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[Pirate + memorial] Weapons guide (images) + Explosives + variables |
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18-09-2009, 09:20 AM |
Post: #1
M1k3ol
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Current update:
updated with all the new "Pirate update" weapons guide is gonna be updated and changed from time to time, first change is moving each weapon post to a separate thread (linked below on the icons) to reduce load every time someone visits this guide Memorial Image
Old SR Pistol from Closed Beta 2008! This pistols were part of the game during the first part of Closed Beta (in 2008), this SR Pistols got discarded and replaced by the current "burst" fire SR pistols, reason given was that this pistols were "too UP" and got replaced for something more reliable for close range fights. The IDs used by this guns (3067 and 3068) are now used for the uber pilfered/stolen knifes, existing images include both icons and the corresponding "grayed out" used during the reloading animation. in my personal opinion, this gun doesn't seems more "UP" than the current MR pistol, actually, it's almost the same gun except for the damage more inclined to the close range side (below 12m) and the extremely high crit damage (though, the crit chance is the same low one as the default MR pistol) I really dunno if the current stats on the MR pistol were different before, because so far this ones are almost the same ones regarding speed (same ROF and velocity) compared to the current MR pistol...sadly, I would need other old files to compare ![]() ![]() About this Guide[/align] I decided to create this guide, after the frustration of not finding one totally completed (explosives and reasons behind variations in damage), so, a week and a half ago, I started to design the template (with in-game images), and some people know about the first results (-VP-, Cyblos)Future of this guide
I will keep it updated, right now I have already looked onto the PTE files, but I will not change anything until it hits the main game (unless people -really- need it, but it's just temporary changes, better to be up-to-date with the main game) I will try to include vehicle stats (speed, critical) in a future installment. Next Upcoming Projects
I created the guide for my own blog (just news and stuff like this), since my first goal was to get ready a full bilingual news/informative blog in English and Spanish for the latin-america community in the game (that its actually a huge one, but they don't have too much places to go), I'm still working on that, but this is the first part finished...next thing is getting this guide translated (easy stuff, just takes time) and then I will continue with the next ones (missions, abilities, Items, clothes) What can I do with this?
Anything, if you want to use it for your fan site, do it, just DON'T change it in any way (don't change the images), and please add a link to this thread (just in case I update this and your site remains unchanged) Special note about bug
Knife bug fixed on 10/20/2009 Weapons and you
1st part: Main Setup So...many of you have already seen the images, some of you may or may not understand them, so, let's do a quick look-up. some weapons come as default ones for some classes, those weapons doesn't show a price tag in the guide: Commando's Initial Weapons: Knife, MR Rifle, TNT Soldier's Initial Weapons: MR SMG, MR Shotgun, TNT Gunner's Initial Weapons: MR Shotgun, MR MG, TNT All those weapons are always free and unlimited for your hero's class, you won't have to buy any of those ones ever, and even some people keep using them (according to their play-style) 2nd part: Guide description now, to get this guide more helpful, this is what every part means: Note: MR = Medium Range, SR = Short Range, LR = Long Range first part is the header, you can see the weapon's image, along with the faction flag and name for the weapon. second part is "Damage by distance" box, you can see how much base damage a weapon does, and at what distance it happens (this applies to almost all the weapons), shotguns stats are so low for the first damage, since it is the lowest damage you can do if only 1 pellet hits a target. third part is the "Weapons Deviation" box, what is -deviation-?, it is called in other games "spread", or much the bullets gets off from a weapons reticle center (or the accuracy for every shot), the less deviation, the better, it also includes the "spread" stats for shotguns, that it's divided in 2 parts: weapon and sub-projectile, the first one is the weapon deviation for each click you do, the second one is the deviation from the small "pellets" that comes out from them, and the last part is the recoil, it only applies for sniper rifles, it means how much the scope moves after shooting, the MR rifle has the less amount of recoil, the fast one has a biggest jump, but returns back to almost the same place you aimed, and the biggest one is the LR rifle, it moves more the scope fourth part is the "Weapons specs" box, you can see magazine size, velocity and other stats, "batch size" means how many pellets the shotgun expel by each one of its cartridges, total damage is calculated by the lowest one for each distance (1pellet hit), multiplied by that number...on another note, you don't need to divide the rounds number, it already states how many rounds per minute the weapon can shoot (but it doesn't counts reload times) Velocity is the speed that the bullets travel from the weapon, in this game, bullets are physically in the game, and it's server sided, it also prevents hits to register at weird times, like, while reloading, even if by any weird reason you could keep shooting while reloading, hits would fail to register (it would end up being just a graphical bug) critical hits are based in a "per shot" chance, this means, the chance is calculated each shot you use, so, any bullet can get the crit-damage, some people can get crits for each shot from 1 mag, while others get nothing in a full clip, so, yes, it is pure luck, any shot can be your lucky shot. Crit damage is just the extra damage added to the base damage (13 base + 10 crit for example), I'm still looking at the sniper files, to get the headshot modifiers, so far it looks like it just gives a 100% max damage (like 44 all the time) + maybe a higher chance for crits, I'm still researching that. fifth part is "Explosives specs" box, you can see the explosives main stats, damage count as "splash" damage for the bazooka, TNT, and grenades, knife uses the radius stat since the attack actually uses a radius. the last parts are just prices and description, unlimited price is BF only as of today, but prices are bound to change from time to time, it will be updated when necessary. |
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18-09-2009, 09:22 AM |
Post: #2
M1k3ol
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18-09-2009, 09:28 AM |
Post: #3
M1k3ol
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Weapon stats explanation, or, "why I always get more/less damage?"
