No edit summary
 
Xarkanoth (talk | contribs)
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
<div class="hf-relpage">
<div class="hf-relpage hf-shooting-page hf-directory-page">
{{Release_page_header|title=Shooting Mechanics}}
{{Release_page_header|title=Shooting Mechanics}}
<div class="hf-relpage-body">
<div class="hf-relpage-body">
Line 5: Line 5:
<div class="hf-toc-category">On this page</div>
<div class="hf-toc-category">On this page</div>
<div>[[#overview|Overview]]</div>
<div>[[#overview|Overview]]</div>
<div>[[#controls|Controls]]</div>
<div>[[#weapons|Weapons & Eras]]</div>
<div>[[#weapon-types|Weapon Type Differences]]</div>
<div>[[#damage|Damage & Range]]</div>
<div>[[#aiming|Aiming Mechanics]]</div>
<div>[[#aiming|Aiming & Crosshairs]]</div>
<div>[[#ranging|Ranging Guide]]</div>
<div>[[#hitbox|Hitboxes & Hit Detection]]</div>
<div>[[#frontlines-weapons|Frontlines Era Weapons]]</div>
<div>[[#reloads|Reloads & Bayonets]]</div>
<div>[[#crosshairs|Crosshair Options]]</div>
<div>[[#buffs|Accuracy, Buffs & Traits]]</div>
<div>[[#reloading|Reloading & Firing]]</div>
<div>[[#frontlines|Frontlines Shooting]]</div>
<div>[[#accuracy-factors|Factors Affecting Accuracy]]</div>
<div>[[#recent-changes|Recent Changes]]</div>
<div>[[#tips|Improving Your Aim]]</div>
}}
}}
<div class="hf-relpage-content">
<div class="hf-relpage-content">
Line 21: Line 20:
|title=Overview
|title=Overview
|content=
|content=
Musket fire in Holdfast: Nations At War is governed by a combination of projectile physics, historical inaccuracy, and class-specific buffs. Mastering weapon fire requires understanding the differences between Napoleonic-era smoothbore muskets and the more accurate rifles found in both eras, particularly in the Frontlines mode.
<div class="hf-directory-hero">
<div class="hf-directory-kicker">Combat guide</div>
<div class="hf-directory-title">Good shooting in Holdfast is mostly timing, distance, and patience.</div>
<div class="hf-directory-text">Muskets are not laser rifles. Stand still, pick a sensible range, use the right crosshair reference, and fire with the group when possible. Rifles, carbines, pistols, and Frontlines weapons each ask for a different rhythm.</div>
</div>
 
<div class="hf-directory-facts">
<div class="hf-directory-fact"><span>Best habit</span>Stop moving before firing.</div>
<div class="hf-directory-fact"><span>Best support</span>Use officer lines, class traits, and musician movement buffs instead of fighting alone.</div>
<div class="hf-directory-fact"><span>Related pages</span>[[Classes]], [[Rank and File]], [[Skirmisher]], [[User Interface]].</div>
</div>
}}
}}


{{Release_section
{{Release_section
|id=controls
|id=weapons
|title=PC / Console Controls (Xbox Series X/S & PlayStation 5)
|title=Weapons & Eras
|content=
|content=
The table below outlines the primary controls for weapon handling across all platforms.
Holdfast groups ranged weapons into broad families such as muskets, rifles, carbines, pistols, bows, and Frontlines rifles. For class-specific loadouts, see [[Rank and File]], [[Skirmisher]], [[Cavalry]], and [[Weapons]].


