- Joined
- Jan 3, 2008
- Messages
- 2,666
First off, I wish I could say this was my own, but I wouldn't know where to begin to collect the data. This information is from here.
Battlefield Bad Company 2 Weapons Chart
The numbers listed are taken directly from the game code.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Apparently, the damage of certain weapon classes has been increased for consoles.
Imagine that all Assault Rifles, SMGs, LMGs and Pistols have had their damage multiplied by 1.25x.
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.
For all weapons, a headshot delivers 2x damage.
-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between shots.
-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.
For those three shotguns, the chart reads "First" and "Next".
-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.
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.
"Amp" modifies "Kick" - multiple shots will cause "Amp" to increase which then makes "Kick" become more random.
Oh yeah, soldier health is 100.
Six seconds after taking damage, the player will recover three health per second.
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 5.5 "Max" spread in any posture. Pistols have a Max of 3.0 and Sniper rifles have 7.0.
Crouching does not benefit any weapons' accuracy 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" 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 and that damage continues to the Inner Radius. (red number)
After that, damage begins decreasing until it reaches zero at the edge of the Blast Radius.
...At least, that's how I think it works. It seems like that's how it works.
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.
Even though I do have the numbers, I'm not sure which is which - the file that holds the info is not completely converting for me.
---
---
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.
For reference, All armored ground vehicles have 1250 health.
---
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.
The two features of HMG_Bullet is that it does not drop as much as Sniper_Bullet AND 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).
Battlefield Bad Company 2 Weapons Chart
The numbers listed are taken directly from the game code.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Apparently, the damage of certain weapon classes has been increased for consoles.
Imagine that all Assault Rifles, SMGs, LMGs and Pistols have had their damage multiplied by 1.25x.
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.
For all weapons, a headshot delivers 2x damage.
-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between shots.
-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.
For those three shotguns, the chart reads "First" and "Next".
-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.
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.
"Amp" modifies "Kick" - multiple shots will cause "Amp" to increase which then makes "Kick" become more random.
Oh yeah, soldier health is 100.
Six seconds after taking damage, the player will recover three health per second.
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 5.5 "Max" spread in any posture. Pistols have a Max of 3.0 and Sniper rifles have 7.0.
Crouching does not benefit any weapons' accuracy 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" 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 and that damage continues to the Inner Radius. (red number)
After that, damage begins decreasing until it reaches zero at the edge of the Blast Radius.
...At least, that's how I think it works. It seems like that's how it works.
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.
Even though I do have the numbers, I'm not sure which is which - the file that holds the info is not completely converting for me.
---
---
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.
For reference, All armored ground vehicles have 1250 health.
---
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.
The two features of HMG_Bullet is that it does not drop as much as Sniper_Bullet AND 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).
Last edited:


















