TLOCDB

Mechanic · Combat

Weapons

All guns fire real projectiles with bullet drop; names are fictional but based on real firearms.

Recipe

What goes into Weapons and where it’s made.

“Amount pending” means we don’t have that number yet for this version.

Facts

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Patch history

2 versions

Every fact about Weapons by game version, newest first.

VersionWhat we know
Dev build
  • Weapon swap, fire and throw animations were cleaned up.
  • Players cannot pick up teammates' thrown tomahawks, arrows or spears.
  • All guns fire real projectiles, with bullet drop and travel time; every gun behaves differently.
  • Two primary slots and one secondary slot; thrown weapons like tomahawks use their own slot.
  • Guns use a halfway field-of-view change while keeping a crosshair; may be revisited based on feedback.
  • Weapons are based on real guns but use fictional names; the game is set around 1849 and has a pump shotgun in Tier 4.
  • Combat is meant to feel like the street shootout in 3:10 to Yuma.
  • Muzzle flashes are client lights only; enemies react to sound rather than the flash.
  • Guns are tuned to kill in one to three hits against an equal-tier target using equal-tier ammo, in PvE and PvP.
  • All weapons fire projectiles, with different muzzle velocity, bullet drop and damage.
  • Projectiles sweep through space continuously, so fast bullets do not pass through targets.
  • The client predicts shots but the server simulates every shot and decides hits.
  • Gun names are fictional but each is modeled on a recognizable real-world firearm; combat uses projectiles with bullet drop.
  • Weapon swap animations were reworked in the dev build, leaving some bugs.
  • No raycast weapons: all weapons fire physical projectiles with bullet drop and velocity.
  • No classes; play style is defined by the gear you take out.
  • Players carry two primary weapons and one secondary weapon.
Alpha 3
  • Enemy and weapon models were updated for the June playtest.

Sources

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