Weapons
Salvo has 24 primary weapons, 3 sidearms and 2 blades. Each class trades damage, fire rate, range, handling and magazine size differently. You start with one gun of every class, and the rest unlock as you rank up, up to level 70.
Classes
You have five custom classes, like create-a-class in other shooters. Edit them on the Loadout tab, or from the Loadout tab of the in-match menu. Each class has:
- A name, up to 16 characters.
- A Primary and a Secondary weapon, each with its own attachments and camo.
- A Blade, with its own camo.
- A Lethal: the Frag Grenade or the Sticky Grenade.
To use a class, select it and choose Use this class. If you change classes during a match, the change applies the next time you spawn. Your classes are saved to your account.
The five default classes are Assault (Talon AR), Close Quarters (Hornet SMG), Class 3 (Talon AR), Class 4 (Hornet SMG) and Class 5 (Talon AR). Each also has the P-9 Sidearm, the Combat Knife and a Frag Grenade.
Damage and headshots
- Everyone has 100 health (75 in Hardcore).
- A headshot always deals 100 damage, whatever the weapon. It kills outright with every single-bullet weapon. Each shotgun pellet that hits the head deals 100, reduced by distance.
- Leg hits deal less than body hits. Arms count as body.
- Every gun deals full damage up to a set distance, then less damage the further the target is, down to a minimum.
- Bullets drop over distance and take time to arrive. Faster bullets drop less.
- Moving, jumping and firing quickly all widen your spread. Aiming down sights and crouching tighten it.
Bots never score headshots, so their head hits count as body hits.
Ammo and reloads
- You spawn with a full magazine plus three spare magazines. Light machine guns carry two spare magazines.
- One in five kills drops an ammo pack. Walk over it to refill your ammo.
- A reload takes its full time no matter how much ammo is left in the magazine. The ammo is added when the reload finishes. If you switch weapons or swing your blade during a reload, it's cancelled and you get nothing.
- Weapon weight matters. Heavier weapons slow your acceleration, use more stamina when you sprint, jump or climb, and climb more slowly.
Unlocks
| Level | Weapon |
|---|---|
| 1 | Talon AR, Hornet SMG, Breaker-12, Warden DMR, Longshot, Bulwark LMG, P-9 Sidearm, Combat Knife, Combat Axe |
| 6 | Ferret SMG |
| 7 | Judge .44 |
| 8 | Harrier AR |
| 10 | Needle |
| 15 | Jackal SMG |
| 20 | Hatchet-10 |
| 22 | Anvil AR |
| 24 | Wasp MP |
| 26 | Badger LMG |
| 30 | Vigil |
| 34 | Swarm SMG |
| 37 | Sentinel AR |
| 40 | Ramrod-12 |
| 42 | Tempest |
| 48 | Mammoth LMG |
| 52 | Cyclone AR |
| 57 | Razor SMG |
| 62 | Maelstrom |
| 65 | Buzzsaw |
| 70 | Ironclad .50 |
You can preview a locked weapon, attachment or camo in the gunsmith, but you can't equip it until it's unlocked.
Weapon stats
In the tables below:
- Fire rate is in rounds per minute, rounded to the nearest whole number.
- Spare is the ammo you carry on top of the loaded magazine.
- Full damage to is the distance up to which the gun deals full damage. Lowest damage is what it deals at the end distance and beyond.
- Body shots to kill is against 100 health, close up and at long range.
- Move speed is a share of your normal running speed. Above 100% means faster.
