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
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.
How much the weapon itself moves after a shot. Higher H / V values mean a stronger horizontal or vertical kick.
How much the camera moves after a shot. This is separate from the weapon moving on screen.
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.
| 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° |
| No rows match the current filters. | |||||
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.
Live confirmation means controlled gameplay or instrumented runtime observation, not player impression alone.