Archive:KARLA

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The **KARLA** is a Heavy Weapon, a primary weapon in Archive:The Cycle.

## Summary

Added as 1 of 2 Heavy Weapons: KARLA, Archive:Zeus Beam and among 14 of the other original Alpha I weapons.

The Archive:Korolev Anti-material Repeating Light Artillery, or KARLA, was originally intended as a vehicle-mounted weapon, but advanced recoil management allowed [Korolev] to produce a portable version for use without a warsuit.

While able to neutralize heavily armored targets, the KARLA howitzer is unwieldy and suffers from low rate of fire.

Note: Karla is the only weapon with increased self damage, any self damage will be 150% the normal amount of damage the weapon deals.

## Modification

Only 1 of each type of mod (Rail,Handle/Stock,Body,Magazine) can be equipped at the same time.Most guns have 4 modifications.

## AoE Mechanics

The KARLA AoE damage is poorly represented in the In-Game stats menu, while it states 550 damage and 300 AoE damage it only does 250 damage on direct hits and 300 AoE damage. While the direct hit damage and the AoE damage adds up to 550 In-Game if you get a direct hit you will deal 250 damage on a body shot and NO AoE damage. AoE Damage only affects targets you **do not** hit.

What this means in reality:

* If you shoot a single target and get a body shot you will do 250 damage.
* If you shoot a single target but miss and the projectile explodes >0.5m away from the target you will deal 300 damage
* If the hitbox is <0.49m in radius the AoE will not apply, If the hitbox is >0.49m radius the AoE will apply. Player Hitbox is <0.49m Radius and therefore does not apply.

## Weakspot Damage/Damage to Monsters

In addition to the AoE mechanics being misrepresented, the Weakspot Damage and Damage to Monsters is not stated In-Game anywhere.

* If you hit a target's weakspot/head you will do 338 for a direct hit. Weakspot damage does not affect AoE Damage
* If you don't hit a monster but the projectile explodes >0.5m away from the monster you will deal 450 damage
* Depending on where the projectile connects with the monsters hitbox and how large the monsters hitbox is there is a chance of doing 250 Direct damage and 450 AoE Damage

Damage to Monsters does not affect direct hits and Weakspot does not apply to AoE, this combination creates a very unreliable gun and most of the time wont do what you expect.

Even the numbers and multipliers to damage not stated In-Game that are explained here are not always consistent. More testing needs to be done and will possibly be fixed in future updates.

## 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
* Radial Damage bonus to AI removed. Was 50%

Release 11
* Reduced equip time from 1 to 1.2 seconds

Release 10
* Audio/SFX Changes

Archive:Release 9 - Season Two
* Spread
	+ Increased default weapon spread from 0.1 to 10 (9900 % less accurate)
	+ Increased the weapon spread decrease speed 15 to 20 (33 % longer)
	+ Increased the weapon spread maximum from 12 to 15 (25 % less accurate)
	+ Decreased the weapon spread decrease since last shot time from 1.4 to 0.5 (64 % faster)
* Precision Chamber
	+ Changed the weapon spread increase rate from 0.75 set to weapon spread maximum 0.6 (20 % more accurate: This percentage is not really correct because these are two different things. It is therefore to be taken for information purposes.)

Release 8
* Upgrade 1 changed from 10% AOE Radius to 5% Damage
* Upgrade 2 changed from 20% AOE Radius to 10% AOE Radius

Release 7
* Unequip time 0.5s to 0.4s
* Equip time 0.89s to 1s
* Animation equip time 1.13s to 1.5s
* Refire time 1.6s to 2s

Archive:Release 6
* Audio Improvements

Archive:Release 3
* Magazine
	+ Aerodynamic Shells
		- Faster projectile speed
		- No Spread increase on fire
		- Reduced damage per shot
		- Reduced aoe damage
	+ T.N.T Payload
		- Increased AoE damage
		- Decreased direct hit damage
* Body
	+ Precision Chamber
		- Reduced spread buildup
		- Reduced aoe damage
	+ Light Alloy Body
		- Significantly reduced spread buildup
		- Significantly reduced rate of fire

Archive:Early Access
* Balance
	+ Stability System Reworked
	+ Damage from 450 to 550
	+ DPS from 281 to 344

Playtest #12
* Balance
	+ Direct damage from 300 to 200
	+ AoE damage from 200 to 250
	+ AoE radius from 3.75m to 4.25m
	+ Spread decrease delay from 1.65s to 1.4s
	+ Spread decrease from 7.5 to 6.5
	+ Spread in-air penalty from 2x to 1.5x

Dev Comments: KARLA was under-performing for an 800c weapon and did not appropriately reward skilled play or fit any particular playstyle.

Playtest #10
* Balance
	+ Damage from 100+300 (Direct/AoE) 300+200
	+ Spread increase from 5 to 7.5
	+ Spread decrease timer since last shot from 1.5s to 1.65s

Playtest #3
* Balance
	+ Fixed an issue with the in-air spread multiplier
	+ Now has quicker spread decrease, but waits for longer until it begins

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

Alpha V
* Balance
	+ Direct damage increased: 0 → 250
	+ AoE damage reduced: 400 → 250
	+ Direct damage falloff penalty set to 0.75 for long range
	+ AoE damage multiplier for AI increased: 1.15 → 2
	+ AoE damage multiplier for self increased: 1 → 2

Alpha I
* Added
	+ Added as one of 2 Heavy Weapons: KARLA, Zeus Beam

# 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.