Assault rifles
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Talon AR | 1 | Full auto | 21 | 600 | 30 | 90 | 2.15 s |
| Harrier AR | 8 | Full auto | 18 | 750 | 32 | 96 | 2.05 s |
| Anvil AR | 22 | Full auto | 28 | 450 | 25 | 75 | 2.45 s |
| Sentinel AR | 37 | Full auto | 22 | 571 | 30 | 90 | 2.3 s |
| Tempest | 42 | 3-round burst | 26 | 200 bursts (0.06 s between rounds) | 24 | 72 | 2.25 s |
| Cyclone AR | 52 | Full auto | 20 | 667 | 45 | 135 | 2.6 s |
Submachine guns
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Hornet SMG | 1 | Full auto | 15 | 900 | 32 | 96 | 1.65 s |
| Ferret SMG | 6 | Full auto | 13 | 1,000 | 30 | 90 | 1.55 s |
| Jackal SMG | 15 | Full auto | 22 | 571 | 25 | 75 | 1.8 s |
| Swarm SMG | 34 | Full auto | 15 | 857 | 50 | 150 | 1.95 s |
| Razor SMG | 57 | Full auto | 18 | 857 | 25 | 75 | 1.7 s |
Shotguns
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Breaker-12 | 1 | Pump | 13 × 8 pellets | 73 | 6 | 18 | 2.52 s |
| Hatchet-10 | 20 | Semi-auto | 11 × 6 pellets | 200 | 8 | 24 | 2.3 s |
| Ramrod-12 | 40 | Pump (full choke) | 17 × 6 pellets | 60 | 5 | 15 | 2.2 s |
| Maelstrom | 62 | Full auto (drum) | 9 × 6 pellets | 300 | 12 | 36 | 3.0 s |
The Breaker-12 kills in one shot with every pellet on target out to about 5.5 m, and the Ramrod-12 out to about 4.5 m. The Hatchet-10 and Maelstrom need at least two shots.
Marksman rifle
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Warden DMR | 1 | Semi-auto | 36 | 240 | 15 | 45 | 2.35 s |
Sniper rifles
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Needle | 10 | Bolt action | 100 | 63 | 6 | 18 | 2.8 s |
| Longshot | 1 | Bolt action | 100 | 52 | 5 | 15 | 3.1 s |
| Vigil | 30 | Semi-auto | 70 | 143 | 8 | 24 | 2.9 s |
| Ironclad .50 | 70 | Bolt action | 100 | 40 | 4 | 12 | 3.5 s |
Light machine guns
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| Bulwark LMG | 1 | Full auto | 19 | 720 | 80 | 160 | 4.4 s |
| Badger LMG | 26 | Full auto | 20 | 632 | 60 | 120 | 3.8 s |
| Mammoth LMG | 48 | Full auto | 24 | 522 | 100 | 200 | 5.0 s |
| Buzzsaw | 65 | Full auto | 16 | 1,000 | 120 | 240 | 5.4 s |
Sidearms
| Weapon | Unlock | Fire mode | Damage | Fire rate | Magazine | Spare | Reload |
|---|---|---|---|---|---|---|---|
| P-9 Sidearm | 1 | Semi-auto | 19 | 500 | 15 | 45 | 1.1 s |
| Judge .44 (revolver) | 7 | Semi-auto | 45 | 143 | 6 | 18 | 1.45 s |
| Wasp MP (machine pistol) | 24 | Full auto | 12 | 1,000 | 20 | 60 | 1.3 s |
Range and handling
| Weapon | Full damage to | Lowest damage | Body shots to kill (close / far) | Aim time | Move speed | Weight |
|---|---|---|---|---|---|---|
| Talon AR | 25 m | 15.12 at 55 m | 5 / 7 | 0.20 s | 95% | 3.6 kg |
| Harrier AR | 26 m | 11.7 at 46 m | 6 / 9 | 0.17 s | 98% | 3.3 kg |
