
* Balance
	+ “8x Scope” – Targeting time change was reduced from 130% of base to 120%.

Playtest #11
* Mods
	+ Mod: “The Splinter”
	+ AoE Damage from 250% of base to 175%
	+ Radius increased from 400 to 800
	+ Falloff start range from 375 to 300
	+ Falloff multiplier from -50% to -75%
	+ Mod: “Low Caliber Slabs”
	+ Projectile speed increase from +50% to +25%

Playtest #10
* Balance
	+ Is now a 800 credit weapon
	+ Weakspot multiplier from 150% to 200% (only direct damage applies this, not the AoE damage)
	+ Damage from 300+175 (Direct/AoE) to 350+200

Playtest #8
* Balance
	+ Now has mods enabled
	+ Damage from 250+150 (Projectile/AoE) to 300+175
	+ Increased falloff start point on AoE damage from 100 to 150
	+ AoE radius is still 200

Playtest #7
* Mods
	+ Added new mods for all Battle Rifles and Sniper Rifles!

Archive:Technical Alpha
* Balance
	+ Projectile weapons now don’t have damage falloff (e.g. KARLA mortar, KARMA sniper, Manticore AR).

Alpha V
* Balance
	+ Reduced AoE damage against AI: 300 → 200
	+ Increased AoE damage against players: 30 → 200
	+ Increased AoE falloff starting point
	+ Reduced magazine capacity: 2 → 1

Alpha III
* Added
	+ Added as Korolev KARMA-1 – high damage sniper rifle

# Weapons Data Code

This shows all the stats represented in the code and how individual stats like recoil, damage to players, damage to monsters, AoE Damage, etc. Most of these stats are shown as formulas and often do not directly translate to useful data in games.