War Event

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The Black Cross Outpost (35:27) is your only way in if you're looking to participate in a War Event.

War Event (WE) is a regularly scheduled large-scale PvP battle where participants, split into two competing teams, fight for control of the Wasteland on behalf of their assigned NPC factions.

War Event outcomes can shift the allegiance of the sites of these battles, impacting their economy and patrol encounters in their surrounding areas.

War Events take place every weekend, with an occasional one during the week. They offer a more streamlined, arcade-style experience compared to the main game: there's no grind required, you get your free gear and jump right into the fray, and when you die, you respawn nearly instantly with all of your items still in your inventory.

For a list of past and upcoming War Events, see the #warevents channel on FO3's official discord server.

All WE participants are guaranteed to receive a War Event stat; winners also gain reputation with the faction they fought for, while losers lose reputation with theirs.

To join a War Event, you must travel to the Black Cross Outpost (35:27), a mercenary base east of NCR. Do not bring any items; everything you need will be provided to you.

Once you've made it to the outpost, walk to the gate in the north‑western portion of the map and interact with it to enter the event lobby (available whenever there's a timer at the top of the screen counting down time before an upcoming War Event) or configure your event gear. You can make adjustments to your event gear presets at any time by pressing Escape, going to the third page of the settings menu, and clicking buttons on the "EVENT" panel.

WE rules

  • Trolling (rule 5B), team killing (rule 5C), looting (rule 5D), AFKing (rule 5E; enforced automatically with a 24-hour ban after 7 warnings), and teaming up with opposing teams (rule 5F) are all explicitly forbidden during War Events.
  • See #rules on FO3 discord for a full and up-to-date list of game/event rules.

Team balancing

Teams are balanced automatically at the start of the event based on the class perks of the participants.

Each class is assigned to a specific pool and the pools are then balanced separately:

Currency gain and NPC gear scaling

  • Your currency gains are multiplied by your KDA/2.
  • Friendly fire kills instantly transfer 25% of any currency in your inventory to the teammate you killed.
  • Currency gain rate goes up as the event draws to a close, allowing players to acquire better gear; NPC gear is similarly adjusted.
Time remaining
(in minutes)
Currency
multiplier
NPC gear
tier
60:00 - 50:00 10% Tier 1
50:00 - 40:00 20% Tier 2
40:00 - 30:00 30% Tier 3
30:00 - 20:00 50% Tier 3
20:00 - 10:00 100% Tier 4
10:00 - 05:00 300% Tier 5
05:00 - 00:00 400% Tier 6

Flags

War Event gameplay is centered around capturing and defending control points, represented by flags.

You left-click a flag to begin securing the control point. You must remain within the flag's range (shown when you mouse over it) for the entire duration of that process to contribute to it and earn capture points.

Your contribution towards the progress of an ongoing flag capture depends on your role.

Flag capture effectiveness (% progress per second)
Role Base 901+
rep
Tanks 0.4% 0.2%
Semi-tanks 0.6% 0.3%
Utility 1.0% 0.5%
DPS 1.5% 0.7%
Snipers 2.0% 1.0%
Sneakers 2.5% 1.2%
  • Red/purple marker appears under a flag when your/enemy team starts contesting it.
  • Each tick of flag capturing progress (while you are in its radius) grants +500 gear XP to your currently equipped weapon and armor.
  • Successfully capturing a flag ranks up one random (slot 1, 2, or 3) gear perk of your currently equipped weapon/armor.
  • The respawn vendor ("event officer") allows you to pick which flag you want to spawn on. You can normally choose any flag currently under your team's control but be aware that a flag that is actively being contested won't be available as a spawn point if the enemy team is more than 25% into their takeover.
  • Entering the battlefield grants you temporary immunity unless you enter via a flag currently being contested in which case no immunity is given.
  • The Mysterious Stranger perk synergy spawns two soldiers to fight alongside you whenever you re-enter the battlefield, if you have it. The effect has a 30-second cooldown.

