I also included the vanilla Vertical and Horizontal recoils of each weapon there cuz y not
These are the conditions or someting:
Point-blank
No armor
No attachments
TTKs of semi-auto weapons is varied cuz of you having to shoot manually
Just because a weapon has low TTK doesn’t mean it’s better than the others (ammo, accuracy, recoil…)
Automatic Rifles
Weapon
TTK (seconds)
V. Recoil
H. Recoil
FAL
0.1846
1.5
2.2
AK15
0.2222
1.6
2.1
SCAR-H
0.24
1.6
2.1
G36C
0.24
1.4
1
M4A1
0.2571
1.5
0.6
SG550
0.2571
0.9
1.1
ACR
0.2571
1.4
0.8
FAMAS
0.2667
1.4
1
AK74
0.2687
1.5
0.6
HK419
0.2727
1.4
0.9
AK5C
0.3
1.4
1.2
AUG A3
0.36
1.2
0.8
Submachine Guns
Weapon
TTK (seconds)
V. Recoil
H. Recoil
MP7
0.1895
1
1
Kriss Vector
0.2
1
1.1
MP5
0.225
0.9
0.7
PP19
0.24
0.9
0.7
UMP-45
0.2571
0.9
0.5
PP2000
0.2667
1.2
0.5
Personal Defense Weapons
Weapon
TTK (seconds)
V. Recoil
H. Recoil
Groza
0.1846
1.2
0.6
Honey Badger
0.225
1.5
1.9
P90
0.225
0.8
1.4
Carbines
Weapon
TTK (seconds)
V. Recoil
H. Recoil
ScorpionEVO
0.15
2.7
0.8
As Val
0.225
1.5
1.9
Designated Marksman Rifles
Weapon
TTK (seconds)
V. Recoil
H. Recoil
SVD
0.2727
1.8
1.3
MK14 EBR
0.3
2.2
1
M110
0.3429
3
1
MK20
0.3692
3.3
1
Light Support Guns
Weapon
TTK (seconds)
V. Recoil
H. Recoil
MG36
0.2
1.8
1.2
L86A1
0.2323
1.4
1.4
Light Machine Guns
Weapon
TTK (seconds)
V. Recoil
H. Recoil
M249
0.2571
1.1
1.3
Ultimax100
0.3
1.5
0.6
Sidearms
Weapon
TTK (seconds)
V. Recoil
H. Recoil
MP 443
0.2571
0.6
0.1
Glock 18
0.2727
1
0.5
Unica
0.3
6
4
USP
0.36
0.4
0.4
Rsh12
0.375
9
4
Desert Eagle
0.4
6
3.5
M9
0.45
0.4
0.4
Same Data but Everything in One Table
Weapon
TTK (seconds)
V. Recoil
H. Recoil
ScorpionEVO
0.15
2.7
0.8
FAL
0.1846
1.5
2.2
Groza
0.1846
1.2
0.6
MP7
0.1895
1
1
Kriss Vector
0.2
1
1.1
MG36
0.2
1.8
1.2
AK15
0.2222
1.6
2.1
MP5
0.225
0.9
0.7
Honey Badger
0.225
1.5
1.9
P90
0.225
0.8
1.4
As Val
0.225
1.5
1.9
L86A1
0.2323
1.4
1.4
SCAR-H
0.24
1.6
2.1
G36C
0.24
1.4
1
PP19
0.24
0.9
0.7
M249
0.2571
1.1
1.3
M4A1
0.2571
1.5
0.6
SG550
0.2571
0.9
1.1
ACR
0.2571
1.4
0.8
MP 443
0.2571
0.6
0.1
UMP-45
0.2571
0.9
0.5
FAMAS
0.2667
1.4
1
PP2000
0.2667
1.2
0.5
AK74
0.2687
1.5
0.6
HK419
0.2727
1.4
0.9
SVD
0.2727
1.8
1.3
Glock 18
0.2727
1
0.5
Ultimax100
0.3
1.5
0.6
MK14 EBR
0.3
2.2
1
Unica
0.3
6
4
AK5C
0.3
1.4
1.2
M110
0.3429
3
1
AUG A3
0.36
1.2
0.8
USP
0.36
0.4
0.4
MK20
0.3692
3.3
1
Rsh12
0.375
9
4
Desert Eagle
0.4
6
3.5
M9
0.45
0.4
0.4
The Process
Weapons[Wname] = ((Wfir/60)*-1)(Ceil(100/Wdam)-1)
Basically:
Get the firerate and divide by 60 (cuz its in bullets per minute and we get bullets per second)
We do to the power of -1 so we get how many second for 1 bullet
We multiply these seconds by the amount of bullets we need to kill somebody (100 HP/damage, rounded up) and minus 1 cuz seconds and stuff
Test these in the shooting range at 0.1x speed and 10x time to kill and a stopwatch, works?!!?!? But must be right next to dummy and shoot in torso, but on distance its the same but delayed + some damage dropoff so actually it’s not the same
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.
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6 Comments
Recoil, whether or not you need aim down time, first shot kickback, (I think they call it) and range will all heavily affect the performance of a gun. Your data doesnt even consider these factors.
Its good that powerful weapons are unlocked early, helps even the floor between starting players and people who already have unlocks. Lets be real, by this point everyones played a few shooters, its not like its a brand new game where you need to learn a ton of new mechanics.
Honestly it doesn’t make sense to reward better/more experienced players with weapons that flat out outperform the starter weapons because they are already top-fragging lobbies and it would widen the imbalance too much. Makes more sense to have the more unique / niche weapons be unlocked later for skilled players to mess around with
I think it’s a mistake to make all the best weapons unlock so early, while the later weapons are considerably weaker despite the time it takes to unlock them. The mp7 should switch places with mp5 for example in terms of progression.
Recoil, whether or not you need aim down time, first shot kickback, (I think they call it) and range will all heavily affect the performance of a gun. Your data doesnt even consider these factors.
I dont see M4A1??
M4A1 – 0.2571 1.5 0.6
Its good that powerful weapons are unlocked early, helps even the floor between starting players and people who already have unlocks. Lets be real, by this point everyones played a few shooters, its not like its a brand new game where you need to learn a ton of new mechanics.
Honestly it doesn’t make sense to reward better/more experienced players with weapons that flat out outperform the starter weapons because they are already top-fragging lobbies and it would widen the imbalance too much. Makes more sense to have the more unique / niche weapons be unlocked later for skilled players to mess around with
I think it’s a mistake to make all the best weapons unlock so early, while the later weapons are considerably weaker despite the time it takes to unlock them. The mp7 should switch places with mp5 for example in terms of progression.