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  1. #1
    bullpop's Avatar
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    Weapon information.

    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.

    (139, 0, 0)"]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.

















    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.


    All the credits go to Symthic for this!
    Alot of Credits goes to my bro SprayPaint for helping me out with the update!
    I take no credit for this!



    Credits go to @Steele Duke for leeching this.
    Last edited by bullpop; 02-17-2012 at 03:52 AM.
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  3. #2
    Snowbrdd's Avatar
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    Awesome work for finding this. Where did you find this anyway?
    [IMG]https://i143.photobucke*****m/albums/r135/xSpartan_117x/ChiefPwnage.gif[/IMG]

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  5. #3
    bullpop's Avatar
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    Quote Originally Posted by xplode16 View Post
    Awesome work for finding this. Where did you find this anyway?
    Google , Why you no hit thawnks buttown :C
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    aciots (02-12-2012),Grilofuzeta (02-09-2012),killlikeaboss (08-22-2013),macikiller (04-10-2012),NnNnN (12-07-2012)

  7. #4
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    woah im impressed.. very useful

  8. #5
    bullpop's Avatar
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    Quote Originally Posted by SnotBlade View Post
    woah im impressed.. very useful
    Then why you not hit that thanks button .
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  10. #6
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    Quote Originally Posted by bullpop View Post
    Then why you not hit that thanks button .
    Check again buddy

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  12. #7
    bullpop's Avatar
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    Quote Originally Posted by SnotBlade View Post
    Check again buddy
    thank you

    EDIT: 110 views and 2 thanks No one that find's this useful?
    Last edited by bullpop; 12-19-2011 at 07:41 AM.
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  14. #8
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    Now an explanation about the sniper scope (12x). Which strip is for which distance.

  15. #9
    bullpop's Avatar
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    Quote Originally Posted by shotyoudie View Post
    Now an explanation about the sniper scope (12x). Which strip is for which distance.
    That i don't know.
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  16. #10
    SnotBlade's Avatar
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    i think people who understand all the numbers and can be bothered actually taking time into figuring out recoil and reload patterns to get better will only find this useful :L

  17. #11
    bullpop's Avatar
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    Quote Originally Posted by SnotBlade View Post
    i think people who understand all the numbers and can be bothered actually taking time into figuring out recoil and reload patterns to get better will only find this useful :L
    Actually it's not that hard to understand, you can see by urself wich direction it will pull/fly when you fire, so technically it's not that hard to read.
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  18. #12
    blaze611's Avatar
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    Wow, thanks. Although I wish I knew how to use these numbers to my playstyle. I know what they do but not how to implement them.

  19. #13
    bullpop's Avatar
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    Quote Originally Posted by blaze611 View Post
    Wow, thanks. Although I wish I knew how to use these numbers to my playstyle. I know what they do but not how to implement them.
    If you only can understand it then you know what do to with it .
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  20. #14
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    Extremely useful, thanks for posting.

  21. #15
    bullpop's Avatar
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    Quote Originally Posted by Noovaa View Post
    Extremely useful, thanks for posting.
    Always happy to Help Nova! Oh and mention me if you see something that need's approval if im not online, that would be great cheers mate.
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