Stability

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Stability is a ranged weapon stat that decreases the weapon's recoil when it is fired continuously. High stability stat causes your crosshair to move less when firing, allowing you to have more accuracy.

Details

Perks like Perfect Balance, Braced Frame, etc. affect stability:

  1. Barrel jump - How much the barrel and your aim moves with each shot fired. Recoil can be vertical, horizontal, or both. Increasing stability decreases the physical distance moved. Stability does not necessarily reset between shots, so your gun can actually come to rest in a different position if you do not correct for it. Stability and accuracy work together, but are separate mechanics. A gun with high accuracy but low stability will still be inaccurate, as, even with the bullets going straight out of the barrel, the barrel itself will move radically after each shot, thus spreading the bullets out even without individual deflections. Likewise, a gun with high stability and low accuracy will also be inaccurate because, even though the barrel doesn't jump around much, the high error angle will continue to make the bullets spread out from the barrel.
  2. Aim assist degradation - How much and how fast the circular reticle which defines maximum aim assist deflection degrades is dependent on stability. The higher the stability, the longer the circle will last before it shrinks too much and disappears, and the faster it will reset during the time between shots.

Tips and Tricks

  • It also affects view kick when you hipfire a weapon (though Range has control over how large your bloom circle is).
  • High-stability weapons are generally much easier to handle, and other than Impact, this stat has the greatest effect on your outgoing damage. Landing more precision hits and missing fewer shots both improve your damage output.

AgilityArmorAttackDefenseDisciplineIntellectLightLevelsRecoveryStrength
Aim AssistAttackBlast RadiusCharge RateDamage TypeEquip Speed
ImpactMagazineRangeRate of FireRecoilReloadStabilityVelocityZoom
DefenseEfficiencyEnergyImpactRangeSpeed
Last modified on 27 April 2017, at 04:37