{{{!}} class="wikitable"
{{{!}} class="wikitable hf-guide-table"
! Action !! Xbox Control !! PlayStation 5 Control !! PC Control
! Weapon Group !! What To Expect !! Practical Advice
{{!}}-
{{!}}-
{{!}} Aim / Ready Weapon {{!}}{{!}} Left Trigger (LT) {{!}}{{!}} L2 {{!}}{{!}} Left Click
{{!}} '''Musket''' {{!}}{{!}} Big spread, slow reload, strong close-to-mid range volley potential. {{!}}{{!}} Fire at groups, not single pixels. A perfect aim point can still miss.
{{!}}-
{{!}}-
{{!}} Fire Weapon {{!}}{{!}} Right Trigger (RT) {{!}}{{!}} R2 {{!}}{{!}} Right Click
{{!}} '''Rifle''' {{!}}{{!}} Better accuracy and more predictable long-range shots. {{!}}{{!}} Take your time, crouch when safe, and aim for valuable targets.
{{!}}-
{{!}}-
{{!}} Reload Weapon {{!}}{{!}} X Button {{!}}{{!}} Square Button {{!}}{{!}} R
{{!}} '''Carbine''' {{!}}{{!}} Shorter range and faster handling than full muskets. {{!}}{{!}} Best for cavalry and medium-range pressure, not long-range duels.
{{!}}-
{{!}}-
{{!}} Melee Mode {{!}}{{!}} Y Button {{!}}{{!}} Triangle Button {{!}}{{!}} X
{{!}} '''Pistol''' {{!}}{{!}} Very short range, but dangerous up close after recent balance changes. {{!}}{{!}} Use it as an emergency weapon, not your main plan.
{{!}}}
{{!}}}
}}
}}


{{Release_section
{{Release_section
|id=weapon-types
|id=damage
|title=Weapon Type Differences & Aiming
|title=Damage & Range
|content=
|content=
The main difference in shooting mechanics lies in the weapon types used in the two main historical periods of the game: '''Napoleonic''' (Muskets) and '''Frontlines''' (Rifles/Modern).
Every firearm has a '''point blank range''' where any hit is a guaranteed kill, even if the weapon's listed body damage is below 100% or the target is buffed above 100 health. It also has a '''full damage range''' where a body shot deals its full listed damage, and a '''practical maximum range''' beyond which hits become unreliable and damage falls away sharply. Body damage is the percentage of a player's health removed by a torso hit inside the full damage range.
 
'''Nations at War & American Revolution'''
 
Every Napoleonic-era firearm kills with a single body shot inside its full damage range against a normal-health target. Point blank range is still important because it guarantees the kill even against buffed players.
 
{{{!}} class="wikitable hf-guide-table"
! Weapon !! Body Damage !! Point Blank Range !! Full Damage Range !! Practical Max Range
{{!}}-
{{!}} '''Musket''' {{!}}{{!}} 100% {{!}}{{!}} 8m {{!}}{{!}} 100m {{!}}{{!}} 200m
{{!}}-
{{!}} '''Rifle''' {{!}}{{!}} 100% {{!}}{{!}} 8m {{!}}{{!}} 150m {{!}}{{!}} 300m
{{!}}-
{{!}} '''Carbine''' {{!}}{{!}} 100% {{!}}{{!}} 8m {{!}}{{!}} 50m {{!}}{{!}} 100m
{{!}}-
{{!}} '''Pistol''' {{!}}{{!}} 100% {{!}}{{!}} 8m {{!}}{{!}} 20m {{!}}{{!}} 50m
{{!}}-
{{!}} '''Blunderbuss''' {{!}}{{!}} 100% {{!}}{{!}} 8m {{!}}{{!}} 15m {{!}}{{!}} 30m
{{!}}}


The Napoleonic era features two primary long-arm types with vastly different accuracy profiles:
The 5.00 class redesign shortened the carbine's range so it excels at medium range, and shortened the pistol's range further while making it kill consistently at point-blank range.


{{{!}} class="wikitable"
'''Frontlines (WW1)'''
! Weapon Type !! Class !! Key Characteristics !! Aiming Difference
 
WW1 firearms trade one-shot body kills for faster follow-up shots. Only the trench gun drops a target with a single body hit up close; rifles, machine guns, and revolvers usually need two body hits or a headshot.
 
