This article is currently under construction.
It is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well.
If this page has not been updated in a while, please replace this notice with
{{Improve}}
. Last edit was 28/04/2024.
This page has been revised for the current stable version (
41.78.16).
Help by adding any missing content. [
edit]
Aiming is a firearm skill.
Skill effects
The aiming skill determines five key stats for firearms: accuracy, precision, range, firing angle, and aiming time. Aiming experience is gained whenever the player successfully lands a shot on an enemy with a firearm.
- Accuracy: The basic chance for shots to hit a target. Every firearm has a base accuracy value, which increases by a fixed amount for each aiming level.
- Precision: The chance for shots fired to critically hit. On a critical hit, players deal massively increased damage, usually at least 2x or more. Being similar to accuracy, this is a fixed percentage that increases each aiming level.
- Range: The maximum distance away that a firearm is able to hit a target from. Each level of aiming slightly increases the player's maximum effective range for most firearms, except shotguns.
- Firing angle: How wide the "cone" in which the player can hit zombies with a firearm is; the narrower this is, the more precisely a particular target must be aimed at.
- Aiming time: The amount of time that it takes for the player's aim to recover after movement. Higher aiming levels also reduce the effect of movement on accuracy.
The bonuses granted by the aiming skill vary by firearm. For example, the range of the MSR788 rifle benefits more greatly from higher aiming levels than the M9 pistol does.
The aiming skill also reduces the chance firearms will lose condition when fired, which is a fixed amount that increases for each aiming level.
Note that at level 5 aiming and above, experience gains are reduced to ≈37%.
Aiming level
Gaining aiming XP is harder than most other weapons as it requires ammunition and usually attracts the attention of zombies.
Ways to gain XP:
Benefits
This section may need more content.
Add benefits about reduction in weapon durability loss
Editors are encouraged to add new material to the page while expanding upon current topics.
Applicable weapons
Firearms
Legend
|
Icon
|
Description
|
|
Encumbrance
|
|
Equipped
|
|
Ammunition type
|
|
Magazine size
|
|
Minimum
|
|
Maximum
|
|
Accuracy
|
|
Critical hit chance
|
|
Noise radius
|
|
Knockback
|
Handguns
Icon
|
Name
|
|
|
|
|
Damage
|
Range
|
|
+ × Aiming level
|
|
+ × Aiming level
|
|
|
Item ID
|
|
|
|
|
|
D-E Pistol
|
1.5
|
1H
|
|
8
|
1
|
1.9
|
0.61
|
10
|
20
|
+12
|
20%
|
+10%
|
70
|
0.3
|
Base.Pistol3
|
|
M1911 Pistol
|
1.5
|
1H
|
|
7
|
1
|
1.4
|
0.61
|
8
|
40
|
+10
|
20%
|
+10%
|
50
|
0.3
|
Base.Pistol2
|
|
M36 Revolver
|
1.5
|
1H
|
|
5
|
0.7
|
1.2
|
0.61
|
6
|
65
|
+8
|
20%
|
+10%
|
30
|
0.3
|
Base.Revolver_Short
|
|
M625 Revolver
|
1.75
|
1H
|
|
6
|
1
|
1.6
|
0.61
|
9
|
30
|
+10
|
20%
|
+10%
|
50
|
0.3
|
Base.Revolver
|
|
M9 Pistol
|
1.5
|
1H
|
|
15
|
0.6
|
1
|
0.61
|
7
|
50
|
+8
|
20%
|
+10%
|
40
|
0.3
|
Base.Pistol
|
|
Magnum
|
2.0
|
1H
|
|
6
|
1.2
|
1.9
|
0.61
|
11
|
20
|
+12
|
20%
|
+10%
|
80
|
0.3
|
Base.Revolver_Long
|
Shotguns
Rifles
Icon
|
Name
|
|
|
|
|
Damage
|
Range
|
|
+ × Aiming level
|
|
+ × Aiming level
|
|
|
Item ID
|
|
|
|
|
|
M14 Rifle
|
4.0
|
2H
|
|
20
|
1.2
|
2.0
|
0.61
|
10
|
50
|
+5
|
30%
|
+15%
|
70
|
0.3
|
Base.AssaultRifle2
|
|
M16 Assault Rifle
|
4.0
|
2H
|
|
30
|
0.8
|
1.4
|
0.61
|
11
|
20
|
+7
|
25%
|
+12%
|
70
|
0.3
|
Base.AssaultRifle
|
|
MSR700 Rifle
|
4.0
|
2H
|
|
3
|
0.6
|
1.3
|
0.61
|
10
|
27
|
+17
|
25%
|
+12%
|
70
|
0.3
|
Base.VarmintRifle
|
|
MSR788 Rifle
|
4.0
|
2H
|
|
3
|
1.2
|
2.0
|
0.61
|
10
|
25
|
+15
|
30%
|
+15%
|
70
|
0.3
|
Base.HuntingRifle
|
Ammo
Rounds
Boxes
Magazines
Molds
Weapon parts
Canon
Icon
|
Name
|
|
+
|
Function
|
Weapons
|
Item ID
|
|
BayonetFuture
|
0.2
|
0.2
|
Currently not functional
|
|
Base.Bayonnet
|
|
Choke Tube - Full
|
0.1
|
0.1
|
Increases damage by 0.5 and reduces spread by 0.1
|
|
Base.ChokeTubeFull
|
|
Choke Tube - Improved
|
0.1
|
0.1
|
Increases spread by 0.1 and reduces damage by 0.5
|
|
Base.ChokeTubeImproved
|
|
Gun LightFuture
|
0.2
|
0.2
|
Currently not functional
|
|
Base.GunLight
|
|
Laser
|
0.2
|
0.2
|
Increases hit chance by 5
|
|
Base.Laser
|
Recoil Pad
Icon
|
Name
|
|
+
|
Function
|
Weapons
|
Item ID
|
|
Recoil Pad
|
0.1
|
0.1
|
Reduces recoil by 5
|
|
Base.RecoilPad
|
Scope
Icon
|
Name
|
|
+
|
Function
|
Weapons
|
Item ID
|
|
x2 Scope
|
0.3
|
0.3
|
Increases min. range by 6 and max. range by 7
|
|
Base.x2Scope
|
|
x4 Scope
|
0.4
|
0.4
|
Increases min. range by 8 and max. range by 13
|
|
Base.x4Scope
|
|
x8 Scope
|
0.8
|
0.8
|
Increases min. range by 10 and max. range by 20
|
|
Base.x8Scope
|
|
Iron Sight
|
0.1
|
0.1
|
Increases max. range by 3
|
|
Base.IronSight
|
|
Red Dot
|
0.2
|
0.2
|
Increases aiming speed.
|
|
Base.RedDot
|
Sling
Icon
|
Name
|
|
+
|
Function
|
Weapons
|
Item ID
|
|
Ammo Straps
|
0.5
|
0.5
|
Reduces reload time by 5
|
|
Base.AmmoStraps
|
|
Sling
|
0.5
|
- 0.3
|
Reduces encumbrance by 0.3
|
|
Base.Sling
|
Stock
Icon
|
Name
|
|
+
|
Function
|
Weapons
|
Item ID
|
|
Fiberglass Stock
|
0.1
|
- 0.5
|
Reduces the encumbrance by 0.5 and increases hit chance by 8
|
|
Base.FiberglassStock
|
See also