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Original: 12/16/2010 11:21 PM
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1 eProp 1 eProp from:
Colonial_Agent

Thursday, December 16, 2010

Bad Company 2

 

Battlefield Bad company 2 Chart.
The numbers listed are taken directly from the game code of the PC version.
The only way any of this is wrong is if the numbers were changed or if I made a typo.
Many things are subject to change or correction as I navigate through this new game engine.

OCTOBER 28: Patch.
Check the patch notes to see what has changed. Most changes were on weapon damage.
DECEMBER 1: VIP Map Pack 7.
The charts haven't changed since any changes made to consoles were already applied to PC on Oct 28.

DECEMBER 16: VIETNAM
Oh hey look at that. Nam's not even out yet and yet here it is, taken from the December 1st patch.
Both the guns and special weapons are down there below the BC2 weapons.
It is possible the numbers may change in the immediate future once the expansion is actually out.
Stuff like hand grenades and ammo boxes are the same as the BC2 version.

DECEMBER 21: VIETNAM VEHICLES
Not nearly as much as I thought there'd be.

-----

The basics of any of the primary weapons are:

-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.

-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.

-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.

The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".

The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.

-Spread, Spray and Recoil
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.

There are now a bunch of different things in Spread. Kinda cluttered.
"Base" is the minimum hip spread when standing still.
"Move" is the min hip spread when moving.
"Zmov" is the spread when sighted and moving.
"SLUGZM" is the shotgun slug accuracy when zoomed and moving.
Pistols have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still. The pistol have the same spread standing still as they do moving.
The two in Spray are spread added to the weapon with each shot from the hip and sighted.
The two in Recoil are the weapon's sights and camera jumping around with each shot when sighted.

"Kick" is the angle increase with each shot.
Higher "Amp" means that the kick becomes sharper and faster, even causing the Angle Increase to be even greater.
Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).
They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.

Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.

Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.

In "Hardcore" players have 60 health.


A brief explanation for a few other numbers...
There are variables for each posture and again for each posture when sighted.
A "Min" for when the player is not firing his weapon and a "Max" for the highest spread a weapon can have from firing.

Weapons universally recover 3.0 degrees of spread per second.
LMGs, the G3 and Semi-Auto primary weapons recover 5.0 spread a second when zoomed, resulting in greater accuracy with successive shots.
Spread and recoil are always recovering, even while firing, in between shots.
Nearly all weapons have a 5.0 "Max" spread in any posture. Pistols have a Max of 3.0 (2.0 zoomed) and Sniper rifles have 7.0.

NOTE that the Vietnam M14 has a recovery of 5.0 to the other rifles' 3.0.

From the hip, crouching has little benefit for most weapons except for LMGs in which hip spread barely improves.
Crouching while sighted, most weapon subtracts 0.05 from its Amp.

The Flamethrower projectiles travel along the stream, each one delivering 20 damage on hitting a soldier.
Once hit, the Soldier takes 50 damage over the course of 7 seconds.
So you'll need to at least hit him at least three times with fire to have the burning over time take him out.
The flames fade out after 0.3 seconds, so they only travel out to about 15 meters.

-----

Explosive weapons behave quite differently between themselves.

Blast Damage is a single damage number (bottom number) that continues for a short distance (Red number).
After that, damage linearly drops to zero by it's maximum range (top number).
The red number is its approximate lethal range to infantry at full health when using the Explosive Damage Spec.

Against Armored Vehicles, explosive damage is modified every which way.
Against Tanks and APCs, the listed number is the damage done to their 1250 health.
The explosive icon means the vehicle takes it as explosive damage, the side hit does not matter.
The bullet icon means the vehicle takes it as projectile damage and hitting it in the rear or side will do extra damage based on the Vehicle Chart.
The Anti-Tank mine is sometimes capable of destroying tanks with only one mine, but it is not consistent.
The underside of vehicles seems extra vulnerable to damage.
Against lighter vehicles, most of these explosives will take them out in one hit.

Speed is simple - higher number, faster it goes.
Note that the RPG-7 can speed up a bit if being guided by a Tracer Dart.

Detonation is a mix of things.
The time it takes to throw a grenade after pressing the button and the time it takes to explode.
The 40mm grenade takes 0.2 seconds before it will detonate, hitting something at less than about 10m will make it a dud.
A direct hit with the 40mm will still hit and kill an enemy.
The Tracer Dart lasts for 45 seconds after sticking to something.

Reload is the same as the Weapon Chart with the time it takes to reload and the time the ammo counter changes.
Also included is the time it takes to get one explosive of that type from the Assault's Ammo Box.



-----

Vehicles are very uniform, each vehicle has many similar things to another of the same type.