| Anvil AR | 30 m | 21 at 60 m | 4 / 5 | 0.24 s | 92% | 4.0 kg |
| Sentinel AR | 30 m | 16.5 at 65 m | 5 / 7 | 0.23 s | 93% | 3.9 kg |
| Tempest | 30 m | 19.5 at 60 m | 4 / 6 | 0.20 s | 95% | 3.7 kg |
| Cyclone AR | 22 m | 14 at 50 m | 5 / 8 | 0.25 s | 91% | 4.1 kg |
| Hornet SMG | 12 m | 9 at 30 m | 7 / 12 | 0.15 s | 104% | 2.6 kg |
| Ferret SMG | 12 m | 7.15 at 24 m | 8 / 14 | 0.13 s | 105% | 2.3 kg |
| Jackal SMG | 16 m | 13.64 at 36 m | 5 / 8 | 0.16 s | 102% | 2.8 kg |
| Swarm SMG | 12 m | 9 at 28 m | 7 / 12 | 0.18 s | 100% | 3.0 kg |
| Razor SMG | 9 m | 9 at 24 m | 6 / 12 | 0.15 s | 103% | 2.5 kg |
| Breaker-12 | 5 m | 3.25 per pellet at 16 m | 1 / 4 | 0.18 s | 100% | 3.8 kg |
| Hatchet-10 | 4 m | 2.75 per pellet at 12 m | 2 / 7 | 0.20 s | 98% | 3.4 kg |
| Ramrod-12 | 4 m | 5.1 per pellet at 20 m | 1 / 4 | 0.22 s | 97% | 3.6 kg |
| Maelstrom | 3 m | 2.25 per pellet at 11 m | 2 / 8 | 0.24 s | 93% | 4.4 kg |
| Warden DMR | 40 m | 28.8 at 80 m | 3 / 4 | 0.25 s | 92% | 4.6 kg |
| Needle | 30 m | 80 at 55 m | 1 / 2 | 0.22 s | 92% | 5.0 kg |
| Longshot | 120 m | 90 at 200 m | 1 / 2 | 0.32 s | 86% | 6.2 kg |
| Vigil | 60 m | 59.5 at 120 m | 2 / 2 | 0.30 s | 88% | 6.6 kg |
| Ironclad .50 | 300 m | 100 at 350 m | 1 / 1 | 0.42 s | 80% | 12.0 kg |
| Bulwark LMG | 30 m | 14.25 at 60 m | 6 / 8 | 0.32 s | 85% | 8.4 kg |
| Badger LMG | 30 m | 14.4 at 54 m | 5 / 7 | 0.26 s | 90% | 7.6 kg |
| Mammoth LMG | 35 m | 19.2 at 70 m | 5 / 6 | 0.38 s | 82% | 9.4 kg |
| Buzzsaw | 20 m | 10.4 at 45 m | 7 / 10 | 0.40 s | 80% | 10.0 kg |
| P-9 Sidearm | 15 m | 11.4 at 35 m | 6 / 9 | 0.12 s | 106% | 0.9 kg |
| Judge .44 | 18 m | 29.25 at 40 m | 3 / 4 | 0.14 s | 104% | 1.3 kg |
| Wasp MP | 10 m | 6.6 at 25 m | 9 / 16 | 0.12 s | 105% | 1.5 kg |
The sniper rifles have built-in scopes: 3× on the Needle, 3.5× on the Vigil, 4× on the Longshot and 5× on the Ironclad .50. Shotguns stop at 50 to 80 m, the Longshot and Vigil reach 300 m, the Ironclad .50 reaches 350 m, and every other gun reaches 250 m.
The Loadout screen and the Firing Range armory show each weapon's stats, including damage, shots to kill and time to kill at each distance.
Blades
Every class carries a blade in the third slot. Both blades kill a full-health player in one hit.
| Blade | Damage | Reach | Swing time | Move speed | Weight |
|---|---|---|---|---|---|
| Combat Knife | 150 | 2.3 m | 0.5 s | 112% | 0.3 kg |
| Combat Axe | 150 | 2.7 m | 0.75 s | 110% | 1.1 kg |
- Press Melee to swing your blade from any weapon. With the blade out, Fire swings it too.
- A swing has to be aimed within 55° either side of where you're facing. Walls block it.
- A swing cancels a reload.
- Swings are checked by the server with the same lag compensation as shots.
