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Weapon recoil

Recoil has two visible parts: the weapon can move, and the camera can move. Sway is the slower movement you see while holding aim.

Prone recoil
0.40×
Prone scoped sway
0.10×
Common weapon sway
1.00×

Steadier firing

Code confirmed

Crouching and prone make firing steadier.

Both recoil and sway use lower stance multipliers when crouched or prone. Movement raises the standing and crouched values. Prone stays at its lowest values while moving.

Recoil components

These values describe different kinds of movement.

Weapon drift
gun movement

How much the weapon itself moves after a shot. Higher H / V values mean a stronger horizontal or vertical kick.

Camera climb
view movement

How much the camera moves after a shot. This is separate from the weapon moving on screen.

Sway
movement while aiming

Slow movement while holding aim. A lower weapon sway multiplier gives a steadier weapon.

H / V means horizontal / vertical. These are base recoil values from the weapon data. Stance, movement, charge, heat, and other live modifiers are applied later.

A smaller Sway value means the weapon moves less while you hold aim.

Weapon recoil table

Search by weapon name. The table contains current player-facing weapon and usable equipment entries with resolved names.

0 results
Weapon Type Sway Weapon drift H / V Camera climb H / V Vertical limit
AR-11 Arbitrator Primary 1× 10 / 15 8 / 20 90° / 90°
AR-2 Coyote Primary 1× 17 / 20 6 / 36 90° / 90°
AR-23 Liberator Primary 1× 7 / 10 5 / 20 90° / 90°
AR-23A Liberator Carbine Primary 1× 14 / 20 6 / 32 90° / 90°
AR-23C Liberator Concussive Primary 1× 25 / 25 9 / 30 90° / 90°
AR-23P Liberator Penetrator Primary 1× 10 / 15 9 / 22.5 90° / 90°
AR-32 Pacifier Primary 1× 15 / 20 10 / 25 90° / 90°
AR-59 Suppressor Primary 1× 7 / 14 6 / 26 90° / 90°
AR-61 Tenderizer Primary 1× 7 / 7 5 / 13 90° / 90°
AR/GL-21 One-Two Primary 1× 10 / 15 8 / 20 90° / 90°
ARC-12 Blitzer Primary 1× 40 / 40 20 / 80 90° / 90°
BR-14 Adjudicator Primary 1× 17 / 35 6 / 50 90° / 90°
CB-9 Exploding Crossbow Primary 1× 25 / 25 10 / 45 90° / 90°
DBS-2 Double Freedom Primary 1× 60 / 120 70 / 400 90° / 90°
FLAM-66 Torcher Primary 1× 0 / 0 0 / 3 90° / 90°
GL-15 Evictor Primary 1× 40 / 40 50 / 200 90° / 90°
JAR-5 Dominator Primary 0.8× 30 / 30 50 / 120 90° / 90°
LAS-12 Sai Primary 1× 8 / 8 2 / 25 90° / 90°
LAS-13 Trident Primary 1× 2 / 2 1 / 2 90° / 90°
LAS-16 Sickle Primary 1× 2 / 2 1 / 2 90° / 90°
LAS-17 Double-Edge Sickle Primary 1× 2 / 2 1 / 2 90° / 90°
LAS-22 Shear Primary 1× 0 / 0 0 / 0 90° / 90°
LAS-5 Scythe Primary 1× 0 / 0 0 / 0 90° / 90°
M7S SMG Primary 1× 7 / 14 2.5 / 10 90° / 90°
M90A Shotgun Primary 1× 40 / 40 50 / 200 90° / 90°
MA5C Assault Rifle Primary 1× 12 / 20 12 / 30 90° / 90°
MP-98 Knight Primary 1× 10 / 20 2.5 / 15 90° / 90°
