AFTER 1,000,000 EXP: Practical Gun Stats
The purpose of this guide is to resolve all my EXP for the utmost practical utility. I hope you will like it and use it.
I believe that the original weapon stats are not pragmatically accurate. So here I'm trying to relate in-game weapon stats with more personally preferred practical stats, integrating them together for meaningful use.
|-- Accuracy depends on Hit Count (HC) over range. Firing a full single-clip continuous shots, how many of these bullets *actually* hit the target? That is Hit Count.
|-- Hit Count depends on Fire Pattern (FP) & Bullet Spread (BS) .
Firing a full single-clip continuous shots on a white wall, what is the shape of the line formed? Is it more straight or more like zig-zag? Do they go up then right or then left? That is Fire Pattern. Firing a full single-clip continuous shots or even burst shots on a white wall, what is the average distance between each bullet and another? Bullet Spread may be vertical or horizontal, each gun is different.
Some guns make vertical spreads and then go right, and some go right and then up and so on and so forth. The vertical + horizontal bullet spread combo constitutes the Fire Pattern. Fire Pattern & Bullet Spread could be a fair translation of the Recoil stat in the game. The higher the Recoil stat, usually means the higher the Bullet Spread and probably worse (more zig-zag) Fire Pattern.
|-- Power is an important weapon stat that determines Damage Per Hit (DPH) by means of a single bullet hit, however the distance is a very important factor in some guns (i.e. Winchester is a 1 shot kill in close combat but over long range it is much less powerful).
|-- The Power stat also determines the Penetration factor, but not necessarily exclusively. When you face several enemies standing behind each other, how many bullets are needed to kill them all? This is the Penetration factor, in which case the AK-47 is in the lead in most situations. The AK-47 bullets penetrate several players without losing a lot of damaging power.
|-- There are 2 types of Penetration: Body Penetration & Object Penetration . The former is the one explained above, as for the latter it's when a bullet does not lose its' damaging power when it hits wooden objects such as doors or boxes. Have you ever noticed that XM8 has noticably high object penetration?
|-- Penetration is also determined by Rate of Fire (ROF) . The Automatic stat in the game is the ROF. If the gun Power is average and the ROF is high, the gun tends to have high Penetration capabilities, such as the G36K.
|-- Only by trying a gun can you determine Maneuverability (MVB) & Stability but the Weight & Recoil stat is sometimes a good indicator of both. A gun's MVB ability is determined by its' weight, & reload speed both of which gives you a speed boost advantage.
|-- How much consistent (fixed) is the Fire Pattern when you shoot while moving? How much time it takes for the weapon to reset its' recoil effects (Recoil Reset Effect Time RRET) and regain the Fire Pattern consistency after several burst shots? Those 2 factors constitute the weapons' Stability.
Hint: In regards to RRET the default gun in the game M16 has an abnormally high RRET, which means after continuous firing you will need to halt movement in complete to speed up the recoil reset time factor so you can start shooting again with consistent FP and good HC. That's one reason I loved M16A2 as an alternative.
|-- There are 2 types of Stability: Static & Dynamic. The K2 has high Dynamic stability because when you shoot while moving the FP is consistent with minimum variations and therefore HC is high over range. The XM8 has high static stability and very low RRET, that's why high HC is more likely while standing or crouching. M4A1 has above average Static & Dynamic Stability, not to mention the very low vertical Bullet Spread which increases the chances of headshot.
|-- Remember that I'm not the developer, and that's why all this guide is based on wild guesses and theories of the actual developers' stats and techniques. So I have a theory in regards to why some weapons have increased Head Shot probabilities: The Headshot Radius (HSR) Theory.
I believe that weapons with high recoil stat tend to have a bigger HSR. You get a golden HS when the bullet is very close to or at the center of the head. The more the bullet hits away from the center, and still get an HS the bigger is the HSR of the weapon you are using. In other terms, I believe that heavy weighted weapons with high recoil like the RPK and M60, tend to have bigger HSR. And this could be the true reason why some consider them *accurate* HS-ers. Maybe the big HSR factor is meant to compensate for the below average FP and high BS for heavy weighted guns.
---
If you understood all the practical stats definitions abovementioned you will appreciate its application on weapons. So here we go.
Everyone aims to know the best gun. Practically we cannot define a weapon as best, but we can say that some weapons could be best for *almost* most situations.
The Situations Are:
1. Map size & dimensions OR your positioning in a map area that decides the distance between you and others.
2. Your Ping Gap time (PGT) , the average ping difference between you and others.
3. The type of weapons your opponnents use (or in case they are Mutants, it's another case).
4. Your skill in comparison to others' skill (EXP might help to evaluate).
# It is not true that part of the players' performance is determined by the Ping time, but it is rather determined by the PGT. This means that if a room of 16 players have an average ping of 300, no one will be more or less advantaged because there is no *delay difference* between a player and others and the PGT is 0. However, if just one player out of 16 has a ping of 100 and is skilled s/he will be definitely called a ha.ck.er because he can see the enemy's position (retreived from the CF server) much earlier than the enemy who can see it 200 milliseconds (PGT) later.
