Weapon Variant Stats are a feature in Call of Duty: Advanced Warfare which saw the introduction of multiple weapon variants of a single weapon. These variants, for the most part, have changes in their stats that from the base weapon. The following are the effects of the changes on the weapon variants.[1]
Effects[]
Damage[]
Affects damage values (increase/decrease in damage, and which values are affected, vary from gun to gun), multipliers (XMG, RW1, and MORS), Penetration (ARX-160, MK14, and sniper rifles), Pellets (adds/subtracts one pellet per each damage point - Shotguns only).
Range[]
Increases/decreases the minimum and/or maximum ranges of weapon variants by 15% (Note: On shotgun variants where the medium damage is decreased, this affects how far the shotgun can actually shoot and hit a target).
Fire Rate[]
Increases/decreases fire rate (fire time), intro fire rate, burst delay, reload time on the single-shot MORS, and overheating on Directed Energy Weapons (EM1, EPM3, and AE4).
Mobility[]
Increases/decreases ADS time by 10%, and increases movement speed by 2% (shotguns, sniper rifles, and the SAC3).
Handling[]
Increases/decreases Sprint-Out time (Shotguns, Sniper Rifles, and the RW1) by 10%, and Hip Fire spread by 10%.
Accuracy[]
Increases/decreases Viewkick by 10%, Idle Amount and Idle Speed (Sniper Rifles and RW1), and Hipspread by 10% (Shotguns).
Magazine Capacity[]
Increases/decreases magazine capacity by a certain number of bullets. The associated number of bullets is deducted/added from the starting reserve ammunition, but the maximum reserve ammo is not affected.
Reserve Magazines[]
Increases/decreases the starting reserve ammunition by one magazine. The maximum ammunition is not affected.
Note[]
One should be aware that the in-game stats shown do not always reflect how the guns actually perform. For example, the Pytaek Loophole is depicted as having decreased handling (hipfire) in the stats, where as in-game it is actually increased.