playn
True Bro
Posts: 10,088
|
Post by playn on Dec 19, 2009 1:32:34 GMT -5
great work man is it all 100% accurate?
|
|
|
Post by unknown on Dec 19, 2009 2:33:34 GMT -5
from what i see i dont see a reason to pick the fal over most of the other assault rifles
|
|
|
Post by ssog on Dec 19, 2009 4:39:12 GMT -5
Lol at the M4 having less range than the ACR, too. Pwned. It's kind of amazing how much range a silenced FAMAS loses, too.
|
|
|
Post by snakex on Dec 19, 2009 10:27:17 GMT -5
great work man is it all 100% accurate? i will work on it every day, i can say u it´s 90% accurate
|
|
|
Post by xg08zero on Dec 19, 2009 12:26:42 GMT -5
there's a typo the USP is labeled as M4A1 - an obvious case of cut/paste and you forgot to change it otherwise amazing chart
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Dec 19, 2009 14:13:15 GMT -5
Actually according to the chart the M9 may do it's full damage out to longer range but the USP will still do 30 damage for a longer range. So without SP the USP is still a 3 hit kill at a greater range than the M9.
With SP I'm not certain which would remain a 2 hit kill further. The Deagle similarly doesn't drop to it's minimum damage as fast as the Mag, but in this case it doesn't help it any since the Deagle drops down lower. Interestingly according to this chart the point at which the Mag and Deagle drop from 40 to 35 is the same which means that possibly the 2 hit kill range with SP may be the same.
|
|
|
Post by snakex on Dec 19, 2009 15:53:47 GMT -5
there's a typo the USP is labeled as M4A1 - an obvious case of cut/paste and you forgot to change it otherwise amazing chart sry forgot it, worked the whole night^^ so it has been changed
|
|
|
Post by snakex on Dec 19, 2009 16:12:45 GMT -5
from what i see i dont see a reason to pick the fal over most of the other assault rifles they TRY to balance it. because a 2shot semi auto AR on long range is too strong for IW (with SP) and focused only on full auto weapons for beginners
|
|
|
Post by xg08zero on Dec 19, 2009 16:58:57 GMT -5
there's a typo the USP is labeled as M4A1 - an obvious case of cut/paste and you forgot to change it otherwise amazing chart sry forgot it, worked the whole night^^ so it has been changed wow nice fast fix but now you forgot the blue dot next to the silencer icon on the USP haha but I could care less (though I guess it would bother me if I had put the effort to make the chart). the chart is great and already bookmarked. ty for the effort
|
|
|
Post by snakex on Dec 19, 2009 18:45:20 GMT -5
sry forgot it, worked the whole night^^ so it has been changed wow nice fast fix but now you forgot the blue dot next to the silencer icon on the USP haha but I could care less (though I guess it would bother me if I had put the effort to make the chart). the chart is great and already bookmarked. ty for the effort fixed now
|
|
|
Post by iPwnan OBrien on Dec 20, 2009 3:58:20 GMT -5
I have always felt the Famas had more range. I can kill most people with one burst at any range on Terminal (most of the time), unlike the M16. This list confirms it. Props.
You are my bro, bro. ^? rules?
|
|
|
Post by unknown on Dec 20, 2009 18:45:49 GMT -5
i see that there is a small region where stopping power makes a difference for the fal, would it be worth it to put stopping power for that?
|
|
|
Post by chyros on Dec 20, 2009 20:04:36 GMT -5
i see that there is a small region where stopping power makes a difference for the fal, would it be worth it to put stopping power for that? REALLY depends on your aim. If you're a good shot and actually aim for the head, it's a 100% bonus to firepower, and 1HK shots are valuable. If you aim for centre mass or don't aim too well, don't bother and get something else instead.
|
|
|
Post by unknown on Dec 20, 2009 21:31:55 GMT -5
o i was talking about the region between the 55 and 35 damage. i would assume anything between there would be 2 hits with stopping power and 3 without
|
|
Lexapro
True Bro
PSN: Lexa_pro
Posts: 1,066
|
Post by Lexapro on Dec 21, 2009 0:41:19 GMT -5
I thought weapon damage was a linear degradation from range A to B. It seems that might still be the case but there might be some inaccuracy in the data/extrapolation needed.