It is also worth to notice that *lag-shot* is when a player of high PGT uses his lag as an advantage to shoot at an enemy as soon as they move away from an obstacle (such as door, a box, or an object). Because they lag they send their position to the server later than the low Pingers (when the low Pingers already send their position faster), so they are advantaged to see the enemy earlier.
The same concept is used in what is called *Pre-Firing* which means to shoot at empty space over lets say a door by expecting/guessing the other players' position. Because the player is aware they lag with high PGT, they realize and expect that the enemy could already *be* in that empty position but due to his/her delay the CF server still did not send him/her the enemy's true position. So *Pre-Firing* is a work arround for lag, and some consider it as unfair.
BACK TO WEAPON STATS
Most weapons have an EDGE: A special trait that other weapons fall short in. If you learn the EDGE of every weapon you can beat others by utilizing the right weapon at the right time. However every EDGE has also an EDGE Price i.e. a tax you pay in return to the advantage you own.
ASSAULT RIFLES
AK-47
EDGE: High Penetration + High DPH
EDGE Price: Low Hit Count At Range
| Due to a high Bullet Spread you are limited to do only very short bursts, otherwise the recoil
| will push your you very high and the Hit Count will be greatly reduced.
|
| Conclusion: AK-47 EDGE utilized best in Close-to-Mid Range. Application to longer ranges needs above than average skill to make single-accurate-shots.
M4A1
EDGE: High HC in most ranges + High Headshot HC.
| Due to a very low Bullet Spread, Above Average Static & Dynamic Stability (consistent Fire Pattern while moving), and above average MVB (light-weight, reload speed OK).
|
| EDGE Price: Low DPH (Although Object Penetration is still OK).
M16
EDGE: High Accuracy during first burst shots (low BS) + High Dynamic Stability & used as a skill show off gun.
| M4+1 DPH & Body Penetration.
|
| EDGE Price: The price of +1 Penetration = M4-3 Static Stability (RRET).
# I will use + & - to compare guns with each other in which case M4+1 means M16 has +1 more Power & Body penetration over M4A1, and M4-3 Static Stability means otherwise.
M4A1-Custom
EDGE: High Penetration In most Ranges + Consistent DPH over most distances (scope not included).
| M4A1-Custom Versus M4A1.
| +3 Penetration
| -2 Stability (For Longer RRET)
| +3 MVB (For Silencer & Accurate Dot-sighted zoom (unlike XM8 zoom)
| Hint: I believe that a dot-sighted zoom in any gun reduces penetration by -2.
|
| EDGE Price: The price of +3 Penetration = -2 Stability (RRET) which in turn reduces HC.
Scar-Light
EDGE: Even In most Qualities (no specific EDGE).
| Scar-Light Versus M16.
| +2 Penetration (Above Average DPH)
| +2 Static (i.e. while not moving) Stability (For Consistent Fire Pattern + Low RRET)
| +2 MVB (Lightweight movement + Fast Reload Time)
| -1 Dynamic Stability (Inconsistent Fire Pattern on the move)
|
| EDGE Price: Not being very EDGY is the main price, that's why all the other guns which have advantaged EDGEs should be compared to this gun, and that's why the main tax for SC-L is boredom.
| AK-47 +2.5 Penetration, -3 HC due to low BS, -1 MVB (Slower Reload Time, RRET, and movement Speed).
| Type89 +1.5 Penetration (Due to high ROF), +2 Dynamic Stability (High Hit Count per movement), -2 Static Stability (High Bullet Spread & -1 RRET while not moving).
| QBZ-95 +1.5 Penetration (Due to DPH & ROF), -1.5 MVB (Due to Heavier Weight & RRET).
K2
EDGE: Very High Dynamic Stability (High Hit Count Per Movement).
| K2 Versus Scar-Light
| +3 Dynamic Stability.
| -1 MVB (Heavier + Slower Reload Time)
|
| EDGE Price: Scar-Light-2 Stability.
Type-89
EDGE: High Penetration over distance due to High ROF + High Dynamic Stability & HC
|
| EDGE Price: Average Static Stability + Slow Reload Time + Small Headshot Radius (HSR)
SG552
EDGE: High DPH + High Penetration + Useful Scope
| SG552 Versus Steyr AUG A1
| -3 Stability
| -0.5 HSR
| EDGE Price: Low HC due to very bad FP and high BSP.
M16A2
EDGE: Just like M16 but -3 RRET & -0.5 HSR
| EDGE Price: High Cost & M16-1 Penetration.
XM8
EDGE: High HC due to High Static Stability & High Penetration
| Very fast RRET is also part of the stability.
| High Body & Object Penetration.
|
| EDGE Price: Very Bad Dynamic Stability + Scope Inferior to Others
G36K
EDGE: Extreme Close Range Penetration
| Scar-Light +1 HSR.
|
| EDGE Price: Low HC over range due to High BS.
TAR21
EDGE: Extreme Close Range Penetration
| Steyr AUG-2 Stability, -1.5 HSR, +2 Penetration.
|
|
| EDGE Price: Low overall Stability & bad FP.
All these values were meant as a demonstration to the definitions provided as the gun stats. The main aim was not to assert that the values are accurate, they were simply my own estimation through my own game play. However, this would help you have a gist of how you can evaluate any gun in comparison with other similar EDGE-ed guns by yourself and not be in need to anyone's advice.
