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BC2 Weapons Guide: by the numbers.

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  • BC2 Weapons Guide: by the numbers.

    http://forum.ea.com/eaforum/posts/list/412239.page


  • #2
    Re: BC2 by the numbers.

    AEK takes 7 shots normally to kill a target? I'd say these aren't all true, useful info in any case. I bet if you can get your aim stable when scoping in and moving you're in quite good standing in most of the 1on1s.

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    • #3
      Re: BC2 by the numbers.

      funny that the 1911 pwns even the sub machine guns which were specifically designed for close quarter combat and essentially use the same type of round as a pistol WTF!
      "Everyone makes fun of us rednecks with our big trucks and all our guns........until the zombie apocalypse"

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      • #4
        Re: BC2 by the numbers.

        Originally posted by venman View Post
        funny that the 1911 pwns even the sub machine guns which were specifically designed for close quarter combat and essentially use the same type of round as a pistol WTF!
        Yeah I really hate the 1911... I bet half my deaths are from it.

        When are those numbers from? Didn't they buff the damage a bit half way through the beta?

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        • #5
          Re: BC2 by the numbers.

          Originally posted by venman View Post
          funny that the 1911 pwns even the sub machine guns which were specifically designed for close quarter combat and essentially use the same type of round as a pistol WTF!
          At short range the .45 ACP hits like a sledgehammer. The 5.56 NATO rifle round fired by the SCAR and the XM8C hit like an icepick. It tends to perforate the target. The .45 ACP on the other hand, if the round is a heavy enough load (say a 230 grain bullet) will create a hydrostatic shock effect, shutting down the heart and CNS of the target instantly.

          There is a reason brand new ones are still being produced 99 years after it was invented.

          The Thompson should have 20 round mag too, 30 rounders tend to drop out of the gun because war production receivers weren't quite up to the task of holding that much weight in the magazine.

          Comment


          • #6
            Re: hardcore server

            Damage will likely be better in retail since this beta was an old build - for whatever its worth here is some confirmation.

            ----------

            Question:

            a BFBC2 community member, Majineko, extracted damage data for each weapon. Is this accurate, and would we just divide by 1.25?
            Answer:
            Originally posted by Demize
            What's in the beta isn't Final.
            -----------


            Originally posted by Demize
            Tested a slightly higher damage model in an internal MP test yesterday. Worked out nicely A couple more tests and it will go live for retail
            http://twitter.com/Demize99/status/9517914557

            Originally posted by Demize
            So the test was to increase AR SMG LMG Pistol and SemiAuto rifles/slugs by 25% vs the torso. Splash vehicles and snipe dmg stay the same.
            http://twitter.com/Demize99/status/9522759548


            Originally posted by Demize
            We can do MP changes directly on the servers, for simple things like damage values for example.
            http://twitter.com/Demize99/status/9535341434

            Originally posted by Demize
            bc1 was 15-20 rounds to make a kill. Bc2 is 4-6. 1 bullet makes a ton of diff it cuts the time from first bullet to kill 25%.
            http://twitter.com/Demize99/status/9541353058
            Last edited by FBmantis; 02-23-2010, 03:44 PM.
            |TG-12th|mantis

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            • #7
              Re: BC2 by the numbers.

              I don't have a problem with a handgun being high damage at close range, but it should be harder to hit stuff with it at medium to long range. I keep getting hit by the 1911, and turning around to see who snuck up on me, only to die and find out they are 50 meters away!
              .


              Proud to have been an Irregular!


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              • #8
                Re: BC2 by the numbers.

                Originally posted by spiff913 View Post
                I don't have a problem with a handgun being high damage at close range, but it should be harder to hit stuff with it at medium to long range. I keep getting hit by the 1911, and turning around to see who snuck up on me, only to die and find out they are 50 meters away!
                Yeah I've seen snipers outgun me with pistol at 30m range when I have XM8, it has way too good accuracy / damage to be used as close range weapon tbh.