Here might be some ways to test the range of specific critical values to see if you can fit a line to the data points. This only applies to weapons with 1.4x Head multipliers. These might or might not be how you do them already but just in case:
55 dmg - max range 1 headshot with Stopping Power will kill (Core) 50 dmg - max range 2 regular shots will kill (Core) 36 dmg - max range 2 SP shots will kill/2 regular headshots will kill (Core) 34 dmg - max range 3 regular shots will kill (Core) 30 dmg - max range 1 shot will kill (Tag) 26 dmg - max range 2 SP headshots will kill (Core) 25 dmg - max range 4 regular shots will kill/3 SP shots will kill (Core) 22 dmg - max range 1 SP shot will kill (Tag) 20 dmg - max range 5 regular shots will kill (Core)
Just because it seems odd to see anything but linear damage loss.
|
|
fred
True Bro
I gotta a job but it ain't doin this.
Posts: 10,153
|
Post by fred on Dec 21, 2009 2:28:22 GMT -5
First post. I too was interested in seeing how the different weapons damages degrade over increasing range. I didn't see anyone had tried a ghetto method like below so here goes ... SYSTEM: PS3 Console: in split screen mode - 2 player MAP: Derail - using the straight section of tracks immediately North of the Locomotive on the West side of the map. METHOD: Basically I set up one shooter stationary at the West end of the tracks and then moved my target guy on down the tracks towards the shooter. The reason I chose this site is that I could count the evenly spaced railroad ties to measure range; at least in a relative sense. What I was looking for was the transition points where moving just slightly toward the shooter took 1 less shot to kill. Each of these transition points implies a change in damage at that range. This is similar to lexapro's ideas in the above post. I suppose these could be extrapolated into downward sloping lines connecting hi-damage to low-damage like Den's diagrams. My testing required resetting game mode between damages: 200, 100, 30 (minuscule). This is possible on a PS3 and I presume XBOX too but I don't know about PC. EXAMPLES of DAMAGE TRANSITIONS USED: HealthMode | Damage Transition | ShotsTK Before/After | 200 | 39 to 40 | 6 to 5 | 200 | 35 to 36 USED SP | 5 to 4 | 200 | 33 to 34 | 7 to 6 | 200 | 22 to 23 | 10 to 9 | 100 | 24 to 25 | 4 to 5 | 30 | 29 to 30 | 2 to 1 |
RESULTS of TESTING: Weapon | Damage Transition | Distance (in RR Ties) | M4 | 29 to 30 | 65 | M4 | 24 to 25 | 74 | SCAR | 39 to 40 | 65 | SCAR | 33 to 34 | 77 | SCAR-Silenced | 39 to 40 | 22 | SCAR-Silenced | 33 to 34 | 33 | TAR | 39 to 40 | 65 | TAR | 33 to 34 | 78 | FAMAS | 33 to 34 | 78 | PP2000 | 39 to 40 | 22 | PP2000 | 24 to 25 | 28 | MP5K | 39 to 40 | 33 | MP5K | 22 to 23 | 40 | UMP | 39 to 40 | 23 | UMP | 35 to 36 | 34 | G18 | 29 to 30 | 15 |
NOTES on TESTING: * I counted 2 "virtual" railroad ties at the beginning of the tracks where the shooter was hard against the wall. * There are transition/weapon combo's I not yet measured. 35-36 w/SP for AR's for example. * I did not use head shots * Used iron sights only * No attachments except for the SCAR noted as silenced * Only used stopping power (SP) for finding the 35-36 transition * I made sure each shot fired hit by watching for x indicator, except FAMAS, which was hard to test. Couldn't tell if all 3 hit or 1 of 3 was Head shot. * There was no bullet penetration necessary to hit the target * Used tactical insertion on my target so I would have to run f-all the way across the Derail map * I closed the range until the target died in the required number of shots; healing in between if he survived that number of shots. * Every hit makes the target move back a few inches. This screws things up a bit. * I was a bit sloppy in making the measurements, YMMV Thanks for all the great info you guys work through on this site!
