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Thread: Detailed weapon analysis | Forums

  1. #1
    (yes, this post is huge. If you don't wanna read boring details, just search for "Bottom line" to read the summary of all the guns. And remember that all the conclusions I write are subjective, other people might find other weapons to be better for their playstyle. And all of the data gathered is from the release version of Vegas 2, once the game is patched any of this data may be wrong)

    Okie, I've been digging through the data files for Vegas 2 to try to determine how the weapons work in detail. I'll post all my findings here.

    First of all, a few stats which are identical for absolutely all weapons:
    Bullet spread change when blind firing= 1.2
    Sound radius, normal shots= 5000
    Sound radius, equipping= 200
    Sound radius, reloading= 400
    Sound radius, changing firing mode= 50

    These are stats which are identical for all or most weapons within a class. I won't bother repeating them when listing stats for individual weapons.

    --Handguns--
    Fire rate, single shots: 60
    Running speed change= 1.15
    AccuracyMultiplier= 1.5
    Accuracy change with laser sight= 2.0
    Damage change with silencer= 0.9
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 200

    --SMGs--
    Fire rate, single shots: 60
    Running speed change= 1.0
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.8
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 300

    --Assault Rifles--
    Fire rate, single shots: 60
    Running speed change= 1.0
    AccuracyMultiplier= 0.9
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.75
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 300

    --LMGs--
    Fire rate, single shots: 60
    Running speed change= 0.95
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.8
    Minimum spread angle while blind firing= 4500
    Sound radius, firing with silencer or no ammo= 1500

    --Shotguns--
    Fire rate, single shots: varying (see gun list)
    Running speed change= 1.0
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 2.0
    Minimum spread angle while blind firing= 4500
    Sound radius, firing with no ammo= 500

    --Sniper rifles--
    Fire rate, single shots: varying (see gun list)
    Running speed change= 0.9
    AccuracyMultiplier= 1.0
    Damage change with silencer= 0.7 (only applies to one sniper rifle)
    Sound radius, firing with silencer or no ammo= 300 (only applies to the one rifle with inbuilt silencer)
    Minimum spread angle while blind firing= 4500
    Sound radius with no ammo= 1500

    --Shield--
    Running speed change= 0.8

    Some notes=
    -I'm not sure what the accuracy multiplier is for, but I added it anyway.
    -Laser sights are much more powerful compared to Vegas 1. They nearly double the accuracy for each weapon class. Making the autoaim much more powerful.
    -Rifle scope is the 6X scope and the sniper scope is the 12X scope.

    Let's start with a quick comparison between the different weapon classes so we've got something to start from:

    -Pistol- (Mk23 used as example)
    DamageAt0M=35 (average)
    DamageAt5M=30 (average)
    DamageAt20M=25 (average)
    DamageAt50M=15 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=150 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220 (bad)
    MovementBulletSpreadMaxSpread=1200 (good)
    RotationBulletSpreadInterpSpeed=6 (bad)
    RealFireRate=350 (bad)
    NormalMagSize=12 (very bad)
    HighCapacityMagSize=15
    PenetrationInitialDropFactor=0.4f (good)
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    ReloadTacticWithShieldTime=2.666f
    ReloadEmptyWithShieldTime=3.00f
    Attachments = Laser sights, high capacity mag, silencer

    -SMG- (MP5N used as example)
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=45 (good)
    InitialBulletSpread=140 (average)
    BulletSpreadPerBullet=58 (average)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50 (good)
    MovementBulletSpreadMaxSpread=1500 (good)
    RotationBulletSpreadInterpSpeed=7 (average)
    FireRateBurst=780 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.65 (bad)
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -Assault rifle- (SCAR used as example)
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=37 (bad)
    InitialBulletSpread=54 (good)
    BulletSpreadPerBullet=90 (very bad)
    BulletSpreadRecoveryTime=0.55 (good)
    MovementBulletSpreadMinSpread=160 (average)
    MovementBulletSpreadMaxSpread=2500 (average)
    RotationBulletSpreadInterpSpeed=6.4 (average)
    FireRateBurst=750 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f (average)
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.333f (bad)
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -LMG- (MK46 used as example)
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=35 (bad)
    InitialBulletSpread=225 (very bad)
    BulletSpreadPerBullet=32 (good)
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=275 (bad)
    MovementBulletSpreadMaxSpread=2500 (average)
    RotationBulletSpreadInterpSpeed=4.8 (very bad)
    FireRateBurst=500 (average)
    NormalMagSize=100 (very good)
    PenetrationInitialDropFactor=0.28 (very good)
    PenetrationDropFactor=0.6
    ReloadTacticTime=6.967f (very bad)
    ReloadEmptyTime=6.967f (very bad)
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -Shotgun- (M3 used as example)
    DamageAt0M=38 (very good)
    DamageAt5M=36 (very good)
    DamageAt20M=7 (very bad)
    DamageAt50M=0 (very bad)
    BaseAccuracy=1 (very bad)
    InitialBulletSpread=200 (very bad)
    BulletSpreadPerBullet=0 (N/A)
    BulletSpreadRecoveryTime=1.8 (very good)
    MovementBulletSpreadMinSpread=350 (bad)
    MovementBulletSpreadMaxSpread=1500 (good)
    RotationBulletSpreadInterpSpeed=6 (bad)
    FireRateSingle=70 (average)
    RealFireRate=70 (very bad)
    NormalMagSize=8 (very bad)
    PenetrationInitialDropFactor=0.1 (very good)
    PenetrationDropFactor=0.15
    StartChamberReloadTime=1.2f (very bad)
    ChamberReloadTime=0.766f (very bad)
    Attachments = Laser sights, reflex sights, rifle scope

    -Sniper rifle- (PSG1 used as example)
    DamageAt0M=90 (very good)
    DamageAt5M=80 (very good)
    DamageAt20M=87 (very good)
    DamageAt50M=87 (very good)
    BaseAccuracy=40 (average)
    InitialBulletSpread=0 (very good)
    BulletSpreadPerBullet=180 (very bad)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=1000 (very bad)
    MovementBulletSpreadMaxSpread=4000 (very bad)
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=100 (very bad)
    NormalMagSize=5 (very bad)
    PenetrationInitialDropFactor=0.0f (very good)
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.8f (average)
    ReloadEmptyTime=3.667f (bad)
    Attachments = 3 different sniper scopes

    Some notes:
    -For those who are curious what some of these numbers mean, here's a quick explanation:
    --Damage numbers are obvious, they show the damage you get at 0-5 metres, 5-20, metres, 20-50 metres and 50+ metres. Higher is of course better, and a character can sustain about 80 damage before dying.
    --BaseAccuracy This directly represents the inner circle of the crosshair, which means the crosshair will become significantly larger with a higher accuracy. With a laser sight this number is nearly doubled. The inner circle represents autoaim and bullets may occasionally "shift" towards your target if any part of the crosshair is over the opponent.
    --InitialBulletSpread is how much the first or second bullet spreads when you start firing. Lower is better.
    --BulletSpreadPerBullet is how much recoil the weapon has and determines how quickly you'll lose accuracy when firing full auto. Lower is better
    --BulletSpreadRecoveryTime I'm not sure. It could indicate how much accuracy is regained while firing, I'm not even sure if a low or high number is good in this case
    --MovementBulletSpreadMinSpread What your accuracy becomes while moving slowly. Lower is better.
    --MovementBulletSpreadMaxSpread What your accuracy becomes while running. Lower is better.
    --RotationBulletSpreadInterpSpeed How quickly you get aim while standing still. A very important variable. Higher is better.
    --RealFireRate How quickly you can fire the weapon. Higher is better
    --NormalMagSize Simple enough to understand, how much ammo is in the magazine. More is of course better.
    --HighCapacityMagSize How much ammo there's in a high capacity magazine. Higher is better.
    --PenetrationInitialDropFactor How much "damage" is removed from the bullet when it penetrates one surface. Lower is better.
    --PenetrationDropFactor Not sure, but I think this is the same as above only for any second surface the bullet penetrates. I think higher is better for this one.
    --ReloadTacticTime How many seconds it takes to reload. Lower is better.
    --ReloadEmptyTime How many seconds it takes to reload from an empty magazine. Lower is better.
    --Attachments What attachments the weapon supports.
    -One interesting thing to note is that the AI is twice as fast at reloading LMGs (this might simply be a rough fix and the AI code is not capable of reloading slower than 3 seconds)
    -I'm assuming the damage listed for shotguns is for each individual pellet, which is why I gave it such a high damage rating.

