weapon image

Vortex VM21

The Vortex VM21 fires a charged particle beam that punches through vehicle armor with incredible accuracy and speed. Holding down fire will accumulate charges, dealing more damage while consuming more ammo. VS use only.



Basic information

Item / weapon ID 16033 / 16030
Faction Vanu Sovereignty
Category MAX AV right
Move / turn multiplier 1.0x / 1.0x
Equip / unequip time 500ms / 250ms
To / from ADS time 0ms / 0ms
Sprint recovery time 500ms

Fire groups

Ammo
Clip size / total capacity 12 / 144
Ammo per shot / shots per clip 1 / 12
Short / long reload time 1800ms / 2000ms
Block auto False
Continuous False
Direct damage
Damage per shot 60 before 50.0m,
30 after 100.0m
Resist type Heavy anti armor
Location multipliers 1.0x on Head
0.9x on Legs
Direct damage effect
resist_type Heavy anti armor
target_type None
action Damage Falloff
Max Damage 60
Max Damage Range 50
Minimum Damage 30
Min Damage Range 100
ShieldBypassPcnt 0
Indirect damage
Damage per shot 100 within 0.5m radius,
25 within 1.0m radius
Resist type Explosive
Indirect damage effect
resist_type Explosive
target_type Any
action Indirect Damage
Damage within inside radius 100
Inside Radius (min) 0.5
Minimum Damage (Damage at max radius) 25
Outside Radius (max) 1
Direct Impact Damage 0
Fire off Ability ID 0
Arming Distance 0
Arming Scaling Distance 0
Ignore Impacted Object (1 = true) 0
Screen Effect ID 0
Armor Penetration 0
Same faction resist percentage 0
Projectile
Flight type Ballistic
Speed 450.0m/s
Gravity No gravity
Life time / max range at base speed 1165ms / 524.25m
Timing
Type Semi-automatic
Shots per minute 17 RPM
Refire time 350ms
Fire duration 0ms
Delay 0ms
Charge time 3000ms
Recoil
Min / max rotation -0.5° / 0.5°
Min / max vertical 0.4° / 0.4°
Standing / crouched vertical increase No vertical increase
First shot vertical multiplier 1.0x
Min / max horizontal 0.1° / 0.2°
Min / max horizontal increase No horizontal increase
Horizontal tolerance / max horizontal deviation 0.4° / 1.2000000000000002°
Recovery 7.0°/s after 200ms
Standing cone of fire
Base min / max spread 0.2° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.2° / max 7.0°
Moving min 0.2° / max 7.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Crouching cone of fire
Base min / max spread 0.2° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.2° / max 7.0°
Moving min 0.2° / max 7.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Running cone of fire
Base min / max spread 0.2° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.2° / max 7.0°
Moving min 0.2° / max 7.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s
Sprinting cone of fire
Base min / max spread 5.0° / 5.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 5.0° / max 5.0°
Moving min 5.0° / max 5.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery No recovery
Grow rate 50.0°/s
Falling long cone of fire
Base min / max spread 7.0° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 7.0° / max 7.0°
Moving min 7.0° / max 7.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery No recovery
Grow rate 50.0°/s
Crouch walking cone of fire
Base min / max spread 0.2° / 7.0°
Standing / moving multipliers 1.0x / 1.0x
Standing min 0.2° / max 7.0°
Moving min 0.2° / max 7.0°
Pellet spread 0.0°
Bloom 1.0°
Recovery 20.0°/s after 0ms
Grow rate 50.0°/s

Fire group: Charge

Basic information

ID 16030
Transition time Instant
Magazine dump simulation
magdump simulation
Shots to kill ranges simulation
shots to kill simulation

Fire modes

Fire mode: Projectile Hipfire
Basic information
ID 16030
Type Projectile
Is ADS False
Detect range 100.0m
Move / turn multiplier 1.0x / 0.75x
Zoom 1.0x
Max consecutive shots 12
Full reload time 2000ms
Magazine dump simulation
magdump simulation