Your PGT in fact will sometimes decide which gun is better for you. If you are lagging, it is always better to use High Penetration guns like the AK-47, and the rest of the situations are listed for your own judgment.
Try to understand the definitions explained in the first part of the guide and you will be able to estimate values yourself for any gun you want. If you wanted my estimation of any gun, just ask and I'll do my best to put you my guesses.
Regards,
Arto
IGN: EG
I believe that the original weapon stats are not pragmatically accurate. So here I'm trying to relate in-game weapon stats with more personally preferred practical stats, integrating them together for meaningful use.
|-- Accuracy depends on Hit Count (HC) over range. Firing a full single-clip continuous shots, how many of these bullets *actually* hit the target? That is Hit Count.
|-- Hit Count depends on Fire Pattern (FP) & Bullet Spread (BS) .
Firing a full single-clip continuous shots on a white wall, what is the shape of the line formed? Is it more straight or more like zig-zag? Do they go up then right or then left? That is Fire Pattern. Firing a full single-clip continuous shots or even burst shots on a white wall, what is the average distance between each bullet and another? Bullet Spread may be vertical or horizontal, each gun is different.
Some guns make vertical spreads and then go right, and some go right and then up and so on and so forth. The vertical + horizontal bullet spread combo constitutes the Fire Pattern. Fire Pattern & Bullet Spread could be a fair translation of the Recoil stat in the game. The higher the Recoil stat, usually means the higher the Bullet Spread and probably worse (more zig-zag) Fire Pattern.
|-- Power is an important weapon stat that determines Damage Per Hit (DPH) by means of a single bullet hit, however the distance is a very important factor in some guns (i.e. Winchester is a 1 shot kill in close combat but over long range it is much less powerful).
|-- The Power stat also determines the Penetration factor, but not necessarily exclusively. When you face several enemies standing behind each other, how many bullets are needed to kill them all? This is the Penetration factor, in which case the AK-47 is in the lead in most situations. The AK-47 bullets penetrate several players without losing a lot of damaging power.
|-- There are 2 types of Penetration: Body Penetration & Object Penetration . The former is the one explained above, as for the latter it's when a bullet does not lose its' damaging power when it hits wooden objects such as doors or boxes. Have you ever noticed that XM8 has noticably high object penetration?
|-- Penetration is also determined by Rate of Fire (ROF) . The Automatic stat in the game is the ROF. If the gun Power is average and the ROF is high, the gun tends to have high Penetration capabilities, such as the G36K.
|-- Only by trying a gun can you determine Maneuverability (MVB) & Stability but the Weight & Recoil stat is sometimes a good indicator of both. A gun's MVB ability is determined by its' weight, & reload speed both of which gives you a speed boost advantage.
|-- How much consistent (fixed) is the Fire Pattern when you shoot while moving? How much time it takes for the weapon to reset its' recoil effects (Recoil Reset Effect Time RRET) and regain the Fire Pattern consistency after several burst shots? Those 2 factors constitute the weapons' Stability.
Hint: In regards to RRET the default gun in the game M16 has an abnormally high RRET, which means after continuous firing you will need to halt movement in complete to speed up the recoil reset time factor so you can start shooting again with consistent FP and good HC. That's one reason I loved M16A2 as an alternative.
|-- There are 2 types of Stability: Static & Dynamic. The K2 has high Dynamic stability because when you shoot while moving the FP is consistent with minimum variations and therefore HC is high over range. The XM8 has high static stability and very low RRET, that's why high HC is more likely while standing or crouching. M4A1 has above average Static & Dynamic Stability, not to mention the very low vertical Bullet Spread which increases the chances of headshot.
|-- Remember that I'm not the developer, and that's why all this guide is based on wild guesses and theories of the actual developers' stats and techniques. So I have a theory in regards to why some weapons have increased Head Shot probabilities: The Headshot Radius (HSR) Theory.
I believe that weapons with high recoil stat tend to have a bigger HSR. You get a golden HS when the bullet is very close to or at the center of the head. The more the bullet hits away from the center, and still get an HS the bigger is the HSR of the weapon you are using. In other terms, I believe that heavy weighted weapons with high recoil like the RPK and M60, tend to have bigger HSR. And this could be the true reason why some consider them *accurate* HS-ers. Maybe the big HSR factor is meant to compensate for the below average FP and high BS for heavy weighted guns.
---
If you understood all the practical stats definitions abovementioned you will appreciate its application on weapons. So here we go.
Everyone aims to know the best gun. Practically we cannot define a weapon as best, but we can say that some weapons could be best for *almost* most situations.
The Situations Are:
1. Map size & dimensions OR your positioning in a map area that decides the distance between you and others.
2. Your Ping Gap time (PGT) , the average ping difference between you and others.
3. The type of weapons your opponnents use (or in case they are Mutants, it's another case).
4. Your skill in comparison to others' skill (EXP might help to evaluate).
# It is not true that part of the players' performance is determined by the Ping time, but it is rather determined by the PGT. This means that if a room of 16 players have an average ping of 300, no one will be more or less advantaged because there is no *delay difference* between a player and others and the PGT is 0. However, if just one player out of 16 has a ping of 100 and is skilled s/he will be definitely called a ha.ck.er because he can see the enemy's position (retreived from the CF server) much earlier than the enemy who can see it 200 milliseconds (PGT) later.
