Weapon damage stats - #Version 23680


(Rex) #1

We were testing weapon damage stats for all mercs with all weapons (except shotguns, because they would require a more precise testing method) on 3 different ranges now:

Close, mid and long range:




Weapon damage stats chart:



(Violator) #2

Explains why no-one plays T-Rat any more :frowning:


(attack) #3

first nice statisik.
so fop is rly op :slight_smile: .
but there is no firerate :confused: and spread


(Rex) #4

[QUOTE=attack;472433]first nice statisik.
so fop is rly op :slight_smile: .
but there is no firerate :confused: and spread[/QUOTE]

It took already some time to put this together and furthermore I don’t have an idea how to test firerate and spread properly. I can only think of using an video editing program to test the firerate. But well, maybe someone else expends the effort.


(Winnie) #5

good job! revolver 68 vs deagle 50, close and middle range ! I never notice that… thanks for the time spent.


(INF3RN0) #6

I could do more detailed breakdowns of the stats, but don’t really feel like it… wish SD just posted them already heh.


(Rex) #7

Yes I know. You have done some very nice stats back then! Before I tried to test this, I thought you would bring an update somewhen. But now I just did it.

Hehe yes, that would be still the best thing!


(Hundopercent) #8

You can use video editing software for fire rates and get a rough idea of TTKs per weapon.

Those numbers explain why the same mercs are played most of the time. You can’t really expect someone to play T-Rat when he’s shooting thumb tacks (might even be an upgrade) and proxy can 1 - 3 shot at close - medium range and get guaranteed frags with her mine.


(DB Genome editor) #9

But the again T-Rat was by far the most used engie before his MG swap. Looks to me like they went too far trying to balance these two, hopefully that effort will converge to a sensible middle ground in a future update…


(prophett) #10

A head shot should be more than double a body shot (suggestion - lower body shot damage)

Is there a difference between body and leg shots?


(INF3RN0) #11

I’d like to see a headshot mp of at least 2.25 if we can’t get lower body damage. Also the RoF stats are really needed before much can be said on how they balance out. I expect the chars with mid-combat effective abilities have weaker overall weaponry.


(prophett) #12

40-50 for a headshot would be great - good old 3 dinks


(Humate) #13

Thanks for the chart… RoF would be nice if someone can be bothered working it out.


(INF3RN0) #14

It’s too annoying to do again for me. Hopefully SD will just do a stats dump. If anything it helps to just straighten out the facts.


(Rex) #15

RoF and spread are pretty obvious as both are too high! :wink:


(attack) #16

the mg from fragger is a joke,i still say improve the dmg and imprve spread of the mgs.
a hevy weapon should feel powerfull


(INF3RN0) #17

[QUOTE=attack;472468]the mg from fragger is a joke,i still say improve the dmg and imprve spread of the mgs.
a hevy weapon should feel powerfull[/QUOTE]

Wut? MGs are strong as hell breh.


(attack) #18

maybe ,but strong in the wrong way .
it feels crap if you need much bullets with an heavy mg.
its the same with a fast firing sniper ,maybe its ok but it feels bad.
you want the feeling of power with these weapons.


(trickykungfu) #19

Body Damage with the high RoF we have is just far to high. Its like pointless to aim for the head with fraggers MG for example.


(INF3RN0) #20

The main reason why I really hate the Fragger MG is because it fires so many bullets at such a high rate with zero recoil that it’s waaaay to easy to get headshots with regardless. Conker MG feels much better by comparison in terms of “skill required to use” just because of the higher recoil and lower RoF. It’s not at all pointless to aim at the head though, but rather it’s not necessary to get kills all the time. A player with more consistent head aim always get’s the big multi-kills where the body shot guy just wins 1v1s and 1v2s without having great aim at any given time. As much as I dislike being killed from body shots, head aim is still really important for all weapons if you want to wipe a full team or if you’re ever in a face to face duel. Some detailed death stats that display exactly where you were shot when killed would be awesome still.