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Post by turdferguson on Jan 27, 2012 17:57:17 GMT -5
Hello everyone, I figured it would be easier for me just to make a new thread for this. Some time ago, I started working on a weapon guide for some friends I play with. These guys are pretty new to FPS, and completely new to battlefield. Because they have found it helpful, I thought I would share it with all of you, too. This is definitely a work in progress. I would appreciate any overall constructive criticism, as well as help in catching factual errors and oversights. Thanks. dl.dropbox.com/u/59307901/BF3%20weapon%20guide%20DKv1.pdfEDIT: Changed the link
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Post by didjeridu on Jan 27, 2012 21:37:16 GMT -5
It's a good start, but I'd expand more on each weapon rather than just give an opinionated sentence or two. Give pros and cons for each weapon, and don't gloss over the outclassed ones. Don't be afraid to throw in some basic stats. Overall, it needs a healthy dose of info, and some incorrect tidbits ironed out. I'll "redo" the AR section as an example:
M16A3/A4 A3 is full-auto and semi-auto, A4 is 3-burst and semi-auto. Damage: 25-17 RoF: 800 Ideal range(s): Medium Usable range(s): Close
Pros Low recoil High velocity Moderately high RoF Very fast reloads
Cons Right-biased recoil Front irons obstruct many sights/scopes
Notes High first shot recoil lowers accuracy of short bursts. A3 is more viable with longer bursts and/or full-auto fire. A4 is more suited to closer ranges than other burst options because of first shot recoil and low reload speeds.
AK-74M Damage: 25-17 RoF: 650 Ideal range(s): Medium Usable range(s): n/a
Pros Moderately low recoil Easy to control because of low RoF and recoil
Cons Low RoF
Notes Easy to use, but lacks unique or useful features. Only viable with flanking play.
M416 Damage: 25-17 RoF: 750 Ideal range(s): Medium Usable range(s): Close
Pros Low recoil Moderate RoF Fast reloads
Cons Right-biased recoil RoF makes close range difficult at times
Notes Comparable to M16, but lower first shot recoil makes bursting more effective. Exchanges slight TTK for more control.
AEK-971 Damage: 25-17 RoF: 900 Ideal range(s): Close Usable range(s): Medium
Pros Low recoil with foregrip High RoF
Cons High horizontal recoil without foregrip Lower velocity Slower than average reloads
Notes Excels at close range, but slower bullet speed and horizontal recoil can make medium range more of a chore than other ARs.
F2000 Damage: 25-17 RoF: 850 Ideal range(s): Close Usable range(s): n/a
Pros Moderately high RoF Slightly higher hipfire accuracy
Cons Higher than average recoil Slower than average reloads Cannot mount underbarrel equipment
Notes Good for close range and highly mobile players. Recoil and high first shot recoil make combat outside of close range difficult.
AN-94 Damage: 25-17 RoF: 1200 (2-burst), 600 (full-auto) Ideal range(s): Medium Usable range(s): Long
Pros Very low first shot recoil
Cons Full-auto is very slow and inaccurate Burst fire poor at close range
Notes Easily the most accurate AR for ranged combat, and very poor at close range. Unique heavy barrel multipliers make the AN-94's already high accuracy better, and burst fire mostly negates any penalties.
KH2002 Damage: 25-17 RoF: 800 Ideal range(s): Medium Usable range(s): n/a
Pros Low recoil with foregrip High velocity
Cons Moderate horizontal recoil without foregrip Slow reloads
Notes Similar to M16A4, but with tighter burst groupings because of lower first shot recoil and vertical recoil, assuming foregrip. Forced burst fire and slow reloads make close range very dangerous.
G3A3 Damage: 30-20 (34-20 with patch) RoF: 550 Ideal range(s): Medium Usable range(s): Long
Pros High damage Moderately fast reloads
Cons Very slow RoF High vertical recoil 20 round capacity Higher than average spread when moving
Notes Close range damage is deceiving; only useful for flankers. Powerful against already damaged enemies. Shares the unique heavy barrel multipliers of the AN-94, but only useful on semi-auto.
FAMAS Damage: 25-17 RoF: 1000 Ideal range(s): Close Usable range(s): n/a
Pros Very high RoF
Cons Very high horizontal recoil Slow reloads Higher initial ADS spread
Notes The best AR for pure TTK. Recoil, RoF, and spread make medium range very difficult. Requires a reliable sidearm.