PLAS-1 Scorcher Primary 1× 20 / 20 2 / 20 90° / 90°
PLAS-101 Purifier Primary 1× 20 / 20 2 / 20 90° / 90°
PLAS-39 Accelerator Rifle Primary 1× 3 / 3 3 / 3 90° / 90°
R-2 Amendment Primary 1× 25 / 35 10 / 45 90° / 90°
R-2124 Constitution Primary 1× 25 / 25 10 / 60 90° / 90°
R-36 Eruptor Primary 0.8× 30 / 30 50 / 120 90° / 90°
R-4 Hyena Primary 1× 30 / 30 50 / 150 90° / 90°
R-6 Deadeye Primary 1× 40 / 40 50 / 200 90° / 90°
R-40 Sightliner Primary 0.7× 40 / 50 50 / 210 90° / 90°
R-63 Diligence Primary 1× 25 / 25 10 / 45 90° / 90°
R-63CS Diligence Counter Sniper Primary 0.8× 25 / 25 30 / 80 90° / 90°
R-72 Censor Primary 1× 10 / 15 10 / 15 90° / 90°
R/40-K Hot-Shot Marksman Rifle Primary 1× 12.5 / 17.5 12.5 / 32.5 90° / 90°
SG-20 Halt Primary 1× 40 / 40 50 / 200 90° / 90°
SG-225 Breaker Primary 1× 23 / 35 35 / 80 90° / 90°
SG-225IE Breaker Incendiary Primary 1× 20 / 25 25 / 60 90° / 90°
SG-225SP Breaker Spray&Pray Primary 1× 35 / 35 35 / 55 90° / 90°
SG-451 Cookout Primary 1× 35 / 35 50 / 165 90° / 90°
SG-8 Punisher Primary 1× 40 / 40 50 / 200 90° / 90°
SG-8P Punisher Plasma Primary 1× 40 / 40 50 / 180 90° / 90°
SG-8S Slugger Primary 1× 40 / 40 50 / 200 90° / 90°
SG-97 Sweeper Primary 1× 65 / 40 50 / 150 90° / 90°
SMG-203 Gallant Primary 1× 15 / 24 2.5 / 18 90° / 90°
SMG-32 Reprimand Primary 1× 25 / 40 6 / 55 90° / 90°
SMG-37 Defender Primary 1× 10 / 10 5 / 10 90° / 90°
SMG-72 Pummeler Primary 1× 10 / 10 5 / 10 90° / 90°
SMG/FLAM-34 Stoker Primary 1× 10 / 5 5 / 15 90° / 90°
StA-11 SMG Primary 0.7× 10 / 20 5 / 10 90° / 90°
StA-52 Assault Rifle Primary 1× 10 / 15 6 / 25 90° / 90°
VG-70 Variable Primary 1× 5 / 10 4 / 8 90° / 90°
CQC-19 Stun Lance Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-2 Saber Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-30 Stun Baton Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-42 Machete Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-5 Combat Hatchet Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-72 Entrenchment Tool Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
GP-20 Ultimatum Sidearm 1× 20 / 50 3 / 50 90° / 90°
GP-31 Grenade Pistol Sidearm 1× 20 / 50 3 / 50 90° / 90°
LAS-58 Talon Sidearm 1× 2 / 2 2 / 1 90° / 90°
LAS-7 Dagger Sidearm 1× 0 / 0 0 / 0 90° / 90°
M6C/SOCOM Pistol Sidearm 1× 20 / 40 3 / 15 90° / 90°
P-11 Stim Pistol Sidearm 1× 5 / 10 2 / 5 90° / 90°
P-113 Verdict Sidearm 1× 20 / 50 10 / 45 90° / 90°
P-19 Redeemer Sidearm 1× 20 / 20 5 / 10 90° / 90°
P-2 Peacemaker Sidearm 1× 20 / 40 3 / 15 90° / 90°
P-33 Missile Pistol Sidearm 1× 200 / 500 100 / 450 60° → 85°
P-34 Breacher Sidearm 1× 200 / 500 100 / 450 60° → 85°
P-35 Re-Educator Sidearm 1× 5 / 15 5 / 15 90° / 90°
P-4 Senator Sidearm 1× 20 / 50 3 / 50 90° / 90°
P-41 Ombudsman Sidearm 1× 150 / 400 150 / 400 60° → 85°
P-44 Mist Sidearm 1× 10 / 24 8 / 24 90° / 90°
