Counter Strike - Weapons - Info

Note: To save me a lot of typing, Terrorists = T,
Counter-Terrorists = CT
Weapon stats info
- By Jeffrey Lau
Hello all... here are my observations on the weapons of Cstrike Beta 6.5.
*Damage Testing
I did one test with each gun: I fired the gun at point-blank into the back
of an armored target, recorded the damage, and counted the number of hits it
took to kill.
*Timing
I used my stopwatch to record the reload times and the rates of fire.
There's an inherent degree of inaccuracy in these measurements, so I did
three trials, took the average, and rounded it.
NOTE: ROF means Rate of Fire. ROF is interchangeable with "Number of
Bullets per Second."
*NOTES ON DAMAGE
The format for the damage listings looks like this:
(<damage to health>, <damage to kevlar>).
The first number, <damage to health>, is the important one. Damage to
kevlar isn't important, because 50 kevlar provides the same amount of
protection as 100 kevlar.
I have not included damage values for unarmored targets, because that can
be extrapolated from the given values. To get the damage done against an
unarmored target: add <damage to health> and <damage to kevlar>, and
multiply by 4/3. This should put you somewhere in the ballpark.
EXAMPLE: the USP does (16, 9) damage. Adding these together makes 25.
Multiplying by 4/3 results in 33. The amount of damage the USP does to an
unarmored target is therefore 33 (leaving the target with 67 health).
You may have guessed from this formula that kevlar absorbs about 1/4 of the
total damage done (health + armor).
*NOTES ON KEVLAR PENETRATION RATIO
This number was obtained by dividing the <damage to health> by the <damage
to kevlar>. In other words, a higher number signifies more efficient damage
(more damage going to health, and less damage going to kevlar). Weapons with
a higher KPR will also lose less damage over distance.
EXAMPLE: The USP does (16, 9) damage. The KPR is 16:9, or about 1.78.
*CLARIFICATION ON DAMAGE
Every weapon has a potential total damage. If the target has kevlar, this
total damage is reduced by 1/4. The remaining damage is then distributed
among the health and armor of the target in accordance with the KPR. If the
target does not have kevlar, then the total damage is dealt to health. So
far, I'm unsure where distance figures into this calculation.
NOTE: When I refer to "TOTAL" in this weapons guide, I mean the combined
<damage to health> and <damage to armor>, NOT the potential total.
*NOTES ON RECOIL TYPE
There are basically 4 types of recoil that I've observed: simple (straight
upwards), random, sniper, and pistol. Simple recoil goes straight up. Random
recoil patterns look like a 'T'. The first 6 shots will recoil upwards in a
predictable pattern; after that, each bullets will either go left or right,
in a horizontal bar of possibilities. The key thing to note is that the
first 6 shots are predictable, and the rest are random. Sniper recoil means
perfect accuracy when standing still, but shots will go wild when moving.
Pistol recoil is near-perfect.
*NOTES ON "CHANGES"
Unless otherwise stated, all of the comments listed as "Changes" refer to
changes since B6.1.
*DAMAGE CHART
(Name of gun): (Shots to kill) When multiple guns are listed for one
ranking, they are sorted by actual damage.
AWP: 1
M3, Scout, XM1014, HE grenade: 2
G3, M4(no silencer), Deagle: 3
Glock 3-burst, Ak47, M249, Knife: 4
SG552 and AUG (same damage), M4(silenced): 5
P228: 6
USP(no silencer): 7
USP(silenced), P90, Mac10, MP5: 8
TMP and Glock (same damage): 12
Weapons:
Knife
Pistols
Shotguns
Sub-Machine
Guns
Rifles
Machine
Guns
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