Weapon project by "Hunt: Showdown Encyclopedia"

Bornheim No. 3 Match in Hunt: Showdown

Bornheim No. 3 Match
With a mounted scope, this German semi automatic pistol can reliably put down targets at a distance, making use of its low recoil and fast reload.
The Bornheim No. 3 proved capable over medium distances, this common high-precision modification was intended to capitalize on this. As can be expected, the stock gives better stability, while retaining a light weight and ease of mobility. The sights are enhanced to give clearer visibility. Unlike other semi-automatic pistols, the carriage return on the Bornheim does not operate vertically, giving better visibility between shots.

Statistics for Bornheim No. 3 Match in Hunt: Showdown

Ammo 5+1/10
Damage 80
Effective Range 68 m
Rate of Fire 210
Reload Speed 3 s
Muzzle Velocity 400 m/s
Handling 85 %
Melee Damage 27
Heavy Melee Damage 54
Price 224
Unlock Rank 2 challenges from "Book of Weapons" after Rank 30
Slot Size
Work with Traits Bulletgrubber
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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