Shotgunner/History: Difference between revisions

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imported>Mentin123
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imported>DarkGabonnie
Approved by t7ru (380694434980954114) via /job
 
(2 intermediate revisions by one other user not shown)
Line 126: Line 126:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 1500; 750; 1500; 6500; 18777
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$TP$ = $FNC-TOTAL-COST$
$COST$ = 1500; 750; 1500; 6500; 18777
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 1; ; 2
$FSE-DETECTION$ = 1; ; 2
$FSE-PVP-DETECTION$ = 2; 2; 2
$FSE-PVP-DETECTION$ = 2; 2; 2
Line 138: Line 140:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 143: Line 146:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 9 || 0.8 || 11 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 9 || 0.8 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 14 || 12 || 0.8 || 13.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 14 || 12 || 0.8 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 159: Line 162:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 183: Line 186:
<div class="ContainerColumn mw-collapsible-content">
<div class="ContainerColumn mw-collapsible-content">
<center>
<center>

==Base Statistics==
==Base Statistics==
{{PVPBaseStat
{{PVPBaseStat
Line 307: Line 311:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 1225; 640; 1550; 6000; 18500
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$TP$ = $FNC-TOTAL-COST$
$COST$ = 1225; 640; 1550; 6000; 18500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 1; ; 2
$FSE-DETECTION$ = 1; ; 2
$FSE-PVP-DETECTION$ = 2; 2;
$FSE-PVP-DETECTION$ = 2; 2;
Line 318: Line 324:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 323: Line 330:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 14 || 12 || 0.75 || 13.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 14 || 12 || 0.75 || 13.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 339: Line 346:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 482: Line 489:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 800; 300; 1200; 3400; 9500
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$TP$ = $FNC-TOTAL-COST$
$COST$ = 800; 300; 1200; 3400; 9500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 493: Line 502:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 498: Line 508:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 10 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 10 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 514: Line 524:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 657: Line 667:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 950; 350; 1350; 3750; 10500
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$TP$ = $FNC-TOTAL-COST$
$COST$ = 950; 350; 1350; 3750; 10500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Heavier Shells; Shotgun Knowledge; Slug Madness; Tactical Blowback
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$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 673: Line 686:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 11 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 11 || 9 || 0.8 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 689: Line 702:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 838: Line 851:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 300; 150; 950; 2500; 6500
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 400; 150; 1050; 3000; 8500
$TP$ = $FNC-TOTAL-COST$
$COST$ = 300; 150; 950; 2500; 6500
$PVP-COST$ = 400; 150; 1050; 3000; 8500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 848: Line 863:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 853: Line 869:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 869: Line 885:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,002: Line 1,018:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 300; 150; 950; 2500; 6500
$MCE$ = Total Cost / Max DPS
$FNC-PVP-COST$ = 300; 150; 1000; 2750; 7000
$TP$ = $FNC-TOTAL-COST$
$COST$ = 300; 150; 950; 2500; 6500
$PVP-COST$ = 300; 150; 1000; 2750; 7000
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,012: Line 1,030:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="mobile-tabber"><tabber>
<div class="mobile-tabber"><tabber>
Line 1,017: Line 1,036:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,033: Line 1,052:
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$PVP-COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,126: Line 1,145:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 300; 150; 950; 2500; 6500
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 300; 150; 950; 2500; 6500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,135: Line 1,156:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 8 || 2 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 12 || 0.95 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,226: Line 1,248:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 300; 125; 1050; 3000; 6000
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 300; 125; 1050; 3000; 6000
$FSE-DETECTION$ = 2; 3;
$FSE-DETECTION$ = 2; 3;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,235: Line 1,259:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 6 || 1.5 || 7.5 || 55 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 1.5 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,325: Line 1,350:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 300; 125; 1050; 3000; 8200
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 300; 125; 1050; 3000; 8200
$FSE-DETECTION$ = 2; 3;
$FSE-DETECTION$ = 2; 3;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,334: Line 1,361:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 6 || 1.85 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 1.85 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 11 || 1 || 11 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 11 || 1 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,427: Line 1,455:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 400; 200; 1250; 3500; 10500
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 400; 200; 1250; 3500; 10500
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,436: Line 1,466:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 7 || 11 || 0.9 || 11 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 7 || 11 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,529: Line 1,560:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 400; 200; 1250; 3650; 9000
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 400; 200; 1250; 3650; 9000
$FSE-DETECTION$ = 2; 2;
$FSE-DETECTION$ = 2; 2;
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Shotgun Knowledge; Slug Madness; Tactical Blowback
Line 1,538: Line 1,571:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.1 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 7 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 7 || 10 || 0.9 || 11 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,626: Line 1,660:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$FNC-COST$ = 400; 200; 1250; 3500; 10000
$MCE$ = Total Cost / Max DPS
$TP$ = $FNC-TOTAL-COST$
$COST$ = 400; 200; 1250; 3500; 10000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Faster Reloading; Better Handling; Slug Madness; Tactical Blowback
$FSE-UPGRADE$ = Faster Reloading; Better Handling; Slug Madness; Tactical Blowback
Line 1,635: Line 1,671:
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DREF$ = <ref name=damage>The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Spread !! Max Hits !! DPS$DPREF$ !! Max DPS !! Cost Efficiency !! Max Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 80 || 3 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 2 || {{Money|$TP$}} || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 3 || {{Money|$TP$}} || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|-
|-
| 4 || {{Money|$TP$}} || 6 || 12 || 1 || 11 || 50 || 3 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 6 || 12 || 1 || 11 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}}
|}
|}
</div>
</div>
Line 1,728: Line 1,765:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 500; 200; 350; 1500; 4200; 7000
$COST$ = 500; 200; 350; 1500; 4200; 7000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,737: Line 1,774:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,832: Line 1,870:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 500; 200; 350; 1500; 4200; 7000
$COST$ = 500; 200; 350; 1500; 4200; 7000
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,841: Line 1,879:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 1 || 6 || 2.5 || 7 || 1 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 1,931: Line 1,970:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 1,940: Line 1,979:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 12 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,030: Line 2,070:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
$FSE-UPGRADE$ = Better Handling; Radio Communications; Combat Ready; Rebel Leader; Apocalypse Slayer
Line 2,039: Line 2,079:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,135: Line 2,176:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 150; 350; 1500; 4200; 7500
$COST$ = 600; 150; 350; 1500; 4200; 7500
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
Line 2,144: Line 2,185:
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DREF$ = <ref name=damage2>Number is maximum damage times the amount of bullets shot.<br/>Damage decreases by 50% for every enemy pierced.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage$DREF$ !! Bullet Count !! Firerate !! Range !! Max Hits !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 7 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 10 || 4 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,235: Line 2,277:
<var>
<var>
$DPS$ = Damage * Bullet Count / Firerate
$DPS$ = Damage * Bullet Count / Firerate
$MDPS$ = Damage * Bullet Count * (Max Hits - 0.5) / Firerate
$CE$ = Total Price / DPS
$TP$ = $FNC-TOTALPRICE$
$CE$ = Total Cost / DPS
$MCE$ = Total Cost / Max DPS
$FNC-COST$ = 600; 150; 350; 1500; 4200; 6250
$TP$ = $FNC-TOTAL-COST$
$COST$ = 600; 150; 350; 1500; 4200; 6250
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
$FSE-UPGRADE$ = Handling; Legit Badge; Bullet Proof Vest; SWAT Armor; SWAT Force
Line 2,243: Line 2,287:
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$DPREF$ = <ref name=dps>DPS assumes all bullets hit only one enemy.</ref>
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Bullet Count !! Firerate !! Range !! DPS$DPREF$ !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Bullet Count !! Firerate !! Range !! DPS$DPREF$ !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 2 || 6 || 2.5 || 9 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 2 || 6 || 2.5 || 9 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 13 || 8 || 1.5 || 13 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 13 || 8 || 1.5 || 13 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,334: Line 2,379:
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 350; 500; 1500; 4200; 8750
$COST$ = 600; 350; 500; 1500; 4200; 8750
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>
Line 2,432: Line 2,478:
<var>
<var>
$DPS$ = Damage / Firerate
$DPS$ = Damage / Firerate
$CE$ = Total Price / DPS
$CE$ = Total Cost / DPS
$TP$ = $FNC-TOTALPRICE$
$TP$ = $FNC-TOTAL-COST$
$FNC-COST$ = 600; 350; 500; 1500; 4200; 8750
$COST$ = 600; 350; 500; 1500; 4200; 8750
$FSE-DETECTION$ = 2; ;
$FSE-DETECTION$ = 2; ;
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADE$ = N/A; N/A; N/A; N/A; N/A
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FSE-UPGRADEICON$ = File:Enforcer2.png; File:Enforcer1.png; File:Enforcer3.png; File:Enforcer4.png; File:Enforcer5.png
$FNC-ROFBUG-2019$ = Firerate
$FNC-ROFBUG-2019$ = Firerate
$R$ = $FNC-RECURSION$
</var>
</var>
<div class="overflow-box">
<div class="overflow-box">
{| class="wikitable stats-table"
{| class="wikitable stats-table"
! Level !! Total Price !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
! Level !! Cost !! Total Cost !! Damage !! Firerate !! Range !! DPS !! Cost Efficiency
|-
|-
| 0 || {{Money|$TP$}} || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 0 || {{Money|$COST$}}$R$ || {{Money|$TP$}}$R$ || 8 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 1 || {{Money|$TP$}} || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}}
|-
|-
| 2 || {{Money|$TP$}} || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 3 || {{Money|$TP$}} || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}}
|-
|-
| 4 || {{Money|$TP$}} || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}}
|-
|-
| 5 || {{Money|$TP$}} || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
| 5 || $R$ || $R$ || 85 || 1.5 || 9 || $DPS$ || {{Money|$CE$}}
|}
|}
</div>
</div>

