BF2 Weapons Chart (Update: 08/14/2007)

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  • Hu.Z_of_PLA

    #121
    Re: Weapons Chart After 1.2 Patch

    type 95 LMG has a min dev of 0.2

    rem *** Generated with Bf2Editor.exe [created: 2005/4/5 15:44]
    GeometryTemplate.compressVertexData 1
    GeometryTemplate.maxTextureRepeat 8
    ObjectTemplate.activeSafe GenericFireArm chrif_type95
    ObjectTemplate.creator TLO-1:tlo
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.saveInSeparateFile 1
    ObjectTemplate.castsDynamicShadow 1
    rem ---BeginComp:WeaponHud ---
    ObjectTemplate.createComponent WeaponHud
    ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\CHRIF_Type95.tga
    ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\CHRIF_Type95_mini.tga
    ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\CHRIF_Type95.tg a
    ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_type95"
    ObjectTemplate.weaponHud.guiIndex 4
    ObjectTemplate.weaponHud.altGuiIndex 52
    ObjectTemplate.weaponHud.deviationFactor 5
    ObjectTemplate.weaponHud.maxVisualDeviation 23
    ObjectTemplate.weaponHud.minVisualDeviation 2
    ObjectTemplate.weaponHud.disableOnSprint 1
    rem ---EndComp ---
    rem ---BeginComp:SingleFireComp ---
    ObjectTemplate.createComponent SingleFireComp
    ObjectTemplate.fire.addFireRate 2
    ObjectTemplate.fire.addFireRate 0
    ObjectTemplate.fire.fireInCameraDof 1
    rem ---EndComp ---
    rem ---BeginCompefaultAmmoComp ---
    ObjectTemplate.createComponent DefaultAmmoComp
    ObjectTemplate.ammo.ammoType 1
    ObjectTemplate.ammo.reloadTime 4.25
    ObjectTemplate.ammo.reloadWithoutPlayer 1
    rem ---EndComp ---
    rem ---BeginComp:SoldierBasedRecoilComp ---
    ObjectTemplate.createComponent SoldierBasedRecoilComp
    ObjectTemplate.recoil.hasRecoilForce 1
    ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.25/0.45/0
    ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.46/0.46/0
    ObjectTemplate.recoil.zoomModifier 0.75
    ObjectTemplate.recoil.recoilGraphFrameCount 5
    ObjectTemplate.recoil.recoilGraphExponent 5
    ObjectTemplate.recoil.recoilGraphTotalMovement 0.25
    rem ---EndComp ---
    rem ---BeginComp:SoldierDeviationComp ---
    ObjectTemplate.createComponent SoldierDeviationComp
    ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08
    ObjectTemplate.deviation.minDev 0.2
    ObjectTemplate.deviation.setTurnDev 0 0 0 0
    ObjectTemplate.deviation.setSpeedDev 1 0.2 0.2 0.15
    ObjectTemplate.deviation.setMiscDev 2 2 0.05
    ObjectTemplate.deviation.devModStand 1.5
    ObjectTemplate.deviation.devModCrouch 1.2
    ObjectTemplate.deviation.devModLie 0.7
    ObjectTemplate.deviation.devModZoom 0.7
    rem ---EndComp ---
    rem ---BeginCompefaultSoundComp ---
    ObjectTemplate.createComponent DefaultSoundComp
    rem ---EndComp ---
    rem ---BeginCompefaultAnimationComp ---
    ObjectTemplate.createComponent DefaultAnimationComp
    rem ---EndComp ---
    rem ---BeginCompefaultZoomComp ---
    ObjectTemplate.createComponent DefaultZoomComp
    ObjectTemplate.zoom.zoomDelay 0.083
    ObjectTemplate.zoom.zoomLod 1
    ObjectTemplate.zoom.addZoomFactor 0
    ObjectTemplate.zoom.addZoomFactor 0.6
    rem ---EndComp ---
    ObjectTemplate.geometry chrif_type95
    ObjectTemplate.setCollisionMesh chrif_type95
    ObjectTemplate.mapMaterial 0 Collision_material 68
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.hasCollisionPhysics 1
    ObjectTemplate.physicsType Point
    ObjectTemplate.aiTemplate usrif_m4AI
    rem -------------------------------------
    ObjectTemplate.addTemplate S_chrif_type95_Fire1P
    ObjectTemplate.addTemplate S_chrif_type95_Fire1P_Outdoor
    ObjectTemplate.addTemplate S_chrif_type95_Fire3P
    ObjectTemplate.addTemplate S_chrif_type95_BoltClick
    ObjectTemplate.addTemplate S_chrif_type95_TriggerClick
    ObjectTemplate.addTemplate S_chrif_type95_SwitchFireRate
    ObjectTemplate.addTemplate S_chrif_type95_Reload1P
    ObjectTemplate.setPosition 0/0.02381/0.0210083
    ObjectTemplate.addTemplate S_chrif_type95_Reload3P
    ObjectTemplate.setPosition 0/0.0264843/0.022906
    ObjectTemplate.addTemplate S_chrif_type95_Deploy1P
    ObjectTemplate.addTemplate S_chrif_type95_Deploy3P
    ObjectTemplate.addTemplate S_chrif_type95_Zoom
    ObjectTemplate.addTemplate e_muzz_type95
    ObjectTemplate.setPosition 0.00398654/0.0317252/0.348971
    ObjectTemplate.addTemplate e_shellejection_556
    ObjectTemplate.setPosition 0/0.0440693/-0.0849169
    rem -------------------------------------
    ObjectTemplate.animationSystem1P objects/weapons/handheld/chrif_type95/AnimationSystem1p.inc
    ObjectTemplate.animationSystem3P objects/weapons/handheld/chrif_type95/AnimationSystem3p.inc
    ObjectTemplate.projectileTemplate chrif_type95Projectile
    ObjectTemplate.velocity 1000
    ObjectTemplate.itemIndex 3
    ObjectTemplate.delayToUse 0.916
    ObjectTemplate.create GenericProjectile chrif_type95Projectile
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.createNotInGrid 1
    ObjectTemplate.createdInEditor 1
    rem ---BeginCompefaultCollisionComp ---
    ObjectTemplate.createComponent DefaultCollisionComp
    rem ---EndComp ---
    rem ---BeginCompefaultDetonationComp ---
    ObjectTemplate.createComponent DefaultDetonationComp
    rem ---EndComp ---
    rem ---BeginCompefaultProjSoundComp ---
    ObjectTemplate.createComponent DefaultProjSoundComp
    rem ---EndComp ---
    rem ---BeginCompefaultRicochetComp ---
    ObjectTemplate.createComponent DefaultRicochetComp
    rem ---EndComp ---
    rem ---BeginCompefaultPenetrateComp ---
    ObjectTemplate.createComponent DefaultPenetrateComp
    ObjectTemplate.penetrate.allowSolidPenetration 1
    ObjectTemplate.penetrate.allowLiquidPenetration 1
    rem ---EndComp ---
    ObjectTemplate.floaterMod 0
    ObjectTemplate.hasMobilePhysics 1
    ObjectTemplate.hasCollisionPhysics 1
    ObjectTemplate.physicsType Point
    ObjectTemplate.collisionGroups 8
    ObjectTemplate.material 38
    rem -------------------------------------
    ObjectTemplate.addTemplate S_chrif_type95Projectile_Looping
    rem -------------------------------------
    ObjectTemplate.timeToLive CRD_NONE/0.5/0/0
    ObjectTemplate.material 38
    ObjectTemplate.hasOnTimeEffect 1
    ObjectTemplate.minDamage 0.2
    ObjectTemplate.damage 25
    ObjectTemplate.activeSafe Sound S_chrif_type95_Fire1P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_1p_fire_outdoor.wav"
    ObjectTemplate.loopCount 0
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.76
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.05/
    ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/

