Page Contents Current As of Patch: | 2022-05-04 |
Chaos | |||
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Named for the pandemonium this highly modified plasma-core shotgun can cause in a surprise ambush, the Chaos' reputation as a very deadly flanking weapon has been well earned. | |||
Costs | |||
Cert Cost: | Unavailable ![]() | ||
DC Cost: | Unavailable ![]() | ||
General Info | |||
Empire: | ![]() | ||
Can Use: | ![]() ![]() ![]() ![]() | ||
Weapon Type: | Shotguns | ||
Fire Rate: | 225 RPM | ||
Muzzle Velocity: | 275m/s | ||
Effective Range: | Short | ||
Fire Modes: | Semi-Auto | ||
Headshot Multiplier: | 1.5x | ||
ADS Move Speed Multiplier: | 0.75x | ||
Damage[?] | |||
Max Damage: | 100x6
600
| ||
Min Damage: | 84x6
504
| ||
Reload Speed | |||
Reload Speed: | 2.1s | ||
Heat Reload Stats[?] | |||
Heat Recovery: | 248 | ||
Heat Recovery Delay: | 0.36s | ||
Overheat Penalty: | 2.1s | ||
Ammunition | |||
Magazine Size: | 7 | ||
Ammunition Pool: | ![]() | ||
Heat per Shot: | 142 | ||
Heat Capacity: | 999 | ||
Pellet Count: | 6 | ||
Accuracy[?] | |||
Hip | Aim | ||
Crouch | Still: | 0.15 | 0.15 |
Move: | 0.15 | 0.15 | |
Stand | Still: | 0.15 | 0.15 |
Move: | 0.15 | 0.15 | |
Bloom per Shot: | 0.3 | 0.15 | |
Sprint: | 5 | ||
Jump/Airborne: | 6 | ||
Pellets Spread: | 3 | ||
Recoil[?] | |||
Vertical: | 2.8 | ||
Horizontal, Min/Max: | 0.5/0.5 | ||
Horizontal Tolerance: | 1.5 | ||
Angle Min/Max: | 0°/0° | ||
Bias: | ← = → | ||
Recoil Decrease: | 8 | ||
First Shot Recoil Multiplier: | 1x | ||
Data Sources? | |||
Census DBG API source: | |||
Census LF API source: | Chaos API Data |
The Chaos is a shotgun available to the Vanu Sovereignty. It is unlocked upon completion of the Master Shotguns directive.
The Chaos is an 'auraxium' variant of the Thanatos VE70, sharing most of the same base stats and decorated with a special 'auraxium' camo. Compared to the base weapon, the Chaos has its ammo pool converted into a heat-based one. In exchange, the Chaos' magazine size is reduced by 1 round.
Attachments[]
Attachments |
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Optic | |||||||
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HS/NV Scope (1x)![]() ![]() ![]() | Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers. | ||||||
HPR Reflex (1x)![]() ![]() ![]() | Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail. More reticles for this sight available, see full article. | ||||||
VMS (3.4x)![]() ![]() ![]() | The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing. | ||||||
V3 Holo (3.4x)![]() ![]() ![]() | Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios. | ||||||
OG-4 (4x)![]() ![]() ![]() | Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights. | ||||||
CSZ (4x)![]() ![]() ![]() | The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle. |
Barrel | |||||||
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Smart-Choke![]() ![]() ![]() | A smart-choke tightens pellet spread by 40% when firing while aimed, but widens pellet spread by 20% when firing from the hip. |
Rail | |||||||
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Darklight Flashlight![]() ![]() ![]() | The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position. The light can be turned on and off with Toggle Attachment hotkey. | ||||||
Extended Magazine![]() ![]() ![]() | Increases the amount of ammunition in each magazine by 2 rounds rounds, and the weapon takes 15% longer to equip and unequip. | ||||||
MPL![]() ![]() ![]() | The mobile prediction laser reduces vertical and horizontal recoil when fired from the hip by 60%. |
Ammo | |||||||
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Flechette Ammunition![]() ![]() ![]() | Replaces the standard buckshot with dart-like flechettes that triple the maximum and minimum damage range, but reduces the number of pellets fired per shot by 1. | ||||||
Slug Ammunition![]() ![]() ![]() | The weapon now fires an accurate, high-velocity slug dealing 450 damage, fall off to 300 at the weapon's minimum damage range. |
Damage Fall-off[]
Buckshot:
Stats in green are the weapon's damage assuming all pellets connect at the given range.
- 100 before 5 meters (600)
- 91 at 13 meters (546)
- 84 after 20 meters (504)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
Flechette:
Stats in orange are the weapon's damage assuming all pellets connect at the given range.
- 100 before 15 meters (500)
- 91 at 39 meters (455)
- 84 after 60 meters (420)
Each range graduation denotes an additional pellet being required to kill the target if only one pellet is hit per trigger pull.
