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Weapon

In XDefiant, weapons are the tools that players use to deal damage to enemies, abilities and devices.

Overview

Weapons have statistics that are used to provide the features of the weapon. The main operations of a weapon are its damage per shot, magazine capacity and reload speed to manage ammunition, usable attachments, and its recoil. All weapons are also able to be customized with skins of varying qualities. When a player is killed, they will drop their weapon onto the ground, which can be swapped with a currently held weapon.

Weapons are divided into three main categories;

  • Primary Weapons which are the main weapons used to deal damage.
  • Secondary Weapons which are backup weapons to the main weapons.
  • Melee Weapons which are used to perform close quarter combat in a pinch.

Within the main weapon categories are subcategories for weapons, which dictate the overall purpose of the weapons;

  • Assault Rifles are all-rounder weapons, featuring solid damage, range, mobility and reload speed.
  • Submachine Guns are high-mobility weapons that excel at close to medium range, but have harsh damage drop off.
  • Shotguns are high-mobility weapons that excel at close range and fire multiple pellets per shot, but with minimal damage after a short range.
  • Light Machine Guns are high capacity weapons with long reload times, but excel at medium to long range. These weapons have low mobility.
  • Marksman Rifles are low capacity, semi-automatic rifles that excel at medium to long range. These rifles have high damage but low fire rate.
  • Sniper Rifles are low capacity, high damage, slow fire rate bolt action rifles that excel at long range, and have scopes that produce glint attached.
  • Pistols, Revolvers and Handguns are low capacity, highly mobile weapons with poor range. These weapons feature the most variety amongst the class.

Additionally, each weapon has specific statistics that are modified through the use of attachments.

Stat Description
Damage & Range The amount of damage that the weapon deals at distance from a target. This statistic is expressed through 3 damage over distance intervals.
Rate of Fire The speed of the weapon's fire, expressed in rounds per minute.
Bullet Penetration The multiplier to which bullets penetrate through cover.
Mobility (Sprint) The speed at which the player moves while sprinting and holding the weapon.
Mobility (ADS) The speed at which the player moves while aiming down sights (ADS) and holding the weapon.
Sprint Out Time The amount of time it takes to transition from sprinting to shooting.
ADS Time The amount of time it takes to aim down the weapon's sights.
ADS Stability The amount the weapon sways while aiming down the weapon's sights.
Horizontal Recoil Control The horizontal recoil the weapon will experience with sustained firing.
Vertical Recoil Control The vertical recoil the weapon will experience with sustained firing.
Spread The degree range of random bullet dispersion when firing either crouched or standing, and while aiming or hipfiring.
Magazine Size The amount of bullets the weapon has in the magazine.
Reload Time The amount of time it takes to reload the magazine.
Minimap Visibility The amount of time the player remains visible on the minimap after firing.

List of Weapons

Weapons
Assault Rifles

M4A1

M16A4

AK-47

ACR 6.8

MDR
(Preseason)

LVOA-C
(Season 1)
Submachine Guns

MP5A2

Vector .45 ACP

P90

MP7

PP-19
(Season 2)
Shotguns

M870

Double Barrel

AA-12

SPAS-12
(Season 2)
Light Machine Guns

M249

RPK-74

M60

L86
(Season 2)
Marksman Rifles

MK 20 SSR

SVD
Sniper Rifles

M44

TAC-50

L115
(Season 1)
Secondary Weapons

M9

M1911

D50

93R

686 Magnum

Sawed-Off Shotgun
(Season 1)
Melee Weapons

Melee

Patch Notes

October 9th, 2024 Patch
  • When transitioning from sprinting to shooting, weapons now shoot only if the player is holding the Fire button at the end of the transition. Before, tapping the Fire button while sprinting caused the weapon to shoot at the end of the sprint-shoot transition, giving the impression that the weapon was firing willy-nilly.

September 25th, 2024 Patch

  • Eliminated a convoluted exploit in which players could bequeath the damage inflicted by a high-recoil, low rate-of-fire weapon (such as a sniper rifle) to a low-recoil, high-rate of fire secondary weapon if they swapped these weapons and fired moments before getting face-hugged by a Spiderbot. Kudos to anyone who figured out that exploit. Now kiss it bye-bye.
  • Improved an issue where dying players who squeezed off final shots at an enemy weren't inflicting damage on that enemy (despite evidence to the contrary, such as hearing damage-inflicting sound effects and seeing crosshair-damage confirmation).

August 14th, 2024 Patch

  • Additional tuning of the sniper hit-flinch penalty (i.e., the shaky aim incurred when being shot while aiming a sniper rifle). Now, hit flinch is more noticeable, making it harder for snipers to hit their target while under fire.
  • In other sniper-tuning news, spread reduction duration has been increased. This refers to how long it takes a sniper to focus the scope and achieve pinpoint accuracy when going into ADS, which should prevent targeted players from getting sniped before the sniper is fully scoped in.
  • Reduced aiming sensitivity while aiming with a scope to compensate for the field-of-view change.

July 31st, 2024 Patch

  • The Pistol Grip and PEQ-15 Laser attachments for shotguns also had their spread Min/Max bonus reduced from 20 to 15 percent.
  • Finally, all shotgun reticle blooms (visualized by the vertical and horizontal hash marks of the HUD reticule) are now enlarged slightly while leaping.

July 17th, 2024 Patch

  • Improved the visual presentation of tracer fire and ammo-case ejection so both depart more accurately from their respective weapon.
  • Adjusted how the aiming system detects player input so that recoil recovery returns to center rather than being thrown off by unintended player jitters in the heat of combat.
  • Fixed a glitch that allowed players to fire automatically upon respawning if they jammed on the Fire and Sprint buttons while dying.

July 2nd, 2024 Patch

  • Improved the hit flinch penalty incurred when being shot with a sniper rifle equipped. These changes are intended to refine the behavior of hit flinch, prevent instances where the camera would move off the target with the first hit and back onto the target with the second, and improve the experience for players sensitive to wild camera movements. Here's the nitty-gritty:
    • The speed of the hit flinch camera transition has been increased by 25 percent.
    • The camera will now always kick upward rather than up or down at random.
    • The amount the camera will kick left or right has been increased by 3 times.
  • Fixed weapons and optics shake in first-person view while using ADS.

April 19th, 2024 Patch

  • Improved multiple weapon and attachment-related animations.
  • Added new sprint animations for pistols to improve the feeling and timing of our footstep SFX.
  • Increased the visible range of scope glint on Sniper rifles with the Variable Zoom, CQBSS, and Sniper scopes equipped from 100m -> 150m.
  • Fixed an issue that was causing scope glint to be visible for the Variable Zoom scope when used on the MK20 SSR and SVD Marksman rifles.

July 21st, 2023 Patch

  • Sniper Rifles
    • Increase ADS time
    • Decreased ADS walking speed
  • Light Machine Guns
    • Corrected their ADS & Sprint out times