Weapons

**BattleBit** features a large arsenal of weapons to select from. Players can equip a weapon from either the automatic rifle, sniper rifle, light machine gun (LMG), light support gun, pistol, submachine gun (SMG) or designated marksman rifle (DMR) categories. Some weapon categories are class-exclusive. For example, LMGs are only available to the Support class.

All weapons have individualized values for gun statistics, notably damage (maximum and minimum), range, magazine capacity, weight, recoil, rate of fire, firemodes, muzzle velocity, and many more.

All weapons can be customized with attachments, for different effects on weapon performance.

## Gun mechanics

### Reloading

There are two types of reload: normal reload and combat reload. Pressing the *RELOAD* key once will make your character perform a normal reload, in which they will unload the gun, put the old magazine into the pouch, and then insert new magazine into the weapon. This allows the player to retain the old magazine, assuming that there are still bullets left in it.

Holding or double tapping the *RELOAD* key will result in your character reloading faster (combat reload) by dropping the magazine directly. Dropped magazines can be picked up from the ground, and can be refilled using the *Ammo Kit*, which can be deployed by the *Support class* and *Assault class*.

The default *RELOAD* key is *R.* You are able to change this by going into Settings -> Key bindings. The input to determine whether magazines are dropped or retained can be inverted in the settings as well.

Multiple partial magazines can be consolidated by holding P, retaining the now-empty magazines in the process. The actively-loaded magazine cannot be consolidated.

### Magazine Checking

You can check how many bullets there are in your current magazine by pressing *H*. This will entirely lock you out of firing until the bullet check animation finishes.

### Damage Modifiers

Most weapons will lose damage over range according to a curve visible at the bottom of the Loadout screen when selecting them. This curve is generally more harsh for faster-firing weapons. DMRs will experience essentially no damage loss, and snipers will even gain damage. Sidearms lose damage far more sharply than even the most close-ranged primary weapons.

Weapons will deal their standard damage to body armor and helmets, subtracting damage from the armor's durability. Any excess damage will pass through the armor into the target, dealing the remaining damage to them directly. The "Armor damage" stat has been deprecated and will show as 0 for all weapons until it is eventually removed from the UI entirely.

Weapons will always deal their "L-Armor" damage to helicopters, ATVs, boats, and transport vehicles. Most pistols and SMGs have no value listed in the UI because their value is 0, meaning they cannot inflict chip damage to vehicles at all. The "H-Armor" damage will be used for APCs and tanks; this damage is only possessed by the Recon's sniper rifle, and all other classes will have to resort to using explosives. Even sniper rifles will only do very low damage to heavy vehicles.

Headshot damage is determined by weapon class; all sidearms and SMG's will have damage multiplied by 1.2, all snipers will have damage multiplied by 1.9, and all other weapons will have damage multiplied by 1.5.

## Weapon Stats

* Damage - Damage the weapon will deal to the enemy soldier's body.
* Light Armor Damage - Damage the weapon will deal to light vehicles.
* Heavy Armor Damage - Damage the weapon will deal to armored vehicles.
* Vertical Recoil - The amount of upwards kick to your aim when firing.
* Horizontal Recoil - The amount of sideways kick to your aim when firing.
* First Shot Kick - The kick applied after your first shot, dictates how accurate your second shot in a burst will be.
* Velocity - Bullet speed, the more velocity the faster the bullet will hit a target at longer distances.
* Accuracy - Bullet spread, how off will the shots be from your crosshair.
* Fire Rate - The amount of bullets the gun can fire in a minute.
* Sound Spread - From how far the gunshot can be heard.
* Muzzle Flash Scale - How big the muzzle flash is when firing.
* Control - How fast the scope will return to its starting position after firing.
* Aim Down Time - How fast it takes to aim down sights.
* Running Speed - By how much the gun will make you slower when moving around.
* Reload Time - Time it takes to normal reload a weapon.
* Draw Speed - How long it takes for the gun to be ready to fire after switching to it.

## Weapons

All weapons that are currently added will be put here.

### Carbines

Medic

Engineer | 0

Burst

Full‑Auto
 AS VAL |  | Assault

Medic

Engineer | 105

Full‑Auto
 SCORPIONEVO |      | Medic

Engineer

Burst

Full‑Auto

### Light Support Guns

Double

Full-Auto
 MG36 |      | 50

Double

Full-Auto

### Light Machine Guns

Full-Auto
 ULTIMAX100 |      | 100

Full-Auto

### Pistols

Assault

Medic

Engineer

Support

Recon | 0
 M9 |  | 0
 USP |  | 60

### Automatic Pistols

Assault

Medic

Engineer

Support

Recon | 80

Full-Auto

### Heavy Caliber Pistols

Assault

Medic

Engineer

Support

Recon | 40
 Desert Eagle |  | 100
 RSH12 |      | 120

## Upcoming weapons

All weapons that are either confirmed to be planned or in progress of being added will be put here.