Capture points

  • For every 1% of flag capture progress, or for every tick towards that 1%, every player in range gains 0.01 capture points.
  • Players who picked a free capture point as their extra start 1 capture point ahead of everyone else.
  • The losing team gains 0.01 capture points every 5 seconds.
  • Capture points can be used to purchase powerful, game-changing gear upgrades; use them wisely.
  • By default, only three "premium options" are available but you can unlock more using reputation earned from participating in New Reno Wars.
Premium options
Premium option Capture point cost
(after unlocking)
Unlocking cost
(in NRW reputation)
Upgrade weapon tier (must be level 4+) 1.00
Upgrade armor tier (must be level 4+) 1.00
Tier IV ammo refill 0.25
25 x weapon XP 1.00 10 Wrights reputation
25 x armor XP 1.00 10 Mordinos reputation
Install an additional weapon perk 1.00 25 Salvatores reputation
Install an additional armor perk 1.00 25 Bishops reputation
Reroll weapon perks 1.00 10 Salvatores reputation
Reroll armor perks 1.00 10 Bishops reputation
Upgrade your weapon's item luck (+1) 1.00 25 Mordinos reputation
Upgrade your armor's item luck (+1) 1.00 25 Wrights reputation

Scoring system

During the event, you can earn points for yourself and your team. The team with the most points wins the event and reaps the rewards. The player with the most points wins the prestige of being the player with the most points. Individual score is capped at 250,000 plus 5% (12,500 points) for every flag captured by the player.

You can increase your and your team's score by killing your opponents and completing objectives; see the table below for details.

Kill-based score Objective/teamplay-based score
Victim's
KDA
Player
score
Team
score
0.01 - 0.25 25 20%
0.25 - 0.50 35 30%
0.51 - 1.00 50 60%
1.01 - 1.50 75 75%
1.51 - 2.00 100 100%
2.01 - 2.50 125 110%
2.51 - 3.00 150 120%
3.01 - 3.50 175 130%
3.51 - 4.50 200 140%
4.51 - 7.50 250 150%
7.51 - 10.00 500 175%
above 10.00 1000 200%

When you kill an enemy player, the score earned from that kill is determined by the victim's KDA.

The higher their KDA, the more points they provide, see the table to the left.

Normally, a player's KDA ratio is simply KDA = (Kills + Assists) / Deaths.

However, two edge cases require special handling: a player who has zero deaths meaning their KDA cannot be calculated by division, and a player with no kills/assists, whose KDA would always equal 0, which might not accurately represent their impact on the match, especially early on in the event when everyone is at 0/0/0.

Custom KDA values for edge case handling 
Deaths 0 1 2 3 4 5 6 7 8
KDA values for victims with no kills/assists
KDA 3.0 2.8 2.5 2.1 1.6 1.0 0.75 0.50 0.25
KDA values for victims with no deaths
Kills/Assists 0 1 2 3 4 5 6 7 8 9 10
KDA 3.0 3.3 3.7 4.2 4.8 5.5 6.3 7.2 8.2 9.3 10.5

As you can see from the table to the left, the team score is a multiplier. That multiplier is used in the following formula:

Team Score = (Number of Team-Controlled Flags x 10) x Team score multiplier from victim's KDA

Team-controlled flags include every single flag on the map (excluding only Leader flags) that bears your team's colors.

  • Team score:
    • Capturing a neutral flag grants 300 team points
    • Capturing an enemy flag also captures 10% of their total points
  • Personal score:
    • +33% for winning the event (this multiplies your final personal score)
    • -5% for each AFK warning received during the event
    • +750 for reviving a teammate (Paramedic only)
    • +500 for initiating flag capture
    • +200 for killing an NPC (or -50 if the NPC was on your team)
    • +50 for every Super Stimpak used on a teammate
    • +1 for every point of radiation applied to enemies
    • +30 for each tick of flag capture progress
    • +20 for each friendly target shot with healing ammo

At the conclusion of the event, everyone's personal score is modified using their class-specific multiplier (see the table below) and the final results are displayed via the message box.

Score
multiplier
Classes
60% Assassin, Scout
70% Bounty Hunter, Combat Master, Clone, Cyborg, Hubologist,
Killer, Raider, Random Boy, Soldier, Wrecker
90% Alien, Deathclaw, Sniper
100% Chosen One, Regulator, Super Mutant
150% Infantry, Leader, Paramedic, Priest

Comeback stats

If your team is behind, you gain temporary bonus stats at the rate of 1 stat for every 250 points the winning team is ahead of you.