It is also worth to notice that *lag-shot* is when a player of high PGT uses his lag as an advantage to shoot at an enemy as soon as they move away from an obstacle (such as door, a box, or an object). Because they lag they send their position to the server later than the low Pingers (when the low Pingers already send their position faster), so they are advantaged to see the enemy earlier.
The same concept is used in what is called *Pre-Firing* which means to shoot at empty space over lets say a door by expecting/guessing the other players' position. Because the player is aware they lag with high PGT, they realize and expect that the enemy could already *be* in that empty position but due to his/her delay the CF server still did not send him/her the enemy's true position. So *Pre-Firing* is a work arround for lag, and some consider it as unfair.
BACK TO WEAPON STATS
Most weapons have an EDGE: A special trait that other weapons fall short in. If you learn the EDGE of every weapon you can beat others by utilizing the right weapon at the right time. However every EDGE has also an EDGE Price i.e. a tax you pay in return to the advantage you own.
ASSAULT RIFLES
AK-47
EDGE: High Penetration + High DPH
EDGE Price: Low Hit Count At Range
| Due to a high Bullet Spread you are limited to do only very short bursts, otherwise the recoil
| will push your you very high and the Hit Count will be greatly reduced.
|
| Conclusion: AK-47 EDGE utilized best in Close-to-Mid Range. Application to longer ranges needs above than average skill to make single-accurate-shots.
M4A1
EDGE: High HC in most ranges + High Headshot HC.
| Due to a very low Bullet Spread, Above Average Static & Dynamic Stability (consistent Fire Pattern while moving), and above average MVB (light-weight, reload speed OK).
|
| EDGE Price: Low DPH (Although Object Penetration is still OK).
M16
EDGE: High Accuracy during first burst shots (low BS) + High Dynamic Stability & used as a skill show off gun.
| M4+1 DPH & Body Penetration.
|
| EDGE Price: The price of +1 Penetration = M4-3 Static Stability (RRET).
# I will use + & - to compare guns with each other in which case M4+1 means M16 has +1 more Power & Body penetration over M4A1, and M4-3 Static Stability means otherwise.
M4A1-Custom
EDGE: High Penetration In most Ranges + Consistent DPH over most distances (scope not included).
| M4A1-Custom Versus M4A1.
| +3 Penetration
| -2 Stability (For Longer RRET)
| +3 MVB (For Silencer & Accurate Dot-sighted zoom (unlike XM8 zoom)
| Hint: I believe that a dot-sighted zoom in any gun reduces penetration by -2.
|
| EDGE Price: The price of +3 Penetration = -2 Stability (RRET) which in turn reduces HC.
Scar-Light
EDGE: Even In most Qualities (no specific EDGE).
| Scar-Light Versus M16.
| +2 Penetration (Above Average DPH)
| +2 Static (i.e. while not moving) Stability (For Consistent Fire Pattern + Low RRET)
| +2 MVB (Lightweight movement + Fast Reload Time)
| -1 Dynamic Stability (Inconsistent Fire Pattern on the move)
|
| EDGE Price: Not being very EDGY is the main price, that's why all the other guns which have advantaged EDGEs should be compared to this gun, and that's why the main tax for SC-L is boredom.
| AK-47 +2.5 Penetration, -3 HC due to low BS, -1 MVB (Slower Reload Time, RRET, and movement Speed).
| Type89 +1.5 Penetration (Due to high ROF), +2 Dynamic Stability (High Hit Count per movement), -2 Static Stability (High Bullet Spread & -1 RRET while not moving).
| QBZ-95 +1.5 Penetration (Due to DPH & ROF), -1.5 MVB (Due to Heavier Weight & RRET).
K2
EDGE: Very High Dynamic Stability (High Hit Count Per Movement).
| K2 Versus Scar-Light
| +3 Dynamic Stability.
| -1 MVB (Heavier + Slower Reload Time)
|
| EDGE Price: Scar-Light-2 Stability.
Type-89
EDGE: High Penetration over distance due to High ROF + High Dynamic Stability & HC
|
| EDGE Price: Average Static Stability + Slow Reload Time + Small Headshot Radius (HSR)
SG552
EDGE: High DPH + High Penetration + Useful Scope
| SG552 Versus Steyr AUG A1
| -3 Stability
| -0.5 HSR
| EDGE Price: Low HC due to very bad FP and high BSP.
M16A2
EDGE: Just like M16 but -3 RRET & -0.5 HSR
| EDGE Price: High Cost & M16-1 Penetration.
XM8
EDGE: High HC due to High Static Stability & High Penetration
| Very fast RRET is also part of the stability.
| High Body & Object Penetration.
|
| EDGE Price: Very Bad Dynamic Stability + Scope Inferior to Others
G36K
EDGE: Extreme Close Range Penetration
| Scar-Light +1 HSR.
|
| EDGE Price: Low HC over range due to High BS.
TAR21
EDGE: Extreme Close Range Penetration
| Steyr AUG-2 Stability, -1.5 HSR, +2 Penetration.
|
|
| EDGE Price: Low overall Stability & bad FP.