Latest revision as of 21:39, 18 August 2026


This is the history subpage for the Shotgunner/History. It contains every revision of the tower's statistics.

Enforcer Tower Update (14 August 2026) – Present

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$1,500 Cash$1,500 2 8 1.1 8 5 3 14.55 36.36 Cash$103.09 Cash$41.25
1 Cash$750 Cash$2,250 3 8 1.1 8 5 3 21.82 54.55 Cash$103.12 Cash$41.25
2 Cash$1,500 Cash$3,750 3 9 0.8 9.5 10 3 33.75 84.38 Cash$111.11 Cash$44.44
3 Cash$6,500 Cash$10,250 7 9 0.8 11 25 3 78.75 196.88 Cash$130.16 Cash$52.06
4 Cash$18,777 Cash$29,027 14 12 0.8 13.5 40 3 210 525 Cash$138.22 Cash$55.29

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 1 8 2 7.5 45 3 4 10 Cash$100 Cash$40
1 Cash$150 Cash$550 1 8 1.5 7.5 45 3 5.33 13.33 Cash$103.19 Cash$41.26
2 Cash$1,050 Cash$1,600 2 10 1.5 9 40 3 13.33 33.33 Cash$120.03 Cash$48
3 Cash$3,000 Cash$4,600 4 10 1.25 9.5 40 3 32 80 Cash$143.75 Cash$57.5
4 Cash$8,500 Cash$13,100 8 12 1 11 30 3 96 240 Cash$136.46 Cash$54.58
</tabber>

Hardcore Rework Update (5 June 2026) – Enforcer Tower Update (14 August 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$1,225 Cash$1,225 2 8 1.2 8 10 3 13.33 33.33 Cash$91.9 Cash$36.75
1 Cash$640 Cash$1,865 3 8 1.2 8 10 3 20 50 Cash$93.25 Cash$37.3
2 Cash$1,550 Cash$3,415 3 10 0.85 9.5 15 3 35.29 88.24 Cash$96.77 Cash$38.7
3 Cash$6,000 Cash$9,415 7 10 0.85 11 25 3 82.35 205.88 Cash$114.33 Cash$45.73
4 Cash$18,500 Cash$27,915 14 12 0.75 13.5 40 3 224 560 Cash$124.62 Cash$49.85