All vehicles can generally be taken out with a single infantry rocket, but Tanks and APCs take extra damage from the side and rear.
To minimize damage to those weak sides, armored vehicles can angle themselves against incoming attack to decrease damage.
The steeper the angle, the lower the damage (to a minimum of the indicated "ANGLE" number).

There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.

There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation = Tank Cannon damage against another Tank is approximately 350 to the front.


---



 

Vehicle Specializations are limited to the player who has them, and most will only work when the Pilot/Driver is the one who has it.
Armor will only improve a vehicle's defense when the driver has it.
Warhead and Reload will only improve the damage or reload time of the seat the player is in.
ALT V is only for the primary seat (and the attack helicopter gunner), no alternate weapon exists for secondary seats.
Smoke will only work for the pilot/driver.

While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:

The Power Tool fires at a rate of fire of 900 RPM. That's a "shot" every 0.066 seconds.
With each "shot", it gains 0.025 heat. Constantly fighting against that heat is a cooldown of 0.2.
The two combined with the rate of fire allows the Power Tool to fire 85 times over the course of 5.676 seconds.

It repairs 6.5 points of damage with each shot.
With the 0.3 second delay before the tool starts up, that's 559 vehicle health repaired over 6~ seconds.
Holding the trigger for 6 seconds will cause the tool to overheat.

Originally, it took two seconds to recover from full heat and the tool had a two second overheat.
As of R7, the 0.2 cooldown requires five seconds to cool down from full heat and Overheating also takes five seconds.

For reference, All armored ground vehicles have 1250 health.

Also, the Repair Tool delivers 19.5 damage against enemies and enemy vehicles per "shot".

---
A feature of HMG_Bullet (used by the M95) is that it can damage lightly armored vehicles such as Jeeps and Helicopters.

All bullets travel at the same arbitrary speed of "600" (though their tracers are made intentionally slower than the actual projectile).

---

Spotting
, like the repair tool, uses "overheat" to prevent excessive Socialize use.
The player is capable of about five Socialize button presses in rapid succession before overheating and being inoperable for five seconds.
With the cooldown, the fastest continuous rate that a player can spot without overheating is once every two seconds.

---

Each MCOM Station has 1000 health.

According to Materials, a C4 explosion has a 0.15x multiplier against the "Objective" material.
290 becomes 43.5. Twenty-three C4 stuck to the objective will destroy it.

Given the base damage of the rockets, all three match up with a 0.1x multiplier.
23 hits from the RPG-7, AT-4 and Tank Shells.
29 hits from the Carl Gustav.
32 direct hits from 40mm grenades to destroy the MCOM.

 Posted 12/16/2010 11:21 PM - 2334228 Views - 351 eProps - 507 comments

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Visit Luftwacko's Xanga Site!

Image not working? o.O

Posted 3/3/2010 8:37 AM by Luftwacko - recommend - reply

Visit C4N4D4M4N's Xanga Site!

What's the player health, 100?

Posted 3/3/2010 12:41 PM by C4N4D4M4N - recommend - reply

Visit DenKirson's Xanga Site!

@C4N4D4M4N - Naturally.

Posted 3/3/2010 3:07 PM by DenKirson - recommend - reply

Visit rojosucio's Xanga Site!

What is player health in hardcore mode?

Posted 3/3/2010 5:18 PM by rojosucio - recommend - reply

Visit Vatek93's Xanga Site!

Do the various weapon optics (iron sights, red dot, 4x scope, sniper scope, 12x scope and SPOT scope) have any effect on weapon stats? I would think that the sniper scope must have some sort of subtractive value for SPREAD in order to make the rifle more accurate when scoped, does the same hold true to the other optics?

Posted 3/3/2010 5:42 PM by Vatek93 - recommend - reply

Visit fakkieaccount's Xanga Site!

Show magazine sizes? What are the differences between shotguns like the M870 and the SPAS

Posted 3/3/2010 7:00 PM by fakkieaccount - recommend - reply

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@rojosucio - I'm not entirely sure on this right now, but I believe player health is 50 in Hardcore mode. Just shoot a guy a couple times and count the damage/shots to see and confirm.

@fakkieaccount - The optics are only a model replacement, the weapon is one of a kind. When the weapon is sighted and the player standing still, the first shot for all of them have 0 spread.
Though the Accuracy Specialization for each weapon decreases all spread values with a 0.67 multiplier. 

@Vatek93 - Sure, I'll cram an ammo capacity in on the side. The three pump actions are 100% identical (with the exception of the NS2000's reload time). Use whichever one you like the look of.

Posted 3/4/2010 1:55 AM by DenKirson - recommend - reply

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If I gain 3 degrees of spread per second when not firing, and my weapon has a RECOIL value of, say, 1, does that mean I can fire scoped with perfect accuracy if I click the trigger once every 333 ms?

