Voidtrain

Voidtrain

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Full Weapon Guide
By Kiste
Guide to all of the Weapon Parts
This Guide contains my studies of the weapon parts (stats, names, min-max).
My motivation to write this is to understand the system by myself, cause it isn't very clear in every case if the name is correlated to the stats. I also want to know what stat combinations are possible, especially the maximum per stat and the maximum dps per weapon type.

It will be work in progress. I don't know when I will finish this.
   
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General Information - Weapon Parts and Weapons
In this guide I will call the two-handed weapons guns and the revolver - well - revolver.

How to get weapon parts?
Weapon parts drop mainly from soldiers which also can drop full guns (with four to seven parts). They can also won as a reward of the slot machine or from magic chests.

What does the color mean?
The color shows the quality of the part. It depicts not exactly rarity, because the lowest tiers drop less to never as the player progresses. There are five tiers (for revolvers only the first two): gray (common), green (uncommon), blue, purple (rare) and yellow (legendary). In general higher tiers are better than the lower ones of the exactly same part, but it seems there are rare exceptions.
The tiers of the gun parts also determine, if you have to repair with scrap or iron ingots.

What should I do with parts I do not need?
I store the best in case i want to try a different play style (though I never do). The rest can be recycled using the recycler. Higher tiers seem to give better recycling rewards.

My guns stats decreased, but i changed no parts!
Weapons lose durability through using them. With decreasing durability the stats also decrease. The can be restored through repair. You can repair them with scrap metal or iron ingots.
Repair your gun always before comparing parts!
The Stats
There are eight different stats and the dps which seems to be calculated from first four of them.

Damage
The damage one bullet (or one shot in case of shotgun) makes.

Fire Rate
The rate the weapon fires. Displayed in shots per minute.

Reload Speed
lower = better
The time it takes to (standard) reload your gun. Displayed in seconds. I guess the rofleemo reload or the special revolver reloads are unaffected.

Magazine Size
higher = better
The number of bullets (shots for shotgun) your weapon can hold.

Accuracy
higher = better
How your shots scatter around the crosshair. If the wiki can be trusted this describes only the hipfire accuracy.

Stability
higher = better
How much recoil you have while shooting.

Range
higher = better
The range of the weapon. I don't really know if the bullets disappear after this distance or how it really affects the bullets.

Handling
lower = better
How fast your draw or switch to your gun.
The Revolver - General Information
The revolver also known as "Old Friend" is your permanent weapon. You can only have one and you cannot unequip it after you pick it up. It has unlimited ammo.

The revolver has three different parts: Barrel, Frame and Grip. They exist only in the lowest two tiers (grey and green).

The stats of the parts are directly linked to their names. However there are slightly better parts with the same name and the same tier. I will only list the stats of second tier parts (because i recycled all of the others; my bad).

The Appearance of the parts seem to have a slight link to the name. For example "Friend" barrels have one Appearance, "Henry" barrels another. But there are exceptions. So you cannot say for sure, what kind of part you have by appearance.
The Revolver - Barrel
The barrels affect fire rate, accuracy, stability and range. Some barrels have a chance to duplicate a bullet on firing.

There are four barrel types:
  • Friend
  • Splint
  • Punctual
  • Henry

These types come with three attributes. These attributes affect only the range.
  • Heavy (worst)
  • Basic
  • Long (best)

Stats
In the following table I list the best stats I found on 'Long' barrels. If I found better stats on other ones, I also list them.
The stats are listed in comparison to the "Basic Friend".

Type
Fire Rate**
Accuracy
Stability**
Range
Property
Friend
+3.2
-
Splint
Heavy Frame "Impudence": +-0**
Heavy Frame: -10
Basic Frame: -20
+10.5
-
Punctual
-40*
x2
+3.2
-
Henry
heavy frame: -7
basic frame: -14
+3.2
+ 5% chance to duplicate a bullet on firing.
* I haven't got both values on one part.
** These stats seem to have other values in the background that are rounded. I don't know if the numbers in the background or those shown are the final stats of the weapon. Thats why some part combinations show better numbers altough they shouldn't.
The Revolver - Frame
The frame affects damage, fire rate, reload speed, magazine size, accuracy and stability. There are no frames with additional properties.