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 1 8 2 7.5 45 3 4 10 Cash$100 Cash$40
1 Cash$150 Cash$550 1 8 1.5 7.5 45 3 5.33 13.33 Cash$103.19 Cash$41.26
2 Cash$1,050 Cash$1,600 2 10 1.5 9 40 3 13.33 33.33 Cash$120.03 Cash$48
3 Cash$3,000 Cash$4,600 4 10 1.25 9.5 40 3 32 80 Cash$143.75 Cash$57.5
4 Cash$8,500 Cash$13,100 8 12 1 11 30 3 96 240 Cash$136.46 Cash$54.58
</tabber>

Valentines 2026 Update (11 February 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$800 Cash$800 2 6 11.025 7.5 100 3 1211.71 3029.27 Cash$66.67Cash$68.32 Cash$26.67Cash$27.33
1 Cash$300 Cash$1,100 3 6 11.025 7.5 100 3 1817.56 4543.9 Cash$61.11Cash$62.64 Cash$24.44Cash$25.06
2 Cash$1,200 Cash$2,300 3 8 11.025 9 40 3 2423.41 6058.54 Cash$95.83Cash$98.25 Cash$38.33Cash$39.29
3 Cash$3,400 Cash$5,700 5 8 0.80.825 9.5 40 3 5048.48 125121.21 Cash$114Cash$117.57 Cash$45.6Cash$47.03
4 Cash$9,500 Cash$15,200 10 9 0.80.825 11 30 3 112.5109.09 281.25272.73 Cash$135.11Cash$139.33 Cash$54.04Cash$55.73

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 1 8 22.025 7.5 45 3 43.95 109.88 Cash$100Cash$101.27 Cash$40Cash$40.49
1 Cash$150 Cash$550 1 8 1.51.525 7.5 45 3 5.335.25 13.3313.11 Cash$103.19Cash$104.76 Cash$41.26Cash$41.95
2 Cash$1,050 Cash$1,600 2 10 1.51.525 9 40 3 13.3313.11 33.3332.79 Cash$120.03Cash$122.04 Cash$48Cash$48.8
3 Cash$3,000 Cash$4,600 4 10 1.251.275 9.5 40 3 3231.37 8078.43 Cash$143.75Cash$146.64 Cash$57.5Cash$58.65
4 Cash$8,500 Cash$13,100 8 12 11.025 11 30 3 9693.66 240234.15 Cash$136.46Cash$139.87 Cash$54.58Cash$55.95
</tabber>

Shock and Awe Update (28 January 2026) – Valentines 2026 Update (11 February 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$950 Cash$950 2 6 11.025 7.5 120 3 1211.71 3029.27 Cash$79.17Cash$81.13 Cash$31.67Cash$32.46
1 Cash$350 Cash$1,300 3 6 11.025 7.5 120 3 1817.56 4543.9 Cash$72.22Cash$74.03 Cash$28.89Cash$29.61
2 Cash$1,350 Cash$2,650 3 8 11.025 9 40 3 2423.41 6058.54 Cash$110.42Cash$113.2 Cash$44.17Cash$45.27
3 Cash$3,750 Cash$6,400 5 8 0.80.825 9.5 40 3 5048.48 125121.21 Cash$128Cash$132.01 Cash$51.2Cash$52.8
4 Cash$10,500 Cash$16,900 11 9 0.80.825 11 30 3 123.75120 309.38300 Cash$136.57Cash$140.83 Cash$54.63Cash$56.33

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 1 8 22.025 7.5 45 3 43.95 109.88 Cash$100Cash$101.27 Cash$40Cash$40.49
1 Cash$150 Cash$550 1 8 1.51.525 7.5 45 3 5.335.25 13.3313.11 Cash$103.19Cash$104.76 Cash$41.26Cash$41.95
2 Cash$1,050 Cash$1,600 2 10 1.51.525 9 40 3 13.3313.11 33.3332.79 Cash$120.03Cash$122.04 Cash$48Cash$48.8
3 Cash$3,000 Cash$4,600 4 10 1.251.275 9.5 40 3 3231.37 8078.43 Cash$143.75Cash$146.64 Cash$57.5Cash$58.65
4 Cash$8,500 Cash$13,100 8 12 11.025 11 30 3 9693.66 240234.15 Cash$136.46Cash$139.87 Cash$54.58Cash$55.95
</tabber>

Assassin Update (6 August 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 8 22.025 7.5 45 3 43.95 109.88 Cash$75Cash$75.95 Cash$30Cash$30.36
1 Cash$150 Cash$450 1 8 1.41.425 7.5 45 3 5.715.61 14.2914.04 Cash$78.81Cash$80.21 Cash$31.49Cash$32.05
2 Cash$950 Cash$1,400 2 10 1.21.225 9 40 3 16.6716.33 41.6740.82 Cash$83.98Cash$85.73 Cash$33.6Cash$34.3
3 Cash$2,500 Cash$3,900 4 10 1.11.125 9.5 40 3 36.3635.56 90.9188.89 Cash$107.26Cash$109.67 Cash$42.9Cash$43.87
4 Cash$6,500 Cash$10,400 6 12 0.950.975 11 30 3 75.7973.85 189.47184.62 Cash$137.22Cash$140.83 Cash$54.89Cash$56.33

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 1 8 22.025 7.5 45 3 43.95 109.88 Cash$100Cash$101.27 Cash$40Cash$40.49
1 Cash$150 Cash$550 1 8 1.51.525 7.5 45 3 5.335.25 13.3313.11 Cash$103.19Cash$104.76 Cash$41.26Cash$41.95
2 Cash$1,050 Cash$1,600 2 10 1.51.525 9 40 3 13.3313.11 33.3332.79 Cash$120.03Cash$122.04 Cash$48Cash$48.8
3 Cash$3,000 Cash$4,600 4 10 1.251.275 9.5 40 3 3231.37 8078.43 Cash$143.75Cash$146.64 Cash$57.5Cash$58.65
4 Cash$8,500 Cash$13,100 8 12 11.025 11 30 3 9693.66 240234.15 Cash$136.46Cash$139.87 Cash$54.58Cash$55.95
</tabber>

PVP Update (23 July 2025) – Assassin Update (6 August 2025)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 1,000 • Intermediate • Offense
Cost
Cash$300
Placement Footprint
Small (1)
Sell Price
Cash$100
Placement Type
Ground
Damage
Damage1x8
Damage Method
Pierce
Spread
Firerate
Firerate2.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 2+
Placement Limit
N/A
Flying Detection
N/A
Spread
45
Max Hits
3

