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Post by mavarick22 on Dec 21, 2009 4:33:44 GMT -5
NO STOPPING POWER These times were done by doing the firetime times the number bullets to kill. The first number is point blank the second is max range. This is assuming that your first 3 or 4 or 5 bullets hit their target.
They are organized into least to greatest per category by point blank range. Least or lower the number the better. ASSAULT RIFLES Famas-0.195 0.26 M16A4- 0.195 0.26 Fal- 0.2 0.3* a unique multiplier to the assault rifle class Tar 21- 0.24 0.32 AK-47- 0.255 0.34 F2000- 0.264 0.33 Scar- 0.285 0.38 M4A1- 0.3 0.375 ACR- 0.32 0.4
SUB MACHINE GUNS MP5K- 0.21 0.35 Vector- 0.24 0.025 Mini Uzi 0.27 0.3375 p90- 0.28 0.35 UMP- 0.285 0.285*Using a silencer does not effect TTK nor does the range
MACHINE GUNS there is no range varible so TTK stays the same
S is for silencer L86-0.24 RPD-0.2775 AUG-0.2775 M240-0.28 *Note the placing with S MG4-0.3
L86-0.32(S) M240-0.35(s) *Note the placing with S RPD-0.37(S) Aug-0.37(s) MG4-0.375(s)
SNIPER Except Intervention which is in the seconds all have a .2 TTK if shot in the leg twice.
All the sniper have unique multipliers so it depends on the shot for a ttk time usual hitting them twice is always a kill.
SHOTGUNS
Spas 2.85 in between shots but is a insta kill. Its a shotgun remember....
PISTOLS Magnum .2 .3 Desert Eagle- .2 .4 USP-.3 .4 M9- .3 .4
Glock18- .22 .275 M93R .195 .26 pp2000- .255 .425 TMP .264 .33
I cant seem to get the formatting to make it easier to read, any tips?
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Post by dchoi41 on Dec 21, 2009 5:22:31 GMT -5
I don't know what ROF numbers you're using, but firetime * number of bullets to kill isn't what you want, because the first bullet takes 0 seconds, so you want # bullets - 1.
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mannon
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Post by mannon on Dec 21, 2009 5:39:14 GMT -5
The burst weapons also make TTK more complicated. For 3 or less hits you just use the firetime of the burst it-self and ignore the delay, but for 4+ hits you have to take the delay into account.
Exactly where you are getting your ROF numbers would also be good information considering we have a few somewhat conflicting test results on ROF.
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Post by mavarick22 on Dec 21, 2009 6:17:43 GMT -5
The fire time is right on the main site. Den put up a chart with fire times. Also even if the guns need a -1. Since i did them all the same it doesn't matter. The order of the guns is what is important any way for ttk. as in the way i list them least to great.
Example:
The M4 for instance has a point blank damage of 40 Time between bullets fired from the gun is .075
It takes pointblank range at 40 damage so it need 3 shots.
3 X .075= 0.225 seconds from first bullet hit until the 3rd hits resulting in 120 points of damage.
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Post by Indy_Bones on Dec 21, 2009 7:03:37 GMT -5
Example: The M4 for instance has a point blank damage of 40 Time between bullets fired from the gun is .075 It takes pointblank range at 40 damage so it need 3 shots. 3 X .075= 0.225 seconds from first bullet hit until the 3rd hits resulting in 120 points of damage. Surely that should be 2 x 0.075 = 0.15, as the first bullet does not have this delay meaning that bullet 1 goes at 0.00, bullet 2 at 0.075, bullet 3 at 0.15 = dead opponent. Indy.
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Post by mavarick22 on Dec 21, 2009 7:26:11 GMT -5
Oh i understand now. However, due to the fact that i did all of them the same way, the order is still vaild.
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Den
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Post by Den on Dec 21, 2009 7:28:06 GMT -5
Pull the trigger. A bullet! Wait zero point X seconds. A second bullet!
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Post by xenon on Dec 21, 2009 7:45:37 GMT -5
also, does not FAM/16 have a RoF between 1500 and 1900 for the first 3 bullets, but less than 500 for 4 bullets or more...
long range w/out stoppong power require 4 bullets. FAMAS can't really have a TTK shorter than the .32 sec delay between bursts...
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Post by mavarick22 on Dec 21, 2009 7:55:27 GMT -5
not between bursts, its THE BURST.
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mannon
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Post by mannon on Dec 21, 2009 8:52:45 GMT -5
FAMAS and M16 at >=4 hits need to add the difference between the burst firetime and the delay as additional time to the TTK. Same for the Raffi.
Also it most certainly does make a difference even if all weapons were done incorrectly, but equally, because adding an extra firetime will not be equal across all weapons. In particular it makes shotguns with their slow firetimes look bad, while in reality they are 0TTK within range, though I see you've basically omitted shotguns since they are all capable of 0TTK. It's a bigger factor against any high damage slow firing weapon so you gotta get the math right.
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Post by xenon on Dec 21, 2009 11:20:35 GMT -5
not between bursts, its THE BURST. ? No when i typed between bursts i meant it. There is a .32 sec delay between burst one and burst two. You need two bursts at long range without stopping power to deal more than 100 damage (unless the third bullet in the first burst is a head shot). If you have accurate RMP for M16 and FAMAS you can use that to calculate how fast each weapon fire three bullets. I dont know RPM for them, but for example if M16 RPM is 450 you get 150 bursts per minute. Or 0.4 sec per burst. 0.28 sec of that is delay (M16 got shorter delay than FAMAS) which give 0,12 sec per three bullets. or 0,04 sec per bullet. or 1500 RPM during burst.
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acidsnow
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Post by acidsnow on Dec 21, 2009 11:23:56 GMT -5
I never really found TTK to be all that interesting :\ but thanks for your effort mavrik22
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mannon
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Post by mannon on Dec 21, 2009 11:33:47 GMT -5
The minimum TTK I do find enlightening, but only when idle, recoil, and other factors are also considered.
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