This is another follow-up to a project
- Beta Charts
- Launch Charts
- Overture Charts
- TTK 0.5 Charts
- Lightning Strikes Part I Charts
- Lighting Strikes Part III Charts
- Trial By Fire Part I Charts
- Trial By Fire Part III Charts
- Trial By Fire Part IV Charts
- Defying The Odds Part I Charts
- Defying The Odds Part IV Charts
This measures the time to kill of every gun in the BFV in frames (assuming 60Hz, one frame = 16.66ms), using 100,000 samples of 15 round bursts across a variety of ranges. If a gun does not have 15 rounds in the magazine, it assumes a burst length equal to magazine size.
If you just want to see what weapons to use, skip towards the bottom.
How to read the charts, and other notes:
- The hitrater assumes perfect control of vertical recoil, aimed at center mass.
- Each picture has four charts are concatenated into one. The top two charts are for aimed down sights fire, and the bottom two are for hipfire.
- The left two charts measure the gun with full upgrades on the left side of the specialization tree (hipfire upgrades, rapid fire, etc.).
- The right two charts measure the gun with full upgrades on the right side of the specialization tree (ADS accuracy upgrades, etc.).
- FTK: Frames to kill. To get TTK (time to kill), just multiply numbers by 16.66. Represented in colors, designated on the right side.
: Expected frames to kill. A value factoring in average time to kill and the probability of the 15 round burst actually killing the target.
: Average frames to kill. A value that is the mean of all the instances where the gun actually killed.
- Frequency: The number of times a gun killed, out of 100,000 (100K).
- MMG (MG34, MG42) charts show zoomed bipod (ADS while bipoded) on the ADS charts, zoomed hipfire (hold RMB from the hip) on the hipfire charts. Unzoomed hipfire basically cannot kill at all, and is useless data.
- Bolded hyperlinks indicate changes (starting with Lighting Strikes, Pt.3).
- None of these stats truly apply to Firestorm, since 150hp + 150 armour throws gun balance out of the window.
- I am considering changing the script for these charts to consider variance in FTK, since an average or expected value doesn't convey the entire story of performance. Consider the M1907 and Ribeyrolles, both at 50m, where they have an E
of ~27. The Ribeyrolles is still the better weapon, as it will much more frequently hit its best case FTK, and is the much more consistent weapon, even with an equivalent expected time to kill. Remember, big dark green bars = good.
For more gun statistics and discussions, go to the new Symthic forums:
New Symthic Forums here
Personal thoughts and opinions about BFV guns, based off the update:
MADSEN GUD MADSEN MELT AT RANGE. The Madsen does the Bren's job better than it does, while being worse up close. However, the Bren is already pretty awful up close, and the Madsen merely downgrades that "awful" status to "unusable". Either gun should be swapped for your revolver up close anyways, so this disadvantage is superfluous.
All the sidearms but the P08 and P38 are pretty decent now. The P08 and P38 still have poor damage output up close.
My recommended picks:
- ZK-383 RRRR for ranged use. In hindsight, the MP34 isn't worth recommending at all, since it has no advantage over the ZK-383 until 75m, where your damage output is so piss poor, the better damage model doesn't matter too much anyways due to your degraded hitrate and poor velocity. I guess the MP34 is worthwhile if you really want Quick Aim, but Quick Aim won't save you from getting out DPSed with a 514 RPM SMG anyways, and Quick Aim on the MP34 forces you to give up High Velocity Bullets, which are pretty necessary for ranged use.
SuomiRLLR for maximum 1v1 cancer. The Suomi kills only one frame faster, at the cost of harder to use recoil and a decently slower reload.
- Suomi RRRR or ZK-383 XLLR for a gun that's actually good at being an SMG.
- MP34 RLLR or MAB 38 RRRL are perfectly interchangable as ghetto StGs. Pick one or the other based on how much you
suffer less withprefer the Nydar or Reflex sights.
- MAB 38 RLLL for a versatile all-rounder with great hipfire.
- The EMP XXXR (I would personally take LLLR, as you have great hipfire and ADS ability) is a great substitute for the MAB 38 as an all-rounder. EMP with XLLR is even more versatile than the MAB, and is only really held back by its poor velocity.
- The MP28 is a fairly decent all-rounder too now. It's worth a spin with its reduced horizontal recoil. Take any spec path, but I'd recommend LLLR (hipfire) or LRRL (ADS) as the two most versatile loadouts. Alternately, go LLLL or RRRR for maximized hipfire or ADS capabilities, respectively.
- The M28 Tromboncino LRRL is decently viable, and is in my opinion, the best non-Boys AT bolt-action in the game. Bolt actions aren't very good weapons, so this isn't a particularly high bar.
- FG42 LRRR or LS/26 RRRX for assault rifle use.
- ~~Bren~~ Madsen RXXR for ranged use.
- Lewis Gun LRRX for bigmag pubstomping.
- MG42 RLLR for dolphin diving on people.
- MG34 RRRR for 200m rubble camping.
- S2200 RRRR for nuking people while bipod camping.
Assault (almost every weapon is excellent):
- In hindsight, the Gewehr 1-5 RXXR is the most versatile gun in the game. While other SARs are better standouts in certain areas, the G 1-5 absolutely fails to be bad at anything. It's a huge statistical standout in terms of player performance because of its absolute ease-of-use, high capacity, and fast reload. I should've recommended it earlier, for the same reason I recommend the Lewis Gun.
- MAS-44 LLLL for all-around use.
- Turner LLLR for destroying groups.
- AG m/42 LLLR for shooting people in the face at all ranges.
- 1907 RLLR for spraying people to 50m.
- 1916 RLLR for supine prone camping in bushes.
- M1A1 RLLL instead of non-1907 assault rifles.
- Boys AT LLLR for sniping and actually being useful.
- P08 Carbine XXXL for playing up close and actually being useful.
- 1906 LLLR or ZH-29 RRRL for actually being useful as a scout.
- Model 8 RLLR for aggressive play.
Krag LLLR if you're StodehPlay medic and use the Tromboncino if you're Stodeh.
Feel free to ask me, /u/Prizyms (or maybe /u/noctyrnesaga) about specialization tree and weapon balance or the charts. As I've said before, outside of SARs being standout guns and bolt-actions (and most secondaries) being awful, BFV's weapon balance is very good for a Battlefield title or for an FPS game in general. No amount of weapon tweaks or content will redeem the game. This is likely the absolute least problematic aspect of BFV.
P.S.: The universal 4BTK range for automatic weapons still needs to be increased from 10m to 15m, which solves most problems with SMG "weakness" and ARs being less relevant compared to SARs.
P.S.S.: A universal decrease in horizontal recoil for automatic weapons would still be nice, largely solving "OP SARs". Alternately, moving towards more BF1-esque damage models of 4-6BTK SMGs and 4-5BTK ARs/MGs would alleviate a few issues.
Source: Original link
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