    So, what to conclude based on this data? Here's some quick comparison notes:
    -Handguns (not surprisingly) isn't anything to be excited over. Their stats can be slightly similar to the SMG, just with most details worse (horrible penetration, horrible ammo size, slow fire rate... and with one odd thing being actually better, the damage is slightly better). The only notable good thing about handguns is the 15% movement increase.

    -SMGs' damage is average at close range, but becomes awful at long distance (only the shotgun deals worse damage at long range). Its recoil is rather easy to handle (even while walking), it's got a good fire rate and it's got the highest autoaim of all the weapon classes. Overall, it's probably the easiest weapon type to master.

    -Assault rifle deals good damage (1/3 more than SMGs) which only barely decreases with range. But their recoil is twice as hard to handle than the SMG. You move a bit slower with an assault rifle (10% slower). They have the most varying stats of all the weapon classes as well, and it's probably the weapon type most players will go with.

    -LMGs can be seen similar to the Assault rifles only with a much better recoil and a gigantic magazine size. But with some drawbacks... like you get aim a lot slower, reload time is painfully slow, and the fire rate is slower.

    -Shotgun and sniper rifles are hard to compare with the other weapons as they're so extremely different. Shotgun is the ultimate close range weapon with awful magazine size, slow reload and slow fire rate. While sniper rifle is the same only for long range. Overall though, the shotgun seems better than the sniper rifle. Even though it deals very little damage for long range you may get a lucky headshot and kill someone, and the aiming requires far less finesse than the sniper rifle. And most importantly, most maps in Vegas 2 have more close quarter areas than large open areas.

    Detailed handgun info:

    -Mk23-
    DamageAt0M=35 (average)
    DamageAt5M=30 (average)
    DamageAt20M=25 (average)
    DamageAt50M=15 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=150 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220 (bad)
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    BlindFireMinBulletSpreadAngle=3000
    RealFireRate=350 (bad)
    NormalMagSize=12 (very bad)
    HighCapacityMagSize=15 (bad)
    PenetrationInitialDropFactor=0.4f (bad)
    PenetrationDropFactor=0.3 (very bad)
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -USP40-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=32 (bad)
    InitialBulletSpread=160 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=260 (bad)
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=13 (very bad)
    HighCapacityMagSize=16 (bad)
    PenetrationInitialDropFactor=0.4
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -92FS-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=130
    BulletSpreadPerBullet=80 (very bad)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=15 (bad)
    HighCapacityMagSize=18 (average)
    PenetrationInitialDropFactor=0.4
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -P99-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=35
    InitialBulletSpread=160
    BulletSpreadPerBullet=80 (very bad)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=12 (bad)
    HighCapacityMagSize=15 (bad)
    PenetrationInitialDropFactor=0.4f
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -Glock18-
    DamageAt0M=25 (average)
    DamageAt5M=20 (bad)
    DamageAt20M=15 (bad)
    DamageAt50M=5 (very bad)
    BaseAccuracy=35
    InitialBulletSpread=160
    BulletSpreadPerBullet=50 (average)
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=250
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    FireRateBurst=600
    RealFireRate=350
    NormalMagSize=10
    HighCapacityMagSize=17
    PenetrationInitialDropFactor=0.8
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f
    ReloadEmptyTime=3.00f
    Attachments = Laser sights, high capacity mag

    -DesertEagle-
    DamageAt0M=80 (very good)
    DamageAt5M=70 (very good)
    DamageAt20M=60 (very good)
    DamageAt50M=30 (average)
    BaseAccuracy=36
    InitialBulletSpread=230
    BulletSpreadPerBullet=150
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=240
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=120
    NormalMagSize=7
    HighCapacityMagSize=9
    PenetrationInitialDropFactor=0.2f
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.666f
    ReloadEmptyTime=3.00f
    Attachments = Laser sights, high capacity mag

    -RagingBull-
    DamageAt0M=90 (very good)
    DamageAt5M=80 (very good)
    DamageAt20M=70 (very good)
    DamageAt50M=30 (average)
    BaseAccuracy=30
    InitialBulletSpread=230
    BulletSpreadPerBullet=150
    BulletSpreadRecoveryTime=0.7
    MovementBulletSpreadMinSpread=280
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=120
    NormalMagSize=6
    PenetrationInitialDropFactor=0.15
    PenetrationDropFactor=0.8
    ReloadTacticTime=3.000f
    ReloadEmptyTime=3.533f
    Attachments = Laser sights

    -Shield-
    InitialBulletSpread=200
    BulletSpreadPerBullet=190
    BulletSpreadRecoveryTime=2
    MovementBulletSpreadMinSpread=500
    MovementBulletSpreadMaxSpread=1000
    RotationBulletSpreadInterpSpeed=5
    ReloadTacticTime=1.13f
    ReloadEmptyTime=1.7f

    Notes:
    -There's 3 pistols which stand out quite clearly (glock 18 being full auto, and desert eagle and raging bull being stupidly powerful), I'll talk about those a bit later.
    -All the "normal" handguns share the same fire rate. Which is roughly as fast as you can pull the trigger, quite fast but not nearly as fast as any of the real full auto weapons. They also share the same bullet spread recovery rate when standing still.
    -Mk23 deals the most damage of the normal handguns. The only drawback is that it has a slightly smaller magazine size, but most would probably go for the slightly higher damage than a few more bullets
    -USP40 compare very weakly. Less damage than the Mk23, slightly less accuracy while moving, and only one more bullet in the magazine size.
    -92FS also deals less damage than the Mk23, but at least it tries to make up for it by having the largest magazine size of all the handguns. It does have twice the bad accuracy recovery rate, but that shouldn't be a problem considering the slow firing rate. For those who feel confident they can get headshots with each bullet, 92FS is the handgun to go for.
    -P99 probably compares worst of all the handguns. Less damage than the Mk23, worst bullet spread (although not by much), and no extra bullets compared to Mk23. There's literally no reason to choose this gun unless you really love how it looks.
    -Glock 18 is the only full-auto handgun so it's quite unique. The fire rate is twice as fast than the fastest you can pull the trigger on the other handguns (and you'd quickly get your fingers tired by clicking that fast). But it also has the least damage output. SUrprisingly the recoil isn't that bad, it has slightly less bullet spread when firing full auto than the MP5N which is a SMG. High capacity mag is a must when using this gun.
    -Desert Eagle and Raging Bull deals an INSANE amount of damage. More than any assault rifle or LMG in the game. The damage is very close to that of a sniper rifle. And the damage reduction isn't even that big until you get to 50 metres. It does have the penalty of a very slow firing rate (but actually slightly better than the firing rate of the typical shotgun and sniper rifle... also has more ammo than your typical shotgun or sniper rifle!). If you want a powerful close range weapon and don't want to sacrifice the primary slot for a shotgun, these 2 guns are actually a very viable alternative.
    -But which one to choose? Desert Eagle or Raging Bull? Well, the Raging Bull deals more damage but has slower reloading and has less ammo (Desert Eagle has 2 more bullets or 4 more bullets if you use a high capacity mag). (an extra note worth adding, the Desert Eagle and Raging Bull share the same maximum spread angle as all other handguns, which is slightly less than all SMGs and much less that of assault rifles and other weapons)

    Bottom line:
    -Desert Eagle and Raging Bull are the clear winners. While the other handguns are basically just poor versions of SMGs, the Desert Eagle and Raging Bull stand on their own as very effective close range weapons. Shotguns still has the advantage with an even higher damage output and a smaller aim requirement. But if you're confident you can aim fast enough at close range and wanna kill someone with style, go with this. You can also consider adding a laser sight to make the aiming a bit easier.
    -Glock 18 is kinda the opposite. If you feel you can't aim at all, go with this and hope one of the bullets you fire happens to be a head shot.
    -Mk23 gets a small heads up because of its higher damage output of all the "normal" handguns
    -92FS gets an even smaller acknowledgement for its high magazine size.
    -USP40 and P99 are just worthless.

    Which attachment to use?
    -High capacity mag or laser sight would generally be best.

