Weapon project by "Hunt: Showdown Encyclopedia"

Chaos Bomb in Hunt: Showdown

Chaos Bomb
Set of firecrackers that can be used to temporarily distract nearby enemies. Duration of about 30 seconds.
A chaos bomb is an unconventional device intended to create a diversion rather than cause damage. Not a bomb in the traditional sense, it is comprised of ammunition from a variety of shotguns, rifles, and pistols. When detonated, using a handmade fuse in lieu of a traditional hammer and primer, these charges explode in sequence. This effectively creates the illusion of a firefight in the location where it has been detonated or thrown, enhanced by the "skipping" movement of the device caused by each charge. The result is most effective from a distance, where environmental obstructions alter the noise to make it sound more natural. It is most often used to create diversions, to disorient, and to distract.

Statistics for Chaos Bomb in Hunt: Showdown

Damage 0
Effective Range 15 m
Melee Damage 13
Heavy Melee Damage 27
Price 15
Unlock Rank 2 challenges from "Book of Weapons" after Rank 32
Slot Size
Work with Traits Pitcher
Legendary Weapons 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.

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