- 150 damage isn't enough to kill the Infected in one hit. They have 250 health.
Grenades
Each class has a Lethal. You spawn with two grenades, and every kill gives you one back, up to two. Gun Game has no grenades.
| Frag Grenade | Sticky Grenade | |
|---|---|---|
| Fuse | 2.4 s | 1.6 s |
| Behavior | Bounces and rolls | Sticks to walls, floors and players |
| Damage at the center | 140 | 140 |
| Full damage within | 2.4 m | 2 m |
| Blast radius | 6.5 m | 5 m |
- Outside the full-damage area, damage drops off toward the edge of the blast.
- A blast needs a clear line to you, so cover protects you.
- Your own grenade hurts you too, at 60% of its damage.
- A throw takes 0.7 seconds, and the grenade leaves your hand after 0.28 seconds. It carries some of your own movement.
Attachments
Every gun has seven attachment slots, shown in this order in the gunsmith: Optic, Muzzle, Barrel, Underbarrel, Magazine, Stock and Ammo. You can fit one attachment per slot. Blades take no attachments.
Attachments unlock with kills using the weapon they go on, so each gun has its own progress. Each attachment improves some stats and costs others. Effects are shown live in the gunsmith as you try parts on.
Use the gunsmith
- Go to Loadout and pick a class.
- Choose Customize on the primary or secondary weapon.
- Click a part on the 3D weapon, or pick a slot from the list, to see that slot's options.
- Choose an attachment, or None for the factory part.
Locked parts can be tried on. The Preview banner tells you what you still need, and Equip saves the build once everything on it is unlocked.
What fits where
| Weapon type | Notes |
|---|---|
| Assault rifles, SMGs, marksman rifle, LMGs | Most attachments. The Bipod doesn't fit SMGs. |
| Shotguns | Only shotguns take the Choke. No Tactical Laser or Bipod. |
| Sniper rifles | Only the 8x Sniper Scope and 2.5x Quick Scope as optics. No CQB Barrel or Tactical Laser. |
| Sidearms | No stocks. Optics are limited to the Red Dot and Reflex Sight, and the only underbarrel is the Tactical Laser. |
The Drum Mag and Rapid-Fire Barrel only fit full-auto weapons.
Optic
An optic's zoom replaces the gun's own zoom.
| Attachment | Kills | Zoom | Effect | Fits |
|---|---|---|---|---|
| Red Dot (1x) | 10 | 1× | 10% tighter aimed spread, 3% slower aim | All except sniper rifles |
| Reflex Sight (1.25x) | 35 | 1.25× | 5% faster aim, 8% wider aimed spread | All except sniper rifles |
| Holographic (1.5x) | 55 | 1.5× | 15% tighter aimed spread, 7% slower aim | Rifles, SMGs, shotguns, marksman rifle, LMGs |
| 2.5x Tactical Scope | 130 | 2.5× | 20% tighter aimed spread, 15% slower aim, 8% slower while aiming | Rifles, marksman rifle, LMGs |
| 4x Prism Scope | 195 | 4× | 25% tighter aimed spread, 25% slower aim, 12% slower while aiming, 5% slower swap | Rifles, marksman rifle, LMGs |
| 8x Sniper Scope | 285 | 8× | Full scope view, 18% slower aim, 10% slower while aiming | Marksman rifle, sniper rifles |
| 2.5x Quick Scope | 130 | 2.5× | Scope view, 18% faster aim | Sniper rifles |
Muzzle
| Attachment | Kills | Effect | Fits |
|---|---|---|---|
| Flash Hider | 5 | Hides your muzzle flash, 10% less recoil, 4% slower aim | All |
| Small Suppressor | 30 | Suppressed, no muzzle flash, 15% shorter damage range, 5% slower aim | All |
| Choke | 35 | 25% tighter hip-fire and aimed spread, 6% slower aim | Shotguns |
| Muzzle Brake | 50 | 35% less sideways kick, 5% less recoil, 6% wider hip-fire spread, 4% slower aim | All |
| Compensator | 60 | 22% less recoil, 10% wider hip-fire spread, bigger muzzle flash | All |
| Large Suppressor | 150 | Suppressed, no muzzle flash, 12% longer damage range, 12% less recoil, 15% slower aim, 4% slower movement | All |
| Heavy Compensator | 215 | 30% less recoil, 10% less bloom, 12% slower aim, 12% wider hip-fire spread, 3% slower movement | Primary weapons |
Suppressed gunfire is only heard by enemies within 20 m, unless they can see you, and it never shows on the enemy radar.