There are six different types of frames:
  • Geezer
  • Pest
  • Impudence
  • Service
  • Boaster
  • Founder

Frames are divided into two groups, which have similar Stats within their groups.
In the following I compared the "Heavy Frame 'Geezer'" to the "Basic Frame 'Geezer'"
Damage
Fire Rate
Reload Speed
Magazine Size
Accuracy
Stability
+15
-50
-0.5
-2
+16
-15
So basic frames have better fire rate, magazine size and stability and the heavy frames have better damage, magazine size and accuracy.

Stats
I compare the stats to the "... Frame 'Geezer'"
Basic Frame
Type
Damage
Fire Rate
Reload Speed
Magazine Size
Stability
Geezer
Pest
+9*
-4*
Impudence
-5
+30
Service
-0.5
Boaster
+0.5
+3
Founder
-5*
+30*
* I haven't got both values on one part.

Heavy Frame
Type
Damage
Fire Rate
Reload Speed
Magazine Size
Stability
Geezer
Pest
+12
-2
Impudence
-6
+20
Service
-0.2
Boaster
+0.4
+3
Founder
-7
+15
The Revolver - Grip
The grip only affects the handling of the revolver. Some grips increase melee damage.

There are three grip categories (from best to worst):
  • Flexible - better handling
  • Basic - average handling
  • Heavy - worse handling

These three categories can appear combined with two attributes:
  • none
  • Hustler - much better handling
  • Brawler - much worse handling, up to +100% melee damage

So you should either get a "Flexible Grip 'Hustler'" or a 'Brawler' (best: "Flexible Grip") with high melee damage increase.
The Revolver - Min-Max
Since the grip does not interfere with the barrel or the frame, look above to find the best grip.

Capped Stats
The revolver has some stats capped, so using some parts or part combinations cannnot be used to their full potential.

The caps are:
  • Damage: 60
  • Range: 15

The highest stats I managed to get on a revolver are the following (not all with the same parts):
  • Fire Rate: 150
  • Reload Speed: 0.8
  • Magazine Size: 9
  • Accuracy:74
  • Stability: 61
  • Handling: 0.3

Calculate DPS

DPS = Damage / (60 / Fire Rate + Reload Speed / Magazine Size)

Some Builds
The highest DPS I got was 60.4 (with the property of the Henry calculated in 63.4).
Setup: "Long Barrel 'Henry'" + "Basic Frame 'Pest'"
But this setup has a very low stability so, you cannot fire that fast, if the enemy is not directly in front of you.

If you prefer long ranged fights or clearing mines in the distance you could try this:
Setup: "Long Barrel 'Punctual'" + "Basic Frame 'Founder'"
It has a dps of 30.5 (which is very low), but a stability around 60 and a accuracy up to 40. With this you can shoot precisely without having to wait for the gun to come down.

If you like to snipe switch the "Basic Frame 'Founder'" with the "Heavy Frame 'Pest'":
You'll get the full 60 damage and accuracy up to 70. WIth a "Long Barrel" also 14.7 range which is close to the full 15.
Guns - General Information
Guns are the other kind of weapon. They consist of four to seven gun parts which drop like full guns from enemies. There is no limit to guns you can have, but you can have only two equipped at the same time.

Ammo Type
Guns use one of three ammo types which is determined by the guns barrel: Rifle, Hunter or Shotgun.
You have seperate storage slots for every ammo type in your inventory.

Alternate Firing Mode
There are gun parts (Core) which can add an alternate firing mode to a gun. This alternate firing mode uses the fourth ammo type: Special Ammo

Status Effect
Guns can also have Effects which are applied to enemies by the bullets. Look at the chapter on Status Effects for more information.

Gun Parts
A gun must have the following four parts: barrel, magazine, frame and grip. These exist in all five weapon part tiers.
Stock and Sight can be added and exist only in the lowest two tiers.
The seventh gun part is the Core. It adds one of three alternate firing modes. It has no tiers.

Appearance
The appearance of parts seems not to be linked to stats or names.
Guns - Barrel
The barrel affects damage, fire rate, accuracy, stability and range by multiplying them. The barrel determines also the type of gun (the ammunition used). Barrels can have up to two additional properties.

The following studies are based on magazins from all but the lowest tier.

Naming
The attributes and names are directly linked to the stats.

