Fireteam Weapons and Gear
Available Fireteam Weapons statistics.
Statsβ
Primaryβ
Assault Riflesβ
Name | Damage | DPS | Fire Rate | Max. Range | Underbarrel |
|---|---|---|---|---|---|
| π« 47 β 34 | 473 | 600 rpm | 1000 m | π₯ 120 (5m, direct: 15) | |
| β‘ 45 β 23 | 300 | 400 rpm | |||
| π« 55 β 27 | 413 | 450 rpm | 1000 m | ||
| π« 49 β 32 | 489 | 600 rpm | 1000 m | π₯ 120 (5m, direct: 15) | |
| π« 33 β 20 | 384 | 700 rpm | 1000 m | ||
| π« 55 β 35 | 458 | 500 rpm | 1000 m | ||
| π« 43 β 24 | 425 | 600 rpm | 1000 m | ||
| π« 38 β 23 | 380 | 600 rpm | 1000 m |
Sniper Riflesβ
Name | Damage | DPS | Fire Rate | Max. Range |
|---|---|---|---|---|
| π« 294 β 173 | 172 | 35 rpm | 2000 m | |
| π« 70 β 69 | 465 | 400 rpm | 2000 m | |
| π« 166 β 139 | 249 | 90 rpm | 2000 m |
Specialβ
Name | Damage | Grenade | DPS | Fire Rate |
|---|---|---|---|---|
| π₯ 150 (6m, direct: 75) | 60 rpm | |||
| π₯ 120 (5m, direct: 15) | 70 rpm | |||
| π« 35 β 21 | 435 | 750 rpm |
Secondaryβ
Pistolsβ
Name | Damage | DPS | Fire Rate | Max. Range |
|---|---|---|---|---|
| π« 80 β 38 | 801 | 600 rpm | 1000 m | |
| π« 140 β 90 | 350 | 150 rpm | 1000 m | |
| π« 61 β 25 | 914 | 900 rpm | 1000 m |
Shotgunsβ
Name | Dmg/pellet | Pellets | DPS | Fire Rate | Max. Range |
|---|---|---|---|---|---|
| π« 15 β 1 | 7 | 525 | 300 rpm | 150 m | |
| π« 32 β 3 | 9 | 337 | 70 rpm | 150 m | |
| π« 20 β 2 | 9 | 180 | 60 rpm | 150 m |
Submachine Gunsβ
Name | Damage | DPS | Fire Rate | Max. Range |
|---|---|---|---|---|
| π« 47 β 14 | 470 | 600 rpm | 800 m | |
| π« 43 β 2 | 678 | 950 rpm | 800 m | |
| π« 30 β 5 | 604 | 1200 rpm | 800 m |
Specialβ
Name | Damage | DPS | Fire Rate |
|---|---|---|---|
| π« 12 β 7 | 1008 | 5000 rpm |
Grenadesβ
Knifeβ
Name | Light / Heavy |
|---|---|
| 125 |
Gearβ
Name | Weight | Grenade | Anti-cloak | Description |
|---|---|---|---|---|
| 4 | The OWLF whipped up this modified EMP mine to interact with alien tech. When triggered it will knock out a Predatorβs cloak and send their whole system into overload. | |||
| 4 | Single use gear item that revives yourself when downed. This gear item cannot be resupplied and is not affected by the "Gearhead" perk. | |||
| 5 | Handheld display used to call in locational U.A.V. scans. Enemies and Items are automatically spotted wihtin your vicinity | |||
| 3 | An Anti Cloaking Impact Grenade designed to disable and prevent Predator cloaking technology within the area of effect | |||
| 5 | Deployable med kits that allow teammates to heal themselves multiple times | |||
| 5 | Deployable ammunition bags that provide multiple ammo resupplies | |||
| 4 | Quick use medical syrette that heals quickly in the heat of battle | |||
| 3 | Standard fragmentation grenade that damages anything within it's blast radius | |||
| 1 | Tactical grenade that deploys a large smoke screen | |||
| 2 | Tactical grenade that temporarily blinds enemies nearby to blast | |||
| 2 | Experimental flare that emits massive amounts of infrared heat in a small area | |||
| 1 | Throwable device that emits fake gun sounds to generate distractions |
Notesβ
Gauge indicators (thermometers) display a stat's relative value compared to all other characters or weapons in the table. For example, if the weakest Predator's Second Wind HP is 1,000 and the strongest Predator's Second Wind HP is 1,500:
- The weakest Predator (1,000 HP)
- The average Predator (1,250 HP)
- The strongest Predator (1,500 HP)
Values are extracted directly from the game's data files (Unreal Engine .pak files), but they may be inaccurate for several reasons.
Some values are straightforward and displayed exactly as stored in the data (e.g., perk weight). However, other values require calculations and may be overridden by specific classes or weapon types, or modified by additional factors.
For example, weapon damage is determined by multiple variables, including:
- The character using the weapon
- The weapon itself
- The projectile the weapon fires
- The armor modifier of the character receiving the damage We may not be aware of all the attributes required to form an exact formula for calculating these values. Additionally, Illfonic may override or modify certain values directly in the game code (via C++ methods), making such changes inaccessible from the game data files.
For more details on how we extract values, check the Nerds section.