{{{!}} class="wikitable hf-guide-table"
! Weapon !! Body Damage !! Point Blank Range !! Full Damage Range !! Practical Max Range
{{!}}-
{{!}}-
{{!}} '''Musket''' {{!}}{{!}} Line Infantry, Guard, Light Infantry {{!}}{{!}} High random lateral spread (side-to-side deviation). Slow reload (~12 seconds). Uses a simple circular or square crosshair (no iron sights). {{!}}{{!}} Rely on volley fire. Aiming is primarily to compensate for bullet drop (see Ranging Guide). Horizontal accuracy is largely luck/RNG.
{{!}} '''Rifle''' {{!}}{{!}} 60% {{!}}{{!}} 20m {{!}}{{!}} 100m {{!}}{{!}} 200m
{{!}}-
{{!}}-
{{!}} '''Rifle''' {{!}}{{!}} Rifleman (Skirmisher) {{!}}{{!}} Significantly higher accuracy and better range. Less lateral spread. Slightly slower reload than a musket. {{!}}{{!}} Precision shots. Allows for aiming at individual targets at longer ranges. The need to compensate for bullet drop remains, but the bullet path is more predictable.
{{!}} '''Machine Gun''' {{!}}{{!}} 75% {{!}}{{!}} 25m {{!}}{{!}} 100m {{!}}{{!}} 200m
{{!}}-
{{!}} '''Revolver''' {{!}}{{!}} 75% {{!}}{{!}} 8m {{!}}{{!}} 50m {{!}}{{!}} 100m
{{!}}-
{{!}} '''Trench Gun''' {{!}}{{!}} 100% {{!}}{{!}} 7.5m {{!}}{{!}} 7.5m {{!}}{{!}} 30m
{{!}}}
{{!}}}
For the full list of individual weapon models and unlocks, see [[Weapons]].
}}
}}


{{Release_section
{{Release_section
|id=aiming
|id=aiming
|title=Aiming Mechanics
|title=Aiming & Crosshairs
|content=
Accuracy in Holdfast is affected by significant '''bullet drop''' over distance and '''random lateral (side-to-side) deviation''', which cannot be completely compensated for. The general rule is to use the bottom quadrant of your crosshair as the main reference point.
}}
 
{{Release_section
|id=ranging
|title=Ranging Guide (Muskets & Light Infantry Rifles)
|content=
|content=
Muskets and carbines do not use iron sights; the crosshair is your only guide. Adjust your aim vertically to compensate for bullet drop based on distance:
Bullet drop and spread matter more than tiny mouse movements. If the target is far away, aim higher. If you are using a musket, accept that some shots will wander.


{{{!}} class="wikitable"
{{{!}} class="wikitable hf-guide-table"
! Range !! Aiming Tip (Using Crosshair Bottom)
! Range !! Musket Aim Reference
{{!}}-
{{!}}-
{{!}} '''0–20 meters''' (Close) {{!}}{{!}} Aim centre mass (body) with the bottom of the reticle at about knee height.
{{!}} '''Close''' {{!}}{{!}} Aim center mass. Do not overthink it.
{{!}}-
{{!}}-
{{!}} '''~50 meters''' {{!}}{{!}} Aim with the reticle's bottom around the lower chest or waist height.
{{!}} '''Medium''' {{!}}{{!}} Raise the bottom of the reticle toward the waist or chest.
{{!}}-
{{!}}-
{{!}} '''100+ meters''' (Long) {{!}}{{!}} Aim with the reticle's bottom at the enemy's head height.
{{!}} '''Long''' {{!}}{{!}} Put the lower part of the reticle around the head or above it, depending on distance.
{{!}}}
{{!}}}


'''Tip:''' For Riflemen (Skirmisher class), the weapon is more accurate, but the principle of vertical compensation remains the same. The center dot or "Nail" crosshair option is often preferred for long-range rifle shots.
Version 2.13 added the '''Nail''' and '''Fixate''' crosshairs. Try them if the default crosshair makes range judging harder. The newer UI also added clearer melee-mode and bayonet indicators, which helps avoid firing while in the wrong weapon state.
}}
}}


{{Release_section
{{Release_section
|id=frontlines-weapons
|id=hitbox
|title=Frontlines Era Weapons
|title=Hitboxes & Hit Detection
|content=
|content=
The Frontlines mode shifts the combat to World War I, introducing modern weapons that dramatically change the shooting experience.
The player hitbox is simpler than the soldier model you see on screen. Holdfast does not use a perfect limb-by-limb hit shape for every pose. Think of the target as a simple capsule or box-style body collider that follows the player's stance and position, with weapon spread, projectile travel, movement, latency, and timing deciding the rest.