1st part: Knife As many of you have already noticed, the knife have a set amount of damage, that goes from 28 to 35, then, why the hell I end up doing 1 or 2 damage points?, well, the answer is in the attack itself... the Knife attack works like a explosion, it comes from the tip of the knife and surrounds a 2 meter area around it, now, the damage from the knife also works like that, you get the highest damage value by centering your attack, by trying to get the enemy in the center of the hit, the farther you land the attack, the lowest the damage output will be (regardless from the lowest damage -28-, this works based on the "landed damage", and decreases that value based on distance) Damage decreases by distance from the 2m radius central point, and that's how you get the weird low damages, it is not random and also, it works from the sides too and lag can make you miss those hits while running to get the enemy, that's why back stabs damage is so "good", if you catch the enemy off ward, you land the hits close to the enemy and even with the chance of landing a critical hit bonus. 2nd part: Explosives unleashed well, now we get to the ugly part...explosives damages... first of all, the explosives have a "splash" damage (code-wise) and it works in the same fancy way like the knife, the farther the enemy is from the central explosion, the less damage you will deal, so far, so good, everyone knows it, the thing is, that the explosives have an extra code, besides the common one, that it's something like a "vehicle like" code, which, affects the interaction between the explosive and a vehicle specifically, let's look at the TNT code: Code: rem ---BeginComp:Armor ---so, if you look at it, I will tell you what's the weird thing...no other non explosive weapon has this composition in their code, the only things that uses it is vehicles and some player health in the classes (the maxhitpoints part), now, do you see the 100 part?, that's your damage modifier against vehicles (throw a TNT at a lone enemy tank, while exploding and no other passenger except the driver, you will notice something around 100 in damage, like a 96) TNT is the only explosive weapon with a "vehicle like" code, so, it works like attaching a vehicle to another vehicle, or like launching a tank against another one, including a blast radius, that affects infantry with other values. now, bazooka and grenades doesn't have that full vehicle like code, but they do have their own code, in the explosives department that is, something that it's worth to remeber, is the "default material" in the past example, explosives have a code like this "ObjectTemplate.detonation.explosionMaterial 52", along with a explosion depth value, this are some of the modifiers to hit vehicles, and the reason behind hitting infantry with one value and hitting vehicles with another high one. vehicles have their own material composition too, in many of their own parts, this is also what determines the amount of damage that they receive on their "weak points". velocity it's also an important factor while damaging tanks, the material+speed of the cannon shell can impact the total damage dealt to a tank (+ weak points) all the explosives have a "splash" blast damage, instead of a physical damage like bullets, the only one with a physical damage rate along with a splash damage, is the bazooka. But WHY I get more/less damage than what the code shows? this is quite easy, the points you see on you HUD is not the damage you did per unit, it's the total amount dealt with that action (like a grenade or TNT exploding), for example, throw a keg at a group of enemy units, and you will see something like 180~200 in you points, that's not the damage you dealt to each enemy, thats the sum of all the damages the enemy units received, a total for adding to your points, this also works in tanks, if the tank has a passenger or another soldier around, the explosion will damage them (specially the passenger) and the damage you deal to them will get added to the tank damage points and show as a whole number in your points (like 96+15+4). |
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18-09-2009, 09:34 AM |
Post: #4
UniqueError
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Why you said six times "reserved"?
STOP RIGHT THERE YOU CRIMINAL SCUM! |
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18-09-2009, 09:43 AM |
Post: #5
UniquError
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Read the first post.