Upgrades

[edit]
Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
<tabber>

|-|Regular =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 8 22.025 7.5 45 3 43.95 109.88 Cash$75Cash$75.95 Cash$30Cash$30.36
1 Cash$150 Cash$450 1 8 1.41.425 7.5 45 3 5.715.61 14.2914.04 Cash$78.81Cash$80.21 Cash$31.49Cash$32.05
2 Cash$950 Cash$1,400 2 10 1.21.225 9 40 3 16.6716.33 41.6740.82 Cash$83.98Cash$85.73 Cash$33.6Cash$34.3
3 Cash$2,500 Cash$3,900 4 10 1.11.125 9.5 40 3 36.3635.56 90.9188.89 Cash$107.26Cash$109.67 Cash$42.9Cash$43.87
4 Cash$6,500 Cash$10,400 6 12 0.950.975 11 30 3 75.7973.85 189.47184.62 Cash$137.22Cash$140.83 Cash$54.89Cash$56.33

|-|PVP =

Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 8 22.025 7.5 45 3 43.95 109.88 Cash$75Cash$75.95 Cash$30Cash$30.36
1 Cash$150 Cash$450 1 8 1.41.425 7.5 45 3 5.715.61 14.2914.04 Cash$78.81Cash$80.21 Cash$31.49Cash$32.05
2 Cash$1,000 Cash$1,450 2 10 1.41.425 9 40 3 14.2914.04 35.7135.09 Cash$101.47Cash$103.28 Cash$40.6Cash$41.32
3 Cash$2,750 Cash$4,200 4 10 1.11.125 9.5 40 3 36.3635.56 90.9188.89 Cash$115.51Cash$118.11 Cash$46.2Cash$47.25
4 Cash$7,000 Cash$11,200 6 12 0.950.975 11 30 3 75.7973.85 189.47184.62 Cash$147.78Cash$151.66 Cash$59.11Cash$60.67
</tabber>

Surf & Turf Update (9 July 2025) – PVP Update (23 July 2025)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 1,000 • Intermediate • Offense
Cost
Cash$300
Placement Footprint
Small (1)
Sell Price
Cash$100
Placement Type
Ground
Damage
Damage1x8
Damage Method
Pierce
Spread
Firerate
Firerate2.025
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 2+
Placement Limit
N/A
Flying Detection
N/A
Spread
45
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$150

2.025 > 1.425 Firerate Firerate


Sell Price changes to Cash$150

Shotgun Knowledge
Level 2 • Cost: Cash$950

+1.5 Range Range

+1 Damage Damage

1.425 > 1.225 Firerate Firerate

8 > 10 Bullets Bullets

45 > 40 Spread

+Hidden Detection Hidden Detection

+Lead Detection Lead Detection


Sell Price changes to Cash$466

Slug Madness
Level 3 • Cost: Cash$2,500

+0.5 Range Range

+2 Damage Damage

1.225 > 1.125 Firerate Firerate


Sell Price changes to Cash$1,300

Tactical Blowback
Level 4 • Cost: Cash$6,500

+1.5 Range Range

+2 Damage Damage

1.125 > 0.975 Firerate Firerate

10 > 12 Bullets Bullets

40 > 30 Spread


Sell Price changes to Cash$3,491

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 8 22.025 7.5 45 3 43.95 109.88 Cash$75Cash$75.95 Cash$30Cash$30.36
1 Cash$150 Cash$450 1 8 1.41.425 7.5 45 3 5.715.61 14.2914.04 Cash$78.81Cash$80.21 Cash$31.49Cash$32.05
2 Cash$950 Cash$1,400 2 10 1.21.225 9 40 3 16.6716.33 41.6740.82 Cash$83.98Cash$85.73 Cash$33.6Cash$34.3
3 Cash$2,500 Cash$3,900 4 10 1.11.125 9.5 40 3 36.3635.56 90.9188.89 Cash$107.26Cash$109.67 Cash$42.9Cash$43.87
4 Cash$6,500 Cash$10,400 6 12 0.950.975 11 30 3 75.7973.85 189.47184.62 Cash$137.22Cash$140.83 Cash$54.89Cash$56.33

27 November 2024 – Surf & Turf Update (9 July 2025)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 1,000[3] • Intermediate • Offense
Cost
Cash$300
Placement Footprint
Average (1.5)
Sell Price
Cash$100
Placement Type
Ground
Damage
Damage1x6
Damage Method
Pierce
Spread
Firerate
Firerate1.525
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 3+
Placement Limit
N/A
Flying Detection
N/A
Spread
55
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$125

1.525 > 1.275 Firerate Firerate


Sell Price changes to Cash$141

Shotgun Knowledge
Level 2 • Cost: Cash$1,050

+1.5 Range Range

+1 Damage Damage

6 > 8 Bullets Bullets

55 > 45 Spread

+Hidden Detection Hidden Detection


Sell Price changes to Cash$491

Slug Madness
Level 3 • Cost: Cash$3,000

+2 Damage Damage

1.275 > 1.125 Firerate Firerate

+Lead Detection Lead Detection


Sell Price changes to Cash$1,491

Tactical Blowback
Level 4 • Cost: Cash$6,000

+2 Range Range

+2 Damage Damage

1.125 > 0.925 Firerate Firerate

8 > 10 Bullets Bullets

45 > 40 Spread


Sell Price changes to Cash$3,491

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 6 1.51.525 7.5 55 3 43.93 109.84 Cash$75Cash$76.34 Cash$30Cash$30.49
1 Cash$125 Cash$425 1 6 1.251.275 7.5 55 3 4.84.71 1211.76 Cash$88.54Cash$90.23 Cash$35.42Cash$36.14
2 Cash$1,050 Cash$1,475 2 8 1.251.275 9 45 3 12.812.55 3231.37 Cash$115.23Cash$117.53 Cash$46.09Cash$47.02
3 Cash$3,000 Cash$4,475 4 8 1.11.125 9 45 3 29.0928.44 72.7371.11 Cash$153.83Cash$157.35 Cash$61.53Cash$62.93
4 Cash$6,000 Cash$10,475 6 10 0.90.925 11 40 3 66.6764.86 166.67162.16 Cash$157.12Cash$161.5 Cash$62.85Cash$64.6