Effectiveness[]
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
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- | 13 (on fire @ 10) | 15 (on fire @ 12) |
Composite Armor 4 | - | 17 (on fire @ 13) | 20 (on fire @ 16) |
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- | 33 (on fire @ 26) | 39 (on fire @ 31) |
Composite Armor 4 | - | 39 (on fire @ 31) | 46 (on fire @ 37) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 20 (on fire @ 16) | 24 (on fire @ 20) |
Composite Armor 4 | - | 22 (on fire @ 18) | 27 (on fire @ 21) |
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Front/Side/Top/Rear | 50 (on fire @ 40) | 60 (on fire @ 48) |
Bottom | 100 (on fire @ 80) | 120 (on fire @ 96) | |
Composite Armor 4 | Front/Side/Top/Rear | 58 (on fire @ 46) | 69 (on fire @ 55) |
Bottom | 115 (on fire @ 92) | 137 (on fire @ 110) | |
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- | 39 (on fire @ 32) | 47 (on fire @ 38) |
Composite Armor 4 | - | 43 (on fire @ 35) | 51 (on fire @ 41) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Assuming all pellets hit the target.
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 15m | After 60m | ||
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- | 15 (on fire @ 12) | 18 (on fire @ 15) |
Composite Armor 4 | - | 20 (on fire @ 16) | 24 (on fire @ 19) |
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- | 39 (on fire @ 31) | 46 (on fire @ 37) |
Composite Armor 4 | - | 47 (on fire @ 37) | 55 (on fire @ 44) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 24 (on fire @ 20) | 29 (on fire @ 23) |
Composite Armor 4 | - | 27 (on fire @ 22) | 32 (on fire @ 26) |
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Front/Side/Top/Rear | 60 (on fire @ 48) | 72 (on fire @ 58) |
Bottom | 120 (on fire @ 96) | 143 (on fire @ 115) | |
Composite Armor 4 | Front/Side/Top/Rear | 69 (on fire @ 56) | 83 (on fire @ 66) |
Bottom | 138 (on fire @ 111) | 165 (on fire @ 132) | |
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- | 47 (on fire @ 38) | 56 (on fire @ 45) |
Composite Armor 4 | - | 52 (on fire @ 42) | 62 (on fire @ 49) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Versus Vehicles | |||
Vehicle | Armor Facing | Shots to Kill | |
Before 5m | After 20m | ||
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- | 17 (on fire @ 14) | 25 (on fire @ 20) |
Composite Armor 4 | - | 22 (on fire @ 18) | 33 (on fire @ 26) |
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- | 43 (on fire @ 35) | 65 (on fire @ 52) |
Composite Armor 4 | - | 52 (on fire @ 42) | 77 (on fire @ 62) |
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- | Immune | |
Blockade Armor 4 | - | Immune | |
Deployment Shield 4 | - | Immune | |
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- | Immune | |
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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Front/Top | Immune | |
Side | |||
Rear | |||
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- | 27 (on fire @ 22) | 40 (on fire @ 32) |
Composite Armor 4 | - | 30 (on fire @ 24) | 44 (on fire @ 36) |
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Front/Side/Top/Rear | 67 (on fire @ 54) | 100 (on fire @ 80) |
Bottom | 134 (on fire @ 107) | 200 (on fire @ 160) | |
Composite Armor 4 | Front/Side/Top/Rear | 77 (on fire @ 62) | 115 (on fire @ 92) |
Bottom | 154 (on fire @ 123) | 230 (on fire @ 184) | |
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- | 52 (on fire @ 42) | 78 (on fire @ 63) |
Composite Armor 4 | - | 58 (on fire @ 46) | 86 (on fire @ 69) |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune | |
Composite Armor 4 | - | Immune | |
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- | Immune |
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Chaos. Each ribbon is a standard reward for achieving a set amount of kills with the shotgun. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
Ribbon | Icon | Requirements |
Chaos Service Ribbon |
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10 kills |
Medals[]
Medal | Icon | Requirement | Award |
---|---|---|---|
No Medal | ![]() |
0 kills | N/A |
Copper Medal | ![]() |
10 kills | 2 ![]() |
Silver Medal | ![]() |
60 kills | 10 ![]() |
Gold Medal | ![]() |
160 kills | 20 ![]() |
Auraxium Medal | ![]() |
1,160 kills | 200 ![]() |
History[]
- January 12, 2017 Hotfix
- Max damage from 130@8m to 100@5m
- Min damage from 50@18m to 84@20m
- Ammo capacity from 48 to 56
- Shot reload from 2.1sec. to 1.68sec.
- Long reload from 3.22sec. to 3.54sec.
- Cone of Fire bloom from 0.5 to 0
- ADS pellet spread from 2.5 to 2
- Vertical recoil from 1.3 to 2.8
- Horizontal recoil from 0.2 to 0.5
- Horizontal recoil tolerance from 0.4 to 1.5
- Hipfire recoil recovery rate from 15 to 8
- Hipfire recoil recovery rate from 12 to 8
- March 30, 2022 Update (The Arsenal Update)
- Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
- Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
- Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
- Dev Note: The above changes aim to reduce the inconsistency and frustration of using these weapons, which was mainly caused by cone of fire spread stacked on top of the pellet spread. These changes are important when the new attachments and updated attachments come into play.
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat 6.
- Overheat penalty set to 3.22sec.
- Heat recovery delay 0.36sec.
- Heat ammo recovers 1.49 rounds per second.
- Dev Note: No changes here beyond the heat mechanic and sweeping shotgun changes.
- Now has access to the Smart-Choke, MPL,Slug Ammo and Flechette Ammo.
- May 4, 2022 Update
- Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.
- Reload/Overheat penalty from 3.22sec. to 2.1sec.
- Shots before overheat from 6 to 7
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