These bonuses persist until the event ends. You can choose to start the event with 5 of them already active, see the Extras section below.

War Event stats

WE stats might be uniform in their look, but they each provide a unique bonus.

War Event stats are itemized account-bound stat bonuses, similar to implants except they cannot be traded between players. They come in two tiers.

  • T1 stats are given to all War Event participants.
  • T2 stats have a 1% chance of dropping after a War Event but only if you have 10 T1 stats installed.
  • Participating in New Reno Wars boosts your chance of receiving a T2 stat by 15% for 30 hours.
  • If you already have a T2 stat installed, you cannot receive another one.
  • A maximum of 10 T1 stats can be installed. You cannot install multiple copies of the same stat.
  • Characters with Charisma ≥ 20 are allowed to exceed the limit and install one additional T1 stat.
  • You can install one T2 stat, at the cost of three T1 stat slots.
  • If your installed WE stats exceed the maximum, you can't attack and can be killed by a single hit. A dialog window will open allowing you to rectify the situation whenever you enter a new location.
War Event Stats
T1 Stat Effects T2 Stat Effects
ST Melee
Mastery
(S.HTH)
  • +1 Strength
  • +10 melee damage
  • +15% melee critical power
  • -5% attack delay
  • PvE: Killing NPCs boosts melee damage (stacking)
  • Event: Full invisibility upon reentering the battlefield
MD
  • +10 melee damage
  • +15% melee critical power
AS
  • -5% attack delay
PE Precision
Marksman
(S.RNG)
  • +1 Perception
  • +10 Sight
  • +25 Sneak detection
  • +2 ranged weapon range
  • PvE: 100% NPC sneak detection
  • Event: 3x weapon XP purchase rate
FOV
RNG
  • +2 ranged weapon range
EN Versatile
Support
(S.ULT)
  • +1 Endurance
  • +100 carry weight capacity
  • +25 radiation resistance
  • +25 poison resistance
  • 15% more event currency
  • +5% XP gained
  • +10% gear XP gained
  • PvE: More gear XP from your kills
  • Event: 3 x armor XP purchase rate
ULT
  • +100 carry weight capacity
  • +25 radiation resistance
  • +25 poison resistance
  • 15% more event currency
EXP
  • +5% XP gained
  • +10% gear XP gained
CH Cybernetic
Enhancements
(S.IMP)
IMP
SPE
INT Combat
Medic
(S.MED)
  • +1 Intelligence
  • +25% healing from First Aid
  • +10% healing from meds
  • +10 min normal drug duration (2 for Cannibal)
  • -10 sec respawn time
  • PvE: Killing NPCs may reset First Aid/Doctor cooldown
  • Event: +1 drug refill tier, start with T3 drugs
MED
  • +25% healing from First Aid
  • +10% healing from meds
DRG
  • +10 min normal drug duration
  • +2 min Cannibal drug duration
  • -10 sec respawn time
AG Agile
Sprinter
(S.MOV)
  • +1 Agility
  • +5% movement speed
  • +2 TB movement-only APs
  • +1 AP
  • +30 AC
  • PvE: Killing NPCs boosts Movement Speed (stacking)
  • Event: Armor starts with +1 XP reset
ATB
  • +5% movement speed
  • +2 TB movement-only APs
AP
LK Lethal
Precision
(S.LET)
  • +1 Luck
  • +5 lethal damage
  • +1% lethality
  • PvE: Killing NPCs boosts lethality (stacking)
  • Event: Install an extra weapon perk for free
LD
  • +5 lethal damage
LET
  • +1% lethality
ACC Enhanced
Firepower
(S.DMG)
  • +1 damage per bullet
  • +40 accuracy
  • +4% max chance to hit
  • Penetrate 2% of target's DR
  • +5% damage multiplier
  • PvE: Killing NPCs boosts damage (stacking)
  • Event: Start with a T3 weapon
DRP
  • Penetrate 2% of target's DR
DMG
  • +5% damage multiplier
CC
  • +5 critical chance
Critical
Mastery
(S.CRT)
  • +5% critical chance
  • +8% critical power
  • +8 critical roll
  • PvE: Killing NPCs boosts critical damage (stacking)
  • Event: Weapon starts with +1 XP reset
CE
  • +8% critical power
CP
  • +8 critical roll
HR Fortified
Shield
(S.SHD)
  • +20 Healing Rate
  • +8% critical power resistance
  • +5% critical chance resistance
  • -20% incoming melee damage
  • +1 to defensive rolls
  • PvE: Taking hits boosts critical resistance (stacking)
  • Event: Install an extra armor perk for free
CR
  • +5% critical chance resistance
SHD
  • -20% incoming melee damage
  • +1 to defensive rolls
DT Resilient
Guardian
(S.DEF)
  • +1 to all DTs
  • +3 to all DRs
  • +15 HP
  • PvE: Killing NPCs boosts Damage Protection (stacking)
  • Event: Start with T3 armor
DR
HP
SQ Regenerative
Boost
(S.REG)
  • +25 Sequence
  • +25 Stealth
  • +12 AP Regen
  • -3 AP lost from knockouts
  • +25% AP restored on kill
  • +5% HP restored on kill
  • PvE: Killing NPCs boosts AP Regen (stacking)
  • Event: +50% flag defense effectiveness
APR
KS
  • +25% AP restored on kill
  • +5% HP restored on kill