Intermediate Mode Update (3 May 2024) – 27 November 2024

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500 • Intermediate
Cost
Cash$300
Placement Footprint
Average (1.5)
Sell Price
Cash$100
Placement Type
Ground
Damage
Damage1x6
Damage Method
Pierce
Spread
Firerate
Firerate1.875
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 3+
Placement Limit
N/A
Flying Detection
N/A
Spread
60
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$125

1.875 > 1.575 Firerate Firerate


Sell Price changes to Cash$141

Shotgun Knowledge
Level 2 • Cost: Cash$1,000

+2 Range Range

+1 Damage Damage

6 > 8 Bullets Bullets

60 > 50 Spread

+Hidden Detection Hidden Detection


Sell Price changes to Cash$475

Slug Madness
Level 3 • Cost: Cash$3,000

+2 Damage Damage

1.575 > 1.275 Firerate Firerate

+Lead Detection Lead Detection


Sell Price changes to Cash$1,475

Tactical Blowback
Level 4 • Cost: Cash$8,200

+2 Range Range

+2 Damage Damage

1.275 > 1.025 Firerate Firerate

8 > 11 Bullets Bullets

50 > 40 Spread


Sell Price changes to Cash$4,208

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$300 Cash$300 1 6 1.851.875 7 60 3 3.243.2 8.118 Cash$92.59Cash$93.75 Cash$36.99Cash$37.5
1 Cash$125 Cash$425 1 6 1.551.575 7 60 3 3.873.81 9.689.52 Cash$109.82Cash$111.55 Cash$43.9Cash$44.64
2 Cash$1,050 Cash$1,475 2 8 1.551.575 9 50 3 10.3210.16 25.8125.4 Cash$142.93Cash$145.18 Cash$57.15Cash$58.07
3 Cash$3,000 Cash$4,475 4 8 1.251.275 9 50 3 25.625.1 6462.75 Cash$174.8Cash$178.29 Cash$69.92Cash$71.31
4 Cash$8,200 Cash$12,675 6 11 11.025 11 40 3 6664.39 165160.98 Cash$192.05Cash$196.85 Cash$76.82Cash$78.74

1 March 2024 – Intermediate Mode Update (3 May 2024)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500 • Intermediate
Cost
Cash$400
Placement Footprint
Average (1.5)
Sell Price
Cash$133
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Firerate
Firerate2.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 2 & 4
Placement Limit
N/A
Flying Detection
N/A
Spread
60
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$200

2.125 > 1.525 Firerate Firerate


Sell Price changes to Cash$200

Shotgun Knowledge
Level 2 • Cost: Cash$1,250

+2 Range Range

+1 Damage Damage

6 > 8 Bullets Bullets

60 > 50 Spread

+Hidden Detection Hidden Detection

+Lead Detection Lead Detection


Sell Price changes to Cash$616

Slug Madness
Level 3 • Cost: Cash$3,500

+2 Damage Damage

1.525 > 1.225 Firerate Firerate

-Lead Detection Lead Detection

Sell Price changes to Cash$1,783

Tactical Blowback
Level 4 • Cost: Cash$10,500

+2 Range Range

+2 Damage Damage

1.225 > 0.925 Firerate Firerate

8 > 11 Bullets Bullets

50 > 40 Spread

+Lead Detection Lead Detection


Sell Price changes to Cash$5,283

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 2 6 2.12.125 7 60 3 5.715.65 14.2914.12 Cash$70.05Cash$70.8 Cash$27.99Cash$28.33
1 Cash$200 Cash$600 2 6 1.51.525 7 60 3 87.87 2019.67 Cash$75Cash$76.24 Cash$30Cash$30.5
2 Cash$1,250 Cash$1,850 3 8 1.51.525 9 50 3 1615.74 4039.34 Cash$115.62Cash$117.53 Cash$46.25Cash$47.03
3 Cash$3,500 Cash$5,350 5 8 1.21.225 9 50 3 33.3332.65 83.3381.63 Cash$160.52Cash$163.86 Cash$64.2Cash$65.54
4 Cash$10,500 Cash$15,850 7 11 0.90.925 11 40 3 85.5683.24 213.89208.11 Cash$185.25Cash$190.41 Cash$74.1Cash$76.16

24 February 2024 – 1 March 2024

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500 • Intermediate
Cost
Cash$400
Placement Footprint
Average (1.5)
Sell Price
Cash$133
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Firerate
Firerate2.125
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
Lead DetectionLevel 2 & 4
Placement Limit
N/A
Flying Detection
N/A
Spread
60
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$200

2.125 > 1.525 Firerate Firerate


Sell Price changes to Cash$200

Shotgun Knowledge
Level 2 • Cost: Cash$1,250

+2 Range Range

+1 Damage Damage

6 > 8 Bullets Bullets

60 > 50 Spread

+Hidden Detection Hidden Detection

+Lead Detection Lead Detection


Sell Price changes to Cash$616

Slug Madness
Level 3 • Cost: Cash$3,650

+2 Damage Damage

1.525 > 1.325 Firerate Firerate

-Lead Detection Lead Detection

Sell Price changes to Cash$1,833

Tactical Blowback
Level 4 • Cost: Cash$9,000

+2 Range Range

+2 Damage Damage

1.325 > 0.925 Firerate Firerate

8 > 10 Bullets Bullets

50 > 40 Spread

+Lead Detection Lead Detection


Sell Price changes to Cash$4,833

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 2 6 2.12.125 7 60 3 5.715.65 14.2914.12 Cash$70.05Cash$70.8 Cash$27.99Cash$28.33
1 Cash$200 Cash$600 2 6 1.51.525 7 60 3 87.87 2019.67 Cash$75Cash$76.24 Cash$30Cash$30.5
2 Cash$1,250 Cash$1,850 3 8 1.51.525 9 50 3 1615.74 4039.34 Cash$115.62Cash$117.53 Cash$46.25Cash$47.03
3 Cash$3,650 Cash$5,500 5 8 1.31.325 9 50 3 30.7730.19 76.9275.47 Cash$178.75Cash$182.18 Cash$71.5Cash$72.88
4 Cash$9,000 Cash$14,500 7 10 0.90.925 11 40 3 77.7875.68 194.44189.19 Cash$186.42Cash$191.6 Cash$74.57Cash$76.64

