Hammer

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Hammer
Hammer.png
Calculator Page
Details
Gun Category
Pistol
Faction
Korolev
Faction Level
1
Price
Free/Default
Krypto Cost
Krypto-Marks.png 1500
Damage
Damage
85
Weakspot Damage
127.5
Weakspot Multi
150%
DPS
243
Magazine Size
8
Detailed Damage
Damage per Mag
100% Accuracy
680
50% Accuracy
340
Time to Kill (seconds)
100% Accuracy
6.625
50% Accuracy
15.175
Range (Meters)
Falloff Start
13m
Falloff End
45m
Falloff Multi
100%
Detailed Range Damage
Damage per Mag at 45 meters
100% Accuracy
680
50% Accuracy
340
Time to Kill at 45 meters
100% Accuracy
6.625
50% Accuracy
15.175
Projectile Info
Projectile Type
Projectile
Projectile Speed
350m/s
Projectile Size
0.002m Diameter
Projectile Lifetime
1 seconds
Gravity Scale
0.2
Speed
Firing Interval
0.35s
Time to ADS
0.25s
Time to Equip
0.3s
Reload Speed
2.175s
Movement Speed
3.91
Accuracy
Base Spread
3
Max Spread
6
Stability
0.771

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The Hammer is a pistol, a secondary weapon in The Cycle.

Summary[edit]

Based on their ubiquitous rivet guns, also known as 'energy hammers,' the 'Hammer' was an attempt at developing a low cost personal defense weapon. Popular among those wanting a dependable high-powered pistol, its weight and complex operation make it unattractive to the mass market.

Though unconventional, the crystal fragments fired by this weapon carry enough kinetic and thermal energy to defeat light armor and inflict terrible wounds.

Modification[edit]

Rail Mods
Icon Mod Name Krypto Cost Details
UI Items Mods aiming.png Improved Holo-dot Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
ADS Time 0.25 Multiply 0.85 0.213 -0.037
UI Items Mods scope.png 2x Scope Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
ADS FOV None Override 60 60 N/A
ADS Recoil None Multiply 0.75 0 N/A
Body Mods
Icon Mod Name Krypto Cost Details
UI Items Mods aiming.png Internal Damper Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
Spread Max 6 Multiply 0.9 5.4 -0.6
UI Items Mods Ammo.png Double Action Krypto-Marks.png 3500
Attribute Weapon Value Modifier Type Modifier Result Change
Burst Amount 0 Override 1 1 1
Burst Interval -1 Override 0.15 0.15 1.15
Recoil Increase Rate None Multiply 0.7 0 N/A
Firing Interval 0.35 Multiply 1.45 0.508 0.158
Spread Decrease Rate None Multiply 1.25 0 N/A
Hipfire Spread 6 Multiply 1.3 7.8 1.8
UI Items Mods range.png Ionized Chamber Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
Projectile Inital Speed None Multiply 1.1 0 N/A
Projectile MaxSpeed None Multiply 1.2 0 N/A
UI Items Mods range.png Power Chamber Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
Direct Damage 85 Multiply 1.03 87.55 2.55
Magazine Mods
Icon Mod Name Krypto Cost Details
UI Items Mods magazine.png Lower Caliber Rounds Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
Magazine Size 8 Add 3 11 3
UI Items Mods dmg increased.png Hollow-point Rounds Krypto-Marks.png 3500
Attribute Weapon Value Modifier Type Modifier Result Change
Direct Damage 85 Multiply 1.03 87.55 2.55
UI Items Mods Explosives.png Explosive Rounds Krypto-Marks.png 3500
Attribute Weapon Value Modifier Type Modifier Result Change
AoE Radius 0 Add 200 200 200
Direct Damage 85 Multiply 0.5 42.5 -42.5
AoE Damage 0 Add 40 40 40
Firing Interval 0.35 Multiply 1.2 0.42 0.07
Hipfire Spread 6 Multiply 1.5 9 3
UI Items Mods reload.png Quick-load Cylinders Krypto-Marks.png 1700
Attribute Weapon Value Modifier Type Modifier Result Change
None Add 0 0 N/A
Reload Time 2.175 Multiply 0.9 1.957 -0.218
Stock/Handle Mods
Icon Mod Name Krypto Cost Details

Compare Weapons[edit]

If you are looking to easily compare stats and don't want to sift through the menus, check out the comparison table here > Weapon Comparison or continue below to the Pistol only compare tables.

Base Stats Compare Table
Icon Name Category Faction Faction Level Credits Damage Crit Multiplier Mag Size Falloff Start Falloff End Projectile Speed Reload Speed ADS Speed Equip Speed
Bulldog-small.png Bulldog Pistol ICA 1 0 180 120% 2 7m 25m 160m/s 1.8 0.3 0.3
Hammer-small.png Hammer Pistol Korolev 1 0 85 150% 8 13m 45m 350m/s 2.175 0.25 0.3
K-28 Autopistol-small.png K-28 Autopistol Pistol Co-Tec Default 0 40 130% 14 13m 35m 290m/s 1.7 0.15 0.3
Scarab Pistol-small.png Scarab Pistol Pistol Osiris 1 0 30 130% 18 13m 35m 380m/s 1.4 0.15 0.3
Detailed Stats Compare Table
Icon Name Damage Crit Damage DPS DPS Sustained Damager Per Mag TTK
Bulldog-small.png Bulldog 180 21.6 300 120 360 9.3
Hammer-small.png Hammer 85 127.5 243 136.68 680 6.625
K-28 Autopistol-small.png K-28 Autopistol 40 52 247 141.13 560 5.9
Scarab Pistol-small.png Scarab Pistol 30 39 164 71.81 540 13.11