Armor progression

When you configure your event loadout, your choice of armor determines not only the armor and helmet you initially receive but also your entire armor upgrade path in all future events. You can only purchase up to two additional suits of body armor from the respawn vendor but you can reroll your helmet as many times as you want.

As you earn/buy gear XP during a War Event, your current armor levels up and once it reaches level 4, "give me a higher tier of my armor" dialog option appears when you initiate dialog with the respawn vendor that, at the cost of one capture point, allows you to advance to the next stage along your armor's upgrade path (see the table below).

The tier of your armor determines the tier of drugs that you receive from refills so it's generally a good idea to get your first upgrade as soon as possible.

Stage 1 Stage 2 Stage 3 Stage 4 Stage 5

Navy Armor.png
Tier IV

Inv stealthca.png
Tier V

Medic Armor.png
Tier V

Sniper Armor.png
Tier V

Ltharmor.gif
Tier I

Leather Coat.png
Tier III

Navy Armor.png
Tier IV

Inv stealthca.png
Tier V

Medic Armor.png
Tier V

Sniper Armor.png
Tier V

Inv srobe.gif
Tier I

Navy Armor.png
Tier IV

Inv stealthca.png
Tier V

Medic Armor.png
Tier V

Sniper Armor.png
Tier V

Robeinv.gif
Tier II

Pinkrobe.png
Tier III

Grayrobe.png
Tier III

Cyber Robe.png
Tier III

Medic Robe.png
Tier III

Elder Robe.png
Tier IV

Power Robe.png
Tier V

Power Robe MKII.png
Tier VI

Mtlarmor.gif
Tier II

Power Armor.png
Tier V

Cbtarmor.gif
Tier II

BlueCombat.png
Tier III

Cmbdmr.gif
Tier III

Inv encca.gif
Tier III

Desertcombatarmor.png
Tier III

RedCA.png
Tier III

Rangerarmor.png
Tier III

Weapon progression

When you choose your starting weapon, you commit to its weapon type for the duration of the event so choose wisely. Like armor, weapons gain gear XP through combat, contesting flags, and direct gear XP purchases from the respawn vendor. You can purchase up to two additional weapons from the respawn vendor.

When your weapon reaches level 4, you're able to upgrade it to a higher tier at the cost of 1 capture point via the respawn vendor.

The tables below show every available starting weapon (except stackable throwing items that come in backpacks) and their upgrade paths.