Barrel
| Attachment | Kills | Effect | Fits |
|---|---|---|---|
| CQB Barrel | 45 | 10% faster aim, 10% tighter hip-fire spread, 2% faster movement, 20% shorter damage range, 10% more recoil, 10% slower bullets | All except sniper rifles |
| Fluted Barrel | 70 | 6% faster aim, 15% faster swap, 2% faster movement, 15% more bloom, 6% more recoil, 5% shorter damage range | All |
| Long Barrel | 110 | 20% longer damage range, 8% tighter aimed spread, 10% faster bullets, 10% slower aim, 3% slower movement | All |
| Heavy Barrel | 180 | 12% less recoil, 15% less bloom, 10% longer damage range, 14% slower aim, 4% slower movement, 10% slower swap | All |
| Rapid-Fire Barrel | 300 | 8% faster fire rate, 15% more recoil, 10% more bloom, 12% shorter damage range | Full-auto primary weapons |
Underbarrel
| Attachment | Kills | Effect | Fits |
|---|---|---|---|
| Vertical Grip | 15 | 18% less recoil, 10% less bloom, 6% slower aim, 2% slower movement | Primary weapons |
| Stubby Grip | 65 | 12% tighter hip-fire spread, 6% less recoil, 12% wider aimed spread, 3% slower aim | Primary weapons |
| Angled Grip | 80 | 12% faster aim, 6% less recoil, 8% wider hip-fire spread | Primary weapons |
| Tactical Laser | 120 | 25% tighter hip-fire spread, visible beam, 4% slower aim | Rifles, SMGs, marksman rifle, LMGs, sidearms |
| Handstop | 140 | 12% faster movement while aiming, 5% faster aim, 10% more recoil | Primary weapons |
| Bipod | 270 | When crouched on the ground: 40% less recoil and 25% tighter spread. 15% slower aim, 5% slower movement, 15% slower swap | Rifles, marksman rifle, sniper rifles, LMGs |
Magazine
| Attachment | Kills | Effect | Fits |
|---|---|---|---|
| Light Mag | 20 | 25% smaller magazine, 15% faster reload, 6% faster aim, 2% faster movement | All |
| Extended Mag | 25 | 50% bigger magazine, 20% slower reload, 5% slower aim, 2% slower movement | All |
| Fast Mag | 100 | 28% faster reload, 10% slower swap | All |
| Drum Mag | 240 | Double magazine, 50% slower reload, 12% slower aim, 5% slower movement, 15% slower swap | Full-auto weapons |
On pump shotguns, which load shell by shell, magazine attachments change the reload time by the number of shells instead.
Stock
| Attachment | Kills | Effect | Fits |
|---|---|---|---|
| Light Stock | 40 | 6% faster aim, 3% faster movement, 12% more recoil | Primary weapons |
| Tactical Stock | 75 | 15% faster movement while aiming, 5% less recoil, 6% slower aim, 6% wider hip-fire spread | Primary weapons |
| Precision Stock | 170 | 15% tighter aimed spread, 8% less recoil, 8% slower aim, 10% slower swap | Rifles, marksman rifle, sniper rifles, LMGs |
| Heavy Stock | 205 | 15% less recoil, 10% less bloom, 10% slower aim, 3% slower movement | Primary weapons |
| No Stock | 255 | 15% faster aim, 5% faster movement, 15% faster swap, 30% more recoil, 20% wider aimed spread, 15% more bloom | Rifles, SMGs, shotguns, marksman rifle |
Ammo
Ammo attachments fit every gun.
