- Joined
- Aug 27, 2013
- Messages
- 110
Thought i would take some time in the break down and stat's of the game in witch we play XD
Here are some fact's that you may want to take into consideration. Thing's that you may have know or may not have known.
In regards to shooting people that are in the distance. Damage is highest at close quarters then begins to drop over distance. At range, the damage is reduced a fair amount.
When shooting the shotgun, the first shell takes the longest to reload, all shell's after that are much quicker.
All of our gun's have a "post-load" reload animation witch means that there is a few seconds wasted after the reload for an artificial animation. Witch mean's that if we where to switch to our side arm quickly we can negate the animation and fire quicker with the shotgun, it's a slight advantage.
For healing in the game it takes "Six" seconds for the automatic healing to begin, when it starts you will recover 3 hp every second [Hard Core Servers] No Hp Regeneration.
For all of you that feel that kneeling affects you'er accuracy it does not. "Sorry"
Armor on [tanks] [APC] is weakest on the side and in the rear, so it might be a good idea to aim for the rear when firing almost any thing. angle also affects how much damage you do to enemy armor. Direct angles like for instance a 90 degree shot is far more effective on target then that of a 45 degree shot. Try to keep most of your shots perpendicular.
There are 3 types of bullets in the game. Witch include Standard, Sniper and HMG. Standard bullets are exempt from gravity. Witch would entail pistols to some of the weaker recon rifles. The sniper bullet suffers from bullet drop, but note that the SLUG upgrade is also affected by this to. Back to the HMG bullet witch is used by the mounted and stationary machine gun. These bullets, drop less then that of a sniper bullet. The m95 fit's with this also. HMG bullets have a special ability to damage jeep's trucks and choppers unlike other bullets. [[M95 is considered a HMG bullet not a sniper bullet. Meaning you can get hit markers with it on choppers jeeps and other light armored transportation units.
The Dart gun for marking target's is not affected by bullet drop you aim it, that's where it's going to go. "For miles and miles and miles and mile's till it hit's some thing solid.
Smoke that is on the UAV [V_ALT_W] can kill people just like smoke from a grenade launcher.
Using the v_alt_w also give's the chopper gunner dart's while in the attack chopper, not the transport chopper.
How damage works
Damage its pretty straight forward, the weapon deals maximum damage until reach the falloff start distance, then drops linearly until falloff end distance. Further away it always deal minimum damage.
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.
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.
The two in Spread are the minimum hip spread when standing still and moving. Pistols and a few others have “Zoom” 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.
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 cool-down 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.
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_bul
let. Used by stationary and vehicle mounted machine guns. 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).
Graphs
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bctab1_zps1c31f18a.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bfbc2BulletDrop_zpsc55e2352.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bfbc2chart_zps39857782.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/BOOM421_zps32016c60.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/specs421_zps8d112b70.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/VEHICLES421_zps42c9be55.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/egocryssis_zpsced89904.png.html[/ame]
Here are some fact's that you may want to take into consideration. Thing's that you may have know or may not have known.
In regards to shooting people that are in the distance. Damage is highest at close quarters then begins to drop over distance. At range, the damage is reduced a fair amount.
When shooting the shotgun, the first shell takes the longest to reload, all shell's after that are much quicker.
All of our gun's have a "post-load" reload animation witch means that there is a few seconds wasted after the reload for an artificial animation. Witch mean's that if we where to switch to our side arm quickly we can negate the animation and fire quicker with the shotgun, it's a slight advantage.
For healing in the game it takes "Six" seconds for the automatic healing to begin, when it starts you will recover 3 hp every second [Hard Core Servers] No Hp Regeneration.
For all of you that feel that kneeling affects you'er accuracy it does not. "Sorry"
Armor on [tanks] [APC] is weakest on the side and in the rear, so it might be a good idea to aim for the rear when firing almost any thing. angle also affects how much damage you do to enemy armor. Direct angles like for instance a 90 degree shot is far more effective on target then that of a 45 degree shot. Try to keep most of your shots perpendicular.
There are 3 types of bullets in the game. Witch include Standard, Sniper and HMG. Standard bullets are exempt from gravity. Witch would entail pistols to some of the weaker recon rifles. The sniper bullet suffers from bullet drop, but note that the SLUG upgrade is also affected by this to. Back to the HMG bullet witch is used by the mounted and stationary machine gun. These bullets, drop less then that of a sniper bullet. The m95 fit's with this also. HMG bullets have a special ability to damage jeep's trucks and choppers unlike other bullets. [[M95 is considered a HMG bullet not a sniper bullet. Meaning you can get hit markers with it on choppers jeeps and other light armored transportation units.
The Dart gun for marking target's is not affected by bullet drop you aim it, that's where it's going to go. "For miles and miles and miles and mile's till it hit's some thing solid.
Smoke that is on the UAV [V_ALT_W] can kill people just like smoke from a grenade launcher.
Using the v_alt_w also give's the chopper gunner dart's while in the attack chopper, not the transport chopper.
How damage works
Damage its pretty straight forward, the weapon deals maximum damage until reach the falloff start distance, then drops linearly until falloff end distance. Further away it always deal minimum damage.
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.
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.
The two in Spread are the minimum hip spread when standing still and moving. Pistols and a few others have “Zoom” 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.
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 cool-down 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.
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_bul
let. Used by stationary and vehicle mounted machine guns. 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).
Graphs
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bctab1_zps1c31f18a.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bfbc2BulletDrop_zpsc55e2352.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/bfbc2chart_zps39857782.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/BOOM421_zps32016c60.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/specs421_zps8d112b70.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/VEHICLES421_zps42c9be55.png.html[/ame]
[ame]http://s1324.photobucket.com/user/Shamus_Berry/media/egocryssis_zpsced89904.png.html[/ame]












