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Picture of Midweekdisaster
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Can you please post all the Assault rifle statistics? I used the AUG A3 alot in vegas 1, but i noticed that it isn't as powerfull anymore. I would be VERY thankfull.


_______________________
Waiting for first map pack...
 
Posts: 24 | Registered: Sun January 13 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by azeron2007:
Thanks for the info and the .ini, ths is great stuff especially the speed modifiers.

Your analysis of the pistols is all wrong though. The rate of fire on the Bull and Deagle is so low that you might as well try to noscope with a sniper rifle. If you want to be effective with a pistol either fire short, controlled bursts with the Glock (remember to save 1 bullet for the fast reload!) or fire rapidly at their head with the mk. 23 or 92 fs. Personally I can do well with either pistol.

Oh and the fast pistols take more aim because you should aim for the head with them, as opposed to aiming for the chest with the Bull and Deagle.

Well, the data shows those 2 pistols fire faster than the sniper rifles and shotguns (well, perhaps not the XM26-LSS), and that seems correct to me after some basic tests. Remember that all pistols fire a lot faster than in Vegas 1 and it depends a lot on how quickly you pull the trigger. I don't think the fire rate is the real strength though, the strength is that you can quickly aim on the torso and expect 1 or 2 shots to kill anyone.

quote:
Originally posted by spratty59:
I just read acurracy change with laser sight
2.0 thats 200%
Thats double the accuracy.

This is been brilliant ive been looking for posts like this for aaaaaaaages...
Especialy for Rate of Fires!

Thanks man

Yeah, but note that I haven't seen any confirmation about what the accuracy stat actually does. It's definitely not a true representation of how accurate the gun is. I did some quick tests on the PC version of Vegas 1 and I noticed the inner circle of the crosshair (which is the direct representation of the accuracy stat) never moves. So I think it's safe to say it might be related to auto-aim on the PS3 and 360 versions of the game. But I'm not 100% sure.

quote:
Originally posted by Midweekdisaster:
Can you please post all the Assault rifle statistics? I used the AUG A3 alot in vegas 1, but i noticed that it isn't as powerfull anymore. I would be VERY thankfull.


Yeah, I'm planning to include every gun from the game in the list. But I'm taking a little break from the guide to take some more tests in the PC version of Vegas 1, so I can modify some stats to try to figure out how they truly work.
 
Posts: 130 | Registered: Mon May 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of TheWarHam
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Well then why does the crosshair get bigger when the laser sight is turned on? That is confuzzling...


-----------
Indeedly
 
Posts: 407 | Registered: Fri March 21 2008Reply With QuoteEdit or Delete MessageReport This Post
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If anyone knows which variable controls how fast a gun gets its aim that would be very helpful. I thought BulletSpreadRecoveryTime was it, but after changing it to various different settings with no difference it just can't be that.

Edit: Never mind! I figured it out. The magical variable is m_fRotationBulletSpreadInterpSpeed=8 . That one controls how fast you get the aim when standing still. I'm not sure if BulletSpreadRecoveryTime matters at all actually. Anyway, I'll update all the old lists so that they include RotationBulletSpreadInterpSpeed and I'll probably have to change some of the notes since I wasn't aware that was an important number. So it'll take longer before I'm finished with the guide but at least my findings are more accurate now.

quote:
Originally posted by TheWarHam:
Well then why does the crosshair get bigger when the laser sight is turned on? That is confuzzling...

Well, here's the basics of how the crosshair works.

When standing still after moving the inner circle in the crosshair will be tiny and the outer circle will be huge. After about a half second they will move towards eachother and when they're aligned this shows you have maximum accuracy for the gun you're using (although from my tests it seems you have perfect accuracy at this stage with any gun besides shotguns).

If the crosshair becomes bigger when both circles aligned this is actually GOOD thing (you'll notice that if you move slowly, the crosshair will become a bit smaller, which is a bad thing). I think it's somehow related to autoaim (since the PC version always have a small crosshair when aiming) but I'm not cmpletely sure how.
 
Posts: 130 | Registered: Mon May 14 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by VeryFluffy:
I think it's somehow related to autoaim (since the PC version always have a small crosshair when aiming) but I'm not cmpletely sure how.

Yeah I think the circle is the range in which the autoaim will take over. So you don't have to be aiming directly at them, but the more of that circle you have over an enemy the better.
 
Posts: 3543 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by MeanMF:
Yeah I think the circle is the range in which the autoaim will take over. So you don't have to be aiming directly at them, but the more of that circle you have over an enemy the better.

