Shotgunner/History: Difference between revisions
imported>Mentin123 mNo edit summary |
imported>DarkGabonnie Approved by t7ru (380694434980954114) via /job |
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| (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 Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
| ⚫ | |||
$PVP-COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 3 || 8 || 1.1 || 8 || 5 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 9 || 0.8 || 9.5 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 9 || 0.8 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 8 || 12 || 1 || 11 || 30 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|} |
|} |
||
</div> |
</div> |
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| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 3 || 8 || 1.2 || 8 || 10 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 10 || 0.85 || 9.5 || 15 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 10 || 0.85 || 11 || 25 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 100 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$COST$ = 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 |
||
| Line 668: | Line 680: | ||
$DREF$ = <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 |
! 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 || |
| 1 || $R$ || $R$ || 3 || 6 || 1 || 7.5 || 120 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 8 || 1 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 8 || 0.8 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.5 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.5 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.25 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = Total Cost / Max DPS |
||
$FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.4 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 8 || 1.4 || 7.5 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 10 || 1.2 || 9 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 10 || 1.1 || 9.5 || 40 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 6 || 1.25 || 7.5 || 55 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 8 || 1.25 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 8 || 1.1 || 9 || 45 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 1 || 6 || 1.55 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 8 || 1.55 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 4 || 8 || 1.25 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 8 || 1.2 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 1.5 || 7 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 8 || 1.5 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 8 || 1.3 || 9 || 50 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
$ |
$MCE$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 1.8 || 7 || 80 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 3 || 8 || 1.8 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 5 || 8 || 1.5 || 9 || 60 || 3 || $DPS$ || $MDPS$ || {{Money|$CE$}} || {{Money|$MCE$}} |
||
|- |
|- |
||
| 4 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.25 || 7 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 2 || 6 || 2.25 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 6 || 6 || 1.8 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 12 || 6 || 1.8 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 12 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 9 || 2 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 6 || 2 || 9 || 3 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 13 || 6 || 2 || 9 || 4 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
|||
$ |
$CE$ = Total Cost / DPS |
||
| ⚫ | |||
| ⚫ | |||
$TP$ = $FNC-TOTAL-COST$ |
|||
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 2 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 4 || 6 || 2.5 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 7 || 6 || 2 || 11 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 13 || 6 || 2 || 12 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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 |
$CE$ = Total Cost / DPS |
||
$TP$ = $FNC- |
$TP$ = $FNC-TOTAL-COST$ |
||
$ |
$COST$ = 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 |
! 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 || |
| 1 || $R$ || $R$ || 10 || 2.5 || 5 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 2 || |
| 2 || $R$ || $R$ || 10 || 2.5 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 3 || |
| 3 || $R$ || $R$ || 25 || 2 || 7 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 4 || |
| 4 || $R$ || $R$ || 45 || 2 || 8 || $DPS$ || {{Money|$CE$}} |
||
|- |
|- |
||
| 5 || |
| 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.
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Cash$300
Small (1)
Cash$100
Ground
Damage1x8
Pierce
Spread
Firerate2.025
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 2+
N/A
N/A
45
3
Upgrades
[edit]Statistics
[edit]|-|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 |
Base Statistics
[edit]Cash$300
Small (1)
Cash$100
Ground
Damage1x8
Pierce
Spread
Firerate2.025
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 2+
N/A
N/A
45
3
Upgrades
[edit]+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
Statistics
[edit]| 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 |
Base Statistics
[edit]Cash$300
Average (1.5)
Cash$100
Ground
Damage1x6
Pierce
Spread
Firerate1.525
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 3+
N/A
N/A
55
3
Upgrades
[edit]+1.5 Range Range
+1 Damage Damage
6 > 8 Bullets Bullets
55 > 45 Spread
+Hidden Detection Hidden Detection
Sell Price changes to Cash$491
+2 Damage Damage
1.275 > 1.125 Firerate Firerate
+Lead Detection Lead Detection
Sell Price changes to Cash$1,491
Statistics
[edit]| 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 |
Base Statistics
[edit]Cash$300
Average (1.5)
Cash$100
Ground
Damage1x6
Pierce
Spread
Firerate1.875
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 3+
N/A
N/A
60
3
Upgrades
[edit]+2 Range Range
+1 Damage Damage
6 > 8 Bullets Bullets
60 > 50 Spread
+Hidden Detection Hidden Detection
Sell Price changes to Cash$475
+2 Damage Damage
1.575 > 1.275 Firerate Firerate
+Lead Detection Lead Detection
Sell Price changes to Cash$1,475
Statistics
[edit]| 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 |
Base Statistics
[edit]Cash$400
Average (1.5)
Cash$133
Ground
Damage2x6
Pierce
Spread
Firerate2.125
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 2 & 4
N/A
N/A
60
3
Upgrades
[edit]+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
+2 Damage Damage
1.525 > 1.225 Firerate Firerate
-Lead Detection Lead Detection
Sell Price changes to Cash$1,783
Statistics
[edit]| 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 |
Base Statistics
[edit]Cash$400
Average (1.5)
Cash$133
Ground
Damage2x6
Pierce
Spread
Firerate2.125
Hidden DetectionLevel 2+
Range7
Lead DetectionLevel 2 & 4
N/A
N/A
60
3
Upgrades
[edit]+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
+2 Damage Damage
1.525 > 1.325 Firerate Firerate
-Lead Detection Lead Detection
Sell Price changes to Cash$1,833
Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]+2 Range Range
+1 Damage Damage
6 > 8 Bullets Bullets
80 > 60 Spread
+Hidden Detection Hidden Detection
Sell Price changes to Cash$616
Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Ability
[edit]Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.
Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Ability
[edit]Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.
Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Ability
[edit]Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.
Statistics
[edit]| 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 |
Base Statistics
[edit]Upgrades
[edit]Ability
[edit]Spawns a SWAT Van with 600 health. The van lasts until it reaches the end or loses all health.
Statistics
[edit]| 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]- ↑ 1.00 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.
- ↑ 2.00 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.
- ↑ Prior to the 25th of June 2025, it had a cost of Coin 2,500.
- ↑ 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.
| Tower Gallery Pages | |
|---|---|
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|---|---|
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| History Pages | |
|---|---|
| Scout • Sniper • Paintballer • Demoman • Slime Trooper • Soldier | |
| Freezer • Assassin • Militant • Shotgunner • Hunter • Pyromancer • Ace Pilot • Medic • Farm • Electroshocker • Rocketeer • Trapper • Military Base • Crook Boss | |
| Commander • Warden • Cowboy • DJ Booth • Tesla • Saboteur • Minigunner • Ranger • Pursuit • Gatling Gun • Turret • Mortar • Mercenary Base | |
| Brawler • Necromancer • Accelerator • Engineer • Hacker | |
| Operator • Kingpin • Juggernaut | |
| Golden Minigunner • Golden Crook Boss • Golden Pyromancer • Golden Scout • Golden Cowboy • Golden Soldier • Golden Snowballer | |
| Gladiator • Commando • Slasher • Frost Blaster • Archer • Swarmer • Toxic Gunner • Sledger • Executioner • Elf Camp • Jester • Cryomancer • Hallow Punk • Harvester • Snowballer • Elementalist • Firework Technician • Biologist • Warlock • Spotlight Tech • War Machine • Mecha Base | |
| Sentry • Twitgunner • Combatant | |