R6 23 Dmg Gun Shoots 9 Times And No Kill
The gun changes between three different guns in different parts of the film, thanks to the extensive re-shoots of the production. Colt MK IV Series 80. Armand 'Blackbird' Vegas' (Mickey Rourke) first 1911 is a Colt MK IV Series 80. He uses it to kill his first target in the film. Bristol police shooting – Driver shot dead by cops on M5 had ‘threatened another motorist with a handgun’ Did you see what happened? Call Holly Christodoulou on 0207 782 4383 or email holly.
April 23, 2017 at 12:30 am. I played in a tier 6 light tank and got taken out by a tier 4 scorpion, I hit the scorpion 4 times and no kill, no more A W for me I have been playing this game from the beginning. 2/3 of the game i played safe and didnt get hit. Than a swingfire drives againts me and shoots 2 rokets with 1700 dmg from front. Or when u awp someone -98 dmg! No wallbang no legshot -84 but still no kill and the guy in front of you has awp too and shot you exact same distance and get 108 xD. Same weap, same distance, -98 for you with fast shot and the other unskill slow noob -108 kill with 2hp!
Apex Legends weapon damage stats are one of the most important things to consider as you start to take the game a bit more seriously - or if you just want to lord it over your squadmates with a bit of extra knowledge.
Below, you'll find all the essential weapon stats uncovered so far, as well as our picks for the best Apex Legends weapons in each category, and towards the start we also run through a quick explanation of all the most exciting stuff like methodology and genuinely good-to-know things before you go diving into the numbers.
On this page:
Latest Update - March 18th: Includes the Havoc rifle and changes to Wingman and Peacekeeper (which affected rate of fire but not damage per round).
Apex Legends weapon damage stats explained
Apex Legends has a moderate selection of weapons available at launch - although we can expect more to come over time - and there's a decent amount of variety there, once you get a little time with each of them.
Personal preference is always a factor but, in terms of hard stats, below you'll find a breakdown of weapon by category featuring all the numbers we know so far. It's not quite as detailed as our similar weapon guides, like this one for PUBG weapon damage stats, as there's an absence of datamined information for things like fire rate, which is required for figures like DPS and, importantly, time-to-kill (TTK).
R6 23 Dmg Gun Shoots 9 Times And No Kill 3
Still, we have a general idea of fire rate which we take into account in our section on personal picks for the best Apex Legends weapons, further below, and we will of course add to these stats if and when more data becomes available! For now, here are the raw numbers - as tested and confirmed in the game's test range that you can access yourself from the main menu. There are also a few other things to know before diving into the lovely pile of numbers below - here's a quick rundown:
Things to know about Apex Legends weapons and damage
- Maximum HP for any character is 200 - 100 base health plus 25 health for each level of shield (up to four, for Puple/Gold shields).
- Helmets don't add HP, but instead seem to make you more resistant to headshots, although we haven't been able to test extactly to what extent yet.
- In the tables below, if a weapon does burst damage we've noted the damage of one bullet from that burst fire, the same as it's one bullet's worth of damage for full-auto weapons.
- Similarly, for 'spread' weapons like shotguns or the Triple Take, we've counted the damage for if all projectiles hit the target successfully.
- Many - but not all - weapons can expand their magazine size with attachments found from looting, which makes a significant difference to their viability - so it's worth searching for extended magazines, in particular!
- As mentioned in our whopping list of Apex Legends tips, tricks and little-known features, you can view weapon damage as you're fighting in-game - there are different settins for it in the menus, but the default shows the total damage from all your hits in a burst, with a single damage number updating as you land another hit (from 16, to 32, to 48, etc.).
- This damage is also colour-coded, according to your enemy's armour, which is good to know - yellow for headshots, purple for purple/gold shields, blue for blue shields, white for common shields, and red for true damage when their shields are down. There's also a shattering sound when you smash through their shields in combat, too.
Apex Legends damage charts and damage stats, incluiding the new L-Star stats
Alright, with those little bits of housekeeping out of the way, here are all the numbers and details we've confirmed for weapons so far, from our own testing in-game.
