The 1911 is a cruel joke unless you're right in someone's face, in which case the Rex is better.
Well, I presonally like 1911.
Usually when you need pistol, the case is your in the middle of fight and don't have time to reload, right? That doesnt happen at long range. There you just go behind cover until you have reloaded.
1911 has much higher rof than rex (which isnt in chart YET)
Re: BF3 - Damage Charts, Stats and Mechanics « Reply #32 on Nov 22, 2011, 3:42pm »
1911 is still worse than the grach and beretta in general. It should have higher min damage or less severe damage drop off. As it is, it has a tiny amount of 3shk range in exchange for a significantly worse ROF and half size mag.
1911 is still worse than the grach and beretta in general. It should have higher min damage or less severe damage drop off. As it is, it has a tiny amount of 3shk range in exchange for a significantly worse ROF and half size mag.
agreed. minimum damage shouldn't be the same as the other pistols given the small mag and low fire rate cap. 12.5 damage = 8 shots to kill! gimme a break xD
Joined: May 2011 Gender: Male Posts: 73 Location: Australia
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #36 on Nov 22, 2011, 6:35pm »
It would really help to have mag capacity and reload up there. Those are important stats, I'd say a lot more important than things like muzzle velocity.
The SCAR-H's horizontal recoil is still wrong. It should be -0.2, +0.2 unless the patch changed it.
The attachment stuff is also not quite so simple. The bipod is different between weapon classes - it works a lot more strongly on LMGs than it does on ARs - and for LMGs even changes from standing to crouch.
I could still do with horizontal recoil explained more.
I've explained this elsewhere, but symthic seems to want to do things his own way. It would be great to have more detailed explanations of a lot of the numbers up there.
The horizontal increment is basically a range within which the gun oscillates. If it's -0.2, +0.2, every time the gun fires it will be shifted horizontally by an amount within that range; so 0.1 to the left, 0.2 to the right, 0.05 to the left again as you shoot. This causes the barrel to jitter back and forwards along y.
If the range is not centred on zero (for example, the M27IAR at -0.1, +0.3) the gun will kick right more often than it kicks left, and so it will drift in that direction. Most guns cannot drift more than 10 degrees in any direction, but that's not on the chart anymore.
Usually when you need pistol, the case is your in the middle of fight and don't have time to reload, right? That doesnt happen at long range. There you just go behind cover until you have reloaded.
1911 has much higher rof than rex (which isnt in chart YET)
Not to argue with the guy who actually has stats, but I never noticed a difference in the RoF between 1911 and Rex. The 1911 might have been a tad faster, but nothing significant enough. I gave up on both the 1911 and Rex after I found out how terrible they were at range. The only reason I used them was for shotguns. They're both probably great on a sniper Recon in theory, but the pure speed of the G18/M93r and even the M9/G17/Grach are much more reliable up close.
Clan:DarkBadEvil Fightaz of DeathCommando - Squad: Elite Ninjas
Joined: Jan 2010 Gender: Female Posts: 231
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #38 on Nov 22, 2011, 8:07pm »
well I kind of played around with pistols and I found that 1911 is a pretty good deal when it comes to 3 bulltes kill still 4 in the chamber and good spam speed. m9 is too slow and has a ton of recoil, rex is too slow for me. g17 is also too slow and too weak. r93 also has ton of recoil and is only good in fights up to 10 meters
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #41 on Nov 23, 2011, 9:35am »
I don't quite understand how to figure out shotgun damage.
For example buckshot is 20 close up, but I know it's a one hit kill in HC at that range >= 60 damage. Did I get a headshot multiplier somewhere in there? I don't know, but even at 2.4 that don't add up to 60.
Do we have to take into account number of pellets that hit the target?
The M4A1 looks like it's definitely better than the A-91.
How so? They seem very close to me, but I'm probably overlooking something.
if I'm understanding the numbers correctly, the two guns are similar but excel at slightly different areas. the A-91 has slightly less vertical recoil but more horizontal recoil. it also has slightly better than average initial hip spread while standing or crouching. however, it is tied with the SCAR-H for lowest muzzle velocity in the class while the M4/A1 has the highest of the carbines.
edit: ah, and according to the reload time file posted on sym's site, the A91 has the slowest reload times of the carbines and the M4A1 has the quickest, so yeah I'd definitely give the m4 the edge here.
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #46 on Nov 24, 2011, 7:51am »
The horizontal recoil values not being equal for left and right doesn't surprise me. I shoot at a wall with the M416 and noticed almost every single time that there were more impacts on the right above the initial one. In fact the -0,3 seems to apply to the right, 0,1 to the left, being the shooter of course.
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #47 on Nov 24, 2011, 9:48am »
Quote:
There is a silencer bug that makes some weapons show up on the minimap even when using a silencer. Following weapons are bugged: M16A3, M16A4, A-91, M4A1, M4, SCAR-H, SG553, G36c, M27 IAR, RPK-74M, M240B, M60E4, TYPE 88, PP2000, UMP-45, MP7, PDW-R, AS VAL Rest are not.
are the damage values for g3 and scar still correct post patch?
i believe they are. the SCAR-H minimum damage used to be 22, symthic's page has it at 17 now, which would coincide with the patch notes. but don't quote me on this.
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #52 on Nov 25, 2011, 2:24am »
disagree, the patch notes say that the maximum damage for those guns was decreased, along with the range. i think the minimum damages were already 17 and 20 for the scar-h and g3 respectively, so i don't think the charts have been updated to reflect the patch.
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #54 on Nov 28, 2011, 1:04pm »
I find the damage values for the sniper rifles vary slightly from my personal experience.
In-game, I find myself often getting OHK headshots with the semi-automatic snipers from medium range (up to 40 meters), but according to the chart this shouldn't be possible, so I'm either getting lucky and hitting wounded targets, or there's something else at work here (perhaps a higher headshot multiplier for sniper rifles?).
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Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #55 on Nov 28, 2011, 1:09pm »
it's probably wounded guys. i sometimes bother checking how my health is when i run arround, and i rarely ever have full health when in the action. when i'm arround or on mcoms doing my thing i usually work with something north of 50% most of the time. there just isn't enough time to rest and heal out very often.
Re: BF3 - Damage Charts, Stats and Mechanics -Upda « Reply #56 on Nov 28, 2011, 6:14pm »
When talking about the silencer I assume it is the sound suppressor? The online docs say it reduces speed and damage at range, but Symthic charts say it doesn't look like there is any reduction in damage. True? If so, shouldn't lower speed affect damage?
Also for showing up on the mini map, does the flash suppressor and the silencer work the same way? If so, does the bug that shows them on the mini map for some\most weapons apply to both?
it's probably wounded guys. i sometimes bother checking how my health is when i run arround, and i rarely ever have full health when in the action. when i'm arround or on mcoms doing my thing i usually work with something north of 50% most of the time. there just isn't enough time to rest and heal out very often.
I've been one hit by bolt actions to the chest a few times while being on 100 health.
When talking about the silencer I assume it is the sound suppressor? The online docs say it reduces speed and damage at range, but Symthic charts say it doesn't look like there is any reduction in damage. True? If so, shouldn't lower speed affect damage?
Also for showing up on the mini map, does the flash suppressor and the silencer work the same way? If so, does the bug that shows them on the mini map for some\most weapons apply to both?
There is a reduction in damage at range; the old practical charts are the best source for it at the moment. So far we don't know where - or even if - those numbers are stored, so symthic's chart just lists the full values. And velocity doesn't appear to affect damage directly.
The flash suppressor doesn't hide you on the minimap, and isn't supposed to. I also don't know if the sound suppressor bug was patched this time around.