Duck Hunt Update (17 April 2022) – 24 February 2024

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500 • Intermediate
Cost
Cash$400
Placement Footprint
Average (1.5)
Sell Price
Cash$133
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Firerate
Firerate2.525
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Spread
80
Max Hits
3

Upgrades

[edit]
Faster Reloading
Level 1 • Cost: Cash$200

2.525 > 1.825 Firerate Firerate


Sell Price changes to Cash$200

Better Handling
Level 2 • Cost: Cash$1,250

+2 Range Range

+1 Damage Damage

6 > 8 Bullets Bullets

80 > 60 Spread

+Hidden Detection Hidden Detection


Sell Price changes to Cash$616

Slug Madness
Level 3 • Cost: Cash$3,500

+2 Damage Damage

1.825 > 1.525 Firerate Firerate


Sell Price changes to Cash$1,783

Tactical Blowback
Level 4 • Cost: Cash$10,000

+2 Range Range

+1 Damage Damage

8 > 12 Bullets Bullets

60 > 50 Spread

1.525 > 1.025 Firerate Firerate


Sell Price changes to Cash$5,116

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[1] Bullet Count Firerate Range Spread Max Hits DPS[2] Max DPS Cost Efficiency Max Cost Efficiency
0 Cash$400 Cash$400 2 6 2.52.525 7 80 3 4.84.75 1211.88 Cash$83.33Cash$84.21 Cash$33.33Cash$33.67
1 Cash$200 Cash$600 2 6 1.81.825 7 80 3 6.676.58 16.6716.44 Cash$89.96Cash$91.19 Cash$35.99Cash$36.5
2 Cash$1,250 Cash$1,850 3 8 1.81.825 9 60 3 13.3313.15 33.3332.88 Cash$138.78Cash$140.68 Cash$55.51Cash$56.27
3 Cash$3,500 Cash$5,350 5 8 1.51.525 9 60 3 26.6726.23 66.6765.57 Cash$200.6Cash$203.96 Cash$80.25Cash$81.59
4 Cash$10,000 Cash$15,350 6 12 11.025 11 50 3 7270.24 180175.61 Cash$213.19Cash$218.54 Cash$85.28Cash$87.41

Entity System Update (12 March 2022) – Duck Hunt Update (17 April 2022)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500
Cost
Cash$500
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1x6
Damage Method
Pierce
Spread
Firerate
Firerate2.525
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Max Hits
1

Upgrades

[edit]
Better Handling
Level 1 • Cost: Cash$200

+1 Damage Damage

2.525 > 2.275 Firerate Firerate

+1 Max Hits


Sell Price changes to Cash$233

Radio Communications
Level 2 • Cost: Cash$350

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$350

Combat Ready
Level 3 • Cost: Cash$1,500

+4 Damage Damage

2.275 > 1.825 Firerate Firerate

+1 Max Hits


Sell Price changes to Cash$850

Rebel Leader
Level 4 • Cost: Cash$4,200

+6 Damage Damage

+1 Max Hits


Sell Price changes to Cash$2,250

Apocalypse Slayer
Level 5 • Cost: Cash$7,000

+1 Range Range

6 > 8 Bullets Bullets

1.825 > 1.525 Firerate Firerate


Sell Price changes to Cash$4,583

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[4] Bullet Count Firerate Range Max Hits DPS[2] Cost Efficiency
0 Cash$500 Cash$500 1 6 2.52.525 7 1 2.42.38 Cash$208.33Cash$210.08
1 Cash$200 Cash$700 2 6 2.252.275 7 2 5.335.27 Cash$131.33Cash$132.83
2 Cash$350 Cash$1,050 2 6 2.252.275 9 2 5.335.27 Cash$197Cash$199.24
3 Cash$1,500 Cash$2,550 6 6 1.81.825 9 3 2019.73 Cash$127.5Cash$129.24
4 Cash$4,200 Cash$6,750 12 6 1.81.825 9 4 4039.45 Cash$168.75Cash$171.1
5 Cash$7,000 Cash$13,750 12 8 1.51.525 10 4 6462.95 Cash$214.84Cash$218.43

Solar Eclipse Update (4 December 2021) – Entity System Update (12 March 2022)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500
Cost
Cash$500
Placement Footprint
Average
Sell Price
Cash$166
Placement Type
Ground
Damage
Damage1x6
Damage Method
Pierce
Spread
Firerate
Firerate2.53
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Max Hits
1

Upgrades

[edit]
Better Handling
Level 1 • Cost: Cash$200

+1 Damage Damage

2.53 > 2.28 Firerate Firerate

+1 Max Hits


Sell Price changes to Cash$233

Radio Communications
Level 2 • Cost: Cash$350

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$350

Combat Ready
Level 3 • Cost: Cash$1,500

+4 Damage Damage

2.28 > 1.83 Firerate Firerate

+1 Max Hits


Sell Price changes to Cash$850

Rebel Leader
Level 4 • Cost: Cash$4,200

+6 Damage Damage

+1 Max Hits


Sell Price changes to Cash$2,250

Apocalypse Slayer
Level 5 • Cost: Cash$7,000

+1 Range Range

6 > 8 Bullets Bullets

1.83 > 1.53 Firerate Firerate


Sell Price changes to Cash$4,583

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[4] Bullet Count Firerate Range Max Hits DPS[2] Cost Efficiency
0 Cash$500 Cash$500 1 6 2.52.53 7 1 2.42.37 Cash$208.33Cash$210.97
1 Cash$200 Cash$700 2 6 2.252.28 7 2 5.335.26 Cash$131.33Cash$133.08
2 Cash$350 Cash$1,050 2 6 2.252.28 9 2 5.335.26 Cash$197Cash$199.62
3 Cash$1,500 Cash$2,550 6 6 1.81.83 9 3 2019.67 Cash$127.5Cash$129.64
4 Cash$4,200 Cash$6,750 12 6 1.81.83 9 4 4039.34 Cash$168.75Cash$171.58
5 Cash$7,000 Cash$13,750 12 8 1.51.53 10 4 6462.75 Cash$214.84Cash$219.12