    Detailed SMG info:

    -MP5N-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=45 (good)
    InitialBulletSpread=140 (average)
    BulletSpreadPerBullet=58 (average)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50 (good)
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40 (good)
    PenetrationInitialDropFactor=0.65 (average)
    PenetrationDropFactor=1.0f (very good)
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -Type 05-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=40 (average)
    InitialBulletSpread=130
    BulletSpreadPerBullet=61 (bad)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780 (good)
    NormalMagSize=50 (good)
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -P90-
    DamageAt0M=30
    DamageAt5M=25
    DamageAt20M=17
    DamageAt50M=7
    BaseAccuracy=49
    InitialBulletSpread=165
    BulletSpreadPerBullet=45
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=150
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7.5
    FireRateBurst=900
    NormalMagSize=50
    PenetrationInitialDropFactor=0.65
    PenetrationDropFactor=1.0f
    ReloadTacticTime=3.467f
    ReloadEmptyTime=4.367f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -MP9-
    DamageAt0M=32
    DamageAt5M=27
    DamageAt20M=17
    DamageAt50M=8
    BaseAccuracy=47
    InitialBulletSpread=160
    BulletSpreadPerBullet=58
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=800
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -MP7A1-
    DamageAt0M=33
    DamageAt5M=24
    DamageAt20M=13
    DamageAt50M=8
    BaseAccuracy=42
    InitialBulletSpread=157
    BulletSpreadPerBullet=53
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=60
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=800
    NormalMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -AUG Para-
    DamageAt0M=33
    DamageAt5M=28
    DamageAt20M=17
    DamageAt50M=6
    BaseAccuracy=46
    InitialBulletSpread=140
    BulletSpreadPerBullet=65
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=60
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=750
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -UMP45-
    DamageAt0M=35
    DamageAt5M=30
    DamageAt20M=19
    DamageAt50M=10
    BaseAccuracy=48
    InitialBulletSpread=135
    BulletSpreadPerBullet=63
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=6.5
    FireRateBurst=600
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    -MAC11-
    DamageAt0M=28
    DamageAt5M=23
    DamageAt20M=14
    DamageAt50M=5
    BaseAccuracy=42
    InitialBulletSpread=275
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=300
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=960
    NormalMagSize=32
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    -Skorpion VZ83-
    DamageAt0M=28
    DamageAt5M=23
    DamageAt20M=14
    DamageAt50M=5
    BaseAccuracy=42
    InitialBulletSpread=275
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=300
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=960
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    Notes:
    -MP5N , TYpe05 and P90 all deal around 30-25 damage (with long range damage between 1/2 or 1/4 of that, SMGs just aren't effective long range weapons). MP5N doesn't come to good start, Type 05 has 20 more bullets with the only drawback being slightly worse recoil and the other stats basically identical. But the P90 has less bullet spread than the two, aims faster and a notable increase in fire rate with the only drawbacsk being a reloading taking a second longer and a bigger initial bullet spread (which is rather trivial)
    -MP9 and MP7 has a fire rate between the MP5N and P90 but with a slightly higher damage. MP7 deals tiny more damage than MP9 at close range while the MP9 deals more damage in the 5-50 metre range. But on the other hand, the MP7A1 has less recoil and 10 more ammo.
    -AUG Para deals a tiny amount of more damage than the MP9, but slightly worse fire rate, a bit less ammo and worse recoil.
    -UMP45 is kinda like how the MP9 is to the MP7 only with a bigger difference. Some more damage (highest damage of the SMGs actually), but worse recoil, less ammo, worse fire rate and aims a bit slower.
    -Mac11 and Skorpion are the fastest firing SMGs, slightly faster than the P90. Oddly enough the 2 weapons are identical except for the Mac11 having 2 more bullets when not using a high capacity mag (with a high capacity mag they're both identical). The weapons' strength is obviously the high fire rate, but the other stats are just really bad compared to the P90. 20 less ammo, worse recoil and slightly less damage.

    Bottom line:
    -There's certain guns you can forget about right away. Mac11 and Skorpion are pretty much useless compared to the P90, unless you're RIGHT in the enemy's face and have a strong need for a slightly faster fire rate. MP5 doesn't deal a lot of damage and has a rather small magazine, and again pales in comparison with the P90. Aug Para is just plainly bad compared to the MP9 and MP7.
    -So we get down to the fact than P90 has excellent fire rate, recoil and ammo. While the MP7A1 deals a bit more damage, but has worse fire rate, recoil and less ammo... MP9 is the same thing only with a bigger difference, and the UMP45 has an even bigger difference. Overall, there's no denying that P90 looks like the winner.

    What attachment to use?
    -Since many of the SMGs fire fast and have good autoaim it can be tempting to go for the high capacity magazine and that's definitely a good choice. If you're having a hard time hitting anything, you can add a laser sight to make the autoaim almost twice as powerful. Scopes and silencer is something you'll rarely have use for but the choice is there.

    Detailed Assault Rifle info:

    -SCAR-H CQC-
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=37 (bad)
    InitialBulletSpread=54 (good)
    BulletSpreadPerBullet=90 (very bad)
    BulletSpreadRecoveryTime=0.55 (good)
    MovementBulletSpreadMinSpread=160 (average)
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=6.4
    FireRateBurst=750 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f (bad)
    PenetrationDropFactor=0.7 (average)
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.333f (bad)
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -G3KA4-
    DamageAt0M=45
    DamageAt5M=39
    DamageAt20M=35
    DamageAt50M=31
    BaseAccuracy=41
    InitialBulletSpread=65
    BulletSpreadPerBullet=85
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=160
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=6.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.000f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -552 Commando-
    DamageAt0M=46
    DamageAt5M=35
    DamageAt20M=32
    DamageAt50M=27
    BaseAccuracy=40
    InitialBulletSpread=57
    BulletSpreadPerBullet=90
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=150
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AUG A3-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=30
    BaseAccuracy=44
    InitialBulletSpread=55
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=140
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.2
    FireRateBurst=660
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.167f
    ReloadEmptyTime=3.400f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AK47-
    DamageAt0M=50
    DamageAt5M=44
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=90
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.7
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.45
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AKS-74U-
    DamageAt0M=50
    DamageAt5M=44
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=90
    BulletSpreadPerBullet=81
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.45
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -G36C-
    DamageAt0M=42
    DamageAt5M=37
    DamageAt20M=32
    DamageAt50M=30
    BaseAccuracy=38
    InitialBulletSpread=60
    BulletSpreadPerBullet=63
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=720
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.433f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -M468-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=60
    BulletSpreadPerBullet=85
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -FNC-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=60
    BulletSpreadPerBullet=88
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -FAMAS-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=27
    BaseAccuracy=42
    InitialBulletSpread=50
    BulletSpreadPerBullet=68
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=900
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.55
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.167f
    ReloadEmptyTime=3.000f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -TAR21-
    DamageAt0M=39
    DamageAt5M=34
    DamageAt20M=29
    DamageAt50M=25
    BaseAccuracy=38
    InitialBulletSpread=55
    BulletSpreadPerBullet=70
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=840
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.55
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.400f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -L85A2-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=27
    BaseAccuracy=42
    InitialBulletSpread=62
    BulletSpreadPerBullet=72
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=600
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -M8-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=26
    BaseAccuracy=39
    InitialBulletSpread=50
    BulletSpreadPerBullet=70
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=750
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.433f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    Notes:
    -One thing you'll quickly notice compared to all other types of guns is that ARs actually vary a lot when it comes to how quickly each gun aims. Worst being 6.4 and the best being 8. That's a very big difference, and most of them have small differences compared to eachother. Since how quickly a gun aims is pretty significant I decided to order them based on that stat.
    -First of all, the 2 ARs with the worst aiming (somewhere between that of a handgun and an SMG): the SCAR and G3. The SCAR fires faster, but the G3 has less recoil, reloads faster, penetrates surfaces slightly better and slightly better autoaim. Seems balanced enough so far.
    -552 Commando has the exact same aim speed as most of the SMGs. Its other stats are very similar to the SCAR only it does less damage at longer range than 5 metres.
    -AUGA3 has a faster aim speed and less recoil, but also less damage and not a great fire rate.
    -G36C, AK47, AK74U, M468 and FNC share the same aim speed which is significantly faster than a normal SMG (just *barely* slower than the aim speed of the best SMG: P90) and should feel very comfortable to aim with. The 2 AKs stand out right away with the highest damage of all ARs but that damage is reduced to what a normal AR does when it comes to long range. The AKs have nearly identical stats, the 47 has *slightly* better recoil with *slightly* worse recoil recovery, but the difference is tiny.
    -G36C stands out as well as the one with the least recoil of all the ARs and its fire rate isn't bad.
    -The FNC and M468 doesn't compare that well unfortunately. Similar stats as the AKs but with less damage and a small advantage with a smaller initial bullet spread. FNC stands out even worse, as its stats are all indentical to the M468 with the exception of a slightly worse recoil.
    -And then we proceed to the next bunch of ARs. TAR21, Famas, L85A2 and M8 share the highest aim speed of all weapons in the entire game, and they have generally less recoil than all the other ARs. You'll get aim extremely fast once you stand still with theses weapons. Compared to the other weapons, they all have the disadvantage of a decrease in damage, but not a major decrease.
    -There's 2 guns we can forget about early. M8 has similar stats as the Famas only with a worse fire rate.
    -L85A2 has a tiny bit more damage output than the TAR21 but fires much slower and has 5 less ammo.
    -So, the Famas or TAR21 then? Simple choice. Famas has a slight damage advantage, more autoaim, reloads faster, less recoil, faster fire rate... and 5 less ammo. Yeah, the Famas is better than the TAR21.