Sniper Rifle and DMR damage stats:
Weapon | Ammo Type | Fire Rate Type | Mag Size | Body | Headshot | Availability |
---|---|---|---|---|---|---|
Kraber .50-Cal | Special | Bolt-action | 4 | 125 | 250 | Supply Pods |
Triple Take | Energy | Single | 5 | 69 | 138 | Standard |
Longbow DMR | Heavy | Single | 5 | 55 | 110 | Standard |
G7 Scout | Light | Single | 10 | 30 | 60 | Standard |
Assault Rifle (AR) and Light Machine Gun (LMG) damage stats:
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Weapon | Ammo Type | Fire Rate Type | Mag Size | Body | Headshot | Availability |
---|---|---|---|---|---|---|
L-Star (EMG) | Special | Auto | 40 | 21 | 42 | Supply Pods |
M600 Spitfire (LMG) | Heavy | Auto | 35 | 20 | 40 | Standard |
Hemlok Burst AR | Heavy | Burst / Single | 18 | 18 | 36 | Standard |
Devotion (LMG) | Heavy | Auto | 44 | 17 | 34 | Standard |
VK-47 Flatline | Heavy | Auto / Single | 20 | 16 | 32 | Standard |
R-301 | Light | Auto / Single | 18 | 14 | 28 | Standard |
Havok | Energy | Auto | 25 | 18 | 36 | Standard |
Submachine Gun (SMG) damage stats:
Weapon | Ammo Type | Fire Rate Type | Mag Size | Body | Headshot | Availability |
---|---|---|---|---|---|---|
Prowler | Heavy | Burst of 5 | 20 | 14 | 21 | Standard |
Alternator | Light | Auto | 16 | 13 | 19 | Standard |
R-99 | Light | Auto | 18 | 12 | 18 | Standard |
Shotgun damage stats:
Weapon | Ammo Type | Fire Rate Type | Mag Size | Body | Headshot | Availability |
---|---|---|---|---|---|---|
Mastiff | Special | Single | 4 | 144 | 288 | Supply Pods |
Peacekeeper | Shotgun | Pump-action | 6 | 110 | 165 | Standard |
EVA-8 Auto | Shotgun | Auto | 8 | 63 | 90 | Standard |
Pistol damage stats:
Weapon | Ammo Type | Fire Rate Type | Mag Size | Body | Headshot | Availability |
---|---|---|---|---|---|---|
Wingman | Heavy | Single | 6 | 45 | 90 | Standard |
Mozambique | Shotgun | Single | 3 | 45 | 66 | Standard |
P2020 | Light | Single | 10 | 12 | 18 | Standard |
RE-45 Auto | Light | Auto | 15 | 11 | 16 | Standard |
The Apex Legends Season 2 Battle Pass, Battle Charge is here, bringing Apex Legends map changes and updates and a refreshed Apex Legends characters list, with the introduction of Wattson in Apex Legends, plus new Apex Legends Daily and Weekly Challenges! If you're a newbie, then head to our whopping list of Apex Legends tips and tricks to get you started. Otherwise, we've pages on Apex Legends weapon damage stats and the best Apex Legends weapons, and finally details on Apex Legends cross-platform support that might come down the line, and finally the limited-time Apex Legends Fight or Fright halloween event date, time and Shadowfall mode details.
The best Apex Legends weapons, and our reasons why
It's a little early to come out with a definitive tier list for Apex Legends weapons, as you normally need a little while with battle royale games in particular for the overall 'meta' to settle down a bit.
With that in mind, here are some of our favourites so far, at this early stage, and some notes on why exactly we're such fans of them.
Our picks for the best weapons in Apex Legends
- The two special weapons, only accessible from supply drops - the Mastiff shotgun and Kraber sniper rifle - are obviously the best in the game in terms of raw damage and utility, but of course the chances are pretty slim that you'll actually get on in a particular round. They're the only two weapons that can one-hit-kill any enemy with maximum armour, however, dealing out over 200 damage for headshots, and enough to take down anyone with a standard shield with a single body shot.
- As for regular weapons, the R-99 SMG is the streamer's choice and ours too - its relatively low damage per hit is offset by a rapid rate-of-fire and decent sized magazine, that means you can afford to miss a couple of shots from a full burst and still get the kill, as opposed to the chugging, painfully slow rate-of-fire of others like the Alternator (which is one to avoid).
- The Longbow DMR is a great shout for a long range option, thanks to its hefty damage (at the cost of a slow fire rate) and large amount of attachment slots, meaning its heavily upgradable if you loot efficiently.