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18-09-2009, 10:07 AM |
Post: #6
M1k3ol
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ok, it is ready, I'm just writing the post below images and the first one
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18-09-2009, 10:21 AM |
Post: #7
n00bDooD
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Im getting more than 33 with my RPG
Im getting about 50-70 vs tanks
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18-09-2009, 10:24 AM |
Post: #8
cbaz10
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looks awesome!
very nice guide, and super usefull information. Saved everyone of them ^^ |
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18-09-2009, 10:25 AM |
Post: #9
M1k3ol
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(18-09-2009 10:21 AM)n00bDooD Wrote: Im getting more than 33 with my RPG I'm adding those stats on the last, empty post (text) and reason behind that and other things like the weirds damages from knife (like 1 or 2 damage) |
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18-09-2009, 10:30 AM |
Post: #10
BoyOfTheEnders
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This is a bit better than the text based ones eleswhere on the site! Thanks for going though the time to make these. (whoever did)
I like to pay attention to strats, and weapon load-outs, for optimal game-play. It's unfortunate, that not everyone who plays this game, really looks into the depth of these weapons, and the overall effects! I really enjoy it. Sometimes I get 60dmg on tanks with my panzerfist. I've also gotten single critical shots with my standard MG around 15, in the middle of fire fights. You would be amazed that the peak limits of these weapons come out, at the most random times. Its hard to reproduce the effects. Wonder if its based on accuracy? ![]() Billing Support|FAQs| I USED TO BE a Community Moderator, not an official EA representative. |
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18-09-2009, 10:49 AM |
Post: #11
GroundZero
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http://denkirson.xanga.com/706368076/item/
far simpler and easier to read I feel all the images in yours, many of which are crossed out or not even needed just clutters and confuses issues but as always others may feel differently
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18-09-2009, 11:07 AM |
Post: #12
UniqueError
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Actually, bazookas doesn't do more dmg when you shoot further. And Sticky TNT doesn't do only 80 dmg. It can do over 140.
STOP RIGHT THERE YOU CRIMINAL SCUM! |
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18-09-2009, 11:10 AM |
Post: #13
M1k3ol
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some people (specially new players) prefer image based ones, and it's far better explained for others this way too...
some weapons have that crossed stat to show which weapons uses them and which ones doesn't, again, new people asks if some weapons do -this or that thing- comparatively with other weapons (like if spread from MGs works the same way as spread from shotguns), again, this is not a "pro" guide, this explains completely every part from the weapons for a better description for either new players or confused ones it is meant to be read as "pages", but I added each weapon set in a different post, I will attach a "PDF style" guide later, but first I need to complete this... (18-09-2009 11:07 AM)UniqueError Wrote: Actually, bazookas doesn't do more dmg when you shoot further. And Sticky TNT doesn't do only 80 dmg. It can do over 140. like I said, that is being added on the last post, this images only show "infantry" damage, bazookas -do- more damage with long shots (to infantry), even tanks do (from 40 to 50 meters is the medium distance for tanks), again, all this is in the game files code, and I'm explaining why in the last post (I'm finishing the text to add it) EDIT ok, now it's added |
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18-09-2009, 11:17 AM |
Post: #14
kawabounga
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Nice to see that , with all details ! You did a nice job M1k3ol !
See ya on the Battlefield ! Tburn Kawabounga ! ![]() -----View my profile page HERE !-----Rate my Heroes HERE ! -----Check my Alt/girlfriend profile page HERE! !-----
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18-09-2009, 11:43 AM |
Post: #15
DavePownsAll
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Great work man
the amount of detail is amaizing : ) helped me alot! |
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18-09-2009, 11:48 AM |
Post: #16
Laksarath
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any stats on Troop Traps, Grenade Span or Keg??
would be an interesting comparison to standard grenade? |
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18-09-2009, 12:09 PM |
Post: #17
GroundZero
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The only thing that confuses me is why everything is measured in rounds per minute
Any comparison of weapons based on the damage output pm will be wrong from the start For instance pistol, 900 rpm, is physicly impossible, as it'd take almost 4 minutes to fire 900 rounds with it, not the 900 as stated
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18-09-2009, 05:25 PM |
Post: #18
M1k3ol
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its because that's how the weapons are measured in the game code, it's something like the "rate of fire"
(18-09-2009 09:28 AM)M1k3ol Wrote: it already states how many rounds per minute the weapon can shoot (but it doesn't counts reload times) and of course, it doesn't count how many clicks you need to do, imagine that you have the weapon using a "turbo" button, and you just pressed it and also you didn't had to reload, this is what you will get in the end... BTW, all the data you see is based on game code, not on a personal opinion/test |
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18-09-2009, 09:41 PM |
Post: #19
typertje
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very nicely done
![]() |
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18-09-2009, 09:43 PM |
Post: #20
revivespirit
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awsome guide
![]() ^I know you tried to click that
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