    Bottom line:
    -So what about the big picture then? Well, first of all, there are several which are just plain worse than others. G3 is inferior to the AKs. L85, M8 and TAR21 are all definitely inferior to the Famas. After that it starts to get a bit blurry.
    -AKs deal the most damage and aims slightly fast but with a slow fire rate and some bad recoil. AUGA3 fires a bit faster than the AKs but deal less damage and aims slower.
    -SCAR and 552 Commando also has bad recoil and aims a bit slow, but fires even faster and their damage isn't bad.
    -M468 aims fast but also has bad recoil and bad fire rate.
    -G63C and Famas has the least damage, but they both aim fast and fire fast, although the Famas aims even faster and fires much faster. But then again, the G63C has the least recoil and more ammo.
    -It's not as easy to announce the winner in this category, most weapons aren't that bad when compared. Although the Famas does stand out with its very high fire rate and fast aim, so it'll take the crown for now, just be sure to use a high magazine clip, with that fire rate you'll need the extra ammo. But most of the other ARs are very good choices as well.

    Detailed LMG info:

    -MK46-
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=35 (bad)
    InitialBulletSpread=225 (very bad)
    BulletSpreadPerBullet=32 (good)
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=275 (bad)
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.8
    FireRateBurst=500 (average)
    NormalMagSize=100 (very good)
    PenetrationInitialDropFactor=0.28 (very bad)
    PenetrationDropFactor=0.6 (average)
    ReloadTacticTime=6.967f (very bad)
    ReloadEmptyTime=6.967f (very bad)
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -M249 SPW-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=28
    BaseAccuracy=35
    InitialBulletSpread=225
    BulletSpreadPerBullet=35
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=275
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.9
    FireRateBurst=500
    NormalMagSize=100
    PenetrationInitialDropFactor=0.28
    PenetrationDropFactor=0.6
    ReloadTacticTime=6.967f
    ReloadEmptyTime=6.967f
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -21E-
    DamageAt0M=42
    DamageAt5M=37
    DamageAt20M=32
    DamageAt50M=26
    BaseAccuracy=40
    InitialBulletSpread=225
    BulletSpreadPerBullet=28
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.7
    FireRateBurst=500
    NormalMagSize=100
    HighCapacityMagSize=120
    PenetrationInitialDropFactor=0.28
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.7f
    ReloadEmptyTime=5.7f
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -MG36-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=30
    BaseAccuracy=35
    InitialBulletSpread=225
    BulletSpreadPerBullet=30
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=275
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=5
    FireRateBurst=500
    NormalMagSize=100
    PenetrationInitialDropFactor=0.25
    PenetrationDropFactor=0.6
    ReloadTacticTime=2.533f
    ReloadEmptyTime=3.433f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -FixedLMG M249-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=26
    BaseAccuracy=40
    InitialBulletSpread=250
    BulletSpreadPerBullet=20
    BulletSpreadRecoveryTime=0.3
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=300
    RotationBulletSpreadInterpSpeed=5
    FireRateSingle=60
    FireRateBurst=660
    NormalMagSize=100
    PenetrationInitialDropFactor=0.35
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.233f
    ReloadEmptyTime=5.233f
    AIReloadTacticTime=5.233f
    AIReloadEmptyTime=5.233f

    -FixedLMG Chopper-
    DamageAt0M=8
    DamageAt5M=8
    DamageAt20M=8
    DamageAt50M=8
    BaseAccuracy=40
    InitialBulletSpread=0
    BulletSpreadPerBullet=20
    BulletSpreadRecoveryTime=0.3
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=300
    RotationBulletSpreadInterpSpeed=6
    FireRateSingle=60
    FireRateBurst=2000
    NormalMagSize=100
    PenetrationInitialDropFactor=0.9
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.233f
    ReloadEmptyTime=5.233f
    AIReloadTacticTime=5.233f
    AIReloadEmptyTime=5.233f

    Notes:
    -The 2 "fixed" LMGs aren't something you can use in multiplayer so they won't compared. But they're in the list of the heck of it.
    -All of the LMGs share the same firerate which is about 1/5 slower than the slowest AR in the game, they also share the same magazine size of 100 bullets.
    -Most of them seems roughly balanced. With the exception of the M249, its damage isn't bad but the MK46 deals even more damage with less recoil and it aims faster.
    -21E has the lowest recoil but less damage then the MK46 and aims slightly slower.
    -MG36 aims the fastest (although the difference is not big) but deals the least damage with a recoil between 21E and MK46.

    Bottom line:
    -Which one to go for? Heck if I know! They're all extremely similar. Just avoid the M249. I'd personally go for the MK46 because its highest damage and the difference in recoil seems to be small between the weapons.

    Attachment to use?
    -The recoil control stock seems like a very good choice. I don't know how much it decreases the recoil, but even less recoil means you can fire a lot of bullets without the accuracy going to heck. Scopes is not very useful since the LMGs gets aim so slow. Laser sight might be a good choice to give you a little extra autoaim.

    (info about shotgun, sniper rifles and quick summary in a post on the fourth page of this thread)
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  2. #2
    (yes, this post is huge. If you don't wanna read boring details, just search for "Bottom line" to read the summary of all the guns. And remember that all the conclusions I write are subjective, other people might find other weapons to be better for their playstyle. And all of the data gathered is from the release version of Vegas 2, once the game is patched any of this data may be wrong)

    Okie, I've been digging through the data files for Vegas 2 to try to determine how the weapons work in detail. I'll post all my findings here.

    First of all, a few stats which are identical for absolutely all weapons:
    Bullet spread change when blind firing= 1.2
    Sound radius, normal shots= 5000
    Sound radius, equipping= 200
    Sound radius, reloading= 400
    Sound radius, changing firing mode= 50

    These are stats which are identical for all or most weapons within a class. I won't bother repeating them when listing stats for individual weapons.

    --Handguns--
    Fire rate, single shots: 60
    Running speed change= 1.15
    AccuracyMultiplier= 1.5
    Accuracy change with laser sight= 2.0
    Damage change with silencer= 0.9
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 200

    --SMGs--
    Fire rate, single shots: 60
    Running speed change= 1.0
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.8
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 300

    --Assault Rifles--
    Fire rate, single shots: 60
    Running speed change= 1.0
    AccuracyMultiplier= 0.9
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.75
    Minimum spread angle while blind firing= 3000
    Sound radius, firing with silencer or no ammo= 300

    --LMGs--
    Fire rate, single shots: 60
    Running speed change= 0.95
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 1.8
    Damage change with silencer= 0.8
    Minimum spread angle while blind firing= 4500
    Sound radius, firing with silencer or no ammo= 1500

    --Shotguns--
    Fire rate, single shots: varying (see gun list)
    Running speed change= 1.0
    AccuracyMultiplier= 1.0
    Accuracy change with laser sight= 2.0
    Minimum spread angle while blind firing= 4500
    Sound radius, firing with no ammo= 500

    --Sniper rifles--
    Fire rate, single shots: varying (see gun list)
    Running speed change= 0.9
    AccuracyMultiplier= 1.0
    Damage change with silencer= 0.7 (only applies to one sniper rifle)
    Sound radius, firing with silencer or no ammo= 300 (only applies to the one rifle with inbuilt silencer)
    Minimum spread angle while blind firing= 4500
    Sound radius with no ammo= 1500

    --Shield--
    Running speed change= 0.8

    Some notes=
    -I'm not sure what the accuracy multiplier is for, but I added it anyway.
    -Laser sights are much more powerful compared to Vegas 1. They nearly double the accuracy for each weapon class. Making the autoaim much more powerful.
    -Rifle scope is the 6X scope and the sniper scope is the 12X scope.