P-69 Veto Sidearm 1× 20 / 50 5 / 45 90° / 90°
P-72 Crisper Sidearm 1× 0 / 0 3 / 3 90° / 90°
P-92 Warrant Sidearm 1× 20 / 50 10 / 45 90° / 90°
P/40-K Bolt Pistol Sidearm 1× 100 / 500 200 / 500 45° → 80°
PLAS-15 Loyalist Sidearm 1× 2.5 / 10 2.5 / 10 90° / 90°
SG-22 Bushwhacker Sidearm 1× 40 / 40 50 / 300 90° / 90°
40-K Meltagun Support 1× 0 / 0 0 / 8.5 90° / 90°
AC-8 Autocannon Support 1× 200 / 450 2 / 100 45° → 80°
AMW-20 Apex Support 1× 200 / 450 150 / 550 90° / 90°
APW-1 Anti-Materiel Rifle Support 1× 20 / 300 2 / 300 90° / 90°
ARC-3 Arc Thrower Support 1× 40 / 40 50 / 50 90° / 90°
B/FLAM-80 Cremator Support 1× 0 / 0 0 / 5 90° / 90°
B/MD C4 Pack Detonator Support 1× 0 / 0 0 / 0 90° / 90°
CQC-1 One True Flag Support 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-20 Breaching Hammer Support 1× 2.5 / 10 2.5 / 10 90° / 90°
CQC-9 Defoliation Tool Support 1× 2.5 / 10 2.5 / 10 90° / 90°
EAT-17 Expendable Anti-Tank Support 1× 2.5 / 10 2.5 / 10 90° / 90°
EAT-411 Leveller Support 1× 2.5 / 10 2.5 / 10 90° / 90°
EAT-700 Expendable Napalm Support 1× 2.5 / 10 2.5 / 10 90° / 90°
FAF-14 Spear Support 1× 2.5 / 10 2.5 / 10 90° / 90°
FLAM-40 Flamethrower Support 1× 0 / 0 0 / 5 90° / 90°
GL-21 Grenade Launcher Support 1× 170 / 175 60 / 90 90° / 90°
GL-28 Belt-Fed Grenade Launcher Support 1× 20 / 25 15 / 35 90° / 90°
GL-52 De-Escalator Support 1× 90 / 95 60 / 90 90° / 90°
GR-8 Recoilless Rifle Support 1× 40 / 40 50 / 180 90° / 90°
LAS-44 Nova Support 0.28× 20 / 800 20 / 800 90° / 90°
LAS-98 Laser Cannon Support 1× 0 / 0 0 / 0 90° / 90°
LAS-99 Quasar Cannon Support 1× 40 / 40 50 / 180 90° / 90°
M-1000 Maxigun Support 1× 20 / 20 15 / 30 90° / 90°
M-102 Fast Recon Vehicle HMG Support 1× 20 / 30 2 / 30 90° / 90°
M-104 Incinerator FRV Flamer Support 1× 5 / 10 1 / 2 90° / 90°
M-105 Stalwart Support 1× 15 / 15 10 / 20 90° / 90°
M-105 Stalwart MK3 Support 1× 15 / 15 10 / 20 90° / 90°
M-105 Stalwart MK4 Support 1× 15 / 15 10 / 20 90° / 90°
M-105 Stalwart MK5 Support 1× 15 / 15 10 / 20 90° / 90°
MG-206 Heavy Machine Gun Support 1× 50 / 80 15 / 30 90° / 90°
MG-206 Heavy Machine Gun MK3 Support 1× 20 / 30 2 / 30 90° / 90°
MG-43 Machine Gun Support 1× 20 / 20 15 / 30 90° / 90°
MGX-42 Bullet Storm Support 1× 5 / 10 4 / 8 90° / 90°
Mini Missile Silo Target Designator Support 1× 2.5 / 10 2.5 / 10 90° / 90°
MLS-4X Commando Support 1× 2.5 / 10 2.5 / 10 90° / 90°
PLAS-45 Epoch Support 1× 20 / 45 15 / 65 90° / 90°
RL-77 Airburst Rocket Launcher Support 1× 40 / 40 50 / 180 90° / 90°
RS-422 Railgun Support 1× 10 / 25 3 / 25 90° / 90°
S-11 Speargun Support 1× 10 / 25 3 / 25 90° / 90°
SG-88 Break-Action Shotgun Support 1× 3 / 60 10 / 60 90° / 90°
StA-X3 W.A.S.P. Launcher Support 1× 2.5 / 10 2.5 / 10 90° / 90°
Tactical Video Camera Support 1× 0 / 0 0 / 0 90° / 90°
TX-41 Sterilizer Support 1× 0 / 0 0 / 5 90° / 90°