All these values were meant as a demonstration to the definitions provided as the gun stats. The main aim was not to assert that the values are accurate, they were simply my own estimation through my own game play. However, this would help you have a gist of how you can evaluate any gun in comparison with other similar EDGE-ed guns by yourself and not be in need to anyone's advice.
Your PGT in fact will sometimes decide which gun is better for you. If you are lagging, it is always better to use High Penetration guns like the AK-47, and the rest of the situations are listed for your own judgment.
Try to understand the definitions explained in the first part of the guide and you will be able to estimate values yourself for any gun you want. If you wanted my estimation of any gun, just ask and I'll do my best to put you my guesses.
Regards,
Arto
IGN: EG
Comments
-
Thanks (Typos Fix)
Thanks for everyone who spent time to read the guide and appreciated it. I hope more people are exposed to this guide and give me their feedback.
Some Typos I'd like to fix:
In AK-47 Stats:
| will push you very high and the Hit Count will be greatly reduced.
In Scar-Light Stats:
| AK-47 +2.5 Penetration, -3 HC due to high BS, -1 MVB (Slower Reload Time, RRET, and movement Speed).
| QBZ-95 +1.5 Penetration (Due to DPH & ROF), -1.5 MVB (Due to Heavier Weight & RRET).
In K2 Stats:
EDGE: Very High Dynamic Stability (High Hit Count Per Movement).
| K2 Versus Scar-Light
| +3 Dynamic Stability.
| -2 Static Stability.
| -1 MVB (Heavier + Slower Reload Time)
|
| EDGE Price: Scar-Light-2 Static Stability. -
Are you a CF addict?Make1tRain wrote: »That probably took a while to analyze every major gun's stats like that. Way to make it more complex?:o
You are right, the stats are complex (although I tried to simplify as far as I could) because they are very thoroughly defined. In other words, what does "Stability" mean if it's not really defined? You find endless debates and quarrels in the forums over "this is more stable" etc. due to not having common definitions and terms.
I believe absolute CF addicts will admire such specific game stats because the level of knowledge desired to attain is proportional to how many hours they play and how much they love the game. -
sunshine521 wrote: »all people said scarlight is a bug gun[noob gun] in the game
i think only some people who has pro skill that he can use it
Scar-Light has high static stability, those who know how to shoot with very few movements will make the best out of it. But as I explained in the thread, Scar-Light has no clear EDGE (except for accuracy) and that's the main disadvantage. At close range Scar-Light is pwned with high power/penetration guns.
Those who say that scar-light is a noob gun, do it because they want to play with their favorite guns without getting pwned by skilled scar-lighters. So take heed, that playing on psychology is part of the game. -
I dig it. Would like to see this stickied, but needs a lil bit of work as far as organization and readability. Overall, very nice and in-depth review. Nice to see that some people know what they're doing and can quantify their experiences instead of using opinion as the main factor for why a gun is good/bad.
Only thing I'd really disagree with is if you're lagging, you should use a K2 instead of a AK47. I think that any gun with higher dynamic stability is a good choice for laggers. -
Damage inflicted on an enemy Per a single shot Hit. Everything is explained.so what is dph ?OMG, getting nut. this is insane. how long does it take or copied? XD joking
This took me a maximum of 2 days. But it's the experience that took some time to have, I've been a CF player since it's very early days, it was Subagames before being Z8.NoobExplode wrote: »I dig it. Would like to see this stickied, but needs a lil bit of work as far as organization and readability. Overall, very nice and in-depth review. Nice to see that some people know what they're doing and can quantify their experiences instead of using opinion as the main factor for why a gun is good/bad.
Only thing I'd really disagree with is if you're lagging, you should use a K2 instead of a AK47. I think that any gun with higher dynamic stability is a good choice for laggers.
I respect your opinion about lagging as I know exactly which kind of lag quality you were trying to solve. In other words, a lagger should also be moving most of the time because being steady is a disadvantage for him. So K2 with its high dynamic stability is a very good choice as well.
As from my point of view I recommended AK-47 because this was the only gun that worked for me when I used to play on US servers with a PGT 200 or something. When I tried to find out why, I noticed that AK-47 works because of its' high Power, which translates to few bullets and fast kill time in case of laggers. A lagger does not have as much time to keep shooting.
Both aspects are correct, the most important thing is for the lagger to know why he chose a certain gun, what problems is he/she trying to solve while using it.
In regards to the article's readability, I expect that the readability is not very friendly as English is not my native language. So I would love you or even others to organize a new thread by taking all the content from this thread to put it in a readable and organized way. And at the top of the new thread you could refer to the old original post and the poster IGN_EG. -
-
Nice job
Well done man ,i'm glad that i can read this statements of a grate number of weapons.My opinion -tumbs up
,and grate job.Thx man for the info.I don't know if the stats are exactly how you say,but the the rest you are right (my opinion).
P.S.:For all the nerds, " Forgive my powerful english " ,i'm not from a country where english it's the main language.So i'm trying to do mi best at writing. -
SpellCaste wrote: »Awesome system, but I need more in depth reading and maybe a couple of explanations. If you don't mind and if you got time to kill, it would be awesome from you to PM me so we can talk more about it.
P.S.: Off-Topic question: Are you a programmer?