{{{!}} class="wikitable"
'''What this means for your aim:'''
! Weapon Type !! Key Characteristics !! Aiming Difference
 
* A tall hat, plume, weapon, or flapping coat should not be treated as a guaranteed hit area.
* The safest target is the center mass of the body, especially with muskets and pistols. Rifles and carbines reward more precise aim, but the same target priority applies.
* Close misses around limbs, weapons, and decorative clothing can look strange because the visual model is more detailed than the collider.
* A shot that appears close on your screen may still miss because of weapon spread, projectile travel, movement, and server timing.
 
'''Stances change the target, animations do not:'''
 
{{{!}} class="wikitable hf-guide-table"
! Situation !! What It Means
{{!}}-
{{!}}-
{{!}} '''Bolt-Action Rifle''' {{!}}{{!}} Higher accuracy than Napoleonic rifles. Features iron sights when aiming down sights (ADS). Fast reload (clip/stripper clip) after the magazine is empty. {{!}}{{!}} Precise aiming. Compensate for bullet drop, but the primary method of aiming uses the iron sights (Right Trigger / L2). Shots are generally consistent.
{{!}} '''Running, reloading, aiming, or swinging''' {{!}}{{!}} The animation changes how the soldier looks, but it does not create a custom hit shape for every moving limb.
{{!}}-
{{!}}-
{{!}} '''Machine Guns / Pistols''' {{!}}{{!}} High rate of fire, varying accuracy. {{!}}{{!}} Follow standard first-person shooter aiming conventions. Hip-fire is possible but less effective than ADS.
{{!}} '''Crouching or sitting''' {{!}}{{!}} These change the player's stance and lower the space they occupy. Lower your aim to match the body, not standing head height.
{{!}}-
{{!}} '''Gestures and roleplay animations''' {{!}}{{!}} Do not rely on decorative animation movement as cover. Aim for the main body position.
{{!}}}
{{!}}}


'''Key differences between eras:'''
When fighting through fences, windows, palisades, ship rails, or rocks, assume world collision may matter as much as the target. If you are missing a moving player, lead by the player's center path rather than the visible limb position. Age of Sail-era animation and networking improvements made the visible character line up more closely with the live hit area than older builds.
* '''Napoleonic:''' Primarily crosshair-based, focusing on estimating vertical drop against a simple crosshair, with a high degree of randomness.
 
* '''Frontlines:''' Primarily iron sights (when aiming with LT / L2). Accuracy is high, and the emphasis shifts to leading moving targets and judging distance for minor bullet drop.
Horses, ships, artillery, buildables, and world objects use their own collision rules. For melee hit resolution, see [[Melee]].
}}
}}


{{Release_section
{{Release_section
|id=crosshairs
|id=reloads
|title=Crosshair Options
|title=Reloads & Bayonets
|content=
|content=
Players can change their crosshair style in the settings to options like '''Nail''' or '''Herald''', which may offer better points of reference for judging distance. It is also recommended to turn off '''Aim Assist''' for fine-tuned aiming.
Reloading is when you are easiest to kill. Pick cover, stand with the line, or back away before committing to a long reload.
 
* '''Reload discipline:''' Do not reload in front of a charging enemy unless someone is protecting you.
* '''Officer lines:''' In 5.x, reloads no longer get interrupted on hit if the player is on an officer line.
* '''Bayonet indicators:''' Later 2.x updates added clearer hints and icons for attaching or detaching bayonets.
* '''Bayonet removal:''' The 5.x Light Infantry redesign added the '''Versatile''' trait, improving musket reload and accuracy while the bayonet is removed.
* '''No ammo:''' Reload tips no longer appear once you run out of ammunition.
}}
}}


{{Release_section
{{Release_section
|id=reloading
|id=buffs
|title=Reloading & Firing
|title=Accuracy, Buffs & Traits
|content=
|content=
A crucial part of combat is managing the long reload time of muzzle-loaded weapons.
Shooting performance is not only the weapon. Your class, formation, nearby officers, and current trait setup can all matter.
 