    ObjectTemplate.activeSafe Sound S_chrif_type95_Fire3P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_3p_fire.wav"
    ObjectTemplate.loopCount 0
    ObjectTemplate.is3dSound 1
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 1
    ObjectTemplate.pitch 1
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.96/1.06/
    ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
    ObjectTemplate.halfVolumeDistance 4
    ObjectTemplate.activeSafe Sound S_chrif_type95_BoltClick
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_bolt_click.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.8
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.activeSafe Sound S_chrif_type95_TriggerClick
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.5
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.activeSafe Sound S_chrif_type95_SwitchFireRate
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_firerate.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.5
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 0.3
    ObjectTemplate.activeSafe Sound S_chrif_type95_Reload1P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_reload_1p.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.63
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.position 0/0.02381/0.0210083
    ObjectTemplate.activeSafe Sound S_chrif_type95_Reload3P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_reload_1p.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 1
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.63
    ObjectTemplate.pitch 1
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.position 0/0.0264843/0.022906
    ObjectTemplate.minDistance 0.5
    ObjectTemplate.halfVolumeDistance 1
    ObjectTemplate.activeSafe Sound S_chrif_type95_Deploy1P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_deploy_1p.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 0
    ObjectTemplate.volume 0.45
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.activeSafe Sound S_chrif_type95_Deploy3P
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_deploy_3p.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 1
    ObjectTemplate.stopType 0
    ObjectTemplate.volume 0.43
    ObjectTemplate.pitch 1
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.minDistance 0.7
    ObjectTemplate.halfVolumeDistance 1.4
    ObjectTemplate.activeSafe Sound S_chrif_type95_Zoom
    ObjectTemplate.modifiedByUser dsu
    ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_bizon/sounds/zoom_generic.wav"
    ObjectTemplate.loopCount 1
    ObjectTemplate.is3dSound 0
    ObjectTemplate.stopType 1
    ObjectTemplate.volume 0.5
    ObjectTemplate.pitch 1
    ObjectTemplate.pan 0.5
    ObjectTemplate.reverbLevel 1
    ObjectTemplate.activeSafe Sound S_chrif_type95Projectile_Looping
    ObjectTemplate.modifiedByUser dsu

    Comment

    • F-1

      #122
      Re: Weapons Chart After 1.2 Patch

      Originally posted by jdrou
      I haven't installed the patch yet but you may want to check the Type 95 LMG; someone claimed it was now more accurate than the SAW or any other LMG.

