|This article is UNDER CONSTRUCTION.
Please excuse its informal appearance and insufficient info while it is being worked on. You can help! Remember to cite your sources if you add new information to pages about upcoming content, otherwise it will be removed without notice.
The Phantom Forces Wiki is a collaborative guide that has been dedicated to the game itself, Phantom Forces. In this wiki, we provide any aspects and mechanics relating to Phantom Forces. Starting from weapons, attachments, to user tactics and maps! The wiki is still under construction, just like the game! So please, help us make this wiki an all-around resource for every player.
Welcome to Phantom Forces, the current most popular first-person shooter on Roblox. It can be considered an example of how the Roblox platform can be used to design incredibly realistic-looking and beautiful games, released, and made popular, without having to be exact clones or copies of other games. Synthesizing design and gameplay elements from many other popular shooter games, including Battlefield and Call of Duty. It is currently set in six maps, with all players having access to the four available combatant classes and a wide variety of guns and weapon attachments.
To make sure you understand and standardize pages on our wiki, this is our basic guide. Please do not post comments/messages regarding making new weapons, reporting exploits, etc.
Due to each player having his or her own feelings and sensations while playing the game and these not being universal, it can lead to discussions and debates about the effectiveness of a weapon and can be very difficult to consider.
This is the list of the terms standardized by this wiki to give a better comparison and point of view between the weapons in-game. Most of the pages in this wiki already use this standard to describe the use and comparison between the various weapons ingame. Nevertheless, this list has some limit, such as if a game mechanism changes, the term must also change to adapt with.
"This page is recommended for people whom want to make a guide or edit a page about weapon/attachment on this wiki." - Dinocamo
Time To Kill (TTK)
Time To Kill, or TTK, is the measurement of how long a weapon takes to kill someone. The TTK of a weapon takes into account the amount of hits, or shots it needs to kill someone (Hits To Kill), at any particular range, the muzzle velocity and the firerate of the weapon. To note, the TTK seen in the statistics of the weapon is NOT the regular TTK of the weapon. It is the minimum TTK, the most shortest possible time it takes to kill an opponent at full health. Also note that TTK most values have been rounded, as most values exceed 4 digits and the in-game statistics round all TTK values down, which make some values slightly inaccurate.
For example, the M4A1 is a 4HK in CQC. It fires at 780 RPM. Using these figures, the TTK of the weapon is roughly 0.23 seconds at 0 studs. At 70 studs, the TTK increases due to the bullet needing to travel a longer distance. Factoring in the range, the TTK now becomes roughly 0.25 seconds.
Factoring in the headshot multiplier of the M4A1, and assuming that two shots are headshots, the M4A1 is a 3HK in CQC. Using this new HTK figure, the TTK of the weapon is roughly 0.15 seconds at 0 studs. This is the minimum TTK of the M4A1.
- Damage drop off range is the static range in the description table of the weapon. This, however, does not determine the effectiveness of a weapon at that certain range or beyond, as every gun can reach any range. If an M9 can kill an enemy at 1000 studs in theory, then it doesn't make much sense to use the damage drop off range to describe the effective range.
- Bullet drop is the trajectory of a bullet fired by a weapon. For now, it's irrelevant to the public. However, it can be estimated or with some information sourced by the developers.
- The bullet drop is relative with the muzzle velocity of the weapon. The higher velocity is, the straighter the trajectory is. In other words, the faster the bullet travels, the less it falls.
- The term high bullet drop describes the flatter bullet drop. (see the image)
- Effective range is the practical use range for a weapon. To determine this, we need to follow several conditions:
- The target must be standing, uncovered, full heath and immobilized (a moving, hiding, prone, or damaged target is another story).
- The range that the weapon can effectively kill an enemy without, or not much of, compensating the bullet drop. For fully automatic weapons, it must have a limit of bullets to kill at their highest rate of fire because burning a magazine to kill an enemy at 300 studs isn't effective, about 10 shots is tolerable and average for most of the weapons and players.
- Effective range can be dependent to the fire modes as some guns are more or less effective in different range with different fire modes, like the battle rifles and a burst weapon such as the M16A4.
- Comparing to the other weapon to weapon in general, as most AR can be useful for both CQC and long range, but like they are out classed by PDWs in CQC or DMRs in long range, and vice-versa, outclass the PDWs and DMRs in medium range. Therefore, their effective range will be medium range.
- Purpose vs Usage: Some guns are classed in a long range weapon categories, like DMRs or BRs, but they can be more useful in close range, like the VSS Vintorez, which is a DMR but is most effective in CQC, or the UMP, which can excel at medium and even long range.
- Some guns can be effective in every range, they are called an all-round weapon. Weapons like these include the AUG A1.
- Effective range classification: This must follow the condition of the effective range above.
- Point blank range: 0 - 20 studs. Where you can pray with any weapon or easily knife them.
- Close range: 20 - 100 studs. Where the most of the PDWs excel and the shotguns can guaranty a 1-shot-kill with a standard load and the one burst range of some weapons.
- Medium range: 100 - 250 studs. The range of most gunfights.
- Long range: 250 - 400 studs. The range for the DMRs, Battle rifles (including by switching the fire modes) and sniper rifles.
- Very long range (Sniping range): >400 studs. The range where the player must precisely aim and compensate the bullet drop to hit the target. Sniping is not exclusive to the sniper rifles, but they are the most convenient and efficient.
- Statistic damage is the damage written in the in-game information table. This is the base damage of the weapon. However, it's not very useful to pick it as a direct comparison because a weapon with 25 damage and a weapon with 33 damage will both need 4 hits to eliminate a full heath target. So, yes, the weapon has a statistical advantage, but not a practical advantage.