Overhaul Update (29 October 2020) – Solar Eclipse Update (4 December 2021)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 2,500
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$200
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Firerate
Firerate2.53
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Max Hits
2

Upgrades

[edit]
Better Handling
Level 1 • Cost: Cash$150

+2 Range Range


Sell Price changes to Cash$250

Radio Communications
Level 2 • Cost: Cash$350

+2 Damage Damage

+1 Max Hits

+Hidden Detection Hidden Detection


Sell Price changes to Cash$366

Combat Ready
Level 3 • Cost: Cash$1,500

+3 Damage Damage

2.53 > 2.03 Firerate Firerate


Sell Price changes to Cash$866

Rebel Leader
Level 4 • Cost: Cash$4,200

+5 Damage Damage

+1 Max Hits


Sell Price changes to Cash$2,266

Apocalypse Slayer
Level 5 • Cost: Cash$7,500

+1 Range Range

6 > 8 Bullets Bullets

2.03 > 1.53 Firerate Firerate


Sell Price changes to Cash$4,766

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[4] Bullet Count Firerate Range Max Hits DPS[2] Cost Efficiency
0 Cash$600 Cash$600 2 6 2.52.53 7 2 4.84.74 Cash$125Cash$126.58
1 Cash$150 Cash$750 2 6 2.52.53 9 2 4.84.74 Cash$156.25Cash$158.23
2 Cash$350 Cash$1,100 4 6 2.52.53 9 3 9.69.49 Cash$114.58Cash$115.91
3 Cash$1,500 Cash$2,600 7 6 22.03 9 3 2120.69 Cash$123.81Cash$125.66
4 Cash$4,200 Cash$6,800 12 6 22.03 9 4 3635.47 Cash$188.89Cash$191.71
5 Cash$7,500 Cash$14,300 12 8 1.51.53 10 4 6462.75 Cash$223.44Cash$227.89

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

[edit]
Shotgunner/History
Cost: Coin 1,250
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$200
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Firerate
Firerate2.53
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Max Hits
2

Upgrades

[edit]
Better Handling
Level 1 • Cost: Cash$150

+2 Range Range


Sell Price changes to Cash$250

Radio Communications
Level 2 • Cost: Cash$350

+2 Damage Damage

+1 Max Hits

+Hidden Detection Hidden Detection


Sell Price changes to Cash$366

Combat Ready
Level 3 • Cost: Cash$1,500

+3 Damage Damage

2.53 > 2.03 Firerate Firerate


Sell Price changes to Cash$866

Rebel Leader
Level 4 • Cost: Cash$4,200

+6 Damage Damage

+1 Max Hits


Sell Price changes to Cash$2,266

Apocalypse Slayer
Level 5 • Cost: Cash$7,500

+1 Range Range

6 > 8 Bullets Bullets

2.03 > 1.53 Firerate Firerate


Sell Price changes to Cash$4,766

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[4] Bullet Count Firerate Range Max Hits DPS[2] Cost Efficiency
0 Cash$600 Cash$600 2 6 2.52.53 7 2 4.84.74 Cash$125Cash$126.58
1 Cash$150 Cash$750 2 6 2.52.53 9 2 4.84.74 Cash$156.25Cash$158.23
2 Cash$350 Cash$1,100 4 6 2.52.53 9 3 9.69.49 Cash$114.58Cash$115.91
3 Cash$1,500 Cash$2,600 7 6 22.03 9 3 2120.69 Cash$123.81Cash$125.66
4 Cash$4,200 Cash$6,800 13 6 22.03 9 4 3938.42 Cash$174.36Cash$176.99
5 Cash$7,500 Cash$14,300 13 8 1.51.53 10 4 69.3367.97 Cash$206.26Cash$210.39

11 February 2020 – Overhaul Update (29 October 2020)

Base Statistics

[edit]
Enforcer
Cost: Coin 1,000
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$200
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Collision (Ability)
Firerate
Firerate2.55
Hidden Detection
Hidden DetectionLevel 2+
Range
Range7
Placement Limit
N/A
Max Hits
2

Upgrades

[edit]
Handling
Level 1 • Cost: Cash$150

+2 Range Range


Sell Price changes to Cash$250

Legit Badge
Level 2 • Cost: Cash$350

+2 Damage Damage

+1 Max Hits

+Hidden Detection Hidden Detection


Sell Price changes to Cash$366

Bullet Proof Vest
Level 3 • Cost: Cash$1,500

+3 Damage Damage

2.55 > 2.05 Firerate Firerate


Sell Price changes to Cash$866

SWAT Armor
Level 4 • Cost: Cash$4,200

+6 Damage Damage

+1 Max Hits


Sell Price changes to Cash$2,266

SWAT Force
Level 5 • Cost: Cash$7,500

+1 Range Range

6 > 8 Bullets Bullets

2.05 > 1.55 Firerate Firerate

+SWAT Van ability


Sell Price changes to Cash$4,766

Ability

[edit]
SWAT Van
Level 5 • 45s Cooldown

Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage[4] Bullet Count Firerate Range Max Hits DPS[2] Cost Efficiency
0 Cash$600 Cash$600 2 6 2.52.55 7 2 4.84.71 Cash$125Cash$127.39
1 Cash$150 Cash$750 2 6 2.52.55 9 2 4.84.71 Cash$156.25Cash$159.24
2 Cash$350 Cash$1,100 4 6 2.52.55 9 3 9.69.41 Cash$114.58Cash$116.9
3 Cash$1,500 Cash$2,600 7 6 22.05 9 3 2120.49 Cash$123.81Cash$126.89
4 Cash$4,200 Cash$6,800 13 6 22.05 9 4 3938.05 Cash$174.36Cash$178.71
5 Cash$7,500 Cash$14,300 13 8 1.51.55 10 4 69.3367.1 Cash$206.26Cash$213.11

