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Weapons come under many different forms in the AMC Squad. Some are classed as temporary weapons; these occupy the first weapon slot and can be used by all characters. You can only carry one and ammunition is found only by picking up another one. The exception to this is special ammunition such as Silver bullets and Explosive Shells. Others are unique to their characters, and each character will have a different replacement for a certain slot (so James will be able to pick up his Glock whereas Highwire will get his Tokarev).

Weapons have many different features that set them apart. These range from simple things like damage dealt, speed, magazine capacity and accuracy to weight, alternate fire functions, zooming capabilities, volume, attached melee weapons and ability to use alternate ammo types.

Damage Types[]

Weapons can deal a few types of damage. The difficulty hugely impacts how effective weapons can be; on Easy or Normal, anything goes, but on Expert and above one must be judicious with weapon selections.

The following table reflects the damage scales when facing off against enemies in Expert or above. If playing on Normal or lower, replace every 0% with 50%. Yes, this does mean that Able attacks still deal 33% against Body Armor, it is unclear if this is a bug.

Unarmored / Body Armor / Full Armor / Supernatural
Dmg. Type Unarm. Body A. Full A. Supernat.
Physical 100% 0% 0% 0%
Energy 100% 0% 0% 100%
Normal 100% 100% 100% 100%


Cells with a "-" are unchanged from the base type. E.g. A Strong Supernatural attack deals 100% to Body armor, but still 0% to Full Armor.
Modifiers Unarm. Body A. Full A. Supernat.
Weak (None) - - - -
Able - 33% - -
Forceful - 100% - -
Penetrating - 100% 100% -
Armor-Piercing (AP) - 100% 200% -
Holy - - - 200%

Magazine[]

Many guns require reloading; this will perform automatically when the current magazine is emptied, or when the reload key is pressed. Shell-by-shell shotguns require the reload key to be held down; otherwise the reload is cut short and no more shells are loaded.

Certain weapons have a longer reload sequence if completely emptied, due to a new round needing to be chambered manually. If you reload whilst with a partially full magazine, a fresh one will be inserted resulting in having a full mag AND an extra round in the chamber. Certain shotguns can also be fully loaded, pumped, and then having an extra shell loaded in by pressing reload again.

If a weapon can have an extra round loaded in the chamber, it's infobox will display a "+1" suffix in the Clip Size row.

Weight[]

A gun's size has an affect on sprinting and accuracy. Whilst you won't move physically slower, a large or heavy gun will affect your sprint strength and will be inaccurate whilst sprinting. Very heavy or big guns can't be fired at all whilst sprinting. A light weapon like a pistol however will suffer no accuracy penalty. On the other hand, larger weapons will be more accurate if fired when crouched compared to lighter weapons which don't get an extra accuracy bonus.

Zoom[]

Quite a few weapons have scopes or iron sights as an alt-fire feature. This zoom comes in a few forms. In some cases, it causes a scope to overlay with the screen, limiting sight and replacing the crosshair with a circle. In most cases, this provides a degree of magnification and enhanced accuracy.

While zooming, one can use the Sprint key to engage their concentration. Doing this slows down time, allowing one to line up more accurate shots on moving targets. It requires Sprint energy to use, so don't use it if you don't need to.

Hall of Mirrors

Terrible things happen when Snowfall tries to brace his sniper.

Currently, all zoom-functions are bugged. When standing adjacent to a sector boundary with the scope engaged causes the game to suffer a "Hall of mirrors" visual effect. This means the last frame isn't cleared, smearing the effects (see image).

Volume[]

Certain levels (as of now only Xuglop Assault) may contain alarm systems - these detect gunfire coming from yourself. Firing a weapon will increase this counter, and going over the threshold will trigger alarms; either bringing in waves of enemies or otherwise making life more difficult for you. Stronger weapons produce bigger noises, however even weaker weapons will go past the limit rather quickly. Certain weapons are suppressed and produce very little noise, meaning you can fire for much longer or even indefinitely without triggering alarms.

List[]

All items (371)

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