- However, the base damage can decide the effectiveness of a weapon equipped with a suppressor. For example, between a weapon with a minimum of 24 damage and a weapon with a minimum of 20 damage, both will take 5 shots to kill. However, the one with 24 damage will still take 5 shots to kill with any suppressor while the one with 20 damage will become a 6 shot to kill, as suppressors reduce minimum damage.
- Damage multiplier is the "hidden" statistics of weapons in-game, though it's confirmed that it will be included in the in-game information table with the UI update. Some guns can have a low base damage, but they may have a different multipliers. In the end, they are eventually more powerful than the other weapon with a high base damage.
- In Phantom Forces, the limbs (hands or legs) always has a x1 multiplier, no matter the weapon, means the base damage. However, some weapons will also have a torso multiplier, such as all the sniepr rifles and a headshot always does more damage than a limbshot. However, headshot multipliers also differ between weapons. For example, most weapons have a headshot multiplier of 1.4x. But sniper rifles have a 3x headshot multiplier.
- For more detail, check the "Advanced Stat" in the weapon info table in each page of this wiki.
- Hits-to-kill or Shots-to-kill: Are the amount of hits/shots to kill an enemy. This is a good statistic to make a comparison in practice as explained in the Statistic damage section above. As describing the usage of a weapon, it would mean the practical usage. By comparing the hit(s)-to-kill, the damage multipliers must also take in consideration. So, the hits-to-kill make a more direct comparison between the weapons. The higher hits-to-kill is, the less effective the weapon is.
While comparing the weapons, there are also some conditions:
- Shooting at a full heath enemy.
- The hits-to-kill are different at range due to the damage drop off. It's commonly referenced as minimum hit-to-kill and maximum hit-to-kill. Like: HTK is X to Y, where X is the minimal and Y is the maximal.
- Though they are different, they are associated to each other as: A gun needs X hit to kill from this A range to this B range and Y hit to kill from that C range to that D range. X and Y are the hit-to-kill, A, B, C and D are the ranges.
- Headshot kill capacity. Some gun can one-headshot-kill at a certain range (not including the sniper rifles).
- The suppressors can affect the hits-to-kill of a weapon
- The hits-to-kill does not always show the effectiveness of a weapon.
As most players describe the power of a weapon with their sensation. So to standardize this, for each category, we will take the hits-to-kill of the majority of the weapons to make it as standard. The standard hits-to-kill needs to describe with both the minimum and maximum hits-to-kill. If it's lower than the standard, it will be called low damage, yet, if it's higher than the standard, it's be called high damage. So, standards for every class:
- For the Assault rifles: 4 to 5 hits
- For the PDWs: 4 to 6 hits
- For the Light machine guns: 3 to 4 hits
- For the Sniper rifles: 1 or 2 hits
- For the Shotguns: It's inconsistent, so it's better to go with the effective range only
- For the Carbines: 4 to 6 hits.
- For the DMRs: The minimal is between 2 and 3 hits. However, comparing to the other weapons, the advantage they have and the huge gaps between 3, 2 and 1 hits-to-kill, 3 is considered the standard and 2 is considered high. For the maximal hit to kill, 3 is also the standard. So, 3 hits at range.
- For the "Battle Rifles": Due to the lack of weapons in this category, it will be rather judged by their purpose. If they are used like an assault rifle, then it can be considered high damage, but if they are used like the DMRs, they are average or less powerful (in the case of the maximal HTK of the SCAR-H).
For now, due to the lack of secondary weapons, the players can make a direct judgement.
Rate of Fire
The Rate of Fire (RoF), is the rate at which a weapon is able to shoot its projectiles. This is measured in Rounds Per Minute (RPM) in-game. There are multiple measurements of RoF in real life, such as Cyclic rate, Sustained or effective rate and Rapid rate. In-game, the firerate listed is their cyclic rate, however, due to various factors, such as releasing the trigger, reloading, and other reasons, actually firing at for example, 750 rounds in one minute, is nearly impossible. Fully-automatic weapons, apart from needing to reload and etc., will always fire at their listed firerate, except when switched into either semi-automatic or burst-fire mode. In semi-auto, the firerate becomes dependant on how quick a user can pull the trigger, which in most cases is not close to the listed fireate of the weapon. In burst-fire mode, it depends on if the user can correctly time the burst. However, using such modes on a full-auto weapon is usually to stop the user from wasting ammunition from firing too many rounds or limit the effect of recoil, typically done with weapons with a high RoF. Burst-fire weapons, however, are slightly different. Some can fire at their listed firerate, depending on the user correctly timing the burst, whereas others have a delay between bursts, which lowers the overall/effective RoF. This is the case for the AN-94. Regarding semi-auto or other mode of function weapons, such as pump, lever or bolt-action, the firerate listed is refered to as their maximum firerate. This is because these weapons cannot always achieve their listed firerate, due to aforementioned factors, but for semi-auto weapons, it can also be because the RoF is higher than any user can normally click, such as the ZIP .22. Other times, a user isn't able to achieve the weapon's maximum firerate due to oversampling, where a user clicks faster than the maximum firerate, causing it to stop firing or "jam". For example, the MK-11 fires at 330 RPM, but a user is able to click much faster than that, which results in the weapon to "jam". Aiming on the Sniper Rifles with their default Scope or similar optics, also limits their firerate, as the user must stop Aming Down Sights for the bolt to be recycled. Occasionally, an article may refer to how many Rounds Per Second (RPS) a weapon fires at, to highlight how fast or slow the RoF of the weapon is.
Damage Per Second