Posted 3/4/2010 12:10 PM by Aoeusnth - recommend - reply

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@Aoeusnth - Just about. Weapons recover mighty fast.

Posted 3/4/2010 1:18 PM by DenKirson - recommend - reply

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=/

Hey Den, is that chart just a temporary while you're preparing the flash-version?

Posted 3/5/2010 8:14 AM by Luftwacko - recommend - reply

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Great work, keep it up!

Posted 3/7/2010 11:13 AM by Vanadane - recommend - reply

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Is this for PC or PS3?

Posted 3/7/2010 4:23 PM by Batavian - recommend - reply

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Hey was wondering with soldier regen times, if you have the 25% +health perk do you regen with higher values to keep the total regen time the same length? Also how much do medkits regen (I know the perk will add 33% to this value) and do medkits stack? 3 questions in one :O

Posted 3/9/2010 4:13 AM by Crmsonking - recommend - reply

Visit misternice3's Xanga Site!

Whats about the M95. Does it one shot kill in any situation?


How does the Magnummun take effect on the weapon or the killability?
THANKS 
Posted 3/9/2010 8:54 PM by misternice3 - recommend - reply

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Can you please add info for magnum ammo and also for the various accuracy+ specializations?

Posted 3/10/2010 11:48 AM by essferret - recommend - reply

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Definitely observed bullet drop with the weaker recon rifles last night.

Posted 3/10/2010 3:11 PM by Rymosrac - recommend - reply

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man i have been looking for something like this, it is perfect if it is accurate like you say.. can you talk more about the range? is a sniper rifle only dealing 100% damage up to 10 meters?

Posted 3/10/2010 7:59 PM by j0nblaze - recommend - reply

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@j0nblaze - Yes, after that, you have to aim for the head.

Posted 3/11/2010 3:22 AM by DenKirson - recommend - reply

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I'm not sure what eProps are, but I gave you 2 of them.  I'm recently converted to Battlefield because of 1)the lack of teamwork in MW2 and 2)the incredulous amount of glitches/bugs in MW2 as well.  I'm glad to see that you are making stats for BC2 as well, since I've been a long time user for COD.  Just wanted to say thanks.  One other question, for anyone here, really - where would a total noob at Battlefield go to find out more about BC2?  There's basically no instruction booklet with the game and I can't find a good site for basics of play.  Thanks again.

Posted 3/11/2010 4:26 AM by Obii - recommend - reply

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I just wanted to say a huge thank you for having posted this
information. I love reading about these types of stats in the
Battlefield games, and you have done an excellent job with your
presentation. Very concise, organized, and user-friendly. I look
forward to reading about the explosives.

@ ObiiI would recommend checking out this video on Youtube. It is both informative and hilarious, and will teach you some of the most important aspects of the Rush game mode.

Posted 3/11/2010 2:00 PM by AxelayMkIV - recommend - reply

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Hmm I got one question for the author, or well anyone for that matter.



Do you die from 100 dmg or 101 dmg? I mean for example, a weapon doing 25 dmg / bullet in the torso does that kill you in 4 or 5 shots? I know the dmg will vary depending on range so sometimes this bullet does 27 dmg, but just for arguings sake lets say 25 dmg all the time. I mean if someone done 100 dmg to you I would think they´re dead right? But could also be that your dead when ppl do more then 100 dmg on u?

Posted 3/11/2010 7:58 PM by RandomBc2PLayer - recommend - reply

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@RandomBc2PLayer - Rather than counting up to 100, count down to zero. When the player reaches zero, he goes down. Four shots at 25 damage each.

Or five shots if the player has 125 health with Body Armor.

Posted 3/12/2010 5:34 AM by DenKirson - recommend - reply

Visit albrnick's Xanga Site!

Wow!  First off, AWESOME Numbers, Thanks!  = )

Second, I was wondering what the cool down for the Power Tool after it overheats?  And once it cools down/is usable, it is reset to 0 heat?


Thanks Much!
Posted 3/12/2010 9:55 AM by albrnick - recommend - reply

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So from what I gather the MMN upgrades are only helping your non-zoomed spread?  Is this correct or does it help during zoomed mode as well?

Great stats!

Posted 3/12/2010 11:07 AM by Evernight57 - recommend - reply

Visit DenKirson's Xanga Site!

@albrnick - The Overheat time is two seconds as read on the Specialization image, the same amount of time it would take to cool down from full (0.5 every second).
Essentially, allowing it to overheat will result in the exact same speed of repair as letting it cool down.

Posted 3/12/2010 11:13 AM by DenKirson - recommend - reply

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