Small Guns
Weapon type Stage 1 Stage 2 Stage 3 Stage 4 Stage 5
Fast Pistols .44 Magnum Revolver
Magnum2.gif
Tier II
Needler Pistol
Needler.gif
Tier III
.357 Colt
.357 Colt.png
Tier IV
Anaconda
Anaconda.png
Tier V
Death's Pistol
Death's Pistol.png
Tier VI
Damage Pistols 10mm Colt
10mm Colt.png
Tier II
14mm Pistol
Smgpstle.gif
Tier III
14mm Colt
14mm Colt.png
Tier IV
Defender
Defender.png
Tier V
Death's Pistol
Death's Pistol.png
Tier VI
Range Pistols
Magnum.gif
Tier II
Deagle2.gif
Tier II
.223 Pistol
Decker.gif
Tier III
Sniper Pistol
Sniper Pistol.png
Tier IV
Gauss Pistol
Gaussptl.gif
Tier V
Death's Pistol
Death's Pistol.png
Tier VI
Sniper Rifles Sniper Rifle
Sniper.gif
Tier III
SVD Rifle
SVD Rifle.png
Tier IV
SVD Rifle MKII
SVD Rifle MKII.png
Tier V
Gauss Rifle
M72gauss.gif
Tier VI
Shotguns Sawed-Off Shotgun
Soshotgn.gif
Tier II
Combat Shotgun
Assshot.gif
Tier III
H&K CAWS
Hkcaws.gif
Tier IV
Pancor Jackhammer
Jackhamr.gif
Tier V
Saiga-12
Saiga-12Updated.gif
Tier VI
Assault Rifles XL70E3
Indweap.gif
Tier III
Military Rifle
Military Rifle.gif
Tier IV
AK-47
AK-47.png
Tier V
H&K G36c
H&K G36c.png
Tier VI
Explosive Small Guns M79 Grenade Launcher
M79 Grenade Launcher.png
Tier II
MGL M32
M32MGL.png
Tier III
MGL M32s
MGL M32s.png
Tier IV
Automatic Grenade Launcher
Automatic Grenade Launcher.png
Tier V
C4 Launcher
C4 Launcher.png
Tier VI
Support Rifles FN FAL
Fnfal.gif
Tier II
M16
M16 1.gif
Tier III
M16 MKII
M16 MKII.png
Tier IV
Steyr
Steyr.gif
Tier V
Gauss Support Weapon
Gauss Support Weapon.png
Tier VI
SMGs 10mm SMG
Uzi.gif
Tier II
H&K P90c
Hkp90c.gif
Tier III
H&K MP5
H&K MP5.png
Tier IV
H&K G11
Hkg11.gif
Tier V
H&K G11E
Hkg11e.gif
Tier VI



Big Guns
Weapon type Stage 1 Stage 2 Stage 3 Stage 4
Machine Guns Lewis MKII
Lewis MKII.png
Tier II
M60
M60.gif
Tier III
M240
M240.png
Tier IV
Browning Auto Rifle
Browning auto rifle.gif
Tier V
Flamers Flamer
Flamethr.gif
Tier II
Improved Flamer
Iflameth.gif
Tier III
Incinerator
Incinerator.png
Tier IV
Napalm Blaster
FlamerN.gif
Tier V
Miniguns Minigun
Minigun.gif
Tier II
Avenger Minigun
Aminigun.gif
Tier III
Vindicator Minigun
Vminigun.gif
Tier IV
Gauss Minigun
Gauss Minigun.png
Tier V
Rocket Launchers Rocket Launcher
Rocketlauncher.png
Tier II
BigBazooka
Rlaunch.gif
Tier III
Adv. Rocket Launcher
Adv. Rocket Launcher.png
Tier IV
Flash Launcher
Flash Launcher.png
Tier V
Heavy Sniper Rifles Heavy Rifle
Heavy Rifle.png
Tier II
LSW
Lightsup.gif
Tier III
DSR
DSR.png
Tier IV
Bozar
Bozar.gif
Tier V



