Advanced Warfare rpm and range statistics (OMG!)
Nov 12, 2014 5:41:57 GMT -5
Mousey, LeGitBeeSting, and 5 more like this
Post by thestrategist on Nov 12, 2014 5:41:57 GMT -5
Since there are absolutely zero stats out right now I took the liberty of getting a guide just so I could hold people over until they get the recoil plots and everything else from symthic.
Here's the data I got. I cannot guarantee any of it is accurate as it may of been patched over, but from personal game experience these stats seem accurate enough. And while know that probably isn't good enough for people on this forum or whatever for most people just wondering for example if ANY gun in the game except the bal27 or ak12 is viable enough to try out I think this will at least give them something to look at without running around for hours on end "feeling" out guns that aren't even worth their time.
Anyway, on to the stats:
Ars-
ak12
750 rpm
4 stk: 0-1350
5 stk: 1350-infinite
Bal27
850 rpm (600 rpm start)
3 stk: 0-950
4 stk: 950-1300
5 stk: 1300-infinite
arx-160
920 rpm in burst w/ .167 delay 800 average
3 stk: 0-420
4 stk: 420-1320
5 stk: 1320-infinite
hbra3
620 rpm (initial burst 720 rpm)
3 stk: 0-1200
4 stk: 1200-1600
5 stk: 1600-infinite
imr
1200 rpm in burst w/ .167 delay 980 average
3 stk: 0-250
4 stk: 250-850
5 stk: 850-infinite
MK14
620 rpm (actual in game rpm will be lower since it's semi-auto)
2 stk: 0-700
3 stk: 700-1420
4 stk: 1420-infinite
Smgs-
kf5
860 rpm
4 stk: 0-650
5 stk: 650-750
6 stk: 750-infinite
* initial burst lowers bullets to kill by 1
mp11
920 rpm
4 stk: 0-620
5 stk: 620-1050
6 stk: 1050-infinite
sn6
800 rpm
4 stk: 0-610
5 stk: 610-700
6 stk: 700-infinite
asm1
760 rpm
3 stk: 0-250
4 stk: 250-780
5 stk: 780-1050
6 stk: 1050-infinite
sac3
900 rpm
4 stk: 0-650
5 stk: 650-980
6 stk: 650-infinite
amr9
920 rpm
4 stk: 0-610
5 stk: 610-810
6 stk: 810-990
7 stk: 990-infinite
snipers
lynx
400 rpm
headshot only
mors
300 rpm
torso up
na-45
750 rpm
head only
atlas 20mm
300 rpm
everything
shotguns
(For the love of god don't even bother. Absurdly short ranges. Not effective beyond 300 units. Just say no.)
em1
(No data on this one except that it takes 20 stk up to 1020 units and quickly drops off to 34 stk at 1250 units. Clearly 5 damage, but no rpm information. From personal experience though it sucks though. Don't bother.)
pytaek
620 rpm
3 stk: 0-780
4 stk: 780-1100
5 stk: 1100-infinite
ameli
680 rpm
3 stk: 0-1150
4 stk: 1150-1450
5 stk: 1450-infinite
xmg
700 rpm (620 in lockdown)
5 stk: 0-620
6 stk: 620-1150
7 stk: 1150-infinite
* in lockdown mode it says a 2 stk at all ranges regardless of attachments
epm3
1200 rpm
3 stk: 0-620
4 stk: 620-infinite
*note extreme recoil
secondaries
atlas 45
800 rpm
2 stk: 0-125
3 stk: 125-500
4 stk: 500-infinite
mp443
800 rpm
3 stk: 0-150
4 stk: 150-580
5 stk: 580-infinite
pdw
750 rpm
4 stk: 0-80
5 stk: 80-350
6 stk: 350-infinite
rw1
750 rpm
1 stk: 0-850
2 stk: 850-infinite
* advanced rifling and suppressor add or subtract 20% range
* for a unit comparison every 200 units=5 meters in game
Again, this came off a strategy guide. It's not the "official numbers" from the game files.
Conclusion: The imr looks to be the best weapon in the game by raw statistics given that it only has vertical recoil and does not need a foregrip like the ak12 and bal27. It also has a much higher clip size, which negates the need to extended mags and regenerating ammo, which also negates the need for scavenger.
The range is slightly lower on the imr, but the massive rpm makes up for it. Everybody is using the bal27 and ak12 now, but the imr is very underrated right now, imho.
As for the smgs you are basically dealing with a 15-16 meter effective range with sharp drop offs, comparably high recoil, and brutally low clip sizes for smgs.
The problem is you can make some arguments IMO for why the bal27 or ak12 are better than the imr, but you cannot make an argument that any of the smgs are better than the imr.
For this game to be balanced clearly the ars as a whole need more recoil and the foregrip attachment needs to be nerfed to bring them down on a more even playing field with the kf5 (which is balanced imo). If the mp11 got a buff in clip size and the asm1 got a slight buff in 3 stk range on top of these relatively minor tweaks it would add a lot more depth to the game.
