Weapon Stats (& rate of fire?)


(piece) #21

Well, it seems that no one has a list of Rates of Fire for the weapons. I was looking for some had numbers to compair guns with, any guns. Spread (accuracy), payout, and damage are all usefull, but I was hoping for Rate of Fire as well.

If anyone finds a list, put it up! Thanks.


(Fusen) #22

I always thought the mp40 was more powerful too … I don’t really like the thomson because of the wood sections of it I prefer the meaty sound and the metal finish of that damn sexah mp40 lol :beer:


Chrysler ab platform


(Cyber-Knight) #23

people who think the FG42 is horribly inaccurate probably just can’t shoot straight anyways.

Is it more inaccurate? yes. but not such a huge difference that it is a strong argument to why you are losing firefights with it.

I still get roughly the same accuracy and headshots with an FG42 as I do with an SMG. And I’ve won many mid range battles with it. I remember one time on Fuel Dump, I was sliding on the ice near the Bridge construction. An Axis Engineer by the Foot Bridge begins firing at me, I turn around aim at the head, fire a few rounds, and kill him with his helmet flying off.

A classic case of the weapon is as only as good as the user.

And of course the covert weapons are more inferior overall to the SMG. It’s designed that way cuz coverts purpose isn’t to go out guns blazing in the front row killing anything he sees.


(SCDS_reyalP) #24

According to Korollary:
The MP40 and the tommy empty the 30 round clip in about 5 secs, which makes 360 rounds/min.

Not sure about the FG, but you can just empty a clip and time it with a watch or whetver to get a pretty good ballpark.

One disadvantage of the FG42 is that its spread is the same even if you crouch or prone. Another is that it doesn’t get the light weapons bonus, so at high level light weapons, the SMGs are FAR more accurate.
Also note that, unlike the true sniper rifles, the fg42 has some spread even when scoped. About the same as someone with L4 light weapons crouching and firing an SMG.


(Cyber-Knight) #25

um… crouch and prone have no difference what so ever for any weapon.

and FG42 does get bonuses from Breath Control and Level 3 Light Weapons.


(Cerebrate) #26

Perhaps he meant standing and crouching.


(SCDS_reyalP) #27

I meant crouch or prone, as compared to standing. Which most certainly DO make a difference with SMG. Both crouch and prone give you the same reduction of spread, except for the FG and semi auto rifles, which are not improved at all.

and FG42 does get bonuses from Breath Control and Level 3 Light Weapons.

Are you sure about the l3 light weapons bit ? Meaning, have you actually tried it with g_debugbullets, rather than just assuming it is true ?


(Cerebrate) #28

It would sound logical that you would be given the 35% improvement on lvl 3 since you gain Light Weapon points by using the FG42 without the scope. Haven’t tried it though.


(SCDS_reyalP) #29

Logical, maybe. True ? No.

Just to be sure I went and tested it again, using etpro 2.07. I couldn’t see any difference between light weapons 0 and light weapons 4 with the FG42. With the MP40, the difference is very obvious.

Oh, and FWIW, it takes between 2 and 3 seconds to empty a 20 round clip. Assuming 2.5, that gives us 480 rounds/min.


(Majin) #30

Open up ET.
Open up the console.
/devmap oasis
/cg_railtrailtime 99999
/g_debugbullets 7

optional:
/give skills
/give skills
/give skills
/give skills

Go test the guns…


(SCDS_reyalP) #31

Be aware that if you use

/give all

to get guns which would not normally be allowed to a particular class, then the behaviour of those guns may also be different. In other words, a field ops with an FG42 and level 4 everything may not get the same results as a covops with an FG42 and level 4 everything.


(Hydra) #32

It’s in the g_weapon.c file, the FG42 does NOT get a bonus from the light-weapon skill, the STEN does.


(EvilBaga) #33

I was under the impression that the garand in scoped mode gave 100 damage to the head while the k43 gave 80?

Anyway, another question. Im a newbie to console commands…but I cant get that test to work… if i type \g_gametype 2 it says “will be applied at restart” then regardless of restart or not…
When I type \devgame oasis it starts loading…but doesnt finish and says “Cvar update: Handle out of range”

How do I “fix” this so I can test those things out for myself?


(Hydra) #34

No, both do 50 base damage, HS damage = 2 * base with a minimum of 50. 2*50 = 100.

When you are wearing a helmet and you get a headshot from a K43 or Garand (And ONLY those weapons) they will do 80 damage and you will lose your helmet.


(Rain) #35

That’s backwards–only the K43/Garand are EXEMPT from the damage reduction a helmet gives you. Normally, if you have a helmet while you get shot in the head, the damage from that shot will be reduced by 20%, but the K43/Garand (while zoomed) are able to give you a full 100 damage.