    Let's start with a quick comparison between the different weapon classes so we've got something to start from:

    -Pistol- (Mk23 used as example)
    DamageAt0M=35 (average)
    DamageAt5M=30 (average)
    DamageAt20M=25 (average)
    DamageAt50M=15 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=150 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220 (bad)
    MovementBulletSpreadMaxSpread=1200 (good)
    RotationBulletSpreadInterpSpeed=6 (bad)
    RealFireRate=350 (bad)
    NormalMagSize=12 (very bad)
    HighCapacityMagSize=15
    PenetrationInitialDropFactor=0.4f (good)
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    ReloadTacticWithShieldTime=2.666f
    ReloadEmptyWithShieldTime=3.00f
    Attachments = Laser sights, high capacity mag, silencer

    -SMG- (MP5N used as example)
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=45 (good)
    InitialBulletSpread=140 (average)
    BulletSpreadPerBullet=58 (average)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50 (good)
    MovementBulletSpreadMaxSpread=1500 (good)
    RotationBulletSpreadInterpSpeed=7 (average)
    FireRateBurst=780 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.65 (bad)
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -Assault rifle- (SCAR used as example)
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=37 (bad)
    InitialBulletSpread=54 (good)
    BulletSpreadPerBullet=90 (very bad)
    BulletSpreadRecoveryTime=0.55 (good)
    MovementBulletSpreadMinSpread=160 (average)
    MovementBulletSpreadMaxSpread=2500 (average)
    RotationBulletSpreadInterpSpeed=6.4 (average)
    FireRateBurst=750 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f (average)
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.333f (bad)
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -LMG- (MK46 used as example)
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=35 (bad)
    InitialBulletSpread=225 (very bad)
    BulletSpreadPerBullet=32 (good)
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=275 (bad)
    MovementBulletSpreadMaxSpread=2500 (average)
    RotationBulletSpreadInterpSpeed=4.8 (very bad)
    FireRateBurst=500 (average)
    NormalMagSize=100 (very good)
    PenetrationInitialDropFactor=0.28 (very good)
    PenetrationDropFactor=0.6
    ReloadTacticTime=6.967f (very bad)
    ReloadEmptyTime=6.967f (very bad)
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -Shotgun- (M3 used as example)
    DamageAt0M=38 (very good)
    DamageAt5M=36 (very good)
    DamageAt20M=7 (very bad)
    DamageAt50M=0 (very bad)
    BaseAccuracy=1 (very bad)
    InitialBulletSpread=200 (very bad)
    BulletSpreadPerBullet=0 (N/A)
    BulletSpreadRecoveryTime=1.8 (very good)
    MovementBulletSpreadMinSpread=350 (bad)
    MovementBulletSpreadMaxSpread=1500 (good)
    RotationBulletSpreadInterpSpeed=6 (bad)
    FireRateSingle=70 (average)
    RealFireRate=70 (very bad)
    NormalMagSize=8 (very bad)
    PenetrationInitialDropFactor=0.1 (very good)
    PenetrationDropFactor=0.15
    StartChamberReloadTime=1.2f (very bad)
    ChamberReloadTime=0.766f (very bad)
    Attachments = Laser sights, reflex sights, rifle scope

    -Sniper rifle- (PSG1 used as example)
    DamageAt0M=90 (very good)
    DamageAt5M=80 (very good)
    DamageAt20M=87 (very good)
    DamageAt50M=87 (very good)
    BaseAccuracy=40 (average)
    InitialBulletSpread=0 (very good)
    BulletSpreadPerBullet=180 (very bad)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=1000 (very bad)
    MovementBulletSpreadMaxSpread=4000 (very bad)
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=100 (very bad)
    NormalMagSize=5 (very bad)
    PenetrationInitialDropFactor=0.0f (very good)
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.8f (average)
    ReloadEmptyTime=3.667f (bad)
    Attachments = 3 different sniper scopes

    Some notes:
    -For those who are curious what some of these numbers mean, here's a quick explanation:
    --Damage numbers are obvious, they show the damage you get at 0-5 metres, 5-20, metres, 20-50 metres and 50+ metres. Higher is of course better, and a character can sustain about 80 damage before dying.
    --BaseAccuracy This directly represents the inner circle of the crosshair, which means the crosshair will become significantly larger with a higher accuracy. With a laser sight this number is nearly doubled. The inner circle represents autoaim and bullets may occasionally "shift" towards your target if any part of the crosshair is over the opponent.
    --InitialBulletSpread is how much the first or second bullet spreads when you start firing. Lower is better.
    --BulletSpreadPerBullet is how much recoil the weapon has and determines how quickly you'll lose accuracy when firing full auto. Lower is better
    --BulletSpreadRecoveryTime I'm not sure. It could indicate how much accuracy is regained while firing, I'm not even sure if a low or high number is good in this case
    --MovementBulletSpreadMinSpread What your accuracy becomes while moving slowly. Lower is better.
    --MovementBulletSpreadMaxSpread What your accuracy becomes while running. Lower is better.
    --RotationBulletSpreadInterpSpeed How quickly you get aim while standing still. A very important variable. Higher is better.
    --RealFireRate How quickly you can fire the weapon. Higher is better
    --NormalMagSize Simple enough to understand, how much ammo is in the magazine. More is of course better.
    --HighCapacityMagSize How much ammo there's in a high capacity magazine. Higher is better.
    --PenetrationInitialDropFactor How much "damage" is removed from the bullet when it penetrates one surface. Lower is better.
    --PenetrationDropFactor Not sure, but I think this is the same as above only for any second surface the bullet penetrates. I think higher is better for this one.
    --ReloadTacticTime How many seconds it takes to reload. Lower is better.
    --ReloadEmptyTime How many seconds it takes to reload from an empty magazine. Lower is better.
    --Attachments What attachments the weapon supports.
    -One interesting thing to note is that the AI is twice as fast at reloading LMGs (this might simply be a rough fix and the AI code is not capable of reloading slower than 3 seconds)
    -I'm assuming the damage listed for shotguns is for each individual pellet, which is why I gave it such a high damage rating.

    So, what to conclude based on this data? Here's some quick comparison notes:
    -Handguns (not surprisingly) isn't anything to be excited over. Their stats can be slightly similar to the SMG, just with most details worse (horrible penetration, horrible ammo size, slow fire rate... and with one odd thing being actually better, the damage is slightly better). The only notable good thing about handguns is the 15% movement increase.

    -SMGs' damage is average at close range, but becomes awful at long distance (only the shotgun deals worse damage at long range). Its recoil is rather easy to handle (even while walking), it's got a good fire rate and it's got the highest autoaim of all the weapon classes. Overall, it's probably the easiest weapon type to master.

    -Assault rifle deals good damage (1/3 more than SMGs) which only barely decreases with range. But their recoil is twice as hard to handle than the SMG. You move a bit slower with an assault rifle (10% slower). They have the most varying stats of all the weapon classes as well, and it's probably the weapon type most players will go with.

    -LMGs can be seen similar to the Assault rifles only with a much better recoil and a gigantic magazine size. But with some drawbacks... like you get aim a lot slower, reload time is painfully slow, and the fire rate is slower.

    -Shotgun and sniper rifles are hard to compare with the other weapons as they're so extremely different. Shotgun is the ultimate close range weapon with awful magazine size, slow reload and slow fire rate. While sniper rifle is the same only for long range. Overall though, the shotgun seems better than the sniper rifle. Even though it deals very little damage for long range you may get a lucky headshot and kill someone, and the aiming requires far less finesse than the sniper rifle. And most importantly, most maps in Vegas 2 have more close quarter areas than large open areas.

    Detailed handgun info:

    -Mk23-
    DamageAt0M=35 (average)
    DamageAt5M=30 (average)
    DamageAt20M=25 (average)
    DamageAt50M=15 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=150 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220 (bad)
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    BlindFireMinBulletSpreadAngle=3000
    RealFireRate=350 (bad)
    NormalMagSize=12 (very bad)
    HighCapacityMagSize=15 (bad)
    PenetrationInitialDropFactor=0.4f (bad)
    PenetrationDropFactor=0.3 (very bad)
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -USP40-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=32 (bad)
    InitialBulletSpread=160 (average)
    BulletSpreadPerBullet=40 (average)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=260 (bad)
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=13 (very bad)
    HighCapacityMagSize=16 (bad)
    PenetrationInitialDropFactor=0.4
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -92FS-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=42 (good)
    InitialBulletSpread=130
    BulletSpreadPerBullet=80 (very bad)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=15 (bad)
    HighCapacityMagSize=18 (average)
    PenetrationInitialDropFactor=0.4
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -P99-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=20 (bad)
    DamageAt50M=10 (bad)
    BaseAccuracy=35
    InitialBulletSpread=160
    BulletSpreadPerBullet=80 (very bad)
    BulletSpreadRecoveryTime=0.35 (average)
    MovementBulletSpreadMinSpread=220
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=350 (bad)
    NormalMagSize=12 (bad)
    HighCapacityMagSize=15 (bad)
    PenetrationInitialDropFactor=0.4f
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f (average)
    ReloadEmptyTime=3.00f (bad)
    Attachments = Laser sights, high capacity mag, silencer

