Close
    Search Search

    Arms

    Arms Arms

    HR weapons They are the main combat tool in PlayerUnknown's Battlegrounds. Some of them vary in rarity. Players can steal most of these weapons from the map while playing, with the exception of some of the more powerful ones, which will only be available through air packs dropped during matches. Weapons can also be modified with a variety of accessories such as compensators, suppressors, sights, foregrips, extended chambers, and others.



    Summary

    Weapon types

    ArmsArmsLight machine gunsArmsArmsArcosArmsArmsThrowing weaponsArmsArmsMelee weaponsArmsArmsShotgunsArmsArmsDesignated marksman riflesArmsArmsHigh-pressure gunsM16 icon.pngAssault riflesArmsArmsSniper riflesUmp9 icon.pngSubmachine guns

    Weapons use different ammunition, and different accessories can also be added.

    ArmsArmsAccesorios9mm ammo icon.pngMunición

    Gunshot sound

    Every shot sound heard in the game has a propagation delay based on the distance between the source and the listener. The velocity of propagation is 340 m / s, so if a pistol is fired at 340m from the listeners, they will see the flash first and hear the shot after one second. If a gun is fired from the inside or there is no direct or approximate line of sight (obstructed), the reverb effect and FPB are applied to the sound effect.



    Bullet sound

    The bullet shock effect is an audible, physical wave created in the air when a bullet travels at supersonic speeds; that is, faster than the speed of sound. The effect can be heard closer to the bullet's trajectory line. Basically, the sound source is always perpendicular to the trajectory line, so if players hear a bullet noise right in the left earpiece, they know that the shooter is directly in front of or behind them.

    Most weapons are supersonic. This means that players will hear the buzz before hearing the actual shot. In a scenario where you see a shooter from 1000 m away, using an AWM rifle (> 900 m / s muzzle velocity), the events will occur in that order:

    • They will see the flash
    • After a second, they will hear the buzz of the bullet
    • After three seconds, they will hear the shot

    Bullets that pass close to the player will generate a crack sound, those that pass further away will only generate a buzzing effect. Different sound samples and mixed according to distance (maximum distance and attenuation characteristic are also affected by the connection of the suppressor). The close shot sounds louder and clearer than the distant ones.

    Recoil

    Recoil is based on multiple variables that uniquely define a weapon's recoil characteristics, such as: horizontal and vertical strikes, recoil velocity, shot recovery rates, degree of variation, magnitude of recovery, and horizontal strike trend. .

    add a comment of Arms
    Comment sent successfully! We will review it in the next few hours.

    End of content

    No more pages to load