(Bludd) #36

Here’s a bit more info on this topic, from the source code:


int G_GetWeaponDamage( int weapon ) {
		switch (weapon) {
		default:
			return 1;
		case WP_KNIFE: 
			return 10;
		case WP_STEN: 
			return 14;
		case WP_CARBINE:
		case WP_GARAND:
		case WP_KAR98:
		case WP_K43:
			return 34;
		case WP_FG42: 
			return 15;
		case WP_LUGER:
		case WP_SILENCER:
		case WP_AKIMBO_LUGER:
		case WP_AKIMBO_SILENCEDLUGER:
		case WP_COLT:
		case WP_SILENCED_COLT:
		case WP_AKIMBO_COLT:
		case WP_AKIMBO_SILENCEDCOLT: 
		case WP_THOMPSON: 
		case WP_MP40: 
		case WP_MOBILE_MG42: 
		case WP_MOBILE_MG42_SET:
			return 18;
		case WP_FG42SCOPE: 
			return 30;
		case WP_GARAND_SCOPE: 
		case WP_K43_SCOPE: 
			return 50;
		case WP_SMOKE_MARKER: 
			return 140; // just enough to kill somebody standing on it
		case WP_MAPMORTAR: 
		case WP_GRENADE_LAUNCHER: 
		case WP_GRENADE_PINEAPPLE: 
		case WP_GPG40:
		case WP_M7: 
		case WP_LANDMINE: 
		case WP_SATCHEL:
			return 250;
		case WP_TRIPMINE: 
			return 300;
		case WP_PANZERFAUST: 
		case WP_MORTAR_SET: 
		case WP_DYNAMITE: 
			return 400;
	}
}


float G_GetWeaponSpread( int weapon ) {
	switch (weapon) {
		case WP_LUGER:
		case WP_SILENCER:
		case WP_AKIMBO_LUGER:
		case WP_AKIMBO_SILENCEDLUGER:
			return 600;
		case WP_COLT:
		case WP_SILENCED_COLT:
		case WP_AKIMBO_COLT:
		case WP_AKIMBO_SILENCEDCOLT:
			return 600;
		case WP_MP40:
		case WP_THOMPSON:
			return 400;
		case WP_STEN:
			return 200;
		case WP_FG42SCOPE:
			return 200;
		case WP_FG42:
			return 500;
		case WP_GARAND:
		case WP_CARBINE:
		case WP_KAR98:
		case WP_K43:
			return 250;
		case WP_GARAND_SCOPE:
		case WP_K43_SCOPE:
			return 700;
		case WP_MOBILE_MG42:
		case WP_MOBILE_MG42_SET:
			return 2500;
	}

	G_Printf( "shouldn't ever get here (weapon %d)
", weapon );
	// jpw
	return 0;	// shouldn't get here
}

I didn’t see anything regarding rate of fire, but I only skimmed through a couple files real quick. I also saw modifier code for the skill system, i.e. lower spread at higher skill, etc. Anyway there’s the default damage and spread numbers.


(Hydra) #37

ROF and ammo-loadouts are in the bg_misc.c file. I’ve scraped the data together into one spreadsheet which you can find here:

http://niels.nu/files/et-damage.html


(Bludd) #38

Kewl, kewl. Thanks for that. I was going to whip one together myself but I couldn’t be fucked poking through all the code just yet.


(piece) #39

Bludd, Hydra; NICE! :clap:

Thank-you very much.

Bludd; The WeaponDamage, WeaponSpread from the source is interesting. Was this available to you through the release of the code? Or did you already have it, or something.

Hydra; the Rounds/Minute and Damage/Second is exactly what I was going to do with the numbers if I found them. Your chart should be put someplace easy to find by this site, and other ET sites. If you don’t mind, I’d like to post your chart, a link to the one you put up, and a credit to you, as a new post : “Spreadsheet: Rate of Fire, Damage/Second, Reload times”. Kind of thing.


(sniser) #40

Take note of this though! (g_weapon.c, function FireWeapon)

	case WP_KAR98:
		aimSpreadScale = 1.0f;
		Bullet_Fire( ent, KAR98_SPREAD*aimSpreadScale, KAR98_DAMAGE, qfalse );
		break;
	case WP_CARBINE:
		aimSpreadScale = 1.0f;
		Bullet_Fire( ent, CARBINE_SPREAD*aimSpreadScale, CARBINE_DAMAGE, qfalse );
		break;
[...]
	case WP_GARAND:
		aimSpreadScale = 1.0f;
		Bullet_Fire( ent, GARAND_SPREAD*aimSpreadScale, GARAND_DAMAGE, qfalse );
		break;
[...]
	case WP_K43:
		aimSpreadScale = 1.0;
		Bullet_Fire( ent, K43_SPREAD*aimSpreadScale, K43_DAMAGE, qfalse );
		break;

I don’t know how this translates in numbers regarding weapons spread - but I think it simply means you fire those weapons like you would fire other weapons while moving around like mad, i.e the weapon spread is still taken in consideration, but it’s always “maxed out”.