{{{!}} class="wikitable hf-guide-table"
! Source !! Notes
{{!}}-
{{!}} '''Rank Discipline''' {{!}}{{!}} Rank-and-file traits reward firing from formation. Standing or crouching with the line is more reliable than taking solo shots.
{{!}}-
{{!}} '''Line Infantry''' {{!}}{{!}} The 5.x '''Musket Drill''' trait improves reload speed but slows movement while reloading.
{{!}}-
{{!}} '''Light Infantry''' {{!}}{{!}} The 5.x '''Versatile''' trait improves reload and accuracy while the bayonet is removed.
{{!}}-
{{!}} '''Rifleman''' {{!}}{{!}} The 5.x redesign added '''Steady Aim''', increased rifle cartridges, and improved rifle tracers.
{{!}}-
{{!}} '''Officer Line''' {{!}}{{!}} Officer lines are visible to all players, can change tracer colour, protect line reloads from hit interruption, and now show order tooltips.
{{!}}-
{{!}} '''Flag Bearer''' {{!}}{{!}} Flag support can improve nearby reload flow, so flags work best close to the line rather than chasing duels.
{{!}}-
{{!}} '''Musician''' {{!}}{{!}} The old accuracy/reload musician buff was replaced in 5.x. Musicians now provide a movement-speed buff to nearby players and can buff all classes, including ship crew.
{{!}}}


* '''Reload:''' Press X (Xbox) / Square (PS5) / R (PC) after firing.
Musicians no longer provide the old 12% accuracy stack. Stay near them for movement support instead.
* '''Crouch Reload:''' Crouching while reloading (B / Circle / C) will slightly speed up the entire process. This is essential for surviving a prolonged engagement.
* '''Movement Penalty:''' Moving while reloading will not cancel the process but will slow you to a crawl, making you an easy target.
}}
}}


{{Release_section
{{Release_section
|id=accuracy-factors
|id=frontlines
|title=Factors Affecting Accuracy
|title=Frontlines Shooting
|content=
|content=
Several in-game mechanics can boost your otherwise inaccurate fire:
Frontlines shifts the game toward rifles, machine guns, grenades, smoke, and faster firefights. It still rewards positioning, but the aiming model feels closer to a modern rifle fight than a Napoleonic volley.
 
* '''WW1 rifles''' were overhauled in the Frontlines 2.0 era.
* '''Rifle and shotgun unlocks''' were expanded in the same release cycle.
* '''Friendly names''' are now easier to see through smoke after the console release update.
* '''Aim assist options''' and controller melee aim assist can be adjusted in settings.


* '''Line Fire Buff:''' Ranker (Line Infantry) and Guard classes receive an accuracy boost when firing in tight formation ("In Line") with two or more friendly soldiers side-by-side.
For mode flow and objectives, see [[Game Modes]]. For interface details, see [[User Interface]].
* '''Officer Commands:''' If you are near an Officer (Command class), their abilities can significantly boost your accuracy and reload speed.
* '''Musician Buff:''' Being close to a Musician (Support class) who is actively playing a tune will grant a cumulative boost to your reload speed and accuracy.
* '''Bayonet:''' Removing the bayonet (by switching to melee mode, then back to fire mode) may provide a marginal accuracy increase, although it sacrifices the ability to instantly defend yourself in close quarters.
* '''Stillness:''' Do not move while preparing to fire. Firing while moving dramatically increases the horizontal bullet spread.
}}
}}


{{Release_section
{{Release_section
|id=tips
|id=recent-changes
|title=Improving Your Aim (Universal Tips)
|title=Recent Changes
|content=
|content=
* '''Crouch to Shoot:''' Crouching (B / Circle / C) provides an immediate and significant buff to accuracy for all long-arms, especially the Rifleman class (+15% accuracy bonus when crouching).
Key shooting changes:
* '''Stand Still:''' Do not move while firing. The loss of accuracy from movement is drastic.
 
* '''Use Buffs:''' Stand near Officers (for accuracy/damage buffs) and Musicians (for reload buffs) to gain a competitive edge in the Napoleonic era.
* '''0.40:''' Cavalry and musician changes affected ranged support and mounted shooting.
* '''Target Clumps:''' With muskets, your best chance of a hit — especially at range — is by firing into the largest mass of enemy soldiers.
* '''1.x:''' Bayonet attach/detach mechanics, musket stance animations, and multiple firearm/melee fixes landed across early releases.
* '''Remove Aim Assist (Console):''' Many console players report that turning off the in-game Aim Assist allows for better manual control and more reliable aiming, particularly with the sensitive analog stick input.
* '''2.13:''' Nail and Fixate crosshairs were introduced.
* '''2.x Frontlines:''' WW1 rifles were overhauled and rifle/shotgun unlocks expanded.
* '''3.00:''' Melee-mode indicators, controller aim assist, and smoke visibility improvements arrived with console support.
* '''4.00:''' Firearm and melee detection on moving ships was improved.
* '''5.00-5.20:''' Musket Drill, Versatile, Steady Aim, rifle tracer changes, carbine/pistol rebalance, officer-line reload behaviour, and spawn/class fixes were added.
}}
}}