Most weapons use a 1.00× sway multiplier. The main exceptions are StA-11 SMG at 0.70× and JAR-5 Dominator, R-36 Eruptor, and R-63CS Diligence Counter Sniper at 0.80×.

The separate scope_sway field is 1.00× for every player-facing row in this table.

Sway by stance

These multipliers are applied on top of the weapon's own sway value.

Stance Scoped sway · still → moving Third-person sway · still → moving Scoped frequency · still → moving Third-person frequency · still → moving
Standing 0.75× → 3.00× 1.00× → 4.00× 3.00× → 12.00× 3.00× → 12.00×
Crouched 0.50× → 2.00× 0.75× → 3.00× 3.00× → 12.00× 3.00× → 12.00×
Prone 0.10× → 0.10× 0.40× → 0.40× 2.00× → 2.00× 3.00× → 3.00×

Standing while moving has the most sway. Crouching lowers it. Prone uses fixed low values, so moving while prone does not raise the stance sway multiplier.

Exertion can add another 1.00× to 1.60× sway multiplier. It also raises scoped sway speed. The dedicated recoil multiplier remains 1.00× across the current exertion states.

Recoil by stance

These values scale weapon drift and camera climb together.

Stance Scoped · still → moving Third-person · still → moving
Standing 0.90× → 1.10× 1.00× → 1.50×
Crouched 0.60× → 0.90× 0.60× → 1.00×
Prone 0.40× → 0.40× 0.40× → 0.40×

Prone uses 0.40× recoil in first person and third person. Crouching also reduces recoil. The largest stance value is standing while moving in third person at 1.50×.

First-person/scoped firing uses lower standing movement values than third person: 0.90× → 1.10× versus 1.00× → 1.50×.

Horizontal direction

A burst is less likely to alternate evenly left and right once horizontal recoil has started moving one way.

When the current horizontal recoil is already past about 0.57°, a new kick in the opposite direction is reduced to 1/16 strength. This gives sustained fire some horizontal direction from shot to shot.

Weapon drift keeps the larger current or new value on each axis. Camera climb replaces its current generated kick with the new one.

Vertical-angle limits

Most weapons use the default 90° / 90° setting. Five current player weapons start reducing vertical recoil earlier.

Weapon Vertical recoil reduction range
P/40-K Bolt Pistol 45° → 80°
AC-8 Autocannon 45° → 80°
P-33 Missile Pistol 60° → 85°
P-34 Breacher 60° → 85°
P-41 Ombudsman 60° → 85°

The first angle is where the reduction starts. The second is the upper end of the range. The Bolt Pistol and Autocannon start earliest at 45°. The Missile Pistol, Breacher, and Ombudsman start at 60°.

Weapons with 90° / 90° keep the default behavior through normal aiming angles.

Recovery and arm injuries

The game applies the injury state after the shot kick has already been generated.

The recovery path uses 1.00× with neither relevant arm affected, 1.10× with one, and 1.20× with both.

The immediate weapon drift and camera climb values are generated before these injury checks.

Other modifiers

Modifier Current-build behavior
Stance and movement Crouching and prone reduce recoil. Moving raises recoil for standing and crouched firing.
Arm injuries The shot kick is generated first. Injury state changes the later recoil recovery calculation.
Exertion Higher exertion increases sway up to 1.60×. The dedicated recoil multiplier stays at 1.00×.
Charge Weapons that use this path can scale their live recoil from 1.00× to 2.00× as charge rises.
Heat Weapons that use the heat path can add another 1.00× to 2.00× recoil multiplier.

Point shooting

The stance lookup has two sets of values: scoped/first-person and third-person. Point shooting uses the third-person set.

Camera movement

The Camera Shake setting controls the game's general camera-shake path. Weapon camera climb uses a separate runtime value. Lowering Camera Shake does not remove the weapon's recoil data.

Evidence standard

How the OTL separates code confirmation, controlled live testing, and behavior that remains unresolved.

How the OTL rates evidence

The OTL rates code evidence and live-game evidence separately. A mechanic can be clear in code but still need a controlled gameplay check for hidden state, ordering, or another runtime factor.

Confirmed Direct evidence establishes the claim in that channel.
Supported Evidence is consistent with the claim, but an important condition is not fully isolated.
Not tested No independent evidence from that channel has been documented yet.
Unresolved The available evidence is insufficient to make the claim safely.
Contradicted Direct evidence in that channel conflicts with the claim.

Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.