.50Cal

.50Cal  
General  
Bullet types Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP) (each with a tracer version)
Weapons 1
Classes Sniper rifle
Ballistics  
Muzzle velocity 900 m/s
Availability  
Standard (FMJ) price 250 cash (vendor lot of 5), not shown in the vendor list
Flesh Damage (HP) price 375 cash (vendor lot of 5), not shown in the vendor list
Armor Piercing (AP) price 500 cash (vendor lot of 5), not shown in the vendor list
Internal name 50Cal

The .50Cal caliber is used by 1 weapon in the weapon data, across the Sniper rifle class. Its rounds are Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP). The tables below show how each type does against armor.

Weapons that use it

Weapon Class Fire rate Upper torso, no armor, point blank
AMR 50 Sniper rifle 41.5 rounds/min 207.9

Point-blank figures use standard rounds (buckshot for shotguns, per pellet), per hit, without falloff. See Ammunition for the bullet types.

Ammunition types

Upper torso hits from the AMR 50 at point blank range, per hit, without falloff. Armor changes these numbers a lot, so every armor class is shown.

Ammo No armor Light Medium Heavy Super heavy
Standard (FMJ) 207.9 145.5 124.7 93.6 72.8
Flesh Damage (HP) 415.8 61.7 44.9 25.3 9.8
Armor Piercing (AP) 166.3 116.4 99.8 74.8 58.2
Standard (FMJ) with tracer 207.9 145.5 124.7 93.6 72.8

Flesh Damage (HP) with tracer, Armor Piercing (AP) with tracer match their base type in the data.

Against armor

  • Armor Piercing does less damage than standard rounds at every armor class.
  • Flesh Damage does 2.0 times the standard damage with no armor and 0.1 times against super heavy armor. It is the strongest type against unarmored targets. It is the weakest type against super heavy armor.

The numbers come from the upper torso column of the table above. Head hits follow the same pattern at higher values; see Weapon Damage.

Season 2 changes

  • Weapons in this caliber with Season 2 changes: AMR 50. Each article lists its changes.

See also

Sources