Weapon Stats and Damage
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14 years 9 months ago #30404
by Kopitee
Weapon Stats and Damage was created by Kopitee
I found this pretty cool site that breaks down each weapons damage and accuracy
for every weapon in the game makes for interesting reading
And shows which weapons are the best in each class
Here is a link to the site ..I tried to copy it but failed ..maybe someone else can try
It is quiet helpful .Not just weapons but gadgets and Vehicals
[url=http://denkirson.xanga.com/722757523/bad-company-2/:3qhpnj04]CLICKY[/url:3qhpnj04]
for every weapon in the game makes for interesting reading
And shows which weapons are the best in each class
Here is a link to the site ..I tried to copy it but failed ..maybe someone else can try
It is quiet helpful .Not just weapons but gadgets and Vehicals
[url=http://denkirson.xanga.com/722757523/bad-company-2/:3qhpnj04]CLICKY[/url:3qhpnj04]
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14 years 9 months ago #30405
by FcUK_I
Replied by FcUK_I on topic Weapon Stats and Damage
Sweet nice find <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="" title="Cool" /><!-- s8) -->
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14 years 9 months ago #30407
by FcUK_A
Replied by FcUK_A on topic Weapon Stats and Damage
Battlefield Bad company 2 Chart.
The numbers listed are taken directly from the game code of the PC version.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Many things are subject to change or correction as I navigate through this new game engine.
The damage of automatic weapons for the 360/PS3 have a multiplier of 1.25 against soldier body.
MARCH 14: Added capacity and headshot multiplier column to the weapon chart.
Also fixed Pump Action Shotgun reload times and a few other things that have changed from the beta.
MARCH 17: A few more tweaks to the weapon chart. Added the 40mm Shotgun.
The basics of any of the primary weapons are:
-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.
-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.
-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.
The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".
The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.
-Spread, Recoil and Kick
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.
I've narrowed it down to the most essential ones:
The two in Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less.
The two in Recoil are spread added to the weapon with each shot from the hip and sighted.
The two in Kick are the weapon's sights jumping around with each shot when sighted.
"Amp" modifies "Kick" - when "Amp" increases, "Kick" become more random with each shot.
Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.
Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.
In "Hardcore" players have 50 health and do not recover on their own.
Body Armor is only 62.5.
A brief explanation for a few other numbers...
There are variables for each posture and again for each posture when sighted.
A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.
When not firing the weapon, weapons universally recover 3.0 degrees of spread per second.
Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.
Crouching has the same spread as standing for all weapons except for LMGs in which hip spread barely improves.
I've yet to put up the Explosive/Gadget chart, so the damage radius on these vehicle weapons may be unclear.
The Blast Damage of a weapon is modified by "Blast Radius", "CoreRadius" and "Inner Blast Radius".
Explosive projectiles have both Direct and Blast damage as indicated by a bullet and a little fuzzy thing meant to be an explosion.
An explosive has only one damage amount.
After some distance (assuming the Core and Inner added together to measure in meters, though they may be a percentage of the total radius, I don't know yet), damage begins decreasing until it reaches zero.
All vehicles can generally be taken out with a single explosive weapon, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage.
Taking a hit from a steep angle will multiply damage by 0.5x for tanks and 0.6x for the Bradley and BMD-3.
And yes, the BMD-3 takes extra damage to the front.
There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.
There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation = Tank Cannon damage against another Tank or armored vehicle is approximately 350.
While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:
The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.041 heat. Constantly fighting against that heat is a cooldown of 0.5.
The two combined with the rate of fire allows the Power Tool to fire 125 times over the course of 8.3 seconds.
It repairs 5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's 625 vehicle health repaired over 8.6 seconds.
Holding the trigger for 8.6 seconds will cause the tool to overheat.
For reference, All armored ground vehicles have 1250 health.
Also, the Repair Tool delivers 15 damage against enemies and enemy vehicles per "shot".
---
On the "physics" of Bullet Drop, there are several types of bullets:
Bullet. The standard for all weapons from pistols to the weaker Recon Rifles. They are almost not affected by gravity at all.
Sniper_Bullet. A bullet affected by fake gravity. Used by the M24, SV-98, GOL, and Slug Shotguns
HMG_bullet. Used by stationary and vehicle mounted machineguns. That AND the M95 sniper rifle. It drops as much or slightly less than Sniper_bullet.