Ok, PM me anytime and I will try to answer your questions. I'll check the inbox.Well done man ,i'm glad that i can read this statements of a grate number of weapons.My opinion -tumbs up
,and grate job.Thx man for the info.I don't know if the stats are exactly how you say,but the the rest you are right (my opinion).
P.S.:For all the nerds, " Forgive my powerful english " ,i'm not from a country where english it's the main language.So i'm trying to do mi best at writing.
I'm not sure of the stats either, they're just wild guesses and prone to change. All that is important is to have a gist of the stats. The rest are details.1g0tN0skillZ wrote: »Nice job.
It helped me a lot to know more about the guns of CF.
thanks.
Anytime, you welecome. -
The purpose of this guide is to resolve all my EXP for the utmost practical utility. I hope you will like it and use it.
I believe that the original weapon stats are not pragmatically accurate. So here I'm trying to relate in-game weapon stats with more personally preferred practical stats, integrating them together for meaningful use.
|-- Accuracy depends on Hit Count (HC) over range. Firing a full single-clip continuous shots, how many of these bullets *actually* hit the target? That is Hit Count.
|-- Hit Count depends on Fire Pattern (FP) & Bullet Spread (BS) .
Firing a full single-clip continuous shots on a white wall, what is the shape of the line formed? Is it more straight or more like zig-zag? Do they go up then right or then left? That is Fire Pattern. Firing a full single-clip continuous shots or even burst shots on a white wall, what is the average distance between each bullet and another? Bullet Spread may be vertical or horizontal, each gun is different.
Some guns make vertical spreads and then go right, and some go right and then up and so on and so forth. The vertical + horizontal bullet spread combo constitutes the Fire Pattern. Fire Pattern & Bullet Spread could be a fair translation of the Recoil stat in the game. The higher the Recoil stat, usually means the higher the Bullet Spread and probably worse (more zig-zag) Fire Pattern.
|-- Power is an important weapon stat that determines Damage Per Hit (DPH) by means of a single bullet hit, however the distance is a very important factor in some guns (i.e. Winchester is a 1 shot kill in close combat but over long range it is much less powerful).
|-- The Power stat also determines the Penetration factor, but not necessarily exclusively. When you face several enemies standing behind each other, how many bullets are needed to kill them all? This is the Penetration factor, in which case the AK-47 is in the lead in most situations. The AK-47 bullets penetrate several players without losing a lot of damaging power.
|-- There are 2 types of Penetration: Body Penetration & Object Penetration . The former is the one explained above, as for the latter it's when a bullet does not lose its' damaging power when it hits wooden objects such as doors or boxes. Have you ever noticed that XM8 has noticably high object penetration?
|-- Penetration is also determined by Rate of Fire (ROF) . The Automatic stat in the game is the ROF. If the gun Power is average and the ROF is high, the gun tends to have high Penetration capabilities, such as the G36K.
|-- Only by trying a gun can you determine Maneuverability (MVB) & Stability but the Weight & Recoil stat is sometimes a good indicator of both. A gun's MVB ability is determined by its' weight, & reload speed both of which gives you a speed boost advantage.
|-- How much consistent (fixed) is the Fire Pattern when you shoot while moving? How much time it takes for the weapon to reset its' recoil effects (Recoil Reset Effect Time RRET) and regain the Fire Pattern consistency after several burst shots? Those 2 factors constitute the weapons' Stability.
Hint: In regards to RRET the default gun in the game M16 has an abnormally high RRET, which means after continuous firing you will need to halt movement in complete to speed up the recoil reset time factor so you can start shooting again with consistent FP and good HC. That's one reason I loved M16A2 as an alternative.
|-- There are 2 types of Stability: Static & Dynamic. The K2 has high Dynamic stability because when you shoot while moving the FP is consistent with minimum variations and therefore HC is high over range. The XM8 has high static stability and very low RRET, that's why high HC is more likely while standing or crouching. M4A1 has above average Static & Dynamic Stability, not to mention the very low vertical Bullet Spread which increases the chances of headshot.
|-- Remember that I'm not the developer, and that's why all this guide is based on wild guesses and theories of the actual developers' stats and techniques. So I have a theory in regards to why some weapons have increased Head Shot probabilities: The Headshot Radius (HSR) Theory.
I believe that weapons with high recoil stat tend to have a bigger HSR. You get a golden HS when the bullet is very close to or at the center of the head. The more the bullet hits away from the center, and still get an HS the bigger is the HSR of the weapon you are using. In other terms, I believe that heavy weighted weapons with high recoil like the RPK and M60, tend to have bigger HSR. And this could be the true reason why some consider them *accurate* HS-ers. Maybe the big HSR factor is meant to compensate for the below average FP and high BS for heavy weighted guns.
---
If you understood all the practical stats definitions abovementioned you will appreciate its application on weapons. So here we go.
Everyone aims to know the best gun. Practically we cannot define a weapon as best, but we can say that some weapons could be best for *almost* most situations.