Attributes
The three attributes determine the type of the gun.
Every attribute appears in every Tier.
Attribute
Weapon Type
Long-Range
Rifle
Restraining
Shotgun
Heavy
Hunter (homing bullets)

Names
Names determine the multiplier for damage, fire rate, accuracy and stability.
Every name appears in every Tier.

Rifle
Name
DPS
Damage
Fire Rate
Accuracy
Stability
Magazine Size
Enhancer
1.2
2
0.6
1.25
0.5
0.75
Mantis
1.15
1.43
0.8
1.2
0.8
1.25
Blindness
1.2
1.2
1
0.75
1.24
1.25
Flapper
1.25
1
1.25
0.8
0.8
1.3

Shotgun
Name
DPS
Damage
Fire Rate
Accuracy
Stability
Magazine Size
Shrapnelgun
1.28
2.33
0.55
0.8
0.6
0.75
Cashback
1.28
2.33
0.55
0.5
1
0.75
Heater
1.4
2
0.7
0.65
0.3
1
Crusher
1.17
3.5
0.33
0.5
0.5
0.4

Hunter
Name
DPS
Damage
Fire Rate
Accuracy
Stability
Magazine Size
Numerator
0.89
0.74
1.2
0.5
0.8
1.3
Tornado
0.87
0.43
2
0.4
0.7
1.3
Dragonfly
0.93
0.74
1.25
1
0.7
1.3
Aggregator
0.93
0.74
1.25
0.4
1.2
1.3

Tiers
Tiers affect the range and the number of additional properties.

Tier
Range (Rifle)
Range (Shotgun)
Range (Hunter)
Number of properties
1
18*
3.6*
14.5*
0*
2
20
4
15
1
3
22
4.4
16.5
1
4
24
4.8
18
2
5
28
5.6
21
2
* Since I got no Tier 1 barrels I can only guess what their stats are.

Properties
There are 10 different properties that every barrel can have and three which appear only on shotgun barrels.

Property
Max
Restriction
n% increased Headshot Multiplier
40
-
n% increased Critical Multiplier
50
-
+n% to Global Critical Multiplier*
35
-
n% increased Critical Chance
50
-
+n% to Global Critical Chance*
5
-
n% increased Status Chance
50
-
+n% to Global Status Chance*
5
-
n% Chance to not consume ammo
10
-
n% chance to duplicate a projectile on firing
14**
-
n% chance to not consume durability
10
-
projectiles fly horizontally
-
Shotgun
projectiles fly in the shape of a star
-
Shotgun
projectiles fly in the shape of a heart
-
Shotgun
*I have no clue what global means. Maybe all players in multiplayer benefit from it?
**I guess there are better ones possible since this isn't a number dividable by 5.
Guns - Magazine
The magazine affects reload speed and magazine size. Every magazine has one magazine property. Magazines can also have an additional status effect (> Guns - Status Effects). These magazines have an additional effect property.

The following studies are based on magazins from the highest four Tiers.

Naming
Attributes and Names are clearly linked to the stats. The attribute determines the base stats (base stats those shown in your inventory) and the name determines a certain stat change.

Attributes
Every attribute appears in every Tier (listed: 2 / 3 / 4 / 5).
Uncalibrated is the only attribute that has no fixed stats. Thats why it is listed with it's maximum and minimum values.
Attribute
base Reload Speed
base Magazine Size
base Size/Speed Ratio
Volumetric
2.1 / 2.0 / 1.9 / 1.6
15 / 17 / 18 / 21
7.1 / 8.5 / 9.5 / 13.1
Uncalibrated (Max)
1.9 / 1.8 / 1.8* / 1.5*
14 / 16 / 19* / 18*
7.0 / 8.0 / 9.0* / 12*
Balanced
2.0 / 1.9 / 1.8 / 1.5
13 / 14 / 15 / 18
6.5 / 7.4 / 8.3 / 12
Uncalibrated (Min)
2.1 / 2.0 / 1.9* / 1.5*
10 / 11 / 17* / 18*
5.3 / 6.1 / 7.8* / 12*
Lightweight
1.9 / 1.8 / 1.7 / 1.4
10 / 11 / 12 / 14
5.3 / 6.1 / 7.1 / 10
* very low sample size (<= 5)

