Same gun.
Different in Horde
and Versus.
Every weapon is tuned twice. Horde fires the raw values; Versus layers weaker ones on top to stretch out fights. Read straight from the game files. Nothing estimated.
Every gun, both modes
Everyone has 1500 health, so shots to kill is just how many hits that takes. Time to kill counts the gaps between shots, so a one-shot kill is 0.00s. Flip the switch to see how each gun changes between modes.
Drag to see what distance does
Guns do not deal full damage everywhere. Pick one and move the slider from the muzzle out to maximum range. The shaded band is the Gnasher's point-blank bonus zone.
Horde's Gnasher zone is huge at 20 metres, but the bonus is only 1.75×, landing at 1400. That is a hundred short of a kill, by design. You always fire twice.
What each mod changes
Pick a gun, switch mods on and off, watch the numbers move. Most mods change handling rather than damage. When one does nothing to these figures, it says so.
The game describes 106 rated mod effects in total. Only the ones above have exact numbers readable from the build; the rest are listed here by effect.
Four roles, four builds
Each class is built around one piece of tactical gear, and every mod worth taking feeds that gear's loop. Pick a class to see the full loadout: weapons, mods, grenade and equipment.
Watch the Gnasher mods kill
Three lanes, each a 1500 health enemy. Press start. This is the case for Full Auto, in one second.
Harder does not mean tougher enemies
Nothing in the game raises enemy health. Every difficulty setting changes you: your health, your damage, and how many times you can go down. Mobs are identical on Casual and Inconceivable.
| Campaign | Your health | Your damage | Lives | Bleed-out |
|---|---|---|---|---|
| Casual | 2.00× | 1.85× | 6 | 2.00× |
| Normal | 1.30× | 1.15× | 4 | 1.20× |
| Hardcore | — | — | 2 | — |
| Insane | 0.90× | 0.88× | — | 0.80× |
| Inconceivable | 0.40× | 0.66× | 1 | 0.60× |
Horde runs its own four tiers on the same settings: Rookie, Infantry, Commander, Allfather. Their exact numbers could not be pinned down, so they are not guessed at here.
Where this comes from
How the numbers were obtained
Weapon tuning is stored without field names. Values were matched to their settings by aligning the data against the pattern the names imply, then any file where a single check disagreed was thrown out. 138 were. On the Gnasher the accepted result scores 76 checks correct, 0 wrong.
It reproduces figures known before the method existed: Gnasher 125 and its 2.5× bonus, Breechshot 500 with a 3.0 headshot, Longshot 900/2.0, Hammerburst 65, Lancer 75, Vulcan 120, Gutpuncher 1500, Torque Bow 500, and three damage falloff curves exactly.
Weapon names the game uses internally
| Ripper | The Locust LMG. Twin barrels, dual magazines, speeds up from 400 to 750 RPM the longer you fire. |
| Incinerator | The Locust Imulsion shotgun. Fires molten Imulsion, 1500 damage. |
| Striga | A charge pistol firing a burst of spikes once charged. |
| Gutpuncher | Belt-fed grenade launcher with remote-detonating rounds. |
| Lancer Mk1 | Filed under “Lancer”. The chainsaw Lancer is stored separately, which catches out anyone reading these files. |
| Boltok | The Locust revolver, filed as “Magnum”. |
What is still missing
Enemy health (stored where this method cannot reach), Horde's difficulty multipliers, the Vulcan's base fire rate, and the Retro Lancer's base damage. Blank means blank. Nothing here is estimated. The Hammer of Dawn is not in this build at all: no weapon, no tuning, no text.