Nope, that's not how it works. Try it yourself, equip a SMG and laser sight (this should give you a HUGE crosshair) and then aim at an enemy but keep the dot in the middle slightly off target. You'll miss this way.

I think it may work in the way that with a larger crosshair you'll get more "sticky aim" (same type of autoaim as in Halo where the camera will move slower when the crosshair is over an enemy).
 
Posts: 130 | Registered: Mon May 14 2007Reply With QuoteEdit or Delete MessageReport This Post
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How come it says the display name for the TAR21 is MTAR21 when in game I think it is displayed TAR21?

Do we know what unit these distances are measured in? For example a reloading sound's radius of 400 is 400.... (what units?).

Is there a number that can give an indication of the recoil's effect on accuracy? Basically a number which will tell you how accurate the 2nd or 3rd shots in a burst are compared to the first?

And finally, is this saying that every gun outside of a shotgun is perfectly accurate on the first shot as long as the shooter has stopped moving for a couple of seconds? If so, is this also the case when leaning out from cover?

Sorry for all the questions, this info is very helpful. Especially the dmg and reload numbers.
 
Posts: 13 | Registered: Wed March 19 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by RoyalPhoenix:
How come it says the display name for the TAR21 is MTAR21 when in game I think it is displayed TAR21?

Do we know what unit these distances are measured in? For example a reloading sound's radius of 400 is 400.... (what units?).

Is there a number that can give an indication of the recoil's effect on accuracy? Basically a number which will tell you how accurate the 2nd or 3rd shots in a burst are compared to the first?

And finally, is this saying that every gun outside of a shotgun is perfectly accurate on the first shot as long as the shooter has stopped moving for a couple of seconds? If so, is this also the case when leaning out from cover?

Sorry for all the questions, this info is very helpful. Especially the dmg and reload numbers.

Regarding MTAR21's name I have no idea.

Getting to know exactly how these numbers correspond to ingame actions is very difficult without having access to the source code. But I still find the info extremely handy as you can just compare them with things you already know. Like you have a rough idea for the sound radius when using a silenced gun, so you can compare that radius when doing other things (like the reload sound is less loud than a silenced gun)

BulletSpreadPerBullet is the number which shows how much recoil is added per bullet you fire in full auto. So that gives you a rough idea how much recoil the weapons has. (quick reference: LMGs has ~30, SMGs has ~50 and ARs has ~90)

According to my tests, every gun (except shotgun) is 100% accurate with their first shot when you've got perfect aim when standing still. And it works the same way for leaning out of cover as well. On the other hand, it goes against what the data says. The InitialBulletSpread is supposed to show how much off-target the first bullet is supposed to be, but it's my theory that number is applied to the *second* bullet fired.

I'm not 100% sure though, I'll do some more indepth tests once I get a test subject for multiplayer.
 
Posts: 130 | Registered: Mon May 14 2007Reply With QuoteEdit or Delete MessageReport This Post
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^^^ the perfect accuracy 1st shot should be right when standing still (after letting crosshair settle) and thats the way it workes on CoD 4 and that is why you can get SMG snipers unfortunatly ans the rnage of a gun only determins how quickly the power drops and this does not affect accuracy... although having said that the accuracy and range could mean that the gun becomes less accurate at range? and even if it didn't it would be hard to be an SMG sniper in practice because of the lag and poor hit detection in adversial modes Frown

Alasdair
 
Posts: 118 | Registered: Sun March 18 2007Reply With QuoteEdit or Delete MessageReport This Post
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I don't think there's much to worry about "SMG" snipers. To do it well, you need to have a seconds to spare and the target needs to stand still, otherwise it'll be hard to line up the headshot. If you fire full auto, very few shots will hit the target, and if they do they'll probably hit the torso which doesn't do much damage when using the SMG.

Anyway, while messing around with the stats on the PC version to try to figure out what all the variables mean, I had a little fun and made a little video: http://www.youtube.com/watch?v=F4ASDpf0Z6w - anyone complaining about the Famas should be happy it isn't like this :P
 
Posts: 130 | Registered: Mon May 14 2007Reply With QuoteEdit or Delete MessageReport This Post
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^^^ 500 round mag! that takes the meaning 'hi-cap' to antoher level... and when you fire it kind of looks like a super fast firing xm 26 lss because of the phat spread! Big Grin
 
Posts: 118 | Registered: Sun March 18 2007Reply With QuoteEdit or Delete MessageReport This Post
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and yet,I've killed both terrorists and adversarial players with a pos beretta (usually a headshot,but a 2x center chest) from about halfway across the map...

quote:
Originally posted by MeanMF:
quote:
Originally posted by VeryFluffy:
-I'm willing to guess that 100 damage is what a player can sustain before dying.