    -Glock18-
    DamageAt0M=25 (average)
    DamageAt5M=20 (bad)
    DamageAt20M=15 (bad)
    DamageAt50M=5 (very bad)
    BaseAccuracy=35
    InitialBulletSpread=160
    BulletSpreadPerBullet=50 (average)
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=250
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    FireRateBurst=600
    RealFireRate=350
    NormalMagSize=10
    HighCapacityMagSize=17
    PenetrationInitialDropFactor=0.8
    PenetrationDropFactor=0.3
    ReloadTacticTime=2.666f
    ReloadEmptyTime=3.00f
    Attachments = Laser sights, high capacity mag

    -DesertEagle-
    DamageAt0M=80 (very good)
    DamageAt5M=70 (very good)
    DamageAt20M=60 (very good)
    DamageAt50M=30 (average)
    BaseAccuracy=36
    InitialBulletSpread=230
    BulletSpreadPerBullet=150
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=240
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=120
    NormalMagSize=7
    HighCapacityMagSize=9
    PenetrationInitialDropFactor=0.2f
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.666f
    ReloadEmptyTime=3.00f
    Attachments = Laser sights, high capacity mag

    -RagingBull-
    DamageAt0M=90 (very good)
    DamageAt5M=80 (very good)
    DamageAt20M=70 (very good)
    DamageAt50M=30 (average)
    BaseAccuracy=30
    InitialBulletSpread=230
    BulletSpreadPerBullet=150
    BulletSpreadRecoveryTime=0.7
    MovementBulletSpreadMinSpread=280
    MovementBulletSpreadMaxSpread=1200
    RotationBulletSpreadInterpSpeed=6
    RealFireRate=120
    NormalMagSize=6
    PenetrationInitialDropFactor=0.15
    PenetrationDropFactor=0.8
    ReloadTacticTime=3.000f
    ReloadEmptyTime=3.533f
    Attachments = Laser sights

    -Shield-
    InitialBulletSpread=200
    BulletSpreadPerBullet=190
    BulletSpreadRecoveryTime=2
    MovementBulletSpreadMinSpread=500
    MovementBulletSpreadMaxSpread=1000
    RotationBulletSpreadInterpSpeed=5
    ReloadTacticTime=1.13f
    ReloadEmptyTime=1.7f

    Notes:
    -There's 3 pistols which stand out quite clearly (glock 18 being full auto, and desert eagle and raging bull being stupidly powerful), I'll talk about those a bit later.
    -All the "normal" handguns share the same fire rate. Which is roughly as fast as you can pull the trigger, quite fast but not nearly as fast as any of the real full auto weapons. They also share the same bullet spread recovery rate when standing still.
    -Mk23 deals the most damage of the normal handguns. The only drawback is that it has a slightly smaller magazine size, but most would probably go for the slightly higher damage than a few more bullets
    -USP40 compare very weakly. Less damage than the Mk23, slightly less accuracy while moving, and only one more bullet in the magazine size.
    -92FS also deals less damage than the Mk23, but at least it tries to make up for it by having the largest magazine size of all the handguns. It does have twice the bad accuracy recovery rate, but that shouldn't be a problem considering the slow firing rate. For those who feel confident they can get headshots with each bullet, 92FS is the handgun to go for.
    -P99 probably compares worst of all the handguns. Less damage than the Mk23, worst bullet spread (although not by much), and no extra bullets compared to Mk23. There's literally no reason to choose this gun unless you really love how it looks.
    -Glock 18 is the only full-auto handgun so it's quite unique. The fire rate is twice as fast than the fastest you can pull the trigger on the other handguns (and you'd quickly get your fingers tired by clicking that fast). But it also has the least damage output. SUrprisingly the recoil isn't that bad, it has slightly less bullet spread when firing full auto than the MP5N which is a SMG. High capacity mag is a must when using this gun.
    -Desert Eagle and Raging Bull deals an INSANE amount of damage. More than any assault rifle or LMG in the game. The damage is very close to that of a sniper rifle. And the damage reduction isn't even that big until you get to 50 metres. It does have the penalty of a very slow firing rate (but actually slightly better than the firing rate of the typical shotgun and sniper rifle... also has more ammo than your typical shotgun or sniper rifle!). If you want a powerful close range weapon and don't want to sacrifice the primary slot for a shotgun, these 2 guns are actually a very viable alternative.
    -But which one to choose? Desert Eagle or Raging Bull? Well, the Raging Bull deals more damage but has slower reloading and has less ammo (Desert Eagle has 2 more bullets or 4 more bullets if you use a high capacity mag). (an extra note worth adding, the Desert Eagle and Raging Bull share the same maximum spread angle as all other handguns, which is slightly less than all SMGs and much less that of assault rifles and other weapons)

    Bottom line:
    -Desert Eagle and Raging Bull are the clear winners. While the other handguns are basically just poor versions of SMGs, the Desert Eagle and Raging Bull stand on their own as very effective close range weapons. Shotguns still has the advantage with an even higher damage output and a smaller aim requirement. But if you're confident you can aim fast enough at close range and wanna kill someone with style, go with this. You can also consider adding a laser sight to make the aiming a bit easier.
    -Glock 18 is kinda the opposite. If you feel you can't aim at all, go with this and hope one of the bullets you fire happens to be a head shot.
    -Mk23 gets a small heads up because of its higher damage output of all the "normal" handguns
    -92FS gets an even smaller acknowledgement for its high magazine size.
    -USP40 and P99 are just worthless.

    Which attachment to use?
    -High capacity mag or laser sight would generally be best.

    Detailed SMG info:

    -MP5N-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=45 (good)
    InitialBulletSpread=140 (average)
    BulletSpreadPerBullet=58 (average)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50 (good)
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40 (good)
    PenetrationInitialDropFactor=0.65 (average)
    PenetrationDropFactor=1.0f (very good)
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -Type 05-
    DamageAt0M=30 (average)
    DamageAt5M=25 (average)
    DamageAt20M=16 (bad)
    DamageAt50M=7 (very bad)
    BaseAccuracy=40 (average)
    InitialBulletSpread=130
    BulletSpreadPerBullet=61 (bad)
    BulletSpreadRecoveryTime=0.5 (good)
    MovementBulletSpreadMinSpread=50
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780 (good)
    NormalMagSize=50 (good)
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.0f (average)
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -P90-
    DamageAt0M=30
    DamageAt5M=25
    DamageAt20M=17
    DamageAt50M=7
    BaseAccuracy=49
    InitialBulletSpread=165
    BulletSpreadPerBullet=45
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=150
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7.5
    FireRateBurst=900
    NormalMagSize=50
    PenetrationInitialDropFactor=0.65
    PenetrationDropFactor=1.0f
    ReloadTacticTime=3.467f
    ReloadEmptyTime=4.367f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -MP9-
    DamageAt0M=32
    DamageAt5M=27
    DamageAt20M=17
    DamageAt50M=8
    BaseAccuracy=47
    InitialBulletSpread=160
    BulletSpreadPerBullet=58
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=800
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -MP7A1-
    DamageAt0M=33
    DamageAt5M=24
    DamageAt20M=13
    DamageAt50M=8
    BaseAccuracy=42
    InitialBulletSpread=157
    BulletSpreadPerBullet=53
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=60
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=800
    NormalMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, silencer

    -AUG Para-
    DamageAt0M=33
    DamageAt5M=28
    DamageAt20M=17
    DamageAt50M=6
    BaseAccuracy=46
    InitialBulletSpread=140
    BulletSpreadPerBullet=65
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=60
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=750
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, ACOG scope, high capacity mag, silencer

    -UMP45-
    DamageAt0M=35
    DamageAt5M=30
    DamageAt20M=19
    DamageAt50M=10
    BaseAccuracy=48
    InitialBulletSpread=135
    BulletSpreadPerBullet=63
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=6.5
    FireRateBurst=600
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.6f
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    -MAC11-
    DamageAt0M=28
    DamageAt5M=23
    DamageAt20M=14
    DamageAt50M=5
    BaseAccuracy=42
    InitialBulletSpread=275
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=300
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=960
    NormalMagSize=32
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    -Skorpion VZ83-
    DamageAt0M=28
    DamageAt5M=23
    DamageAt20M=14
    DamageAt50M=5
    BaseAccuracy=42
    InitialBulletSpread=275
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=300
    MovementBulletSpreadMaxSpread=1500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=960
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.7
    PenetrationDropFactor=1.0f
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.0f
    Attachments = Laser sights, reflex sights, rifle scope, high capacity mag, silencer

    Notes:
    -MP5N , TYpe05 and P90 all deal around 30-25 damage (with long range damage between 1/2 or 1/4 of that, SMGs just aren't effective long range weapons). MP5N doesn't come to good start, Type 05 has 20 more bullets with the only drawback being slightly worse recoil and the other stats basically identical. But the P90 has less bullet spread than the two, aims faster and a notable increase in fire rate with the only drawbacsk being a reloading taking a second longer and a bigger initial bullet spread (which is rather trivial)
    -MP9 and MP7 has a fire rate between the MP5N and P90 but with a slightly higher damage. MP7 deals tiny more damage than MP9 at close range while the MP9 deals more damage in the 5-50 metre range. But on the other hand, the MP7A1 has less recoil and 10 more ammo.
    -AUG Para deals a tiny amount of more damage than the MP9, but slightly worse fire rate, a bit less ammo and worse recoil.
    -UMP45 is kinda like how the MP9 is to the MP7 only with a bigger difference. Some more damage (highest damage of the SMGs actually), but worse recoil, less ammo, worse fire rate and aims a bit slower.
    -Mac11 and Skorpion are the fastest firing SMGs, slightly faster than the P90. Oddly enough the 2 weapons are identical except for the Mac11 having 2 more bullets when not using a high capacity mag (with a high capacity mag they're both identical). The weapons' strength is obviously the high fire rate, but the other stats are just really bad compared to the P90. 20 less ammo, worse recoil and slightly less damage.