Latest revision as of 17:06, 8 July 2026

Overview

Combat guide
Good shooting in Holdfast is mostly timing, distance, and patience.
Muskets are not laser rifles. Stand still, pick a sensible range, use the right crosshair reference, and fire with the group when possible. Rifles, carbines, pistols, and Frontlines weapons each ask for a different rhythm.
Best habitStop moving before firing.
Best supportUse officer lines, class traits, and musician movement buffs instead of fighting alone.

Weapons & Eras

Holdfast groups ranged weapons into broad families such as muskets, rifles, carbines, pistols, bows, and Frontlines rifles. For class-specific loadouts, see Rank and File, Skirmisher, Cavalry, and Weapons.

Weapon Group What To Expect Practical Advice
Musket Big spread, slow reload, strong close-to-mid range volley potential. Fire at groups, not single pixels. A perfect aim point can still miss.
Rifle Better accuracy and more predictable long-range shots. Take your time, crouch when safe, and aim for valuable targets.
Carbine Shorter range and faster handling than full muskets. Best for cavalry and medium-range pressure, not long-range duels.
Pistol Very short range, but dangerous up close after recent balance changes. Use it as an emergency weapon, not your main plan.

Damage & Range

Every firearm has a point blank range where any hit is a guaranteed kill, even if the weapon's listed body damage is below 100% or the target is buffed above 100 health. It also has a full damage range where a body shot deals its full listed damage, and a practical maximum range beyond which hits become unreliable and damage falls away sharply. Body damage is the percentage of a player's health removed by a torso hit inside the full damage range.

Nations at War & American Revolution

Every Napoleonic-era firearm kills with a single body shot inside its full damage range against a normal-health target. Point blank range is still important because it guarantees the kill even against buffed players.

Weapon Body Damage Point Blank Range Full Damage Range Practical Max Range
Musket 100% 8m 100m 200m
Rifle 100% 8m 150m 300m
Carbine 100% 8m 50m 100m
Pistol 100% 8m 20m 50m
Blunderbuss 100% 8m 15m 30m

The 5.00 class redesign shortened the carbine's range so it excels at medium range, and shortened the pistol's range further while making it kill consistently at point-blank range.

Frontlines (WW1)

WW1 firearms trade one-shot body kills for faster follow-up shots. Only the trench gun drops a target with a single body hit up close; rifles, machine guns, and revolvers usually need two body hits or a headshot.

Weapon Body Damage Point Blank Range Full Damage Range Practical Max Range
Rifle 60% 20m 100m 200m
Machine Gun 75% 25m 100m 200m
Revolver 75% 8m 50m 100m
Trench Gun 100% 7.5m 7.5m 30m

For the full list of individual weapon models and unlocks, see Weapons.

Aiming & Crosshairs

Bullet drop and spread matter more than tiny mouse movements. If the target is far away, aim higher. If you are using a musket, accept that some shots will wander.

Range Musket Aim Reference
Close Aim center mass. Do not overthink it.
Medium Raise the bottom of the reticle toward the waist or chest.
Long Put the lower part of the reticle around the head or above it, depending on distance.

Version 2.13 added the Nail and Fixate crosshairs. Try them if the default crosshair makes range judging harder. The newer UI also added clearer melee-mode and bayonet indicators, which helps avoid firing while in the wrong weapon state.

Hitboxes & Hit Detection

The player hitbox is simpler than the soldier model you see on screen. Holdfast does not use a perfect limb-by-limb hit shape for every pose. Think of the target as a simple capsule or box-style body collider that follows the player's stance and position, with weapon spread, projectile travel, movement, latency, and timing deciding the rest.