26 January 2020 – 11 February 2020

Base Statistics

[edit]
Enforcer
Cost: Coin 600
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$200
Placement Type
Ground
Damage
Damage2x6
Damage Method
Pierce
Spread
Collision (Ability)
Firerate
Firerate2.55
Hidden Detection
Hidden DetectionLevel 2+
Range
Range9
Placement Limit
N/A

Upgrades

[edit]
Handling
Level 1 • Cost: Cash$150

+2 Range Range


Sell Price changes to Cash$250

Legit Badge
Level 2 • Cost: Cash$350

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$366

Bullet Proof Vest
Level 3 • Cost: Cash$1,500

+3 Damage Damage

2.55 > 2.05 Firerate Firerate


Sell Price changes to Cash$866

SWAT Armor
Level 4 • Cost: Cash$4,200

+1 Range Range

+6 Damage Damage


Sell Price changes to Cash$2,266

SWAT Force
Level 5 • Cost: Cash$6,250

+1 Range Range

6 > 8 Bullets Bullets

2.05 > 1.55 Firerate Firerate

+SWAT Van ability


Sell Price changes to Cash$4,350

Ability

[edit]
SWAT Van
Level 5 • 45s Cooldown

Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Bullet Count Firerate Range DPS[2] Cost Efficiency
0 Cash$600 Cash$600 2 6 2.52.55 9 4.84.71 Cash$125Cash$127.39
1 Cash$150 Cash$750 2 6 2.52.55 11 4.84.71 Cash$156.25Cash$159.24
2 Cash$350 Cash$1,100 4 6 2.52.55 11 9.69.41 Cash$114.58Cash$116.9
3 Cash$1,500 Cash$2,600 7 6 22.05 11 2120.49 Cash$123.81Cash$126.89
4 Cash$4,200 Cash$6,800 13 6 22.05 12 3938.05 Cash$174.36Cash$178.71
5 Cash$6,250 Cash$13,050 13 8 1.51.55 13 69.3367.1 Cash$188.23Cash$194.49

MEGA Update (13 October 2019) – 26 January 2020

Base Statistics

[edit]
Enforcer
Cost: Coin 600
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$200
Placement Type
Ground
Damage
Damage8
Damage Method
Single
Collision (Ability)
Firerate
Firerate2.55
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Placement Limit
N/A

Upgrades

[edit]
N/A
Level 1 • Cost: Cash$350

+2 Damage Damage


Sell Price changes to Cash$316

N/A
Level 2 • Cost: Cash$500

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$483

N/A
Level 3 • Cost: Cash$1,500

+15 Damage Damage

2.55 > 2.05 Firerate Firerate


Sell Price changes to Cash$983

N/A
Level 4 • Cost: Cash$4,200

+1 Range Range

+20 Damage Damage


Sell Price changes to Cash$2,383

N/A
Level 5 • Cost: Cash$8,750

+1 Range Range

+40 Damage Damage

2.05 > 1.55 Firerate Firerate

+SWAT Van ability


Sell Price changes to Cash$5,300

Ability

[edit]
SWAT Van
Level 5 • 45s Cooldown

Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range DPS Cost Efficiency
0 Cash$600 Cash$600 8 2.52.55 5 3.23.14 Cash$187.5Cash$191.08
1 Cash$350 Cash$950 10 2.52.55 5 43.92 Cash$237.5Cash$242.35
2 Cash$500 Cash$1,450 10 2.52.55 7 43.92 Cash$362.5Cash$369.9
3 Cash$1,500 Cash$2,950 25 22.05 7 12.512.2 Cash$236Cash$241.8
4 Cash$4,200 Cash$7,150 45 22.05 8 22.521.95 Cash$317.78Cash$325.74
5 Cash$8,750 Cash$15,900 85 1.51.55 9 56.6754.84 Cash$280.57Cash$289.93

14 July 2019 – MEGA Update (13 October 2019)

Base Statistics

[edit]
Enforcer
Cost: Coin 1,200
Cost
Cash$600
Placement Footprint
Average
Sell Price
Cash$150
Placement Type
Ground
Damage
Damage8
Damage Method
Single
Collision (Ability)
Firerate
Firerate2.55
Hidden Detection
Hidden DetectionLevel 2+
Range
Range5
Placement Limit
N/A

Upgrades

[edit]
N/A
Level 1 • Cost: Cash$350

+2 Damage Damage


Sell Price changes to Cash$237

N/A
Level 2 • Cost: Cash$500

+2 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$362

N/A
Level 3 • Cost: Cash$1,500

+15 Damage Damage

2.55 > 2.05 Firerate Firerate


Sell Price changes to Cash$737

N/A
Level 4 • Cost: Cash$4,200

+1 Range Range

+20 Damage Damage


Sell Price changes to Cash$1,787

N/A
Level 5 • Cost: Cash$8,750

+1 Range Range

+40 Damage Damage

2.05 > 1.55 Firerate Firerate

+SWAT Van ability


Sell Price changes to Cash$3,975

Ability

[edit]
SWAT Van
Level 5 • Cash$1,500 • 60s Cooldown

Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.

Statistics

[edit]
Disable Rate of Fire BugEnable Rate of Fire Bug
Level Cost Total Cost Damage Firerate Range DPS Cost Efficiency
0 Cash$600 Cash$600 8 2.52.55 5 3.23.14 Cash$187.5Cash$191.08
1 Cash$350 Cash$950 10 2.52.55 5 43.92 Cash$237.5Cash$242.35
2 Cash$500 Cash$1,450 10 2.52.55 7 43.92 Cash$362.5Cash$369.9
3 Cash$1,500 Cash$2,950 25 22.05 7 12.512.2 Cash$236Cash$241.8
4 Cash$4,200 Cash$7,150 45 22.05 8 22.521.95 Cash$317.78Cash$325.74
5 Cash$8,750 Cash$15,900 85 1.51.55 9 56.6754.84 Cash$280.57Cash$289.93

Notes

[edit]
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 The first two enemies damaged by the same bullet are dealt full damage, while the third enemy is dealt half of the damage.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 DPS assumes all bullets hit only one enemy.
  3. Prior to the 25th of June 2025, it had a cost of Coin 2,500.
  4. 4.0 4.1 4.2 4.3 4.4 Number is maximum damage times the amount of bullets shot.
    Damage decreases by 50% for every enemy pierced.


File:TowerNewHeader.png
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