Names
Not every name appears in every Tier.
The values in the following table are the differences for the stats that are added to the base stats.
Name
Tiers
Reload Speed
Magazine Size
Escalation
5
10 - 21
Caretaker
4,5
7
Reserve
3,4
5
Grunt
3,4
3 - 5
Appendage
2
3
Nimble
4,5
-0.5*
Illusionist
2,3,4
-0.4
Sharper
2
-0.2 - -0.3
* Reload Speed Limit is 1.1

Properties
There are four different properties that seem not to be linked to the name or tier. The value of each property can range from 10 - 50%.
  • While reloading, the damage taken is reduced by n%.
  • While reloading, if the damage is taken, there is a n% chance of stealing ammo.
  • Last 30% of ammo increase melee speed by n%
  • Last 30% of ammo increases damage by n%
Guns - Status Effects
There are three status effects:
  • Poison/Toxic - deals poison damage over time
  • Flame/Ignite - deals fire damage over time, ignited soldiers panic*
  • Ice/Cryo - freezes enemies for some seconds, frozen enemies take more damage*
* Information from Voidtrain-Fandom

The effect is activated on bullet impact on enemy.

They can be on magazines, but they are very rare (I got them mostly from the slot machine I think.)
The effect is part of the magazines name.

The effect has two attributes: chance to apply and damage. The damage seems to be a percentage of the weapons damage (i guess between 50%/75% and 200%; over 150% is possible). Because of that Weapon effects are probably way lesser effective on Hunter Weapons.
Type
Chance
Properties
Poison
9%
81% increased Poioning Damage*
44% increased Poisoning Radius* (can poison be spreaded?)
Flame
9%
69% increased Ignite Damage*
+3 sec. Ignite Duration (got only two both with exactly three sec.)
Cryo
7%
96% increased Cryo Explosion Damage*
*Since I haven't got that many magazines with weapon effects, I cannot guess the upper limit. But if I have to guess I would say 100%.
Guns - Frame
The frame affects damage, fire rate, accuracy and stability. Barrels can have up to two additional properties.

The following studies are based on magazins from all but the lowest tier.

Naming
The names are directly linked to the stats. The names do not seem to be clearly linked to anything.

Names
Not every name appears in every Tier.

In the following table I listed the best stats I found.
Underlined ones are the standard for the specific Tier and will not vary for the name.
Name
Tiers
Damage
Fire Rate
Accuracy
Stability
Big-Guy
2
35
200
42**
64**
Stability
2
35
200
45
57
Sharp-Eye
2
35
200
57
45
Rapidity
2 / 3
35 / 39
280 / 310
50 / -*
50 / -*
Pain
2 / 3
43 / 47
200 / 220
50 / -*
50 / -*
Bite
2** / 3** / 4
49** / 52** / 60
200 / 220 / 240
50 / -* / -*
50 / -* / -*
Midge
3 / 4
39 / 42
370 / 400
-* / -*
-* / -*
Bear
5
76
280
-*
-*
Piranha
5
49
520
-*
-*
* For Tier 3-5 Accuracy and Stability are not linked to names (and also not to the attributes). For the best values look in the table below.
** There was only one Frame with this name in this Tier! Seems very rare. Are there some I heven't found?

Tiers, Accuracy & Stability
For Tier 3-5 Accuracy and Stability are not linked to names. In the following table you see the best combinations I found.
Tier
Accuracy
Stability
3
49
72
74
49
4
49
79
84
50
5
43
100
100
42

Properties
There are 11 different properties that every frame can have.

Property
Max
n% increased Headshot Multiplier
40
n% increased Critical Multiplier
50
+n% to Global Critical Multiplier*
35
n% increased Critical Chance
50
+n% to Global Critical Chance*
5
n% increased Status Chance
50
+n% to Global Status Chance*
5
n% Chance to not consume ammo
10
n% chance to not consume durability
10
+n% Movement Speed with weapon
25
n% increased Melee damage
50
*I have no clue what global means. Maybe all players in multiplayer benefit from it?
Guns - Grip
The grip affects the handling, the burst size (multiple bullets with one trigger) and if it fires semi- or fully automatic. Grips can improve up to two of the stats fire rate, accuracy and stability while firing. The grip can also add up to two additional properties two the gun, that gives some bullets (or all in one case) an additional bullet effect (not a 'Gun Effect').

The following studies are based on magazins from all but the lowest tier.

Naming
The attributes and names are directly linked to the properties. Handling is not significantly affected by them.

