Weapon project by "Hunt: Showdown Encyclopedia"

Weapon comparison

Compare any two weapons from Hunt: Showdown to see their strengths and weaknesses. Find out how one weapon is different from another. Which weapon has more ammunition and which weapon does more damage, which weapon has a higher bullet speed and which one is faster to reload. Know the strengths and weaknesses of each weapon in the Hunt: Showdown, to understand when the weapon is most effective. Be a good hunter!

Mosin-Nagant M1891 Bayonet
Specter 1882 Bayonet
Ammo Type Long Bullet
Shot Shell
Mag Size 5 4
Plus Ammo no yes
Ammo in Stock 10 10
Damage 136 175
Effective Range, m 319 12
Rate of Fire, rounds/min 34 40
Muzzle Velocity, m/s 615 400
Reload Speed, s 3 14
Handling, % 70 81
Melee Damage 27
27
Heavy Melee Damage 112
112
Rending Effect no yes
Piercing Effect yes yes
Price 540 223
Unlock Rank 2 challenges from "Book of Weapons"
after Rank 72
2 challenges from "Book of Weapons"
after Rank 58
Slot Size
Work with Traits Iron Sharpshooter
Bulletgrubber
Iron Devastator
Bulletgrubber
Legendary Weapons Empty Cairn
no
Heavy Melee Damage. True damage value of a charged heavy melee attack that hits a Hunter in the Upper-Torso.
Melee Damage. True damage value of a regular melee attack that hits a Hunter in the Upper-Torso.
Damage.True damage value of a shot that hits a Hunter in the Upper-Torso at 10 meters.
Handling. Unit: %. An abstract rating of effectiveness taking into account; weapon sway, recoil and bullet spread. For melee weapons, this takes in account stamina consumption, reach and angle of the swing arc instead. The higher the percentage the better the weapon handles.
Effective Range. Unit: m (meters). For firearms: The range (in meters) that weapons will kill a Hunter in one hit – usually a headshot. Some very powerful weapons will also kill with one hit to the Torso. For throwables: The range that this item can be thrown.
Reload Speed. Unit: s (seconds). The time (in seconds) it takes to fully reload the weapon when empty, disregarding any special behaviors such as clip reloading.
Rate of Fire. Units: rpm (rounds per minute). How many shots can be fired per minute, taking into account shot preparation without any other delay in-between (such as reloading).
Muzzle Velocity. Unit: m/s (meters per second). The velocity (meters per second) which the fired bullet will travel at. Heavier projectiles (such as crossbow bolts) also travel in a ballistic arc.
Damage per Tick. Damage while affected.
Effect Duration. Units: s (seconds). The time the effect lasts in seconds.
Effect Radius. Units: m (meters). Effect radius in meters.