What this means for your aim:

  • A tall hat, plume, weapon, or flapping coat should not be treated as a guaranteed hit area.
  • The safest target is the center mass of the body, especially with muskets and pistols. Rifles and carbines reward more precise aim, but the same target priority applies.
  • Close misses around limbs, weapons, and decorative clothing can look strange because the visual model is more detailed than the collider.
  • A shot that appears close on your screen may still miss because of weapon spread, projectile travel, movement, and server timing.

Stances change the target, animations do not:

Situation What It Means
Running, reloading, aiming, or swinging The animation changes how the soldier looks, but it does not create a custom hit shape for every moving limb.
Crouching or sitting These change the player's stance and lower the space they occupy. Lower your aim to match the body, not standing head height.
Gestures and roleplay animations Do not rely on decorative animation movement as cover. Aim for the main body position.

When fighting through fences, windows, palisades, ship rails, or rocks, assume world collision may matter as much as the target. If you are missing a moving player, lead by the player's center path rather than the visible limb position. Age of Sail-era animation and networking improvements made the visible character line up more closely with the live hit area than older builds.

Horses, ships, artillery, buildables, and world objects use their own collision rules. For melee hit resolution, see Melee.

Reloads & Bayonets

Reloading is when you are easiest to kill. Pick cover, stand with the line, or back away before committing to a long reload.

  • Reload discipline: Do not reload in front of a charging enemy unless someone is protecting you.
  • Officer lines: In 5.x, reloads no longer get interrupted on hit if the player is on an officer line.
  • Bayonet indicators: Later 2.x updates added clearer hints and icons for attaching or detaching bayonets.
  • Bayonet removal: The 5.x Light Infantry redesign added the Versatile trait, improving musket reload and accuracy while the bayonet is removed.
  • No ammo: Reload tips no longer appear once you run out of ammunition.

Accuracy, Buffs & Traits

Shooting performance is not only the weapon. Your class, formation, nearby officers, and current trait setup can all matter.

Source Notes
Rank Discipline Rank-and-file traits reward firing from formation. Standing or crouching with the line is more reliable than taking solo shots.
Line Infantry The 5.x Musket Drill trait improves reload speed but slows movement while reloading.
Light Infantry The 5.x Versatile trait improves reload and accuracy while the bayonet is removed.
Rifleman The 5.x redesign added Steady Aim, increased rifle cartridges, and improved rifle tracers.
Officer Line Officer lines are visible to all players, can change tracer colour, protect line reloads from hit interruption, and now show order tooltips.
Flag Bearer Flag support can improve nearby reload flow, so flags work best close to the line rather than chasing duels.
Musician The old accuracy/reload musician buff was replaced in 5.x. Musicians now provide a movement-speed buff to nearby players and can buff all classes, including ship crew.

Musicians no longer provide the old 12% accuracy stack. Stay near them for movement support instead.

Frontlines Shooting

Frontlines shifts the game toward rifles, machine guns, grenades, smoke, and faster firefights. It still rewards positioning, but the aiming model feels closer to a modern rifle fight than a Napoleonic volley.

  • WW1 rifles were overhauled in the Frontlines 2.0 era.
  • Rifle and shotgun unlocks were expanded in the same release cycle.
  • Friendly names are now easier to see through smoke after the console release update.
  • Aim assist options and controller melee aim assist can be adjusted in settings.

For mode flow and objectives, see Game Modes. For interface details, see User Interface.

Recent Changes

Key shooting changes:

  • 0.40: Cavalry and musician changes affected ranged support and mounted shooting.
  • 1.x: Bayonet attach/detach mechanics, musket stance animations, and multiple firearm/melee fixes landed across early releases.
  • 2.13: Nail and Fixate crosshairs were introduced.
  • 2.x Frontlines: WW1 rifles were overhauled and rifle/shotgun unlocks expanded.
  • 3.00: Melee-mode indicators, controller aim assist, and smoke visibility improvements arrived with console support.
  • 4.00: Firearm and melee detection on moving ships was improved.
  • 5.00-5.20: Musket Drill, Versatile, Steady Aim, rifle tracer changes, carbine/pistol rebalance, officer-line reload behaviour, and spawn/class fixes were added.