MilitaryRP Super-Admin Popular Post Ozzy 1,992 Posted May 28, 2021 MilitaryRP Super-Admin Popular Post Share Posted May 28, 2021 (edited) Hello Everyone! I'm making this guide in order to educate players on how our weapons addon works. I'll be explaining how to access the stats, interpret them, how they interact with each other, and which are most important. 1) How to access weapon stats: It's real easy. Have the gun you wish to examine equipped, then press C, and then press F2. If successful, you'll see a table just like this: --------------------------------------------------------------------- 2) How to interpret these values: This will be the bulk of the guide. I'm going to go over each stat, explaining how it affects the gun, which direction you want the stat to be going, and what attachments alter that stat. Damage: The number here is the damage you'll do if you are hitting for 100% and within half of your effective range(more on effective range later). When I say 100%, it's because of this: Where your bullet hits impacts the damage done. For example, with the above AK-74, a body shot would do 41 damage and a headshot would do 82. Attachments that boost Damage include: Magnum, LNGRNG Receiver, and EXT RIS Receiver. Attachments that reduce Damage include: All silencers and some weapon variations (ie: the Shortened AK-74). Damage Per Mag: A simple calculation of Mag Size x Damage. Attachments that boost DPM: See boosting Damage, and Extended Mags. Attachments the reduce DPM: See reducing Damage. Damage Per Sec: The calculation for DPS is (Firerate / 60) x Damage. Attachments that boost DPS: See boosting Damage, and variant attachments (Short AK or old SKS-D Variant). Effective Range: Effective range is the first to need some in depth explaining. In our above example, we see that the effective range is 362.8m. Effective Range and Damage Falloff are directly correlated. Once you reach half of the ER, you start to lose damage. Your damage decrease starts at 1% and scales up to your Damage Fall Off, which in our example is 33%. So at 362.8m and beyond, our shots will deal 33% less damage. No attachments currently in use affect Effective Range. NOTE: The max render on GG MRP floats around 150m. Meaning if your gun has 300m+ as it's effective range, this stat and Damage Fall Off can be ignored. Every single Sniper, DMR, AR, BR, and LMG has an ER of 300m+ and about half the SMG's do as well at the time of me writing this. Damage Fall Off: Explained a bit above. Essentially this is the maximum percentage Damage you can lose due to distance. The Damage Fall Off is only maxed by shooting beyond your weapons Effective Range, currently only possible with Pistols, Shotguns, and some SMGs. No attachments currently in use affect Damage Fall Off. Firerate: The amount of bullets you'd get off in a minute if you were just holding M1 and never had to reload. Attachments that boost Firerate: Only weapon variations can affect Firerate. Like the aforementioned Short Body AK. Hip Spread: You want this number LOW. This stat describes the increase in spread due to firing from the hip. Attachments that decrease Hip Spread: The Laser AN/PEQ-15. No weapons increase Hip Spread. Aim Accuracy: You want this number HIGH. This stat describes the accuracy of your bullets. HOWEVER, because our guns have spread, this stat only describes the accuracy of your first bullet. Attachments that increase Aim Accuracy: Match Rounds and some Variants like the RPK. Attachments that decrease Aim Accuracy: Variants like the Short Body AK or Short/SD HK-MP5. NOTE: The attachments will say "aim spread" however they affect Aim Accuracy and NOT Max Spread Inc. Clump Spread: SHOTGUNS ONLY. You want this % LOW. Describes the "clump" of your pellets. Using slugs removes this from the equation. The only attachments that affect Clump Spread are Slugs (removes it) or Flechette (lessens the spread by 40%). Spread Per Shot: This stat describes the spread increase of each subsequent shot, up to the Max Spread Inc. Using our above example, each subsequent shot of the AK-74 will add 4% spread up to the maximum 10%. There are NO attachments that affect Spread Per Shot. NOTE: There is a line of code, not shown in the F2 Stat Table, that describes the Spread Cooldown. Most, if not all guns have a Spread Cooldown of less than half a second. Meaning if you stop firing for half a second, your spread will drop back to 0% until you start firing again. Max Spread Inc: You want this stat LOW. This. This is the one. The one stat that makes your bullets not go straight. This stat describes the maximum amount of spread your weapon can have from continuous fire. Attachments that decrease Max Spread Inc: The Laser AN/PEQ-15. No Attachments increase Max Spread Inc. Recoil: You want this LOW. This stat describes the amount of recoil from continuous fire. Recoil will seem most strong at the beginning of your spray, that's because your recoil is going from 0% immediately to your listed Recoil %. Attachments that increase Recoil: Magnum, all