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Damage Charts 9rl8N

 

 Damage Charts

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Ηλικία : 40
Τόπος : Θεσσαλονίκη
Ημερομηνία εγγραφής : 04/01/2012
Αριθμός μηνυμάτων : 23

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ΔημοσίευσηΘέμα: Damage Charts   Damage Charts I_icon_minitimeΔευ Φεβ 06, 2012 10:03 am

Players have 100 health.
In hardcore default is 60.

Player health and bullet damage may be different on custom preset servers.
Admins can change the BULLET DAMAGE MODIFIER IN % and PLAYER HEALTH IN %

Standing on health kit gives you 10 hp/sec.
Without health kit the rate is 5 hp/sec.

You start recovering health 16 seconds after taking damage.


If you run to a health kit and run out of its range before you have
full hp, it will always take 12 seconds to start normal 5hp/sec
regeneration again.

Body part multipliers for most weapons are following:
Head: 2.0
Torso: 1.0

Arms: 1.0
Legs: 0.9

Shotguns have different headshot multiplier which is 2.4.


Damagechart

ROF - Rate Of Fire. For bolt action snipers and 870MCS there is
bolt/pump action time instead. If theres two values for one weapon,
later is for burst mode.
Supp. - Suppression effect per bullet in percentage.
Speed - Bullet velocity in m/s
MAG - Magazine size + 1 bullet in the chamber
Dist. - Maximum range of bullet. After this range the bullet disappears.
There are cases where you can get a bit higher marksman bonus than the
max range is at the chart, look at the forums for explanation.

Reload - Reload time in seconds when there is a bullet in the chamber (you didn't shoot all the bullets)


Em. Reload - Reload time in seconds when there isn't a bullet in the chamber(you shot all the bullets)
Threshold - Multiplier, how long it actually takes to change the mag.
In example:
Reload time is 2 seconds and threshold is 0.8
Reloading animation takes whole 2 seconds and then you can start shooting again
If you cancel the reloading by throwing grenade, chaging weapons etc.
reloading will reset unless you are over the threshold point.
In this case it would be 0.8 * 2.0s = 1.6 seconds. If you cancel the
reload after 1.6 seconds, you will still have the mag changed
when you switch back
to the gun you were reloading. If you switch before 1.6 seconds, you
will have to reload when switching back.
At 1.6 seconds the numbers also update to HUD.

Recoil:
L - Horizontal recoil to left.
R - Horizontal recoil to right.

UP - Vertical recoil per shot.
Dec. - Recoil decrease per second
Frst - First shot recoil multiplier. This is how much the first shot
recoils more or less. If the value is 2.0, first shot's recoil is
double of what its for the next shot. This is what makes alot difference
when shooting in burst or one bullet at a time.

Spread:


Inc. - Spread increase per shot.
Dec. - Spread decrease per second
Min ? - Spread for first bullet
Max ? - Maximum spread
Z = Zoomed / ADS
Uz = Unzoomed / Hip


Recoil and spread are a bit confusing, but basically the lower values are, more accurate weapon is.

Recoil is how much weapon kicks and spread is how much bullets will go off from the point you are aiming at.
Minimum spread is spread for the first bullet. Increment is how much spread is added on top of minimum spread every shot.
Maximum spread is how high spread can get.

Decrement makes your spread go back to minimum.


Recoil has vertical and horizontal values. Vertical is how much weapon
kicks upwards per shot. The more horizontal recoil weapon has, more it
kicks to sides too. Every shot game will get random number between L and
R value.
If weapon has different values for left and right (ie. 0.5 and 0.2), it's going to recoil more to left than right.

Bullet drop is -15 m/s for all the weapons except for AS VAL and all sniper rifles (excluding SKS) its -9.81 m/s
Shotgun shells have their own drops which are mentioned at the chart.



[Πρέπει να είστε εγγεγραμμένοι και συνδεδεμένοι για να δείτε αυτή την εικόνα.]


Shotguns


In the chart the spread values are for slugs and frags.

12g Frags:
Frag rounds do two different kinds of damage and they can stack. First
comes the direct hit damage and then the explosion's damage.

12g Buckshot / Flechette:



870MCS has 2.0 cone of fire while for all other shotguns it is 4.0
Damages are for each pellet and all shotguns fire 12 pellets per shell except the MK3A1 which fires 9.
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» Attachment Charts
» Weapon Damage
» Pistol damage and Rounds to kill
» Enginner Weapons damage and Rounds to kill
» Assault Weapons damage and Rounds to kill

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