L85A2 Damage: 25-17 RoF: 650 Ideal range(s): Medium Usable range(s): n/a
Pros Moderately low recoil Easy to control because of RoF and recoil
Cons Low RoF Moderately high horizontal recoil without foregrip Slow reloads
Notes Comparable to AK-74M, but with a higher recoil recovery rate. Recoil recovery and low vertical recoil make heavy barrel a viable choice. Shares lower moving spread of the F2000, but at the expense of higher initial ADS spread and low RoF.
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Post by fazzmania on Jan 27, 2012 21:54:21 GMT -5
I feel it's a bit pointless to just straight out try and describe each weapon. Every gun is good in the right situation and with the right playstyle. You're only going to figure that out through using the weapon. That said, didjeridu's suggestions are great.
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Post by raxcoswell on Jan 27, 2012 22:20:08 GMT -5
this has reminded me that my topic went off-topic. Need to do something about this.
Also your 'best' AR is like every AR except the M416, which imo is totally wild. The best players in my group all whore the 416 like crazy, and it's also been v helpful to newer players who are not the world's finest marksmen. ymmv obvs and this was mostly a comment about how your 'best' was like 7 guns.
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Post by turdferguson on Jan 28, 2012 0:19:46 GMT -5
Thanks for the suggestions so far. One reason that I haven't gone into a lot of detail with each weapon is that I wanted to give the gist of each weapon without going into "advanced" detail. The feedback I have gotten back from my friends so far is something like "really helpful, but a little over the top," and you have to agree that all of us here are a little over the top when it comes to the weapon stats. Throwing down numbers is too much for this guide in my opinion, although I do agree that standardizing the weapon descriptions and removing some of the more obvious bias is a good idea.
Let me reiterate that this guide is biased by my own experience with the weapons; I might add something in bold letters at the beginning mentioning that in addition to the first sentence of the entire guide and the second sentence of the introduction.
As far as the "best of" section, I can't put every assault rifle down, although I probably could. The M416 is very good, but I haven't used it much since I unlocked the AEK (months ago). I may rework or remove the best of section, because it is mostly conjecture anyway. I tried to emphasize that most of the weapons are viable, all types of players considered.
Also keep in mind that I am on console. That may strongly influence my opinions, because (in my hands), the AEK and FAMAS shred through people at medium range, for example.
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Post by raxcoswell on Jan 28, 2012 9:04:07 GMT -5
I'm on console too btw
And yes, we are much too over the top, definitely better to take a more general/unquantified approach to this stuff. These guys aren't going to care about 50 rof or .2 horizontal recoil, but they will want to know fastest, most accurate, and all-around good weapons.
But yeah even then prob stress that they should just try a few guns and see what sticks. My only friend with better k/d than me has absolutely no concept of anything to do with this stuff, just found the first gun he didn't hate and sat on it. Seems to have worked pretty well for him.
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Post by didjeridu on Jan 28, 2012 12:02:04 GMT -5
Yeah, I tried reeaally hard not to go into too much detail. And things like the F2000/AEK/FAMAS not being good beyond close range are more for what the average player should expect. Obviously a skilled player can use them at longer ranges, but if you present the opportunity as available, then newer players might get their hopes up too much. And that's considering the decent recoil/spread present in BF3. I remember when playing CoD, some people would complain that weapons have too much recoil.
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Post by swyck on Jan 30, 2012 9:09:33 GMT -5
Yeah, I tried reeaally hard not to go into too much detail. And things like the F2000/AEK/FAMAS not being good beyond close range are more for what the average player should expect. Good stuff IMO but not sure what you're saying for the range section. For example for M16 you have Ideal range(s): Medium Usable range(s): Close and for F2000 you have Ideal range(s): Close Usable range(s): n/a The f2000 has no usable ranges or the concept of range doesn't apply to it? The M16's ideal range is medium but it's only usable close? Shouldn't this say for M16: Ideal range(s): Medium Usable range(s): Close to Medium and for F2000 Ideal range(s): Close Usable range(s): Close
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Post by raxcoswell on Jan 30, 2012 11:31:13 GMT -5
I read it as usable meaning 'mediocre' or 'passable' or whatever. I mean, you can use any gun at any range, he was highlighting where it is 'good' and where it is 'ok'
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Post by didjeridu on Jan 30, 2012 12:03:35 GMT -5
Yeah, ideal range is whete a gun excels, and usable is where it's..usable. They're inclusive of each other; if a weapon is ideal at medium, then of course it's usable at medium. I just tried to avoid needless repetition. For example (using the same examples), the M16's low recoil and high velocity make it great at medium range, and while its speed is pretty good for close range, there are a lot of other weapons that will still outdamage you. It's still good enough to get the job done, and the fast reloads certainly give it somewhat of an edge. The F2000 is obviously made for close range, and while it can be used at medium with good aim and recoil control, nearly every other AR is better: not to mention many other weapons will beat you easily. And again, the average player would struggle trying to use the F2000 at range.
