How to read this chart

By Ick



Perhaps you are overwhelmed with the complexity of the charts.  If so, look no further.  Here you will find an analysis of the most important, and perhaps most confusing, chart columns.  Heck, perhaps you will even find the meaning of life.



The section listed below shows three areas of the chart.

1. Magnification (Zoom)

2. # of seconds for Stabilization of your weapon

3. Stopping Power.




Let’s do the easiest first.  The first two columns are the magnification power for each of the sniper weapons.  What this means is this: When you are playing the game you may or may not be able to see a small object in the distance.  Let us assume that this objectt appears to be 1 milimeter wide, the width of your pencil.


Clearly not identifiable at that size for some players.  If you had the M8 sharpshooter in your hand and use used the first zoom function, the object would now be 7.7 mm wide…….approximately the size of a post-it note.  If you used the second zoom factor the object would be 14.6 mm wide….probably as wide as your stapler is long.  This is the major advantage of the sniper rifles.



The next set of columns, the dark blue, light blue, and peach, reflect how fast the pips close on each weapon.  The pips are the portion of your crosshairs that expand when you move or fire your weapon.  They are a general representation of accuracy of your weapon at any given time.  For example, when you are motionless and not firing your weapon, the “pips” are closed.  This roughly equals the hit area of your first round.


When you move your soldier your pips spread apart, usually very wide.  The amount of time it takes for your weapon to stabilize from running is the peach column.  The M8 sharpshooter takes 1.67 seconds for the pips to close.  This can be a LONG time to wait when you find and engage a target.  Even the quickest Marksman weapon takes 1.3 seconds to close, still a long time.


When you fire your weapon the "pips" widen, illustrating that if you fire another shot right away your weapon could be pointed in any number of directions….and will 99% of the time miss the target.  These “pip” closure times are shown in the blue columns.  Weapon stabilization is different if you fire while zoomed in once, twice, or not zoomed in at all.  This is the disadvantage of marksman rifles.  As the player you will need to weigh how long to wait before firing your next shot.  If you don’t wait until the pips are closed you risk a miss.


Also keep in mind that an injured solder will have a much longer stabilization time.  Hence, an injured sniper is severely limited by his stabilization time.



This is the average number of shots it takes to kill a solder.  All of the rifleman, gunner, grenadier, and sniper weapons are identical in terms of stopping power.  Not maybe, not sometimes…….THEY ARE ALL EQUAL.  Of course this excludes explosives and pistols.  Now, there is a damage variable, and this chart is shown at the bottom of the weapons chart.  More discussion on that later.  For now just be aware that for every weapon, assuming you hit an enemy in the stomach, you have an 80% chance to kill him in one shot.  If you hit him in a limb or head this changes this probability.



The section listed below shows three areas of the chart.

1. Accuracy, single shot,

2. Accuracy, burst fire, and

3. Accuracy, full auto fire.


This section is pretty easy once you get the hang of it.  Each of the weapons when fired has a bullet pattern.  Highly accurate weapons will have a very small, often described as “tight” hit pattern.  For example, a marksman weapon, even at long ranges, has a very small area where the shots actually hit…..therefore, if your crosshairs are centered on a target, you will hit the target.  For players that use weapons other than sniper rifles it is possible, and highly likely at long ranges, that when we fire our weapon, we will miss.



For purposes of the testing here the table represents the relationship of the hit pattern of a weapon (The hit area) compared to the surface area of a soldier standing at said distance.  For example, if we were using the M16 on single shot, saw an enemy in the distance at 130 meters, waited for our pips to stabilize (see above for stabilization) the soldier standing in the distance only fills 59% of the M16 hit pattern.  This means that 59 out of 100 identical situations when I fire, I will hit the target.  Approximately 41% of the time I will miss from this distance.  Of course this assumes I had my reticule centered on the target and my enemy was a standing solder.  This tends not to happen due to human error AND the fact that my enemy will probably be crouched, prone, or behind some kind of cover with only part of him showing.



The table above also shows the burst fire accuracy in peach.  It is important to remember that when I see a target and have my weapon on burst fire, that first round out of my weapon will follow the rules for single shot accuracy (the blue column) but my next shot will track with the peach column.  Is a weapon more effective on burst fire or single fire?  That is up to you..



The table above also shows the full automatic fire accuracy in green.  Again, much like the burst fire it is important to remember that when I see a target and have my weapon on full auto fire, that first round out of my weapon will follow the rules for single shot accuracy (the blue column).  My next two shots will track with the peach column (burst fire), and my remaining shots will follow the green full auto column.






The chart also includes table notes and other helpful information.  This section includes information on grid distances, the “damage variable”, and other information.  As this information is self explanatory I will let it stand on its own.  However, please allow me to explain the “Stopping Power Table – Torso Hits”.



The stopping power table shown here In green is an important concept to grasp.  The table shows statistically what a probability a hit has of killing a solder.  For example, the chart shows that with the first hit on a solder, assuming it is a stomach hit, will result in incapacitation 80% of the time.


Almost all of the time the second round finishes off the target.  It can be seen here that there is only a 2 to 6% chance that the target will survive the second hit.  Similarly, the third round will always finish the enemy off.


Now clearly, if you hit an enemy in the head, your probability of a one shot kill go up dramatically, but there still is a possibility that this will not incapacitate the solder.


Conversely, should you hit the enemy in a limb, it will probably take you more shots to kill the target, but not necessarily.  For example, it is very possible to kill a solder by hitting him in the foot with one shot.  However, odds are that it will probably take more than one foot hit to kill him or her.


Pistols are considerably weaker, especially the silenced pistols.  Please see the chart for an explanation there.



There is a significant damage variable in the game.  This can be seen in the table as shown and described above, but can be more clearly observed in limb hits.  It is possible to set up a little test.  If we play three yellow solders against one blue soldier in a squad sharpshooter match, we will find that the blue solder, shooting yellow enemies in the leg, will take 260 rounds to kill 100 soldiers.  While performing the test you will note that some times one shot kills.  Other times it takes as many as 9 shots to kill the target.  This is a pretty big variation by statistical standards.  But there is another aspect of this randomness that can be observed.  If we re-do the exact same test, it is quite possible to end up with a much different number than 260 rounds.  For example, when this test was done again in this case, this time it took only 200 rounds.  A third test revealed all 300 rounds of ammunition was used without killing the required 100 enemy targets.  Keep this in mind when you seem to hit a target repeatedly without taking him out.





January 1, 2005