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Assault Rifle[]

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Sub-Machine Gun[]

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Weapon Info[]

There are a plethora of weapons in War Brokers. Each one is designed to balance out to be deadlier than others in different scenarios. They are each considered fairly balanced against one another; however some small changes are made on occasion as players adjust to the changing meta introduced with new weapons. There has historically been only one drastic change to weapon balance: the Summer of War update (v475 and v476) in August, 2022. This change focused on Person vs Vehicle interactions and heavily nerfed anti-vehicle properties of all weapons.

Guns all use physics projectiles with varied velocities. Some velocities are high enough to feel like hitscan, but no hitscan is used in War Brokers. When velocities are low enough bullet drop can be observed. This is typically only seen in long-range scoped weapons to balance out sniping and make it feel more realistic and fun. While simulating projectiles, the game is simplistic in its implementation and provides no wallbanging; however does provide penetration through personnel with the Sniper Rifle and .50 Cal Sniper. When penetrating there is no trajectory, velocity, or damage change upon hitting a player. As long as there is a line of fire from the gun to a player's body, a bullet will make its way through an infinite number of bodies to hit them. A bullet will despawn upon hitting a solid surface, vehicle, or after reaching a range limit of ~1250m.

The approach on balance has predominantly been on providing nuanced options for multiple range types and use-cases including: anti-vehicle, anti-personnel, and map control. Generally range is best progressed with the following:

Shotguns > Sub-Machine Guns > Assault Rifles > Marksman Rifles


Weapons outside of this generalization help in expanding playstyles and different forms of combat (such as the explosive category for vehicles or secondary options like sidearms and melee weapons). In standard play (Classic and 4v4) these weapons have preset attachments; specifically scopes. This helps to maintain balance between different weapon types and allows for players of different skill levels to have good options. The most-common comparison is of the Sniper Rifle with the .50 Cal Sniper. With a scope the .50 Cal Sniper would severely outclass the Sniper Rifle and remove any desire for a player to use it. With no scope available, the very powerful .50 Cal requires learning to aim to use while allowing the Sniper Rifle to be an equally valid choice due to the precision a scope allows. In survival modes (Battle Royale and Death Match Royale) the player must first find weapons, followed then by ammunition to use it. Any attachments they wish to use also require finding. In cases like the .50 Cal Sniper and the Sniper Rifle, the setup required for the more powerful .50 Cal Sniper is more difficult.

Power within weapons without scope differences also vary to accommodate different levels of skill. An example would be the SCAR which has been designed as a training rifle. With a higher fire rate, more rounds, and less recoil, the SCAR is a lot easier to control compared to its brethren. As a trade off, it has less damage. This helps newer players have more power in their hands to perform while still rewarding players who become accustomed to the game with the higher power possibilities in the AR and AK.

Basic Data[]

The following data is compiled using base damage values. Damage reduction via Armor or range, as well as increases from critical damage (2× for head shot/3× melee to back) may provide different results. Explosive damage deals damage based on distance from point of explosion and practically will deal less damage than its base damage is.

Note: x denotes missing data.

Weapon Damage DPS RPS Ammo RLD Run Speed
.50 Cal Sniper
300
105
0.35
10
2.7s
87%
Air Strike
1000*
1
10:00
110%
AK Rifle
65
520
8
30
1.61s
99%
AK SMG
59
737.5
12.5
30
1.65s
100%
AR Rifle
60
486.48
8.108
30
1.61s
100%
Auto Pistol
50
500
10
15
1.4s
105%
Auto Sniper
125
312.5
2.5
10
2.2s
90%
BGM
570
1
10:00
70%
Butterfly
190
190
1
1.0s
110%
Chainsaw
200
80
0.4
2.5s
90%
Concussion Grenade
50
0
5
5.0s
110%
Crossbow
375
600
1.6
1
1.95s
105%
Desert
90
540
6
7
1.4s
105%
Fists
30
60
2
0.5s
110%
Grenade
490
5
5.0s
110%
G3A3
63
504
8
20
2.0s
100%
Grenade Launcher
125
156.25
1.25
6
2.25s
75%
Heli MG
150
750
5
30
0%
Homing Missile
75
7.5
0.1
1
3.2s
70%
Hunting Rifle
95
380
4
10
1.5s
90%
Implosion Grenade
5
5
2.0s
110%
KBAR
375
375
1
1.0s
110%
Knife
125
125
1
1.0s
110%
Laser Trip Mine
490
2
1.0s
110%
LMG
70
420
6
40
1.61s
90%
Mace
150
150
1
1.0s
100%
MG Turret
20
200
10.0
250
0%
Marksman's Rifle
95
760
8
16
1.75s
87%
Minigun
50
550
11
100
5.0s
80%
Mutant
67
552.75
8.25
28
1.75s
100%
Pistol
65
260
4
15
1.4s
105%
Revolver
125
187.5
1.5
6
3.25s
105%
RPG
200
20
0.1
1
3.2s
70%
Rubber Chicken
125
125
1
1.0s
100% (126.5% if swung)
SCAR
52
488.8
9.4
40
1.75s
97%
Shotgun
288*
274*
0.952
5
2.3s
98%
Sniper Rifle
200
70
0.35
5
2.7s
90%
Sub-Machine Gun
63
630
10
25
1.4s
105%
Tactical Shotgun
225*
428*
1.904
12
4.6s
99%
Tank MG
150
750
5
30
0%
VEK SMG
50
625
12.5
30
1.4s
105%
VSS
62
620
10
20
1.4s
100%