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mrite
True Bro
Posts: 239
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Post by mrite on Jan 30, 2012 15:14:23 GMT -5
thought i might as well post this guide to shotguns: First of all are the shotguns, all of them with a different personality, but some are completely outclassed. 870MCS: Strengths: high slug damage and low spread Drawbacks: very low fire rate Recommended ammo: Slug/Buckshot This reloads at a shell by shell basis, meaning that you can get a quick reload to top up every so often, but it takes longer for the entire magazine, an advantage or disadvantage whatever way you take it. This gun also has higher damage slugs, meaning that for a whole 9 meters a one shot kill to the body is possible. One thing to note is that the quick switch glitch from BC2 is now gone. This is the shotgun for the surgical user.
M1014: Strengths: fast recoil recover Drawbacks: high spread, low rate of fire Recommended ammo: Slug/Frag this shotgun has one niche, and one only which is to rapid fire slugs/frag rounds with its higher recoil recovery of 18, roughly three times that of the other shotguns
Saiga: Strengths: mag reload Drawbacks: high spread, low rate of fire Recommended ammo: buckshot/frag this is only to be used if you want a shotgun other than the USAS that can reload in magazines
DAO 12: Strengths: high capacity, shell by shell reload Drawbacks: high spread, low rate of fire Recommended ammo: Buckshot/Frag this shotgun is the best semi auto, as it can reload on the go, taking little to no penalty from canceling, and it has a very high capacity
USAS 12: Strengths: high full automatic fire rate, fast, mag based reload Drawbacks: high spread Recommended ammo: Frag/Buckshot This shotgun combines the holy trinity of forgiveness for missing, high ammo capacity, and a high fire rate to create the nigh perfect close combat weapon. It is a favored weapon of the OP Metro goer, and is very effective when used correctly. When used with frag rounds it is able to suppress the enemy enough to win many mid ranged engagements. The best shotgun for an all purpose main. Disclaimer: the guide maker has little experience with the weapon and is only making judgements based upon statistics
MK3A1: Strengths: high ammo capacity, high automatic rate of fire Drawbacks: long reload time, high spread Recommended ammo: Frag/Buckshot similar to the USAS, this weapon trades higher ammo capacity for a lower rate of fire and a longer reload. all said about the USAS applies here. but the MK3 only fires 9 pellets for buckshot and flechette.
now for the ammo types: the spread of the shotguns for the multi pellet rounds is as follows: 870MCS 2 degrees All others: 4 degrees Buckshot: the most dependable shotgun ammo, this has a 5 pellet kill at close range and a 16 pellet kill at long range. when fired, it shoots out 12 pellets, except for the MK3A1.
Flechette: this is buckshot, but it trades one pellet to kill at close range for four at long range, making it technically possible to get more long ranged kills, but these are very rare. Not recommended unless for high fire rate shotguns where it is possible to shoot enough to get medium range kills
Slug: fires a single projectile with 50% damage for the first 9 meters, then dropping down to 34% at 40 meters. this change is not noticeable, except, after 9 meters expect to be pumping out 3 shots. for the 870, it does 100% damage to 9 meters, and 50% damage at roughly 29 meters. the extended range allows a pseudo "quickscoping" setup.
Frag: the explosion of this round does 34% damage, and it does 20 impact damage. the 870 is again an anomaly, as it can do 60% damage at close range. the values drop off to 10% impact damage at long range. this is the best option for the semi-autos, as it can get a two hit kill at longer ranges, and can always 3 hit kill. the addition of the rather small explosion radius makes aiming at the feet of an enemy very beneficial.
tell me if this is at all useful Source of Info on damages: Symthic.com
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Post by didjeridu on Jan 30, 2012 16:35:30 GMT -5
Just a few things: -M1014 also has the fastest reload of the per-shell shotguns (not that it matters much). -Flechette penetrates more cover than buckshot (arguably useless), but can also penetrate bodies. If there's a ball of enemies, flechette will cut them down better than buckshot. -Frag damage is 60-10 (870), 20-10 (rest), 30 splash (all). And I wouldn't really consider the DAO better than the SAIGA. If you only need to reload a few rounds, then sure. However reloading a DAO from empty takes a long time. You can always interrupt your reload if you need to, but if you keep doing that your capacity advantage is gone. I'd rather just do the quick and dirty magazine reload. Plus the SAIGA is way better in terms of looks. All opinion of course.
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Post by lee46 on Jan 31, 2012 19:38:49 GMT -5
AKs-74u kills in one less shot at range.
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