      Thank you again!
      I just updated the chart. That change is not mentioned in the readme file I guess. That is why I did not bother to check it.

      Please feel free guys to post your comments and let me know if you feel something is wrong.

      Comment

      • Leki
        Member
        • Mar 2007
        • 361

        #123
        Re: Weapons Chart After 1.2 Patch

        thx for update....how about adding "reload time" and the time it takes to pull out the gun when switching too it (draw time). Be good when compairing very similar guns.
        what about adding the other guns...like the SAS spec ops gun G36K as that is the best spec ops gun in the game and the SCAR-H.

        also you put "MSMC" for the assault m16 :)

        Comment

        • F-1

          #124
          Re: Weapons Chart After 1.2 Patch

          Originally posted by Leki
          thx for update....how about adding "reload time" and the time it takes to pull out the gun when switching too it (draw time). Be good when compairing very similar guns.
          what about adding the other guns...like the SAS spec ops gun G36K as that is the best spec ops gun in the game and the SCAR-H.

          also you put "MSMC" for the assault m16 :)

          I do not have special forces and I may not buy it at all so I do not have access to that data.

          I added what you suggested to the chart and a little more. Thanks for the suggestion.

          Comment

          • [2bit]Modmaven

            #125
            Re: Weapons Chart After 1.2 Patch

            Sticky Sticky

            Comment

            • Warm Pudgy

              #126
              Re: Weapons Chart After 1.2 Patch

              Originally posted by jdrou
              G3 still takes fewer hits to kill an armored target, 4 vs. 5.

              Yes, triple.

              4 on armor and 3 on non armor i believe

              Comment

              • F-1

                #127
                Re: Weapons Chart After 1.2 Patch

                Originally posted by Warm Pudgy
                4 on armor and 3 on non armor i believe

                Due to the frequent questions about the damage on the armored/non-armored targets and the headshots I added another table that shows the damage from the different types of bullets on those targets.

                Comment

                • DrJambo
                  Member
                  • Oct 2006
                  • 349

                  #128
                  Re: Weapons Chart After 1.2 Patch

                  Chart still seems to have pre-1.22 values in it, i.e. PKM with a 0.1 deviation.

                  Comment

                  • F-1

                    #129
                    Re: Weapons Chart After 1.2 Patch

                    Originally posted by DrJambo
                    Chart still seems to have pre-1.22 values in it, i.e. PKM with a 0.1 deviation.

                    Are you sure you are not viewing the cache in your browser???
                    The pkm deviation is definitly updated.

                    Comment

                    • DrJambo
                      Member
                      • Oct 2006
                      • 349

                      #130
                      Re: Weapons Chart After 1.2 Patch

                      Indeed you're right Duck.

                      It appears the Type 95 now has much the same specs as the QBZ (China Spec Ops gun) only with 100 ammo and a fire rate of 900!

                      Comment

                      • imported_G.I.Jersey

                        #131
                        Re: Weapons Chart After 1.2 Patch

                        I also Vote for this to be a STICKY!

                        Comment

                        • fore a lot
                          Member
                          • Nov 2005
                          • 259

                          #132
                          Re: Weapons Chart After 1.2 Patch

                          What!!! it's no longer sticky?
                          i should have played PKM a lot more before 1.22
                          Thx again ducky.

                          Comment

                          • AdLi

                            #133
                            Re: Weapons Chart After 1.2 Patch

                            I think the sniper rifle part is wrong. M95 is a bit stronger than the rest of the sniper rifles because when you shoot a barrel it blows up but with the others it takes 2 shots. =)

                            Comment

                            • jdrou
                              Member
                              • Jul 2006
                              • 1860

                              #134
                              Re: Weapons Chart After 1.2 Patch

                              Originally posted by md_adli
                              I think the sniper rifle part is wrong. M95 is a bit stronger than the rest of the sniper rifles because when you shoot a barrel it blows up but with the others it takes 2 shots. =)
                              The chart only shows damage against humans. Damage against other materials is completely different and depends on the material. The M95 has a base damage of 190 but it is halved vs. humans so it probably does much more damage against barrels.

                              Comment

                              • lolzololz

                                #135
                                Re: Weapons Chart After 1.2 Patch

                                amazing.. simply amazing, it would take me a while to get all that info down like that.. then again im not even in middle school. Keep up the good work

                                Comment

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