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Projectile Speed (also known as projectile velocity or flight speed) is an attribute in Non-Hitscan weaponry, that defines how quickly a weapon's ammunition travels to a target after leaving the weapon. Projectile speed can be of huge consequence to player accuracy because shooting at moving targets directly on the reticle might result in the projectile(s) missing them; players must instead "lead" the target, meaning they should aim to shoot where they anticipate the target will be by the time the projectile reaches it.

Hitscan vs Projectile[]

Hitscan weapons simply strike at the aimed point instantly; the player does not need to lead the target at all.

A simple way to tell if a weapon is hitscan or projectile-based, is to fire at a wall as far away as the player can reliably see bullet holes or impact marks. If the bullet hole is generated on the surface instantly upon firing and before any bullet animations, it is very likely to be a hitscan weapon.

  • Any non-hitscan weapon is a projectile-based weapon.
  • The presence of bullet animations, smoke trails, or flashes of light do not necessarily indicate that a weapon is projectile-based; the animations may be for show.

The word hitscan comes from a technical term based on how computers used to determine if targets were struck on the pull of the trigger. It takes more processing power for a computer to simulate the bullet(s) as it flies through the air than it does to immediately determine if a shot will hit or miss based on the straight trajectory of where the weapon is firing, removing the factor of flight speed. This is a justifiable solution since most firearms have projectile speeds quick enough to instantly hit at short to medium ranges.

Projectile in the context of computers describes weaponry that actually simulate shooting out objects which fly through the air. These move at their set projectile speeds from the weapons' barrels, and therefore the player must account for the distance between them and their target. This type of ammo is "tangible", having a physical hitbox—for example, ValkyrValkyrIcon272.png Valkyr can successfully Rip LineRipLine130xDark.png Rip Line onto the rocket of an OgrisOgrisNew.png Ogris.

Damage Falloff[]

Main article: Damage Falloff

The effectiveness of weapons with listed Damage Falloff values (such as shotguns) are determined by what distance a target is hit at. Hits will deal full damage if the target is closer than the start of the weapon's falloff range, but over the falloff range the weapon's damage will decrease linearly into the weapon's minimum damage percentage. Different weapons have different minimum damage percentages unlisted in the Arsenal. Any hits dealt at distances further than the entire range will continue to deal the weapon's minimum damage percentage.

Damage Falloff distances are also affected by Projectile Speed mods:

  • Mods including Rivens that have positive or negative Projectile speeds will affect a weapon's entire Damage Falloff range accordingly, making them more or less effective at longer ranges.
  • Hitscan weapons that do not list Damage Falloff values in their UI are completely unaffected by Projectile Speed modifications.
  • Damage Falloff does not apply to continuous weapons since they have no Damage Falloff, but instead unique range limits.

Projectile Speed Modifiers[]

For non-hitscan projectile weapons, these mods increase their flight speeds, reduce their travel times, and reduce projectile drop for applicable weapons such as the Euphona PrimeEuphoraPrime.png Euphona Prime or Sporelacer.

Weapon specific

In addition, there are some Conclave Sigil Black.pngPvP-exclusive mods which affect flight speed:

List of Projectile Weapons[]

Name Class Flight Speed
Arca Plasmor Shotgun 60
Artemis Bow Exalted Weapon 70
Astilla Shotgun 75
Astilla Prime Shotgun 75
Attica Crossbow 90
Basmu Rifle ?
Battacor Rifle 115
Boltor Rifle 85
Boltor Prime Rifle 100
Bubonico Arm Cannon ?
Buzlok Rifle 40
Cernos Bow 90
Cernos Prime Bow 95
Daikyu Bow 140
Dera Rifle 100
Dera Vandal Rifle 100
Drakgoon Shotgun 100
Dread Bow 85
Exergis Shotgun ?
Fulmin Rifle ?
Harpak Rifle 60
Hema Rifle ?
Javlok Speargun ?
Komorex Sniper Rifle ?
Kuva Chakkhurr Rifle 180
Kuva Drakgoon Shotgun 100
Kuva Zarr Launcher ?
Lanka Sniper Rifle 200
MK1-Paris Bow 85
Miter Rifle 60
Mutalist Cernos Bow 85
Mutalist Quanta Rifle 100
Nagantaka Crossbow 100
Panthera Rifle 40
Panthera Prime Rifle 40
Paracyst Rifle ?
Paris Bow 85
Paris Prime Bow 95
Prisma Tetra Rifle 100
Rakta Cernos Bow ?
Scourge Speargun 35
Shedu Arm Cannon ?
Sporothrix Sniper Rifle ?
Stahlta Rifle 50
Supra Rifle 80
Supra Vandal Rifle 80
Telos Boltor Rifle 65
Tenet Arca Plasmor Shotgun 60
Tenet Tetra Rifle 100
Tetra Rifle 100
Torid Launcher 25
Zhuge Crossbow ?
Zhuge Prime Crossbow 30

Name Class Flight Speed
Acrid Pistol 65
Akbolto Dual Pistols 75
Akbolto Prime Dual Pistols 75
Balefire Charger Exalted Weapon 20
Ballistica Crossbow 100
Ballistica Prime Crossbow 100
Bolto Pistol 75
Castanas Thrown 30
Cestra Pistol 100
Cyanex Pistol ?
Despair Thrown 70
Detron Shotgun Sidearm 150
Dual Cestra Dual Pistols 100
Epitaph Pistol ?
Euphona Prime Shotgun Sidearm 180
Fusilai Thrown ?
Hikou Thrown 70
Hikou Prime Thrown 70
Hystrix Pistol ?
Kulstar Pistol ?
Kunai Thrown 70
Kuva Seer Pistol 200
MK1-Kunai Thrown 70
Mara Detron Shotgun Sidearm ?
Pox Thrown ?
Prisma Twin Gremlins Dual Pistols 65
Rakta Ballistica Crossbow 100
Sancti Castanas Thrown 30
Secura Dual Cestra Dual Pistols 100
Seer Pistol 200
Sepulcrum Pistol ?
Sonicor Pistol 80
Spira Thrown ?
Spira Prime Thrown 70
Talons Thrown 50
Telos Akbolto Dual Pistols 75
Tenet Detron Shotgun Sidearm ?
Tenet Diplos Dual Pistols ?
Tenet Spirex Pistol ?
Twin Gremlins Dual Pistols 65
Tysis Pistol 75

Patch History[]

Update 11.5 (2013-12-19)

  • Changes to weapon projectile logic. The motivation of this change is that we want weapons like grenades that explode to end up in the same spot on host and client (in sync) without having the traditional delay of a replicated projectile (in particular, we have grenades that can be remotely detonated and this requires more or less precise timing on the part of the local client). This should fix some random self-inflicted deaths!

See Also[]