Receivers, RPK Variant, F Stock. Attachments that decrease Recoil: Grips, Silencers, all Stocks but F Stock. Mobility: You want this HIGH. This stat describes the spread that is added when moving. Higher values mean less spread. Zooming in significantly reduces the spread added from moving. Attachments that increase Mobility: Foregrip. Attachments that decrease Mobility: AN/PEQ-15 Handling: You want this Depends on the Person. This stat describes the sensitivity of your weapon when ADSing/Zoomed in. Where you want this really depends on your preference. Higher % means faster and Lower % means slower. Attachments that increase Handling: Magpul Receiver, All Variants but RPK, and F Stock Attachments that decrease Handling: Most sights, RPK Variant, Every Stock but F Stock, AN/PEQ Laser, Silencers, and Extended Mags. Deploy Time: The time, in seconds, it takes from you swapping to the weapon to Mouse1 working. Attachments that increase Deploy Time: AN/PEQ Laser, and Grips. Attachments that decrease Deploy Time: Short Barrel Variants and F Stock. Reload Time: The time it takes, in seconds, to reload your gun with any amount, except 0, left in the magazine. Attachments that increase Reload Time: Extended Mags. Attachments that decrease Reload Time: None. Full Reload Time: The time it takes, in seconds, to reload your gun with no bullets left in the magazine. Attachments that increase Full Reload Time: Extended Mags. Attachments that decrease Full Reload Time: None. --------------------------------------------------------------------- 3) CW 2.0 Stat Interactions. I'm going to list a few interactions and crossovers, ie: where multiple stats come into play. a) Aim Accuracy - Aim Accuracy interacts with Hip Spread, Max Spread Inc, and Mobility. A high (95%+) Aim Accuracy would result in laser shots IF there were no spread. So in order to have an accurate midrange weapon, you should look to have an Aim Accuracy over 95%. If you find your weapon has great Aim Accuracy but your shots still dont seem to be going where you're aiming, your weapon likely has high Hip Spread or Max Aim Spread. You should also try to stay still when firing if your Mobility is low. b) Spread per Shot & Max Spread Inc - Explained in detail above in their respective sections. c) Effective Range & Damage Fall Off - Explained in detail above in the their respective sections. --------------------------------------------------------------------- 4) Which Stats are the Most Important (Excluding Snipers) This part can be subjective but to quote Jackal, "/playtime my name". IMPORTANT STATS #1 - Damage*. There's an asterisk because the value of damage has a weird scaling graph. The difference between 40 Damage and 30 Damage is huge, but the difference between 70 Damage and 80 Damage is virtually worthless. #2 - Max Spread Inc: This stat is massively important. You want your shots to go straight? This should be low. You want to make sure there's as little RNG in your shots as possible? This is your stat. You can control recoil, you cant control spread. #3 - Recoil: Having manageable recoil makes for an easier time spraying down a target and transferring should you need to. #4 - Mobility: Standing still on the server is a death sentence. You should be moving, and you'll need accuracy on the move. That's why guns that offer Foregrips should be valued. #5 - Hip Spread*: Another asterisk cause this one is a bit dependent on playstyle. However being able to be accurate from the hip is important in real CQC fights where you can be accurate, but still taking in information you otherwise wouldn't have if zoomed in. KIND OF IMPORTANT STATS #6 - Firerate: Firerate is nice to get the DPS higher but often comes with recoil that is tougher to control and will get you to Max Aim Spread quicker. #7 - Reload Times: Both Reload Time and Full Reload Time are decently important. You want to be able to get another mag in there and get back to shooting ASAP. #8 - Mag Size: Not in your F2 Menu but it's always nice to have a gun with more bullets. I will say though, you'll never see me using extended mags. #9 - Handling: Only a handful of guns in the history of our server have been egregious in their handling. However it's important to find a Handling that fits you. For example, many people point to the Handling of the Mosin as a reason why they prefer the Orsis. NEXT TO IRRELEVANT STATS (NO ORDER) Effective Range - Like I said earlier, most gun's ER double the render distance, making this stat obsolete. Only ones that don't are pistols, some SMGs, and shotguns. Damage Fall Off - See above. Clump Spread - Pretty uniform across Shotguns. If you're pointing at them within your range, it'll hit. Deploy Times - All pretty darn quick Deploy Times on the server. I can't recall a time I died where I cursed the Deploy Time. Spread per Shot - Well you can't even change this so. This stat is uniform across guns in their weapon class. Edited June 6, 2021 by Ozzy 5 1 4 2 1 Quote Link to comment
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