Energy Weapons
Weapon type Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Stage 6
Laser Weapons Laser Pistol
Lasergun.gif
Tier I
Magneto-Laser Pistol
Mlaspist.gif
Tier II
Laser Rifle
Lrifle.gif
Tier III
Gatling Laser
Minilazr.gif
Tier IV
Commissar's Pistol
TeslaPistol.gif
Tier V
Turbolaser
Turbolaser.png
Tier VI
Plasma Weapons Plasma Pistol
Glock.gif
Tier I
Plasma Pistol MKII
Plaspst2.gif
Tier II
Plasma SMG
DAMPistol.gif
Tier III
Plasma Rifle
Plasma.gif
Tier IV
Turbo Plasma Rifle
Plas2.gif
Tier V
Plasma Gatling
Plasmagat.gif
Tier VI
Fire Weapons Signal Pistol
Signal pistol.png
Tier I
Solar Scorcher
Solarscr.gif
Tier II
Fire Rifle
Fire Rifle.png
Tier III
Alien Blaster
Ufogun.gif
Tier IV
Pyro Rifle
Pyro Rifle.png
Tier V
Heat Machine
Heat Machine.png
Tier VI
Electric Weapons Electric Zip Gun
Electric Zip Gun.png
Tier I
Pulse Pistol
Pulsepst.gif
Tier II
ELECTRO Launcher
RocketEle.gif
Tier III
Prototype 14
Prototype 14.png
Tier IV
Electro Cannon
Electro Cannon.png
Tier V
Pulse Rifle
Pulserif.gif
Tier VI



Melee Weapons
Weapon type Stage 1 Stage 2 Stage 3 Stage 4
Clubs Cattle Prod
Cprod3.gif
Tier II
Super Cattle Prod
Catprod2.gif
Tier III
Plasma Torch
Plmtorch.gif
Tier IV
Bass Rape
Bass Rape.png
Tier VI
Fast Knives Shiv
Shiv.gif
Tier II
"Little Jesus"
Jknife.gif
Tier III
Machete
Machete.png
Tier IV
Bass Rape
Bass Rape.png
Tier VI
Damage Knives Combat Knife
Knife3.gif
Tier II
Wakizashi Blade
Wknife.gif
Tier III
Ripper
Vblade.gif
Tier IV
Bass Rape
Bass Rape.png
Tier VI
Punch Weapons
Gaunt.gif
Tier II
Boxglove.gif
Tier II
Mega Power Fist
Mpwrfist.gif
Tier III
Punch Gun
Punch Gun.png
Tier IV
Bass Rape
Bass Rape.png
Tier VI
Hammers Sledgehammer
Sledge.gif
Tier II
Ssledge2.gif
Tier III
Mega Sledge
Mega Sledge.png
Tier IV
Bass Rape
Bass Rape.png
Tier VI



Alien-exclusive weapons
Weapon type Stage 1 Stage 2 Stage 3
Alien Sniper Rifles HP DKS-501
S5-L.gif
Tier II
SSR3
SSR3.png
Tier III
SSR10
SSR10.png
Tier IV
Alien Flamers PyO61
PyO61.png
Tier II
PyO62
PyO62.gif
Tier III
IPF210
PlasmaBlasterRifle.gif
Tier IV
Alien Support Rifles LAR42
LAR42.png
Tier II
LAR52
LAR52.png
Tier III
LAR62
2 barrel laser.gif
Tier IV
Alien Miniguns ETG1000
ETG1000.png
Tier II
ETG2000
ETG2000.png
Tier III
ETG3000
Teslagatling.gif
Tier IV
Alien Electric Weapons XSR
XSR.png
Tier II
ESR01
ESR01.png
Tier III
ESR02
ESR02.png
Tier IV

Extras

In addition to weapons and armor, event participants can select one of the following "extras:"

  • Wattz Motion Sensor added to your starting inventory
  • RobCo Motion Sensor added to your starting inventory
  • Stealth tools added to your inventory every time you respawn/refill your ammo and drugs
  • One free capture point
  • A bundle of five random "comeback stats" from the following list added to your character's base stats for the duration of the event right at the start:
    • +15 hit points or +5% critical damage (if you're below 150 HP)
    • +1% DR
    • +1 action point
    • +1 SPECIAL point
    • +6% more currency gained

Notes

  • Participating in three War Events within 48 hours grants an additional reward (the timer resets after each event).
  • Latecomers are able to join the event 5 to 20 minutes after it starts. They will always be placed on the losing team.
  • Item dropping/trading is disabled on all WE maps, including the lobby.
  • Your carry weight capacity will be multiplied by 100 for the duration of the event.
  • You can use the ~showteam command to toggle the display of a persistent list of all of your teammates and their stats at the top of your screen.
  • Turret Mechanics receive 10 Good Metal Parts with every ammo/drug refill.
  • New Reno family items (Bishop MG, Mordino Taser, etc.) are not available during War Events.