| Attachment | Kills | Effect |
|---|---|---|
| Hollow Points | 90 | 12% more leg damage (never more than body damage), 15% shorter damage range |
| Piercing Rounds | 120 | Bullets pass through up to 2 more bodies, doing 75% damage to the second and 56.25% to the third. 5% more recoil |
| High-Velocity Rounds | 160 | 15% longer damage range, 15% faster bullets, 10% more recoil, 5% more bloom |
| Incendiary Rounds | 200 | Sets the target on fire for 3 seconds: 6 damage every 0.5 seconds, 36 in all. A new hit restarts it. 15% shorter damage range, 8% more bloom |
| Match-Grade Rounds | 225 | 12% tighter aimed spread, 10% less bloom, 10% shorter damage range, 8% slower reload |
| Explosive Rounds | 300 | Each hit sets off a small blast: 45 damage at the point of impact, falling to nothing at 2.5 m. It needs a clear line and never hurts you. 55% slower fire rate, 20% more recoil, 20% slower bullets |
Attachment effects stack, within limits, so no combination can push a stat too far.
Weapon camos
Camos change how a weapon looks. They don't change its stats. Pick a camo in the gunsmith under Camo.
Kill camos
Kill camos unlock separately on each weapon, including each blade, when you reach that many kills with it. Kills on bots count.
| Camo | Kills with the weapon |
|---|---|
| Factory | Default |
| Woodland | 25 |
| Desert Digital | 50 |
| Rusted | 50 |
| Urban Digital | 75 |
| Carbon | 150 |
| Snakeskin | 200 |
| Arctic | 250 |
| Cyber Hex | 325 |
| Crimson Tiger | 400 |
| Frost | 500 |
| Gold | 600 |
| Diamond | 1,000 |
Gold marks a mastered weapon. Mastering weapons counts toward the Weapon Master and Golden Arsenal achievements. See Progression.
Prestige camos
Prestige camos unlock on every weapon at once when you reach a rank level.
| Camo | Level |
|---|---|
| Chrome | 25 |
| Obsidian | 50 |
| Galaxy | 60 |
| Damascus | 75 |
| Molten | 90 |
| Prism | 100 |
Promo camos
Some camos only come from promo codes: Orangered, Neon Circuit, Founder, Bone Yard, Jack-o'-Lantern, Mech Plating, Biohazard, Hellfire and Damien. A promo camo unlocks on every weapon. A code can also unlock a prestige camo early.
Chrome, gold and other shiny camos reflect light like real metal.
Firing Range
The Firing Range is a private range just for you. Open it from the Play tab: choose Range. It opens on the closest server that has one.
- Six lanes run out to a 100 m backstop, with boards and a target dummy at 5, 10, 25, 50, 75 and 100 m.
- Two more dummies strafe on rails, there are cover pieces for practicing peeking, and a roofless shoot house has dummies for close quarters.
- Dummies never shoot back. They take real damage through the normal hit checks and stand back up 1.5 seconds after dying.
- A readout shows your shots, hits, accuracy, headshots, last hit damage and distance, and the time to kill on your last target. Damage numbers are always on.
- You carry 999 spare rounds.
- Type
/respawnin chat to go back to the firing line.
Press B, or choose Armory (B) in the menu, to open the Armory. It has every weapon, attachment and camo, whether or not you've unlocked them, applied straight to the gun in your hands. It shows live stats and a table of body damage, shots to kill, time to kill and bullet drop at each distance. Use Load my class to bring in one of your classes, or Reset session stats to clear the readout.
TIP
Nothing you do in the Firing Range counts. You earn no XP, and no kills, medals, stats or camo and attachment progress.