    Bottom line:
    -There's certain guns you can forget about right away. Mac11 and Skorpion are pretty much useless compared to the P90, unless you're RIGHT in the enemy's face and have a strong need for a slightly faster fire rate. MP5 doesn't deal a lot of damage and has a rather small magazine, and again pales in comparison with the P90. Aug Para is just plainly bad compared to the MP9 and MP7.
    -So we get down to the fact than P90 has excellent fire rate, recoil and ammo. While the MP7A1 deals a bit more damage, but has worse fire rate, recoil and less ammo... MP9 is the same thing only with a bigger difference, and the UMP45 has an even bigger difference. Overall, there's no denying that P90 looks like the winner.

    What attachment to use?
    -Since many of the SMGs fire fast and have good autoaim it can be tempting to go for the high capacity magazine and that's definitely a good choice. If you're having a hard time hitting anything, you can add a laser sight to make the autoaim almost twice as powerful. Scopes and silencer is something you'll rarely have use for but the choice is there.

    Detailed Assault Rifle info:

    -SCAR-H CQC-
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=37 (bad)
    InitialBulletSpread=54 (good)
    BulletSpreadPerBullet=90 (very bad)
    BulletSpreadRecoveryTime=0.55 (good)
    MovementBulletSpreadMinSpread=160 (average)
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=6.4
    FireRateBurst=750 (good)
    NormalMagSize=30 (average)
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f (bad)
    PenetrationDropFactor=0.7 (average)
    ReloadTacticTime=2.333f (good)
    ReloadEmptyTime=3.333f (bad)
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -G3KA4-
    DamageAt0M=45
    DamageAt5M=39
    DamageAt20M=35
    DamageAt50M=31
    BaseAccuracy=41
    InitialBulletSpread=65
    BulletSpreadPerBullet=85
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=160
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=6.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.000f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -552 Commando-
    DamageAt0M=46
    DamageAt5M=35
    DamageAt20M=32
    DamageAt50M=27
    BaseAccuracy=40
    InitialBulletSpread=57
    BulletSpreadPerBullet=90
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=150
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7
    FireRateBurst=780
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AUG A3-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=30
    BaseAccuracy=44
    InitialBulletSpread=55
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.45
    MovementBulletSpreadMinSpread=140
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.2
    FireRateBurst=660
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.167f
    ReloadEmptyTime=3.400f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AK47-
    DamageAt0M=50
    DamageAt5M=44
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=90
    BulletSpreadPerBullet=80
    BulletSpreadRecoveryTime=0.7
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.45
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -AKS-74U-
    DamageAt0M=50
    DamageAt5M=44
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=90
    BulletSpreadPerBullet=81
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.45
    PenetrationDropFactor=0.8
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -G36C-
    DamageAt0M=42
    DamageAt5M=37
    DamageAt20M=32
    DamageAt50M=30
    BaseAccuracy=38
    InitialBulletSpread=60
    BulletSpreadPerBullet=63
    BulletSpreadRecoveryTime=0.6
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=720
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.433f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -M468-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=60
    BulletSpreadPerBullet=85
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.48
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -FNC-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=36
    BaseAccuracy=37
    InitialBulletSpread=60
    BulletSpreadPerBullet=88
    BulletSpreadRecoveryTime=0.55
    MovementBulletSpreadMinSpread=120
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=7.4
    FireRateBurst=600
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -FAMAS-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=27
    BaseAccuracy=42
    InitialBulletSpread=50
    BulletSpreadPerBullet=68
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=900
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.55
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.167f
    ReloadEmptyTime=3.000f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -TAR21-
    DamageAt0M=39
    DamageAt5M=34
    DamageAt20M=29
    DamageAt50M=25
    BaseAccuracy=38
    InitialBulletSpread=55
    BulletSpreadPerBullet=70
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=840
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.55
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.400f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -L85A2-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=27
    BaseAccuracy=42
    InitialBulletSpread=62
    BulletSpreadPerBullet=72
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=110
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=600
    NormalMagSize=25
    HighCapacityMagSize=35
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.333f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    -M8-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=26
    BaseAccuracy=39
    InitialBulletSpread=50
    BulletSpreadPerBullet=70
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=100
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=8
    FireRateBurst=750
    NormalMagSize=30
    HighCapacityMagSize=40
    PenetrationInitialDropFactor=0.5f
    PenetrationDropFactor=0.7
    ReloadTacticTime=2.433f
    ReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, sniper scope, ACOG scope, high capacity mag, silencer

    Notes:
    -One thing you'll quickly notice compared to all other types of guns is that ARs actually vary a lot when it comes to how quickly each gun aims. Worst being 6.4 and the best being 8. That's a very big difference, and most of them have small differences compared to eachother. Since how quickly a gun aims is pretty significant I decided to order them based on that stat.
    -First of all, the 2 ARs with the worst aiming (somewhere between that of a handgun and an SMG): the SCAR and G3. The SCAR fires faster, but the G3 has less recoil, reloads faster, penetrates surfaces slightly better and slightly better autoaim. Seems balanced enough so far.
    -552 Commando has the exact same aim speed as most of the SMGs. Its other stats are very similar to the SCAR only it does less damage at longer range than 5 metres.
    -AUGA3 has a faster aim speed and less recoil, but also less damage and not a great fire rate.
    -G36C, AK47, AK74U, M468 and FNC share the same aim speed which is significantly faster than a normal SMG (just *barely* slower than the aim speed of the best SMG: P90) and should feel very comfortable to aim with. The 2 AKs stand out right away with the highest damage of all ARs but that damage is reduced to what a normal AR does when it comes to long range. The AKs have nearly identical stats, the 47 has *slightly* better recoil with *slightly* worse recoil recovery, but the difference is tiny.
    -G36C stands out as well as the one with the least recoil of all the ARs and its fire rate isn't bad.
    -The FNC and M468 doesn't compare that well unfortunately. Similar stats as the AKs but with less damage and a small advantage with a smaller initial bullet spread. FNC stands out even worse, as its stats are all indentical to the M468 with the exception of a slightly worse recoil.
    -And then we proceed to the next bunch of ARs. TAR21, Famas, L85A2 and M8 share the highest aim speed of all weapons in the entire game, and they have generally less recoil than all the other ARs. You'll get aim extremely fast once you stand still with theses weapons. Compared to the other weapons, they all have the disadvantage of a decrease in damage, but not a major decrease.
    -There's 2 guns we can forget about early. M8 has similar stats as the Famas only with a worse fire rate.
    -L85A2 has a tiny bit more damage output than the TAR21 but fires much slower and has 5 less ammo.
    -So, the Famas or TAR21 then? Simple choice. Famas has a slight damage advantage, more autoaim, reloads faster, less recoil, faster fire rate... and 5 less ammo. Yeah, the Famas is better than the TAR21.

    Bottom line:
    -So what about the big picture then? Well, first of all, there are several which are just plain worse than others. G3 is inferior to the AKs. L85, M8 and TAR21 are all definitely inferior to the Famas. After that it starts to get a bit blurry.
    -AKs deal the most damage and aims slightly fast but with a slow fire rate and some bad recoil. AUGA3 fires a bit faster than the AKs but deal less damage and aims slower.
    -SCAR and 552 Commando also has bad recoil and aims a bit slow, but fires even faster and their damage isn't bad.
    -M468 aims fast but also has bad recoil and bad fire rate.
    -G63C and Famas has the least damage, but they both aim fast and fire fast, although the Famas aims even faster and fires much faster. But then again, the G63C has the least recoil and more ammo.
    -It's not as easy to announce the winner in this category, most weapons aren't that bad when compared. Although the Famas does stand out with its very high fire rate and fast aim, so it'll take the crown for now, just be sure to use a high magazine clip, with that fire rate you'll need the extra ammo. But most of the other ARs are very good choices as well.