Raw Weapons Data[edit]

Click expand to show the raw data for the Hammer


Hammer Raw Stats
Hammer.png
Hammer
Details
Weapon Name
Hammer
Weapon Code Name
WP_A_Pistol_Bullet_01
Category
Pistol
Type
Secondary
Faction
Korolev
Faction level
1
Credit Cost
0
Direct Damage
m_directDamage
85
m_weakAreaDamageMultiplier
1.5
m_amountOfImmediateFires
1
m_ammoInClip
8
m_amountOfBurst
0
m_burstInterval
-1
m_directDamageEnemyMultiplier
1
m_directDamageFalloffEndRange
4500
m_directDamageFalloffMultiplier
1
m_directDamageFalloffStartRange
1300
m_directDamageImpulse
0
m_directDamagePlayerMultiplier
1
AoE Damage
m_radialDamage
0
m_radialDamageEnemyMultiplier
1
m_radialDamageFalloffMultiplier
1
m_radialDamageFalloffStartRange
100000
m_radialDamageImpulse
0
m_radialDamagePlayerMultiplier
1
m_radialDamageRadius
0
Mechanics
m_canDamageSelf
False
m_canEverRefire
True
m_canHealSelf
False
m_canUse
False
m_damageApplication
Damage
m_damageIgnoreShield
False
m_damageSelfMultiplier
0
m_fireAtRelease
False
m_fireWeaponDelay
0
m_haveInfiniteAmmo
False
m_ignoreDamagePrevention
False
m_isLooping
False
Accuracy
m_stability
0.771
m_defaultWeaponSpread
3
m_weaponSpreadMax
6
Speed/Time
m_projectileSpeed
300
m_equipTime
0.3
m_firingMovementSpeedMultiplier
0.95
m_firingTurnSpeedMultiplier
1
m_movementSpeedMultiplier
1
m_refireTime
0.35
m_reloadTime
2.175
m_spinDownTimeRate
0.5
m_spinupForUse
False
m_spinupTime
0
m_stabilityDamage
12
m_targetingTime
0.25
m_unequipTime
0.3
m_useActionTime
1
m_useCooldownTime
4
m_useDamageCauserForImpactDirection
False
Misc
m_healAmount
500
Calculated Data
c_immediateDamage
85
c_immediateDamageRanged
85.00
c_shotsToKill
12
m_useRandomSeed
False
c_shotsToKillRanged
12

Update History[edit]

Release 13
  • Mods
    • Explosive Rounds
      • The recoil increase is removed from 50%
    • Power Chamber
      • The recoil increase is removed from 30%
    • Ionized Chamber
      • Decreased the fall off damage from 100% to 80%
  • The Hammer mod Power chamber now mentions that it improves damage instead of range.
Release 12
  • Changed the fall off range from 30-80 meters to 20-70 meters
  • Reduced the fall off damage from 75% to 40% damage at max range
    • Mods
      • Double Action
        • Changed the Burst interval from 0.09 to 0.15 seconds
        • Increases the hip-fire spread from 20% to 30%
        • The recoil reduction of 50% has been removed from this mod
      • Internal Damper
        • Changed weapon recoil reduction from 20% to 10%
        • Changed weapon targeting reduction from 25% to 10%
Release 10
  • Refire from 0.475 to 0.404
Release 7.1
  • Lowered recoil when in ADS
Release 7
  • Balance Overhaul (Recoil, Falloff, DPS, Equip Time, Reload Time)
    • Increased recoil
    • Equip time increased from 0.4s to 0.3s
    • Animation equip time increased from 0.4s to 0.6s
    • Damage fall-off increased from 3000-7500 to 3000-8000
Release 3 & Release 6
  • Audio/SFX improvements for shots and reload
Early Access Release
  • Balance
    • Stability from 0.367 to 9.5
    • DPS From 211 to 168
    • Damage from 100 to 80
Weekly Playtest 14
  • ADS/FOV tweaks
Weekly Playtest 11
  • Fixed an issue with Hammer’s recoil compensation being delayed with “Double Action” mod equipped.
Weekly Playtest 10
  • Weapon Balance
    • Damage from 110 to 100
Weekly Playtest 7
  • The following weapon have mods and an initial balance pass:
    • Hammer
Weekly Playtest 6
  • Mods
    • Fixed a naming issue, “Power Chamber” #2 is now “Ionized Chamber”
Weekly Playtest 5
  • Pistol Balance
    • Reload time from 1.95 to 2.175
    • Reduced recoil severity
    • Reduced recoil while in ADS
    • Reduced recoil recovery. Aim now needs to be adjusted slightly to remain on target
Weekly Playtest 4
  • Improvements
    • Snappier and less harsh recoil
Alpha V
  • Weapons balancing
    • Reduced refire: 0.35 → 0.32
Alpha II
  • Improvements
    • Reduced size of sights on the Hammer pistol.
Alpha I
  • Added
    • Hammer added among 3 other starter pistols.


See Also[edit]