- The R-301 is a good all-purpose option, thanks to its relatively high rate of fire and abundant Light ammo type, whilst both LMGs - the Devotion and Spitfire - are great options but require some practise to deal with the pretty wild bullet spread at anything from medium distances upwards.
- Finally, there are two solid pistol options for close-quarters stuff, if you're lacking an R-99 - the RE-45 Auto is a great SMG replacement, and the Wingman, once a titan of the meta, is still a solid revolver-style weapon that deals out very hefty damage, especially with a Skullpiercer attachment, albeit now at a slow rate of fire. A good option if you're accurate, but awful if you're a panic-shooter (opt for the RE-45 in that case instead!).
Multigun, Multi Gun or Multi-Gun, often also called 2-Gun or 3-Gun depending on the types of firearms used, are practical shooting events where each of the stages require the competitor to use a combination of rifles, handguns, and/ or shotguns[1] Multigun has a lot in common with ordinary IPSC/ USPSA single gun matches, and matches generally have courses of fire where the shooter must move through different stages and engage targets in a variety of different positions.
Multigun in its oldest form is arranged by the International Practical Shooting Confederation (IPSC) as Tournaments, but doesn't require the competitor to transition between firearms during the stage. Instead tournaments consists of separate Component Matches for each firearm type with a combined scoring in the end.
- 1Multigun associations
- 2Equipment
Multigun associations[edit]
In the U.S.[edit]
3-Gun competitions with handguns, rifles and shotguns have been organized in the U.S. since at least the Soldier of Fortune matches starting from 1979 in Missouri.[2] Multigun competitions today take place from the small level in most local areas up to large annual national competitions.
The two large multigun sanctioning bodies in the U.S. are:
- United States Practical Shooting Association (USPSA)[3]
- 3-Gun Nation (3GN)[4]
The USPSA Multigun Championship has been held yearly since 1990.[5] NBC Sports series 3-Gun Nation (3GN) has begun a professional series featuring the top 64 ranked shooters in the country competing in a points series culminating in a year-end shoot-off for $50,000. 3-Gun Nation today also has affiliate clubs in over ten countries.
Additionally, there are many 'outlaw' matches, meaning there are no associated sanctioning body. 'Outlaw' matches mainly use competition rules from either:
- International Multi-Gun Association (IMA),[6] a ruleset offered by SMM3G,[citation needed] or
- United Multigun League (UML),[7] a ruleset offered by the United Shooting Sports Leagues.
Some of the largest annual events include the Brownells Rockcastle Pro Am 3 Gun Championship, the USPSA Multigun Championship, the Rocky Mountain 3-Gun, the DPMS Tri-Gun Challenge, the Superstition Mountain Mystery 3-Gun (SMM3G) and the Larue Tactical Multigun Championship.
The International Defensive Pistol Association (IDPA) formerly also offered a 3-Gun ruleset.[citation needed]
Equipment[edit]
Power factor and calibers[edit]
In regular matches competitors can compete with any centerfire caliber they wish, as long as the power factor requirements are satisfied. Multigun in general has fewer division specific power factor requirements than USPSA/IPSC single gun matches. This means that anyone can be competitive with readily available factory ammunition in affordable calibers, and in practice almost all multigun competitors use handguns and PCC in 9x19 mm minor, rifles in .223 Rem minor and shotguns in 12 gauge major. This way competitors don't have to worry about exotic calibers or handloading to achieve a perceived scoring advantage due to a power factor scoring handicap. All multigun associations also offer a separate Heavy division requiring larger calibers, like for instance a .45 ACP major handgun, .308 Win major rifle and 12 gauge manual pump shotgun. Some associations also have separate matches for .22 LR rimfire handguns and rifles.
Divisions[edit]
Divisions have become very specialized, but all rulesets offer roughly similar divisions with small variations under different names.
- IPSC: Open, Modified, Standard, Production.
- USPSA: Open, Tactical, Limited, Heavy Metal Tactical and Heavy Metal Limited.
- 3GN: Unlimited, Practical, Practical 308, Factory and Heavy.
- IMA: Open, Stealth, Tactical, Limited and Heavy Metal.
- UML: Open, Limited, Tactical Optics, Heavy Optics. Also with the variations 2x4 Open, 2x4 Tactical, PCC Only, 2 Gun (Handgun and Rifle).