Attributes
The three attributes indicate only, if the gun fires semi- or fully automatic.
Every attribute appears in every Tier.
Attribute
Fully Automatic
Semi-automatic
Rapid-Fire
x
Uncalibrated
x
Flexible
x

Names
Names determine the burst size, the stats that are improved while firing and maybe the bullet effect(s)*. If a grip has a burst size higher than one, it has one less improved stat while firing.
Not every name appears in every Tier.
Name
Tiers
Burst Size
Stat improved while firing
Stat improved while firing (Tier 3+)
"Impossible"* Bullet Effect
Squint
2
1
Accuracy
-
Increased Damage
Progressiveness
all
1
Stability
Accuracy
Increased Damage (only Tier 2)
Piercing Shots (only Tier 2)
Nitro
all
1
fire rate
stability or accuracy
Mine enemies on hit (only Tier 2)
Mimicry
2
2
-
-
Mine enemies on hit
Piercing Shots
Multiplier
4
3
-
fire rate, stability or accuracy
Detonate dead bodys on kill
Polynomial
4, 5
4
-
fire rate, stability or accuracy
Piercing Shots
* Impossible means, that I haven't found a part with this combo. I have not enough parts to conclude that it is truly impossible. If you have a part with a combo listed as impossible please send me a picture of it.

Bullet Effects
There are two pools of two/three different bullet effects.
Tier 1 has no bullet effect, Tier 2 and 3 one from one of the pools and Tier 4 and 5 have one from each pool.

Pool 1
  • Each n shot deals increased damage*
  • Each n shot pierces the enemy**
* I don't know the exact amount. Help would be appreciated.
** I don't know how many times bullets can pierce enemies. Help would be appreciated.

Pool 2
  • While destroying enemies armor, projectiles explode*
  • Each n hit mines the enemy*/**
  • Each n kill detonates a dead body*/**
* I don't know the amount of damage the explosion deals. Help would be appreciated.
Most bullet effects affect not every bullet.
** I don't know exactly how this works, because I haven't used these. Help would be appreciated.

Tiers
Tiers affect the handling and the 'n' of the bullet effect.
Tier 1 grips do not have a bullet effect.

Bullet Effect
'n' for Tiers 2 & 4
'n' for Tiers 3 & 5
Each n shot deals increased damage
5-6
3-4
Each n shot pierces the enemy
3-4
4
Each n hit mines the enemy
5-6*
3-4
Each n kill detonates a dead body
4-5
3-4
* I haven't found a Tier 2 grip with 5 yet.
Guns - Stock
The stock is an optional gun part that affects stability and handling of a weapon. Stocks have no additional properties.
It exists only in the two lowest tiers (grey: Stock I; green: Stock II). I refer only to the better Stock II (because I recycled all the other).

It adds 15% stability. [Note that the stability value has decimal places that are not shown. Thats why it seems to be not always exactly 15%.]
But it adds also 0.3 s to handling.

Thats why it is not necessary to have a stock if a weapon doesn't need stability or has already reached the cap at 100 stability.
Guns - Sight
The stock is an optional gun part that affects the stability. Sights have no additional properties.
It exists only in the two lowest tiers (grey: Sight I; green: Sight II). I refer only to the better Sight II (because I recycled all the other).

Stats
It adds 15% accuracy. [Note that the stability value has decimal places that are not shown. Thats why it seems to be not always exactly 15%.]

I don't know if it only affects your shots when aiming with the sight. At least it seems to be more accurate when aiming. But thats also the case with the revolver which has no special sight.

Apperance
There are two different sights.
Since they are in the center when aiming I advice to test which one suits your barrel better (Though I always use the slim one).
Guns - Core & Alternate Firing Mode
The core is a gun part that is equipped in a special slot in the frame. Cores have no additional properties.
The main source of cores are magic chests (they drop only from higher tier chests).

There are three different core types:
  • Flamethrower - "Flames the enemy with a burning mixture that deals 166%** dmg/s. 2* Special Ammo per sec."
  • Ice Storm - Fires a hail of icy shards that deal 200% damage and penetrate enemies. 1* Special Ammo per shot.
  • Annihilator - Fires an energy sphere that deals 316%** dmg/s to enemies within 400*** range when contacted. 5* special ammo per shot.
* Seems to be always this number.
** Due to limitet example size I cannot guess the upper limit.
*** I have no clue how to translate this into distance. I guess higher is better.