                Comment


                • #9
                  Re: BC2 by the numbers.

                  Question: http://twitter.com/N0_R3M0RS3/status/9543349542

                  Have there been any tweaks to the M249? That one seemed to be either underpowered or too inaccurate to me, even when bursting.
                  Answer: http://twitter.com/Demize99/status/9544348347

                  Originally posted by Demize
                  PC? Yeah, it's **** in the build for the PC beta. Was noticably underpowered.

                  Forum post by Demize: http://forums.electronicarts.co.uk/12780018-post36.html

                  Originally posted by Demize
                  The 1911 is basically unaffected. The 25% change isn't enough to reduce the # of rounds needed to kill a full health opponent. Effectively other guns will come up to the 1911's level.
                  Last edited by FBmantis; 02-23-2010, 07:13 PM.
                  |TG-12th|mantis

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                  • #10
                    Re: BC2 by the numbers.

                    http://multiplayerblog.mtv.com/2010/...weapons-guide/
                    I am not sure about two things in theis article
                    1) are stats based on beta or release
                    2) why is everything over 22 eg 11/22 is same as 0.5, or am I reading that wrong

                    Comment


                    • #11
                      Re: BC2 by the numbers.

                      Originally posted by Exploding_Silver View Post
                      http://multiplayerblog.mtv.com/2010/...weapons-guide/
                      I am not sure about two things in theis article
                      1) are stats based on beta or release
                      2) why is everything over 22 eg 11/22 is same as 0.5, or am I reading that wrong
                      Basically, they have it on a scale out of 22. Therefore 22 is the maximum. I'm not sure if they ripped the bxd files or got the information from a insider, but their numbers are matching.

                      Assault Class Weapons

                      AEK Vintovka (Unlocked from Start)
                      Basically an AK-47 without the branding. Fully automatic and not super accurate.
                      Damage - 11/22
                      Accuracy - 13/22
                      Rate of Fire - 17/22

                      XM8 Prototype (Requires 3,000 Assault Points)
                      Experimental and fancy looking. Fully automatic.
                      Damage - 12/22
                      Accuracy - 15/22
                      Rate of Fire - 16/22

                      F2000 Assault (8,000 Assault)
                      Bullpup design makes it more portable and offers increased rate of fire, at the cost of accuracy)
                      Damage - 11/22
                      Accuracy - 9/22
                      Rate of Fire - 19/22

                      STG.77 Aug (20,000 Assault)
                      Low accuracy and high mobility, just like the F2000.
                      Damage - 14/22
                      Accuracy - 11/22
                      Rate of Fire - 15/22

                      AN-94 Abakan (28,000 Assault)
                      Like the AEK, but fires 2-round bursts of semi-automatic fire.
                      Damage - 15/22
                      Accuracy - 15/22
                      Rate of Fire - 13/22

                      M416 (35,000 Assault)
                      Fully automatic assault rifle, a more portable variant of the M16.
                      Damage - 15/22
                      Accuracy - 15/22
                      Rate of Fire - 13/22

                      M16 A2 (47,000 Assault)
                      Classic assault rifle, notable for its high accuracy and 3-round burst.
                      Damage - 11/22
                      Accuracy - 17/22
                      Rate of Fire - 17/22

                      Engineer Class Weapons

                      9A-91 Avtomat (Unlocked at Start)
                      Fully automatic carbine, used in close quarters.
                      Damage - 9/22
                      Accuracy - 11/22
                      Rate of Fire - 13/22

                      SCAR-L Carbine (3,200 Engineer)
                      Fully automatic and highly mobile.
                      Damage - 9/22
                      Accuracy - 11/22
                      Rate of Fire - 13/22

                      X8 Compact (6,500 Engineer)
                      Compact version of the XM8 assault rifle.
                      Damage - 9/22
                      Accuracy - 10/22
                      Rate of Fire - 16/22