The Situations Are:
1. Map size & dimensions OR your positioning in a map area that decides the distance between you and others.
2. Your Ping Gap time (PGT) , the average ping difference between you and others.
3. The type of weapons your opponnents use (or in case they are Mutants, it's another case).
4. Your skill in comparison to others' skill (EXP might help to evaluate).
# It is not true that part of the players' performance is determined by the Ping time, but it is rather determined by the PGT. This means that if a room of 16 players have an average ping of 300, no one will be more or less advantaged because there is no *delay difference* between a player and others and the PGT is 0. However, if just one player out of 16 has a ping of 100 and is skilled s/he will be definitely called a ha.ck.er because he can see the enemy's position (retreived from the CF server) much earlier than the enemy who can see it 200 milliseconds (PGT) later.
It is also worth to notice that *lag-shot* is when a player of high PGT uses his lag as an advantage to shoot at an enemy as soon as they move away from an obstacle (such as door, a box, or an object). Because they lag they send their position to the server later than the low Pingers (when the low Pingers already send their position faster), so they are advantaged to see the enemy earlier.
The same concept is used in what is called *Pre-Firing* which means to shoot at empty space over lets say a door by expecting/guessing the other players' position. Because the player is aware they lag with high PGT, they realize and expect that the enemy could already *be* in that empty position but due to his/her delay the CF server still did not send him/her the enemy's true position. So *Pre-Firing* is a work arround for lag, and some consider it as unfair.
BACK TO WEAPON STATS
Most weapons have an EDGE: A special trait that other weapons fall short in. If you learn the EDGE of every weapon you can beat others by utilizing the right weapon at the right time. However every EDGE has also an EDGE Price i.e. a tax you pay in return to the advantage you own.
ASSAULT RIFLES
AK-47
EDGE: High Penetration + High DPH
EDGE Price: Low Hit Count At Range
| Due to a high Bullet Spread you are limited to do only very short bursts, otherwise the recoil
| will push your you very high and the Hit Count will be greatly reduced.
|
| Conclusion: AK-47 EDGE utilized best in Close-to-Mid Range. Application to longer ranges needs above than average skill to make single-accurate-shots.
M4A1
EDGE: High HC in most ranges + High Headshot HC.
| Due to a very low Bullet Spread, Above Average Static & Dynamic Stability (consistent Fire Pattern while moving), and above average MVB (light-weight, reload speed OK).
|
| EDGE Price: Low DPH (Although Object Penetration is still OK).
M16
EDGE: High Accuracy during first burst shots (low BS) + High Dynamic Stability & used as a skill show off gun.
| M4+1 DPH & Body Penetration.
|
| EDGE Price: The price of +1 Penetration = M4-3 Static Stability (RRET).
# I will use + & - to compare guns with each other in which case M4+1 means M16 has +1 more Power & Body penetration over M4A1, and M4-3 Static Stability means otherwise.
M4A1-Custom
EDGE: High Penetration In most Ranges + Consistent DPH over most distances (scope not included).
| M4A1-Custom Versus M4A1.
| +3 Penetration
| -2 Stability (For Longer RRET)
| +3 MVB (For Silencer & Accurate Dot-sighted zoom (unlike XM8 zoom)
| Hint: I believe that a dot-sighted zoom in any gun reduces penetration by -2.
|
| EDGE Price: The price of +3 Penetration = -2 Stability (RRET) which in turn reduces HC.
Scar-Light
EDGE: Even In most Qualities (no specific EDGE).
| Scar-Light Versus M16.
| +2 Penetration (Above Average DPH)
| +2 Static (i.e. while not moving) Stability (For Consistent Fire Pattern + Low RRET)
| +2 MVB (Lightweight movement + Fast Reload Time)
| -1 Dynamic Stability (Inconsistent Fire Pattern on the move)
|
| EDGE Price: Not being very EDGY is the main price, that's why all the other guns which have advantaged EDGEs should be compared to this gun, and that's why the main tax for SC-L is boredom.
| AK-47 +2.5 Penetration, -3 HC due to low BS, -1 MVB (Slower Reload Time, RRET, and movement Speed).
| Type89 +1.5 Penetration (Due to high ROF), +2 Dynamic Stability (High Hit Count per movement), -2 Static Stability (High Bullet Spread & -1 RRET while not moving).
| QBZ-95 +1.5 Penetration (Due to DPH & ROF), -1.5 MVB (Due to Heavier Weight & RRET).
K2
EDGE: Very High Dynamic Stability (High Hit Count Per Movement).
| K2 Versus Scar-Light
| +3 Dynamic Stability.
| -1 MVB (Heavier + Slower Reload Time)
|
| EDGE Price: Scar-Light-2 Stability.
Type-89
EDGE: High Penetration over distance due to High ROF + High Dynamic Stability & HC
|
| EDGE Price: Average Static Stability + Slow Reload Time + Small Headshot Radius (HSR)
SG552
EDGE: High DPH + High Penetration + Useful Scope
| SG552 Versus Steyr AUG A1
| -3 Stability
| -0.5 HSR
| EDGE Price: Low HC due to very bad FP and high BSP.
M16A2
EDGE: Just like M16 but -3 RRET & -0.5 HSR
| EDGE Price: High Cost & M16-1 Penetration.
XM8
EDGE: High HC due to High Static Stability & High Penetration
| Very fast RRET is also part of the stability.
| High Body & Object Penetration.
|
| EDGE Price: Very Bad Dynamic Stability + Scope Inferior to Others
G36K
EDGE: Extreme Close Range Penetration
| Scar-Light +1 HSR.
|
| EDGE Price: Low HC over range due to High BS.