- Open / Unlimited / Stealth
Open was the largest division in multigun for many years, but was quickly surpassed by Tac Ops from its introduction and is the smallest division today. All firearms may have compensators, ports and/or any number of optical sights. Any number of bipods and similar supporting devices may be used on the rifle and shotgun, and can be added or removed at any time.
- Modified / Practical / Tactical Optics
This division has by far the largest match participation with around 70-80 % of the competitors. Handguns and shotguns can only be iron sighted, while the rifle can be fitted with one optic with variable magnification as well as any number of iron sights. Compensators are not permitted, except for on the rifle where it must be within maximum dimensions of 1x3 in (25.4x76.2 mm), and bipods are not permitted.
- Factory / Limited / Standard
This division is restricted to iron sights on handguns and shotguns. Rifles are restricted to one non-magnified optical rifle sight, such as a 1x prism, holographic or red dot sight, and any number of iron sights. IPSC however limits Standard rifle to iron sights only. Compensators are not permitted, except for on the rifle where it must be within maximum dimensions of 1x3 in (25.4x76.2 mm), and bipods are not permitted.
- Heavy / Practical 308
All multigun associations offer a separate Heavy division requiring larger major calibers. The handgun must often be a .45 ACP major caliber with maximum ten rounds capacity, the rifle must often be a .308 Win major caliber with power factor of minimum 360 kgr·ft/s (7.11 Ns), and the shotgun usually is required to be a manual 12 gauge pump. Rules vary some on rifle sights, with one scope of any variable magnification sometimes being permitted, only one non-magnified optic sometimes being permitted, or sometimes iron sights only.
Scoring[edit]
The score is based on both time and accuracy. The competitors's time is recorded electronically with a shot timer that detects the sound of the shots, giving the total time from the start signal until the last shot. Mainly two scoring methods are used, either Comstock or Time Plus. Most USPSA, 3GN and outlaw multigun matches use Time Plus scoring for faster scoring. This scoring method is faster, but has the drawback that if a competitor makes a time consuming error on only one stage they may drop severely in the final match classification because the time scoring is cumulative. USPSA also has the possibility to use Comstock (Hit Factor) scoring, while IPSC uses Comstock only. With any of these methods the stage result is calculated based on both target scores and time used.
- With Comstock, targets hits are scored and points subtracted for misses and any other penalties. The points are then divided by time to give the hit factor which determines the number of stage points.
- With Time Plus, targets hits are ignored, but time added for misses and any other penalties.
Minor and major power factor are usually scored equal in regards to target scoring zone values, contrary to what is common in USPSA/IPSC single gun matches.
Safety[edit]
The safety of all competitors, officials and spectators is always of the highest importance in competitions. Eye and ear protection is mandatory for both competitors and spectators. Multigun matches require some extra safety procedures compared to single gun matches due to the added element of transitioning between multiple firearms. When transitioning, both the used and new firearm must be in a safe condition, which means pointed in a safe direction with any applicable safety catch applied. Failure to comply will result in either a Stage or Match Disqualification (DQ) depending on the ruleset used.
See also[edit]
- Cowboy action shooting, a multigun variant characterized by an Old West theme, requiring the participants to dress in late 19th century period dress and use either original or reproduction 'cowboy guns'.
References[edit]
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- ^The Exciting Sport of 3-Gun Shooting National Shooting Sports FoundationArchived 2015-10-29 at the Wayback Machine
- ^The 3 Gun, Multi-Gun Report - James R. Morris SFC RET, page 1 'Kurt Miller [.] about the origin of 3-Gun: As far as I know the first of its kind was the S.O.F. World Championship 3-Gun Tactical Match. It started in 1979 and the first couple of matches were held at Freedom Missouri.']
- ^2018 USPSA Rifle Shotgun Multigun Rules
- ^3-Gun Nation Multi-Gun Rules Apr 2017 V1.2
- ^PASA History PASA Park 'PASA has for 29 years also been home to a wide variety of national and international championship shooting sports events, including [.. the] inaugural USPSA National 3-Gun Championship (1990)'
- ^IMA-Multigun Rules RB Rev32 2018-01-28
- ^United Multi-Gun League Rules, Version 1.5, March 2018