|
|
qupie
True Bro
Posts: 12,400
|
Post by qupie on Dec 21, 2009 8:44:25 GMT -5
nice job I see silencers are a REALLY big impact on asault rifle damage (though mostly still worth it IMO)
|
|
|
Post by chyros on Dec 21, 2009 9:04:37 GMT -5
nice job I see silencers are a REALLY big impact on asault rifle damage (though mostly still worth it IMO) Yes, I'm kind of surprised myself at the impact. I'm definitely not gonna take the silencer off my SCAR though; got seven EMPs off that class alone in two days ;D .
|
|
|
Post by stage on Dec 21, 2009 11:10:13 GMT -5
So, if this is correct, it means the FAL without SP requires 3 shots, even to the head, at long range. Anyone able to verify that?
Awesome job by the way!
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Dec 21, 2009 12:02:52 GMT -5
So, if this is correct, it means the FAL without SP requires 3 shots, even to the head, at long range. Anyone able to verify that? Awesome job by the way! Where do you get that? FAL at long range = 35 35 * 1.4 = 49 49 * 1.4 = 68.6 Thus long range headshots will do 68 damage with the dropped decimal or possibly 67 since there is some indication that the actual headshot multiplier is not exactly 1.4 But either way 2 long range headshots DO kill. And I just tested it in split screen on derail unless it has far more range than I think, but I'd have to unlock an ACOG to test much further.
|
|
|
Post by stage on Dec 21, 2009 12:20:12 GMT -5
WITHOUT stopping power. Which would be 49, and thus 3 shots, if correct.
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Dec 21, 2009 13:14:25 GMT -5
Oh my bad, I read that wrong... lol I should sleep... I even read it like 3 times and still...
|
|
fred
True Bro
I gotta a job but it ain't doin this.
Posts: 10,153
|
Post by fred on Dec 21, 2009 14:28:34 GMT -5
One tentative conclusion from my testing so far would be that for the 4 rifles I tested: SCAR, TAR, FAMAS and M4; all seem to be close/same in damage reduction over range. I suspect we may have similar behavior as COD4 and COD5 for rifles. Den's info on these showed that all the rifles started reducing damage from hi to lo between 1500 and 2000 distance units. With silencer it was 500 and 1000 distance units. If you scale the RR tie distances I measured to say 21-2 ties = 500 units then I think these new rifles appear very similar in damage reduction to the old rifles.
However, with only two data points for most of the rifles I think this conclusion is still tentative.
Question, how does MW, W@W and MW2 measure range? Is it from the muzzle? Is it from some center point on the avatar? I was sort of measuring from the muzzle not the center of mass of the avatar. Maybe this throws my results off by 1 RR tie or so.
|
|
|
Post by novanleon on Dec 21, 2009 14:39:43 GMT -5
Great work with the distances chart. It really puts a perspective on things.
|
|
|
Post by dplasters on Dec 21, 2009 14:52:55 GMT -5
i am under the impression that the bullet is actually fired from the very top of the head of the player... I could be wrong though. If that is true then the center of the mass, but at the top of the head.. assuming the top of the head is midway through the players body.
|
|
|
Post by dchoi41 on Dec 21, 2009 15:06:43 GMT -5
If someone does this test on PC, we could get real min and max damage ranges cross referencing with the MP log.
|
|
n1gh7
True Bro
Black Market Dealer
Posts: 11,718
|
Post by n1gh7 on Dec 21, 2009 16:27:44 GMT -5
The bullets come out of the top of ones head.
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Dec 22, 2009 8:21:11 GMT -5
You should be able to properly center your avatar on a location by spinning since you can't aim all the way 90 degrees down. By spinning you can note the point on the ground that moves least in your view when you spin around and that should be the exact center of your avatar.
|
|
scb
True Bro
SugarCopperBlue on XBOX
Posts: 10,380
|
Post by scb on Dec 23, 2009 6:40:38 GMT -5
* I made sure each shot fired hit by watching for x indicator, except FAMAS, which was hard to test. Couldn't tell if all 3 hit or 1 of 3 was Head shot. Check out zeebo's thread Quad Burst FAM16 where he describes how to get a single shot from the FAMAS.
|
|