Right-Click them and check it out, it gives detailed information on the weapon damage and shots to kill etc.
The basics of any of the primary weapons are:
-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.
-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.
-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.
The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".
The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.
-Spread, Recoil and Kick
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.
I've narrowed it down to the most essential ones:
The two in Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less.
The two in Recoil are spread added to the weapon with each shot from the hip and sighted.
The two in Kick are the weapon's sights jumping around with each shot when sighted.
"Amp" modifies "Kick" - when "Amp" increases, "Kick" become more random with each shot.
Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.
Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.
In "Hardcore" players have 50 health and do not recover on their own.