Since the damage is based on the guns damage the cores are probably less effective on hunter guns.
Guns - Min-Max
Capped Stats
The gun has some stats capped, so using some parts or part combinations cannnot be used to their full potential.
  • Fire Rate: 1000
  • Reload Speed: 1.1
  • Accuracy: 100
  • Stability: 100

The highest stats I managed to get on a gun are the following (not all with the same parts):
  • Damage: 269
  • Magazine Size: 42
  • Range: 28
  • Handling: 0.2*
*you have to use a max damaged grip for this

Calculate DPS
DPS = Damage / (60 / Fire Rate + Reload Speed / Magazine Size)

Best Barrel and Frame

Focus
Rifle
Shotgun
Hunter
dps
Flapper & Piranha (528)
Heater & Piranha (593)
Aggregator or Dragonfly & Piranha (390)
damage
Enhancer & Bear (152)
Crusher & Bear (266)
Numerator, Dragonfly or Aggregator & Bear (56)
fire rate
Flapper & Piranha (650)
Heater & Piranha (364)
Tornado & Piranha (1040**)
accuracy
Enhancer or Mantis & 100*
Heater & 100*
Dragonfly & 100*
stability
Blind & 100*
Cashback & 100*
Numerator & 100*
* use a Tier 5 frame with the specific stat at 100 here.
** The Fire Rate is capped at 1000.

Best magazines
The best magazines for maximizing DPS are those with a high rate of reload. The top choices are likely "Volumetric Escalation" or other "Escalation" (Tier 5; up to 26,25 bullets per second) or "Volumetric Reserve" (lower Tiers). If you choose a magazine with a damage boost property, you can increase your damage by up to 15%. In some cases, a medium-tier magazine with a good damage increase can outperform one with a high rate of reload.

If you want to use status effects, use shotguns or high damage rifles, because the status effect damage is based on the gun damage and worse rate of reloads impact faster shooting guns (hunters) more than slower shooting ones.
If you're using status effects, consider selecting a frame and barrel that boost status chance. This can double the chance of triggering a status effect, which can significantly improve your results.

Best Grips
Since Handling isn't that important as a stat (except if you switch guns often) I wouldn't care that much about it.

Choose a grip that fits your playstyle.
My preferences are:
Gun Type
Grip
Reason
Rifle
"Flexible"
semi-auto
Shotgun
Rapid-Fire or Uncalibrated Nitro
fully auto, improved fire rate while firing
Hunter
Rapid-Fire or Uncalibrated Progressiveness
fully auto, improved stability and accuracy while firing
I don't like grips with burst sizes that much, because they have a 'stat improved while firing' property less, but use them if you want. They aren't bad.

Best Stock and Sight
Any Tier 2 one.
If you have already (near) 100 stability or don't need that much, you can also play without a stock, which will improve your handling slightly.

Best Core
Just use that you like the most. Keep in mind that its damage scales with your weapon damage, so they are better on shotguns and high damage rifles.
Guns - My Personal Advice
Fighting soldiers
I like using a high damage rifle with the grip property that armor explodes on being destroyed. This kills the normal soldiers most of the time with one hit. WIth this playstile I do not necessarily need a weapon effect on my magazine.

Arenas #1
Since you have limited ammo in the arena take one of every weapon type with you (two are most of the time enough for me). By playing that way I never had to craft ammo containers. Also take some armor with you.

Arenas #2
A shotgun combined with a cryo magazine is nice. The shotgun has many bullets so the chance of acivation is very high. Since there is a cryo explosion a whole part of the horde is frozen.

Higher Tier Gun Parts
I only use higher tier parts, if the part is exactly what I want. For example I like Singleshot-Autofire Rifles with armor explosion. So if I only have purple grips with that I wont switch to legendary ones, since the better stats aren't worth it (handling for grips, range for barrels).
2 Comments
Kiste  [author] 29 Dec, 2024 @ 5:31am 
Added the grip section
Merry Christmas!
Sel 26 Dec, 2024 @ 3:12pm 
Are you planning on adding grips at some point for the guns? Each one had a different fire mode it seems but I cant for the life of me ever remember which does which so I end up just switching between them hoping I have the one I need. So far my only real gripe with the game at the moment.