                      AKS -740 Krinkov (Unlocked at Start)
                      Like a mini, silenced version of the AEK.
                      Damage - 9/22
                      Accuracy - 13/22
                      Rate of Fire - 15/22

                      Uzi (26,000 Engineer)
                      Staple sub-machine gun with an extremely high rate of fire.
                      Damage - 8/22
                      Accuracy - 9/22
                      Rate of Fire - 19/22

                      PP-2000 Avtomat (32,000 Engineer)
                      Sub-machine gun with the highest rate of fire in the game.
                      Damage - 7/22
                      Accuracy - 9/22
                      Rate of Fire - 22/22

                      UMP.45 (43,000 Engineer)
                      Good stopping power and decent accuracy make this a good all around weapon.
                      Damage - 9/22
                      Accuracy - 13/22
                      Rate of Fire - 13/22

                      Medic Weapons

                      PKM LMG (Unlocked from Start)
                      100-round belt that fires 7.62 rounds with high accuracy.
                      Damage - 11/22
                      Accuracy - 11/22
                      Rate of Fire - 14/22

                      M249 SAW (3,300 Medic)
                      200-round belt with high rate of fire.
                      Damage - 10/22
                      Accuracy - 11/22
                      Rate of Fire - 16/22

                      Type 88 LMG (8,600 Medic)
                      High recoil and low mobility, but it has great range.
                      Damage - 12/22
                      Accuracy - 11/22
                      Rate of Fire - 14/22

                      M60 LMG (25,000 Medic)
                      Good all-around light machine gun.
                      Damage - 13/22
                      Accuracy - 12/22
                      Rate of Fire - 15/22

                      XM8 LMG (34,000 Medic)
                      Based off the XM8 assault rifle model, but with increased damage output due to a larger magazine.
                      Damage - 9/22
                      Accuracy - 13/22
                      Rate of Fire - 16/22

                      MG36 (42,000 Medic)
                      LMG with a bi-pod and built-in scope for added accuracy over long ranges
                      Damage - 9/22
                      Accuracy - 14/22
                      Rate of Fire - 16/2

                      MG 3 (57,000 Medic)
                      Capable of firing 1,000 rounds per minute, this is the LMG with the highest rate of fire.
                      Damage - 7/22
                      Accuracy - 9/22
                      Rate of Fire - 22/22

                      Recon Weapons

                      M24 Sniper (Unlocked from Start)
                      Bolt-action rifle with slow rate of fire, but good accuracy and damage.
                      Damage - 19/22
                      Accuracy - 20/22
                      Rate of Fire - 3/22

                      Type 88 Sniper (2,200 Recon)
                      Semi-automatic rifle, good for mid-range targets, especially when equipped with a red dot sight.
                      Damage - 14/22
                      Accuracy - 17/22
                      Rate of Fire - 6/22

                      SV98 Snaiperskaya (6,000 Recon)
                      Bolt-action rifle with 10 round clip, good for long range targets.
                      Damage - 13/22
                      Accuracy - 18/22
                      Rate of Fire - 6/22

                      SVU Snaiperskaya Short (15,000 Recon)
                      Silenced, shortened variant of the SV98 with lower damage but a higher rate of fire.
                      Damage - 13/22
                      Accuracy - 18/22
                      Rate of Fire - 6/22

                      GOL Sniper Magnum (21,000 Recon)
                      Sniper with the best accuracy in the game. Great stopping power, as well.
                      Damage - 18/22
                      Accuracy - 22/22
                      Rate of Fire - 4/22

                      VSS Snaiperskaya Special (26,000 Recon)
                      Silenced sniper rifle that lacks range but features an extremely high rate of fire.
                      Damage - 9/22
                      Accuracy - 14/22
                      Rate of Fire - 13/22

                      M95 Sniper (34,000 Recon)
                      Highest damage per shot in the whole game. This is the ultimate one-hit weapon.
                      Damage - 22/22
                      Accuracy - 18/22
                      Rate of Fire - 1/22

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