The feature of HMG_Bullet is that it can damage lightly armored vehicles such as Jeeps and Helicopters.
All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).
The numbers listed are taken directly from the game code of the PC version.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Many things are subject to change or correction as I navigate through this new game engine.
The damage of automatic weapons for the 360/PS3 have a multiplier of 1.25 against soldier body.
MARCH 14: Added capacity and headshot multiplier column to the weapon chart.
Also fixed Pump Action Shotgun reload times and a few other things that have changed from the beta.
MARCH 17: A few more tweaks to the weapon chart. Added the 40mm Shotgun.
The basics of any of the primary weapons are:
-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.
-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.
-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.
The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".
The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.
-Spread, Recoil and Kick
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.
I've narrowed it down to the most essential ones:
The two in Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less.
The two in Recoil are spread added to the weapon with each shot from the hip and sighted.
The two in Kick are the weapon's sights jumping around with each shot when sighted.
"Amp" modifies "Kick" - when "Amp" increases, "Kick" become more random with each shot.
Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.
Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.
In "Hardcore" players have 50 health and do not recover on their own.
Body Armor is only 62.5.
A brief explanation for a few other numbers...
There are variables for each posture and again for each posture when sighted.
A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.
When not firing the weapon, weapons universally recover 3.0 degrees of spread per second.
Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.
Crouching has the same spread as standing for all weapons except for LMGs in which hip spread barely improves.
I've yet to put up the Explosive/Gadget chart, so the damage radius on these vehicle weapons may be unclear.
The Blast Damage of a weapon is modified by "Blast Radius", "CoreRadius" and "Inner Blast Radius".
Explosive projectiles have both Direct and Blast damage as indicated by a bullet and a little fuzzy thing meant to be an explosion.
An explosive has only one damage amount.
After some distance (assuming the Core and Inner added together to measure in meters, though they may be a percentage of the total radius, I don't know yet), damage begins decreasing until it reaches zero.
All vehicles can generally be taken out with a single explosive weapon, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage.
Taking a hit from a steep angle will multiply damage by 0.5x for tanks and 0.6x for the Bradley and BMD-3.
And yes, the BMD-3 takes extra damage to the front.
There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.
There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation = Tank Cannon damage against another Tank or armored vehicle is approximately 350.
While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:
The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.041 heat. Constantly fighting against that heat is a cooldown of 0.5.
The two combined with the rate of fire allows the Power Tool to fire 125 times over the course of 8.3 seconds.
It repairs 5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's 625 vehicle health repaired over 8.6 seconds.
Holding the trigger for 8.6 seconds will cause the tool to overheat.
For reference, All armored ground vehicles have 1250 health.
Also, the Repair Tool delivers 15 damage against enemies and enemy vehicles per "shot".
---
On the "physics" of Bullet Drop, there are several types of bullets:
Bullet. The standard for all weapons from pistols to the weaker Recon Rifles. They are almost not affected by gravity at all.
Sniper_Bullet. A bullet affected by fake gravity. Used by the M24, SV-98, GOL, and Slug Shotguns
HMG_bullet. Used by stationary and vehicle mounted machineguns. That AND the M95 sniper rifle. It drops as much or slightly less than Sniper_bullet.
The feature of HMG_Bullet is that it can damage lightly armored vehicles such as Jeeps and Helicopters.
All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).
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14 years 9 months ago #30408
by Kopitee
Replied by Kopitee on topic Weapon Stats and Damage
cheers _A
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- FcUK_Q
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14 years 9 months ago #30409
by FcUK_Q
Replied by FcUK_Q on topic Weapon Stats and Damage
Nice find X, cheers A.
look at the XM8 and m16... almost identical
Gonna switch back to xm8.
look at the XM8 and m16... almost identical
Gonna switch back to xm8.
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14 years 9 months ago #30411
by FcUK_D
Replied by FcUK_D on topic Weapon Stats and Damage
nice find _X
lookin at them stats m16 wins it
better rate of fire, faster reload, less recoil/ spread, and less kick id stick with the m16 m8
is the xm8 full auto?FcUK_Q wrote: Nice find X, cheers A.
look at the XM8 and m16... almost identical
Gonna switch back to xm8.
lookin at them stats m16 wins it
better rate of fire, faster reload, less recoil/ spread, and less kick id stick with the m16 m8
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