Just my two cents
Btw, I know these aren't the "official" numbers, but can somebody please make some nice line charts out of this so it'll be nicer to look at.
Thank you.
p.s. You are my bro, bro.
Here's the data I got. I cannot guarantee any of it is accurate as it may of been patched over, but from personal game experience these stats seem accurate enough. And while know that probably isn't good enough for people on this forum or whatever for most people just wondering for example if ANY gun in the game except the bal27 or ak12 is viable enough to try out I think this will at least give them something to look at without running around for hours on end "feeling" out guns that aren't even worth their time.
Anyway, on to the stats:
Ars-
ak12
750 rpm
4 stk: 0-1350
5 stk: 1350-infinite
Bal27
850 rpm (600 rpm start)
3 stk: 0-950
4 stk: 950-1300
5 stk: 1300-infinite
arx-160
920 rpm in burst w/ .167 delay 800 average
3 stk: 0-420
4 stk: 420-1320
5 stk: 1320-infinite
hbra3
620 rpm (initial burst 720 rpm)
3 stk: 0-1200
4 stk: 1200-1600
5 stk: 1600-infinite
imr
1200 rpm in burst w/ .167 delay 980 average
3 stk: 0-250
4 stk: 250-850
5 stk: 850-infinite
MK14
620 rpm (actual in game rpm will be lower since it's semi-auto)
2 stk: 0-700
3 stk: 700-1420
4 stk: 1420-infinite
Smgs-
kf5
860 rpm
4 stk: 0-650
5 stk: 650-750
6 stk: 750-infinite
* initial burst lowers bullets to kill by 1
mp11
920 rpm
4 stk: 0-620
5 stk: 620-1050
6 stk: 1050-infinite
sn6
800 rpm
4 stk: 0-610
5 stk: 610-700
6 stk: 700-infinite
asm1
760 rpm
3 stk: 0-250
4 stk: 250-780
5 stk: 780-1050
6 stk: 1050-infinite
sac3
900 rpm
4 stk: 0-650
5 stk: 650-980
6 stk: 650-infinite
amr9
920 rpm
4 stk: 0-610
5 stk: 610-810
6 stk: 810-990
7 stk: 990-infinite
snipers
lynx
400 rpm
headshot only
mors
300 rpm
torso up
na-45
750 rpm
head only
atlas 20mm
300 rpm
everything
shotguns
(For the love of god don't even bother. Absurdly short ranges. Not effective beyond 300 units. Just say no.)
em1
(No data on this one except that it takes 20 stk up to 1020 units and quickly drops off to 34 stk at 1250 units. Clearly 5 damage, but no rpm information. From personal experience though it sucks though. Don't bother.)
pytaek
620 rpm
3 stk: 0-780
4 stk: 780-1100
5 stk: 1100-infinite
ameli
680 rpm
3 stk: 0-1150
4 stk: 1150-1450
5 stk: 1450-infinite
xmg
700 rpm (620 in lockdown)
5 stk: 0-620
6 stk: 620-1150
7 stk: 1150-infinite
* in lockdown mode it says a 2 stk at all ranges regardless of attachments
epm3
1200 rpm
3 stk: 0-620
4 stk: 620-infinite
*note extreme recoil
secondaries
atlas 45
800 rpm
2 stk: 0-125
3 stk: 125-500
4 stk: 500-infinite
mp443
800 rpm
3 stk: 0-150
4 stk: 150-580
5 stk: 580-infinite
pdw
750 rpm
4 stk: 0-80
5 stk: 80-350
6 stk: 350-infinite
rw1
750 rpm
1 stk: 0-850
2 stk: 850-infinite
* advanced rifling and suppressor add or subtract 20% range
* for a unit comparison every 200 units=5 meters in game
Again, this came off a strategy guide. It's not the "official numbers" from the game files.
Conclusion: The imr looks to be the best weapon in the game by raw statistics given that it only has vertical recoil and does not need a foregrip like the ak12 and bal27. It also has a much higher clip size, which negates the need to extended mags and regenerating ammo, which also negates the need for scavenger.
The range is slightly lower on the imr, but the massive rpm makes up for it. Everybody is using the bal27 and ak12 now, but the imr is very underrated right now, imho.
As for the smgs you are basically dealing with a 15-16 meter effective range with sharp drop offs, comparably high recoil, and brutally low clip sizes for smgs.
The problem is you can make some arguments IMO for why the bal27 or ak12 are better than the imr, but you cannot make an argument that any of the smgs are better than the imr.
For this game to be balanced clearly the ars as a whole need more recoil and the foregrip attachment needs to be nerfed to bring them down on a more even playing field with the kf5 (which is balanced imo). If the mp11 got a buff in clip size and the asm1 got a slight buff in 3 stk range on top of these relatively minor tweaks it would add a lot more depth to the game.
Just my two cents
Btw, I know these aren't the "official" numbers, but can somebody please make some nice line charts out of this so it'll be nicer to look at.
Thank you.
p.s. You are my bro, bro.