Each weapon is characterized by several vital statistics:[1]
Damage type: This dictates which weapon's projectiles affect various types of enemies, such as unarmored humans (flesh), mutants, flamethrower infantry (fire suits), etc. Damage type determines the damage modifiers listed with each weapon.
Damage: The amount of damage the weapon inflicts on. This value is affected by the enemy type the weapon's projectile is striking (damage modifier), the number of projectiles leaving the weapon per fire, and the splash damage of each shot.
Range: The distance at which the weapon is effective. When a target in range, the player's target reticle becomes red; otherwise it remains grey and the weapon's projectile will not reach the target.
Velocity: The speed of the weapon's projectiles.
Rate of fire: Indicates the number of shots the weapon can fire in a given period of time. The higher the rate, the faster the weapon shoots out.
Clip size: The number of shots per clip.
Maximum ammunition: The maximum number of shots a weapon can hold but not yet load.
Reload time: The time it takes to reload the weapon with a new clip.
Each damage type comes with a set of numbers that modify each weapon's damage value. This is based on the principle that each weapon is better against certain enemies than others. For example, a weapon with a shrapnel projectile inflicts normal damage on a unarmored human opponent, while a weapon with a steel projectile deals twice the damage against the same enemy.