Everything here is calculated without armor to give you the clearest base stats. A separate page comparing guns against different armor levels is coming. I worded this as simply as I could and avoided technical gun or gaming terms purposefully. Most gun fights in WARDOGS are happening in the 0-60m range.
Default profile is the realistic number, for how often you'd actually land a shot in a typical gun fight in game if you were not sweating.
100% Headshots is the fastest a gun could possibly kill.
Want your own scenario? Use the % boxes under each body part in the "Hit-weight profile" to set your own hit distribution. They don't need to add up to 100, they're normalized automatically and every chart on the page updates instantly. So if you wanted to just see chest you could zero everything in the chart and put a 1 or greater in chest % and that would give you just chest stats.
The gun with the best TTK on paper isn't always the best pick in-game. I'm not including info about Mag size, mobility, recoil, etc. because-
you can figure out this pretty easily yourself and it heavily depends on playstyle which you would prefer. A larger mag generally is slower to reload/carry and can take up more bag space (i.e.- you will need a bigger bag that costs more and makes you move slower). Some of the smaller mags are actually better than the big ones. Most of the largest magazines will add more recoil. Also you have to think about how easily will you be able to find that ammo on the ground? Like the Fal kills really quick but are you finding 308, probably not. So now you're carrying more ammo which will make you slower or you'll grab some ground loot half way through the round? Think about that stuff if you're a player that cares about PRs and stuff.
Everyone's aim is a little different. Pick the thing you hit the most amount of bullets with quickest, with the smallest TTK/STK, that you like to play with the most. Be honest with yourself about what you hit, maybe use the default profile.
Also realize...the "bullet" in this game comes from the rifle/gun's barrel and not the reticle. So if you are looking through a scope, the barrel is directly below it. So when you fire the line or trajectory of that bullet is slightly lower. If you've been on a heady in game and you're like "why are my bullets hitting the heady and not the enemy", this is what's is causing it. Also every gun in game has a "sway" which determines the guns grouping of bullets. The easiest way to explain this...the guns work like they would irl. When you shoulder a rifle irl and aim at a target, no one holds perfectly still. The front of the rifle wanders a little even shouldered it perfectly firmly. Irl this is determined by how easy the rifle is to handle, maybe how much it weighs and the shooters skill/training, etc. You can see the "sway" of every gun in game by looking down the barrel at the iron sights. Every gun has a different sway. The combination of this sway and recoil are what you are fighting basically when you shoot in WARDOGS. They took real time creating something here, personally the shooting/aiming are my favorite part of WARDOGS
We all have different playstyles and it is explained very well in game, the heavier your kit is the slower you move. Your gun's weight plays a factor in this. Base ADS speeds (how fast you bring your weapon to eye level) for individual guns are displayed in the chart below. One tip, drop your parachute if you infill and do not use it. Things like that make a difference, everything adds up. And it does not scale incrementally. That next dash in the game UI may slow you much more than the last, once your kit crosses a certain point.
the shotguns damage numbers are guesstimated. Personal opinion only use them in the early stages of a wipe or for fun. Only use buckshot in the double barrel. It is not mentioned in game but the muzzle attachments do reduce the "sway" so are useful for a slug builds on the Remington style shotgun.
Currently WARDOGS is in "Early Access" and they have been up front with certain issues with the game. Including its "clunkiness", like how they are working to make it run well across a wide range of PCs and servers the best and they are not there yet. Some of these issues are affecting how the guns act in game. Shots not registering, feeling a group of bullets impact at once, seeing a very odd kill-cam are how that clunkiness can manifest. Bulkhead has also had issues with this in the past. Their previous failed title, this was one of the major issues. Guys we just gave them half a billion dollars. Like it'll take time to fix everything but they have the resources.
There's no cookies, trackers or ads on this site. I manually tested and compared numbers with publicly listed mined data. It was a lot of work. If you find value in this please jump on Twitch or YouTube and give me a follow, I'd appreciate it. I'm going to try to be the most up to date with these numbers. And I only plan on doing stuff like this on the games I actually play. Like I'm not just feeding a data table to a robot and throwing up a site.
Set your own % for each zone — doesn't need to add up to 100, it's normalized automatically. Want pure headshot TTK? Use the preset, or just zero out everything except Head yourself.