TAR21
EDGE: Extreme Close Range Penetration
| Steyr AUG-2 Stability, -1.5 HSR, +2 Penetration.
|
|
| EDGE Price: Low overall Stability & bad FP.
All these values were meant as a demonstration to the definitions provided as the gun stats. The main aim was not to assert that the values are accurate, they were simply my own estimation through my own game play. However, this would help you have a gist of how you can evaluate any gun in comparison with other similar EDGE-ed guns by yourself and not be in need to anyone's advice.
Your PGT in fact will sometimes decide which gun is better for you. If you are lagging, it is always better to use High Penetration guns like the AK-47, and the rest of the situations are listed for your own judgment.
Try to understand the definitions explained in the first part of the guide and you will be able to estimate values yourself for any gun you want. If you wanted my estimation of any gun, just ask and I'll do my best to put you my guesses.
Regards,
Arto
IGN: EG
NICE 1 total master peice! now please do it for all the guns
finally some 1 who is pro and understands the game
(im an above average player) good info
i have lots of experience with this game 2 always wanted 2 make a guide but way too lazy but your awsome
-
I respect your opinion about lagging as I know exactly which kind of lag quality you were trying to solve. In other words, a lagger should also be moving most of the time because being steady is a disadvantage for him. So K2 with its high dynamic stability is a very good choice as well.
As from my point of view I recommended AK-47 because this was the only gun that worked for me when I used to play on US servers with a PGT 200 or something. When I tried to find out why, I noticed that AK-47 works because of its' high Power, which translates to few bullets and fast kill time in case of laggers. A lagger does not have as much time to keep shooting.
Both aspects are correct, the most important thing is for the lagger to know why he chose a certain gun, what problems is he/she trying to solve while using it.
In regards to the article's readability, I expect that the readability is not very friendly as English is not my native language. So I would love you or even others to organize a new thread by taking all the content from this thread to put it in a readable and organized way. And at the top of the new thread you could refer to the old original post and the poster IGN_EG.
I appreciate your opinion and the effort you put forth in creating this thread. Pertaining to the readability, I think that your English is very good and I would have thought it was your native language based on how well the article was written. I was more concerned with the use of so many different acronyms and the length of the piece. I think you can cut out some parts and strip it down into a very intuitive and user-friendly model. I'm probably not going to rewrite anything, but I'll definitely reference your post if I make something similar or extend the research to other guns that you haven't yet analyzed. Congrats again on the thread :] -
Hk_0v3rKiLL wrote: »So after 1 Mio EXP what gun would you define as the best alrounder?
500,000 EXP before The God Mode award was given to M4A1: http://forum.z8games.com/showthread.php?t=25141
Definition of an All-Arrounder: A weapon that works with above-average Hit Count accuracy in *most* situations explained before.
I still believe in the M4A1, with the only disadvantage of low Power (low Penetration+low DPH). But it has above average Dynamic Stability & Static Stability, Outstandingly low Bullet Spread over distance. All of these qualities guarantee that you get a decent Hit Count accuracy while you stand, run, crouch, fall, go sideways and whatever. I also think it has a very good HeadshotRadius factor that usually works for me.
Scar-Light on the other side =
1. Good Static Stability & Low Dynamic Stability
2. Great Bullet Spread + Good HSR
3. -2 AK-47 Penetration.
4. Good DPH (about 25 Damage Points = 4 HC kill).
5. Very fast RRET (recoil reset effect time), I think XM8 has same speed in that too.
Hint: To understand RRET always remember the default M16 and how after some shooting you find it completely unstable until it *cools down*.WOWZORS! +1? :] Gj bro, this was an epic guide for weapons of all sorts! I think I'll read it properly when I decide to buy a new gun.
Thank you. Appreciated!NoobExplode wrote: »I appreciate your opinion and the effort you put forth in creating this thread. Pertaining to the readability, I think that your English is very good and I would have thought it was your native language based on how well the article was written. I was more concerned with the use of so many different acronyms and the length of the piece. I think you can cut out some parts and strip it down into a very intuitive and user-friendly model. I'm probably not going to rewrite anything, but I'll definitely reference your post if I make something similar or extend the research to other guns that you haven't yet analyzed. Congrats again on the thread :]
Remember I had hard time to organize the concepts in my head before I put it down, because it's very hard to translate the original weapon stats into my own practical stats. So I tried to put it as a sequential story because all of them are related, instead of dividing them and ask others to understand each on its' own. So I hope this technique was worth it, although I will try to re-organize the whole thing once possible.ucalled911 wrote: »NICE 1 total master peice! now please do it for all the guns
finally some 1 who is pro and understands the game
(im an above average player) good info
i have lots of experience with this game 2 always wanted 2 make a guide but way too lazy but your awsome 
Thanks!
Well, I'd like to stress on a point that my evaluation is *not accurate* at all because sometimes players with better PGT than mine can have more accurate evaluations using the same definitions I provided. But I will try to do my best, just ask me about a gun you think about and I will try to give you the most accurate opinion I can make of it
If I got the time, I will try to make a complete list of weapons stats based on the new system.
This discussion has been closed.
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