    Detailed LMG info:

    -MK46-
    DamageAt0M=45 (good)
    DamageAt5M=40 (good)
    DamageAt20M=35 (average)
    DamageAt50M=31 (average)
    BaseAccuracy=35 (bad)
    InitialBulletSpread=225 (very bad)
    BulletSpreadPerBullet=32 (good)
    BulletSpreadRecoveryTime=0.4 (average)
    MovementBulletSpreadMinSpread=275 (bad)
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.8
    FireRateBurst=500 (average)
    NormalMagSize=100 (very good)
    PenetrationInitialDropFactor=0.28 (very bad)
    PenetrationDropFactor=0.6 (average)
    ReloadTacticTime=6.967f (very bad)
    ReloadEmptyTime=6.967f (very bad)
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -M249 SPW-
    DamageAt0M=44
    DamageAt5M=39
    DamageAt20M=34
    DamageAt50M=28
    BaseAccuracy=35
    InitialBulletSpread=225
    BulletSpreadPerBullet=35
    BulletSpreadRecoveryTime=0.5
    MovementBulletSpreadMinSpread=275
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.9
    FireRateBurst=500
    NormalMagSize=100
    PenetrationInitialDropFactor=0.28
    PenetrationDropFactor=0.6
    ReloadTacticTime=6.967f
    ReloadEmptyTime=6.967f
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -21E-
    DamageAt0M=42
    DamageAt5M=37
    DamageAt20M=32
    DamageAt50M=26
    BaseAccuracy=40
    InitialBulletSpread=225
    BulletSpreadPerBullet=28
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=4.7
    FireRateBurst=500
    NormalMagSize=100
    HighCapacityMagSize=120
    PenetrationInitialDropFactor=0.28
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.7f
    ReloadEmptyTime=5.7f
    AIReloadTacticTime=3.333f
    AIReloadEmptyTime=3.333f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -MG36-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=30
    BaseAccuracy=35
    InitialBulletSpread=225
    BulletSpreadPerBullet=30
    BulletSpreadRecoveryTime=0.4
    MovementBulletSpreadMinSpread=275
    MovementBulletSpreadMaxSpread=2500
    RotationBulletSpreadInterpSpeed=5
    FireRateBurst=500
    NormalMagSize=100
    PenetrationInitialDropFactor=0.25
    PenetrationDropFactor=0.6
    ReloadTacticTime=2.533f
    ReloadEmptyTime=3.433f
    Attachments = Laser sights, reflex sights, rifle scope, recoil control stock

    -FixedLMG M249-
    DamageAt0M=40
    DamageAt5M=35
    DamageAt20M=30
    DamageAt50M=26
    BaseAccuracy=40
    InitialBulletSpread=250
    BulletSpreadPerBullet=20
    BulletSpreadRecoveryTime=0.3
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=300
    RotationBulletSpreadInterpSpeed=5
    FireRateSingle=60
    FireRateBurst=660
    NormalMagSize=100
    PenetrationInitialDropFactor=0.35
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.233f
    ReloadEmptyTime=5.233f
    AIReloadTacticTime=5.233f
    AIReloadEmptyTime=5.233f

    -FixedLMG Chopper-
    DamageAt0M=8
    DamageAt5M=8
    DamageAt20M=8
    DamageAt50M=8
    BaseAccuracy=40
    InitialBulletSpread=0
    BulletSpreadPerBullet=20
    BulletSpreadRecoveryTime=0.3
    MovementBulletSpreadMinSpread=325
    MovementBulletSpreadMaxSpread=300
    RotationBulletSpreadInterpSpeed=6
    FireRateSingle=60
    FireRateBurst=2000
    NormalMagSize=100
    PenetrationInitialDropFactor=0.9
    PenetrationDropFactor=0.6
    ReloadTacticTime=5.233f
    ReloadEmptyTime=5.233f
    AIReloadTacticTime=5.233f
    AIReloadEmptyTime=5.233f

    Notes:
    -The 2 "fixed" LMGs aren't something you can use in multiplayer so they won't compared. But they're in the list of the heck of it.
    -All of the LMGs share the same firerate which is about 1/5 slower than the slowest AR in the game, they also share the same magazine size of 100 bullets.
    -Most of them seems roughly balanced. With the exception of the M249, its damage isn't bad but the MK46 deals even more damage with less recoil and it aims faster.
    -21E has the lowest recoil but less damage then the MK46 and aims slightly slower.
    -MG36 aims the fastest (although the difference is not big) but deals the least damage with a recoil between 21E and MK46.

    Bottom line:
    -Which one to go for? Heck if I know! They're all extremely similar. Just avoid the M249. I'd personally go for the MK46 because its highest damage and the difference in recoil seems to be small between the weapons.

    Attachment to use?
    -The recoil control stock seems like a very good choice. I don't know how much it decreases the recoil, but even less recoil means you can fire a lot of bullets without the accuracy going to heck. Scopes is not very useful since the LMGs gets aim so slow. Laser sight might be a good choice to give you a little extra autoaim.

    (info about shotgun, sniper rifles and quick summary in a post on the fourth page of this thread)
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  3. #3
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VeryFluffy:
    -I'm willing to guess that 100 damage is what a player can sustain before dying.
    </div></BLOCKQUOTE>
    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.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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.
    </div></BLOCKQUOTE>
    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.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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.
    </div></BLOCKQUOTE>
    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.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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).
    </div></BLOCKQUOTE>
    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.
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  4. #4
    Banned
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    LOL Sorry i didnt come to these forums to read a book!

    LOL!
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  5. #5
    Neither did I tw-sorrow, so I skimmed through it and read the Notes sections.

    Interesting findings!
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  6. #6
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by MeanMF:
    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. </div></BLOCKQUOTE>
    Alright, thanks. And yeah, as far as I know headshots will always result in a kill no matter the weapon or range.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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. </div></BLOCKQUOTE>
    I wonder though... is the InitialBulletSpread for the first or second shot? According to my tests every weapon in the game gains perfect accuracy (except for shotgun), as I can easily get a headshot from a long distance with any weapon as long as the target is standing still.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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. </div></BLOCKQUOTE>
    Hmm, could be. I'll do some tests later. The difference between 0.1 and 1.0 should be huge so it will be easy to test.

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">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. </div></BLOCKQUOTE>
    Yeah, I'm aware of that. But even the 20-50 metres stat is half of the weapon's normal damage (And the AR is twice as powerful at that range). It makes me think the SMG is only good for headshots when fighting at long range.

    I'm curious how all the individual weapon stats will compare up. I've already dicovered a few oddities (like the Mac11 and Skorpion are 100% identical except for magazine size)
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  7. #7
    I examined these files when the first Vegas came out for the PC. Since Vegas 2 is obviously not out for the PC yet, where would I be able to get ahold of these files currently? PM me if you like. I'd like to take a look at these myself.

    Thanks.
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  8. #8
    Nice finding, an interesting read... so for a barrett M468 if the damage was 100 (used for simplicity) and i added my silencer the damage would drop to 75? (as the figure for assault rifles with silencers is 0.75?) hmm i don't quite understand.

    Alasdair.
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  9. #9
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by OUTFOXEM:
    I examined these files when the first Vegas came out for the PC. Since Vegas 2 is obviously not out for the PC yet, where would I be able to get ahold of these files currently? PM me if you like. I'd like to take a look at these myself.

    Thanks. </div></BLOCKQUOTE>
    I got it from the game DVD itself. I doubt ubi soft would mind an innocent little .ini file being uploaded so here you go: http://www.tzarsectus.com/tmp/XenonK...ponsConfig.ini

    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by ALIHISGREAT:
    Nice finding, an interesting read... so for a barrett M468 if the damage was 100 (used for simplicity) and i added my silencer the damage would drop to 75? (as the figure for assault rifles with silencers is 0.75?) hmm i don't quite understand.

    Alasdair. </div></BLOCKQUOTE>
    Yeah, assault rifles deal 75% or 3/4 of their original damage when using a silencer. It's also supposed to reduce recoil but I've seen no proof of that.
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  10. #10
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by VeryFluffy:
    It's also supposed to reduce recoil but I've seen no proof of that. </div></BLOCKQUOTE>
    m_fRecoilSuppressorModifier
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