Weapon Damage DPS RPS Ammo RLD Run Speed
.50 Cal Sniper
90
31.5
0.35
10
2.7s
87%
Air Strike
1000
1
10:00
110%
AK Rifle
1.3
10.4
8
30
1.61s
99%
AK SMG
4.13
51.63
12.5
30
1.65s
100%
AR Rifle
1.2
9.73
8.108
30
1.61s
100%
Auto Pistol
0
0
10
15
1.4s
105%
Auto Sniper
6.25
15.63
2.5
10
2.2s
90%
BGM
570
1
10:00
70%
Chainsaw
0
0
0.4
2.5s
90%
Concussion Grenade
50
0
5
5.0s
110%
Crossbow
0
0
1.6
1
1.95s
105%
Desert
6.3
37.8
6
7
1.4s
105%
Fists
0
0
2
0.5s
110%
Grenade
147
5
5.0s
110%
Grenade Launcher
100
125
1.25
6
2.25s
75%
Heli MG
0
0
5
30
0%
Homing Missile
525
52.5
0.1
1
3.2s
70%
Hunting Rifle
4.75
19
4
10
1.5s
90%
Implosion Grenade
5
5
2.0s
110%
Knife
0
0
1
1.0s
110%
Laser Trip Mine
490
2
1.0s
110%
LMG
4.9
29.4
6
40
1.61s
90%
MG Turret
40
400
10.0
250
0%
Minigun
8.5
93.5
11
100
5.0s
80%
Pistol
0
0
4
15
1.4s
105%
Revolver
5
7.5
1.5
6
3.25s
105%
RPG
800
80
0.1
1
3.2s
70%
Rubber Chicken
0
0
1
1.0s
100% (126.5% if swung)
SCAR
2.08
19.55
9.4
40
1.75s
97%
Shotgun
0.952
5
2.3s
98%
Sniper Rifle
20
7
0.35
5
2.7s
90%
Sub-Machine Gun
0
0
10
25
1.4s
105%
Tactical Shotgun
1.904
12
4.6s
99%
Tank MG
0
0
5
30
0%
VEK SMG
3.5
43.75
12.5
30
1.4s
105%
VSS
0
0
10
20
1.4s
100%

Weapon Damage DPS RPS Ammo RLD Run Speed
.50 Cal Sniper
120
42
0.35
10
2.7s
87%
Air Strike
1000*
1
10:00
110%
AK Rifle
3.25
26
8
30
1.61s
99%
AK SMG
4.13
51.63
12.5
30
1.65s
100%
AR Rifle
3
24.32
8.108
30
1.61s
100%
Auto Pistol
0
0
10
15
1.4s
105%
Auto Sniper
6.25
15.63
2.5
10
2.2s
90%
BGM
570
1
10:00
70%
Chainsaw
0
0
0.4
2.5s
90%
Concussion Grenade
50
0
5
5.0s
110%
Crossbow
0
0
1.6
1
1.95s
105%
Desert
6.3
37.8
6
7
1.4s
105%
Fists
0
0
2
0.5s
110%
Grenade
147
5
5.0s
110%
Grenade Launcher
100
125
1.25
6
2.25s
75%
Heli MG
7.5
37.5
5
30
0%
Homing Missile
300
30
0.1
1
3.2s
70%
Hunting Rifle
9.5
38
4
10
1.5s
90%
Implosion Grenade
5
5
2.0s
110%
Knife
0
0
1
1.0s
110%
Laser Trip Mine
490
2
1.0s
110%
LMG
8.4
50.4
6
40
1.61s
90%
MG Turret
20
200
10.0
250
0%
Minigun
8.5
93.5
11
100
5.0s
80%
Pistol
0
0
4
15
1.4s
105%
Revolver
8.75
13.13
1.5
6
3.25s
105%
RPG
800
80
0.1
1
3.2s
70%
Rubber Chicken
0
0
1
1.0s
100% (126.5% if swung)
SCAR
3.64
34.22
9.4
40
1.75s
97%
Shotgun
0.952
5
2.3s
98%
Sniper Rifle
20
7
0.35
5
2.7s
90%
Sub-Machine Gun
0
0
10
25
1.4s
105%
Tactical Shotgun
1.904
12
4.6s
99%
Tank MG
7.5
37.5
5
30
0%
VEK SMG
3.5
43.75
12.5
30
1.4s
105%
VSS
0
0
10
20
1.4s
100%