If I remember right from Vegas 1, it's over 100 and also varies based on what level of armor you're wearing. But headshots are another story.

quote:
Originally posted by VeryFluffy:
-I'm thinking bullet spread per bullet and bullet spread recovery time are the real numbers for recoil and how fast you re-gain accuracy when standing still, but I'm not sure.

Yes absolutely. Lower numbers are better. The SCAR starts at 54 (InitialBulletSpread) and adds 90 every shot (BulletSpreadPerBullet) on full auto. The MP5 starts at 140 but only adds 58 per shot. So while the SCAR is more accurate on the first shot as you'd expect from an AR, the recoil quickly makes it less and less accurate with each successive shot. The FAMAS starts at 50 and only adds 68 per shot, making it the most accurate of the ARs on first shot AR, and the second most accurate on full auto.

quote:
Originally posted by VeryFluffy:
-I'm honestly not sure if I'm understanding the penetration numbers correctly. It seems a bit odd how the SMG is the one excelling at penetration.

I think PenetrationDropFactor is the % of damage that the shot is reduced by - lower numbers are better. So 1.0 means the SMG loses 100% of its power, and 0.1 on the shotguns means they lose only 10% of their power.

quote:
Originally posted by VeryFluffy:
-SMGs' damage is average at close range, but becomes awful at long distance (only the shotgun deals worse damage at long range).

Keep in mind that "long range" stat is for 50 meters. That's a much longer distance than your average engagement on any of the maps. You're usually fighting in the 5-20m range.


So we shall flow a river forth to Thee And teeming with souls shall it ever be.
In Nomeni Patri Et Fili Spiritus Sancti.
 
Posts: 32 | Registered: Fri May 25 2007Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Yes absolutely. Lower numbers are better. The SCAR starts at 54 (InitialBulletSpread) and adds 90 every shot (BulletSpreadPerBullet) on full auto. The MP5 starts at 140 but only adds 58 per shot. So while the SCAR is more accurate on the first shot as you'd expect from an AR, the recoil quickly makes it less and less accurate with each successive shot. The FAMAS starts at 50 and only adds 68 per shot, making it the most accurate of the ARs on first shot AR, and the second most accurate on full auto.


not strictly true... all the guns will hit their target first shot (if the player is standing still and not in cover) the accuracy in the game is how much the recoil affects where the bullets hit so the FAMAS has the most accurate second shot of the ARs.

Alasdair.
 
Posts: 118 | Registered: Sun March 18 2007Reply With QuoteEdit or Delete MessageReport This Post
Picture of Midweekdisaster
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Thanks for the answer. I've downloaded the ini file so i can take a look myself. Don't know much about these things Smile


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Posts: 24 | Registered: Sun January 13 2008Reply With QuoteEdit or Delete MessageReport This Post
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quote:
Originally posted by ALIHISGREAT:
not strictly true... all the guns will hit their target first shot (if the player is standing still and not in cover) the accuracy in the game is how much the recoil affects where the bullets hit so the FAMAS has the most accurate second shot of the ARs.

Yeah all of the weapons are accurate enough to hit first (and probably second) shot if you're standing still. The first shot accuracy stat does come into play when you're NOT standing still though. And at _very_ long range it's possible to miss with the first shot.
 
Posts: 3543 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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LOL Fluffy. Thats so geeky I love it. Is there any way to work out the penetration details for the different materials? i.e wood vs bamboo etc. Or is that info held somewhere else?
 
Posts: 28 | Registered: Mon March 17 2008Reply With QuoteEdit or Delete MessageReport This Post
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hey ive looked at these stats very helpful. what would you say the best assault riffle is???
 
Posts: 9 | Registered: Tue March 25 2008Reply With QuoteEdit or Delete MessageReport This Post
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Great thread, THIS is the kind of info is what I registered onto these boards hoping to see.
 
Posts: 2 | Registered: Thu March 20 2008Reply With QuoteEdit or Delete MessageReport This Post
Picture of OUTFOXEM
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quote:
Originally posted by justinmonty:
hey ive looked at these stats very helpful. what would you say the best assault riffle is???


FAMAS

Pretty good damage, but low recoil and high rate of fire make it a monster on this game. I just played 2 clan matches and everyone on both teams in both games used the FAMAS. I was the only one who ever used anything different when I switched to the SPAS for a couple rounds to guard the package on Villa.
 
Posts: 717 | Registered: Thu June 08 2006Reply With QuoteEdit or Delete MessageReport This Post
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Yeah definitely the FAMAS. And if the host has it locked out, the M8 is very similar.
 
Posts: 3543 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
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