All equipment in the STALKER series have stats, which denote their efficiency in certain fields. Each stat affects how equipment functions and will be ultimately responsible in defining how equipment will be used in the game.
The Durability stat defines the integrity of the weapon. The amount of durability of a weapon can be increased using upgrades. For a more in-depth description of this stat, please view this article.
Generally, a weapon with a lower durability count has reduced accuracy, handling, and reliability.
Weight defines the weapon's mass. The weapon's weight affects the user's Stamina. The higher its weight is, the more stamina is lost when moving.
Weight can generally be reduced by choosing the appropriate upgrades for the weapon if they are available.
Accuracy defines how likely the weapon's projectile will fly on the intended mark, which can be very crucial at extreme ranges where precision is key. The player only achieves maximum accuracy once their cross hairs are rested and centred and using a weapon's sights. A weapon looses accuracy, bit by bit, everytime it shoots as the crosshair widens, so firing in a fully-automatic fashion is not an effective method when trying to bring down distant targets. Moving also causes an accuracy penalty, so moving while shooting is generally not a good strategy when trying to take down distant targets.
Thus, if the player desires sustained accurate fire, they must shoot in a semi-automatic (firing the weapon in short, single-shot intervals) fashion or in short bursts (Firing 2-3 rounds per shot) to allow the cross hairs some time to center. A higher handling stat shortens the time it requires for the weapon's cross hairs to center, improving overall accuracy. Additionally, crouching can improve a weapon's accuracy, at the cost of player mobility.
A higher accuracy rating ensures that bullets will fly in a straight path better.
Rate of FireEdit
Rate of fire, or RoF, defines how fast the weapon can cycle a bullet into the chamber, each time a shot is fired. RoF works in-tandem with recoil as each shot generated generates recoil. Thus, a weapon with a high RoF and recoil rating can be hard to use, as each shot leaves little time for the user to adjust for recoil. It is generally recommended that as RoF increases, choose upgrades that lower recoil for maximum effectiveness.
A higher RoF rating ensures the weapon will fire bullets at a faster pace.
Damage defines how powerful the weapon will hit a target. Ammunition also plays a key factor in weapon damage as certain munitions are designed specifically to be more effective on certain targets while being ineffective on some targets, instead of being all-rounders.
For example: shooting a well-armored stalker with 9x19mm FMJ rounds ensure better damage is dealt to him since the ammunition is designed to penetrate armor, while shooting him with 9x19mm PB1s will prove less effective as the stalker's armor can withstand the shots, due to the fact that the rounds are designed more to deal damage to organic tissue (Such as mutants and lightly-armored stalkers) than armor plating. Thus, loading the correct type of ammunition for certain targets can be a key method into saving ammunition, as one will use less bullets to kill.
Higher damage ratings result in more damage dealt to targets.
A weapon's flatness determines the trajectory of the bullets fired from the gun. The flatter the trajectory, the less one will have to compensate for bullet dropping at a given range. Conversely, a gun with a very poor flatness rating has a short point-blank range, requiring that bullet drop compensation start at a shorter range and be increased for longer shots.
At extremely long ranges or in situations where one doesn't have time to line up accurate shots (e.g. when under fire or using a pistol), flatness can also determine whether the gun's projectiles hit the target or the ground in front of them.
Upgrades which increase flatness are arguably beneficial to any weapon except those used in close quarters combat, such as sub-machine guns. Example candidates include sniper rifles (to increase maximum range and effective rate of fire by reducing the amount of bullet drop compensation needed) and pistols (again, to increase maximum range and ensure that shots aimed using iron sights hit).
Handling defines how fast the weapon's crosshairs will center in-between shots.
Weapons with higher handling ratings allows their crosshairs to center back faster, easily allowing them to do follow-up shots with better accuracy.
This goes hand in hand with accuracy and automatic fire.
Recoil defines how hard the weapon will displace and shake around the screen while firing, due to the explosion of gas and force discharged out the barrel every time a bullet is fired.
A lower recoil rating ensures that weapons will not kick around too much when firing at a rapid pace.
To change the handling of any weapon open the weapon file. Example: Assault rifle
file name is w_mp5.ltx. look for a line called
control_inertion_factor = 1.07f
the part you change is "1.07f" or whatever might be there.The higher the number the worse the handling is. The lower the number the better the hadling. Example: High number (1.35f) Low Number (1.0f)
The letter f is also needed at the end of it.
Magazine size defines how many bullets the weapon can hold before needing to reload.
A higher magazine size ensures a lesser need to reload, which can be handy in a firefight.
The Durability stat defines the integrity of the armor. The amount of durability of a suit can be increased using upgrades. For a more in-depth description of this stat, please view this article.
An armor with a lower durability stat offers lower overall protection values. An armor with completely depleted durability will usually offer next-to-none protection from anything, rendering it utterly useless.
Weight defines the armor's mass. The armor's weight takes a toll on the user's Stamina and the high its weight is, the more stamina is lost when moving.
Typically, the higher an armor's tier is, the heavier it is, with combat-type armors being the heaviest.
Impact defines how hard the projectile will hit the user on contact. Impact rating works alongside bulletproof protection as bulletproof stats define how well it can stop hits, and thus prevent bleeding, while impact defines how much actual damage will be inflicted. It is also the damage done by gravitational anomalies, such as the vortex.
Higher impact rating ensures less damage is taken when shot or taking damage from gravitational anomalies.
Rupture defines how well it can stop rupture damage, which commonly comes from mutant physical attacks.
Higher rupture protection ensures a player is less likely to bleed from more powerful mutant attacks and less damage taken from them. Additionally, the armor takes less durability damage from rupture attacks.
Bulletproof defines how well the armor can stop bullets and fragments from penetrating its armor layers.
Higher bulletproof protection ensures the player is less likely to suffer from bleeding after getting shot with high-caliber weapons, such as assault and sniper rifles. Additionally, the armor takes less durability damage from firearm attacks.
Splinter protection was only introduced in Shadow of Chernobyl as splinter protection was integrated into the firearm stat in later games.
Splinter defines how well the armor can protect the user from explosive damage.
These three stats define how well the armor can resist these elements, which are commonly present in anomaly fields.
Higher protection stats in each field ensures less damage is taken when you suffer damage in each particular element. Additionally, a higher rating ensures the armor can resist the elemental field damage each anomaly field much better and is less susceptible to durability damage from the following elements.
A higher radiation protection stat allows users to stay around more heavily irradiated areas without getting contaminated. Do note that radioactive artifacts will bypass an armor's radiation protection, regardless of how high it is.
Psionic defines how well the armor can protect the user from psionic damage, typically present in certain areas (such as Yantar factory complex), Electro anomaly fields, and Controller mutants. This stat is only introduced in Clear Sky and Call of Pripyat as there was no way to negate psionic damage in Shadow of Chernobyl, save for an important quest-item that completely nullifies psionic damage.
A higher psy protection stats reduces the damage taken from psy-fields and a controller's mind attacks.
Artifact slots are the number of artifacts you can wear with that armor. This feature was only introduced in Clear Sky and Call of Pripyat as you can automatically wear 5 artifacts, regardless of armor, in Shadow of Chernobyl.