Weapon Damage DPS RPS Ammo RLD Run Speed
.50 Cal Sniper
120
42
0.35
10
2.7s
87%
Air Strike
1000*
1
10:00
110%
AK Rifle
6.5
52
8
30
1.61s
99%
AK SMG
4.13
51.63
12.5
30
1.65s
100%
AR Rifle
6
48.65
8.108
30
1.61s
100%
Auto Pistol
0
0
10
15
1.4s
105%
Auto Sniper
25
62.5
2.5
10
2.2s
90%
BGM
570
1
10:00
70%
Chainsaw
0
0
0.4
2.5s
90%
Concussion Grenade
50
0
5
5.0s
110%
Crossbow
0
0
1.6
1
1.95s
105%
Desert
6.3
37.8
6
7
1.4s
105%
Fists
0
0
2
0.5s
110%
Grenade
196
5
5.0s
110%
Grenade Launcher
100
125
1.25
6
2.25s
75%
Heli MG
15
75
5
30
0%
Homing Missile
375
37.5
0.1
1
3.2s
70%
Hunting Rifle
9.5
38
4
10
1.5s
90%
Implosion Grenade
5
5
2.0s
110%
Knife
0
0
1
1.0s
110%
Laser Trip Mine
490
2
1.0s
110%
LMG
11.9
71.4
6
40
1.61s
90%
MG Turret
40
400
10.0
250
0%
Minigun
8.5
93.5
11
100
5.0s
80%
Pistol
0
0
4
15
1.4s
105%
Revolver
27.5
41.25
1.5
6
3.25s
105%
RPG
800
80
0.1
1
3.2s
70%
Rubber Chicken
0
0
1
1.0s
100% (126.5% if swung)
SCAR
5.2
48.88
9.4
40
1.75s
97%
Shotgun
28.8*
27.4*
0.952
5
2.3s
98%
Sniper Rifle
50
17.5
0.35
5
2.7s
90%
Sub-Machine Gun
0
0
10
25
1.4s
105%
Tactical Shotgun
15.8*
30*
1.904
12
4.6s
99%
Tank MG
15
75
5
30
0%
VEK SMG
3.5
43.75
12.5
30
1.4s
105%
VSS
7.44
74.4
10
20
1.4s
100%

Weapon Damage DPS RPS Ammo RLD Run Speed
.50 Cal Sniper
180
63
0.35
10
2.7s
87%
Air Strike
1000*
1
10:00
110%
AK Rifle
9.75
78
8
30
1.61s
99%
AK SMG
4.13
51.63
12.5
30
1.65s
100%
AR Rifle
9
72.97
8.108
30
1.61s
100%
Auto Pistol
0
0
10
15
1.4s
105%
Auto Sniper
25
62.5
2.5
10
2.2s
90%
BGM
570
1
10:00
70%
Chainsaw
0
0
0.4
2.5s
90%
Concussion Grenade
50
0
5
5.0s
110%
Crossbow
0
0
1.6
1
1.95s
105%
Desert
6.3
37.8
6
7
1.4s
105%
Fists
0
0
2
0.5s
110%
Grenade
294
5
5.0s
110%
Grenade Launcher
100
125
1.25
6
2.25s
75%
Heli MG
22.5
112.5
5
30
0%
Homing Missile
525
52.5
0.1
1
3.2s
70%
Hunting Rifle
14.25
57
4
10
1.5s
90%
Implosion Grenade
5
5
2.0s
110%
Knife
0
0
1
1.0s
110%
Laser Trip Mine
490
2
1.0s
110%
LMG
15.4
92.4
6
40
1.61s
90%
MG Turret
40
400
10.0
250
0%
Minigun
10
110
11
100
5.0s
80%
Pistol
0
0
4
15
1.4s
105%
Revolver
27.5
41.25
1.5
6
3.25s
105%
RPG
800
80
0.1
1
3.2s
70%
Rubber Chicken
0
0
1
1.0s
100% (126.5% if swung)
SCAR
7.8
73.32
9.4
40
1.75s
97%
Shotgun
43.2*
41.1*
0.952
5
2.3s
98%
Sniper Rifle
70
24.5
0.35
5
2.7s
90%
Sub-Machine Gun
0
0
10
25
1.4s
105%
Tactical Shotgun
22.5*
42.8*
1.904
12
4.6s
99%
Tank MG
22.5
112.5
5
30
0%
VEK SMG
3.5
43.75
12.5
30
1.4s
105%
VSS
12.4
124
10
20
1.4s
100%

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