Original Post — Direct link

This is another follow-up to a project /u/noctyrnesaga and I have been working on, and his thread is here.

This measures the time to kill of every gun in the BFV in frames (assuming 60Hz, one frame = 16.66ms), using 100,000 samples of 15 round bursts across a variety of ranges. If a gun does not have 15 rounds in the magazine, it assumes a burst length equal to magazine size.

If you just want to see what weapons to use, skip towards the bottom.

How to read the charts, and other notes:

  • The hitrater assumes perfect control of vertical recoil, aimed at center mass.
  • Each picture has four charts are concatenated into one. The top two charts are for aimed down sights fire, and the bottom two are for hipfire.
  • The left two charts measure the gun with full upgrades on the left side of the specialization tree (hipfire upgrades, rapid fire, etc.).
  • The right two charts measure the gun with full upgrades on the right side of the specialization tree (ADS accuracy upgrades, etc.).
  • FTK: Frames to kill. To get TTK (time to kill), just multiply numbers by 16.66. Represented in colors, designated on the right side.
  • E[FTK]: Expected frames to kill. A value factoring in average time to kill and the probability of the 15 round burst actually killing the target.
  • U[FTK]: Average frames to kill. A value that is the mean of all the instances where the gun actually killed.
  • Frequency: The number of times a gun killed, out of 100,000 (100K).
  • MMG (MG34, MG42) charts show zoomed bipod (ADS while bipoded) on the ADS charts, zoomed hipfire (hold RMB from the hip) on the hipfire charts. Unzoomed hipfire basically cannot kill at all, and is useless data.
  • Bolded hyperlinks indicate changes (starting with Lighting Strikes, Pt.3).
  • None of these stats truly apply to Firestorm, since 150hp + 150 armour throws gun balance out of the window.
  • I am considering changing the script for these charts to consider variance in FTK, since an average or expected value doesn't convey the entire story of performance. Consider the M1907 and Ribeyrolles, both at 50m, where they have an E[FTK] of ~27. The Ribeyrolles is still the better weapon, as it will much more frequently hit its best case FTK, and is the much more consistent weapon, even with an equivalent expected time to kill. Remember, big dark green bars = good.

For more gun statistics and discussions, go to the new Symthic forums:

BFV Weapon Comparison Tool here

New Symthic Forums here

Charts:

Gun Beta Chart Launch Chart Overture Chart Lightning Strikes Chart Lightning Strikes Chart, Pt. III Trial By Fire, Pt. I Trial By Fire, Pt. III Trial By Fire, Pt. IV Defying The Odds, Pt. I Defying The Odds, Pt. IV
AG m/42 N/A N/A Chart Chart Chart Chart Chart Chart Chart Chart
Autoloading 8 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
Bren Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Darne M1922 N/A N/A N/A Chart Chart Chart Chart Chart Chart Chart
Erma EMP Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
FG 42 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Gewehr 1-5 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
Gewehr 43 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
KE7 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Lewis Gun N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
LS/26 N/A N/A N/A N/A N/A N/A Chart Chart Chart Chart
M1A1 Carbine Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
M1907 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
M1928A1 (Thompson) N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
MAB 38 N/A N/A N/A N/A N/A N/A N/A N/A Chart Chart
MAS-44 N/A N/A N/A Chart Chart Chart Chart Chart Chart Chart
MG 34 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
MG 42 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
MP 28 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
MP 34 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
MP 40 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
P08 Carbine N/A N/A N/A N/A N/A N/A N/A Chart Chart Chart
Ribeyrolles M1918 N/A N/A Chart Chart Chart Chart Chart Chart Chart Chart
RSC 1917 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
Selbstlader 1906 N/A N/A Chart Chart Chart Chart Chart Chart Chart Chart
Selbstlader 1916 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
S2200 N/A N/A N/A N/A N/A N/A N/A N/A Chart Chart
Sten Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Sturmgewehr 1-5 N/A Chart Chart Chart Chart Chart Chart Chart Chart Chart
StG-44 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Suomi Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Turner SMLE Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
Vickers K (VGO) N/A N/A Chart Chart Chart Chart Chart Chart Chart Chart
Wz38m N/A N/A N/A N/A N/A N/A N/A N/A Chart Chart
ZH-29 Chart Chart Chart Chart Chart Chart Chart Chart Chart Chart
ZK-383 N/A N/A N/A Chart Chart Chart Chart Chart Chart Chart

Personal thoughts and opinions about BFV guns, based off the update:

The Enhanced Grips buff wasn't massive for ARs, SARs, and SLRs, but SMGs with Enhanced Grips now have 0.75 moving hipfire base spread, which is incredible. This is a large buff to making SMGs actually good at doing SMG things. With Enhanced Grips and Polished Action on your SMG (or pistol carbine), your hipfire is fairly consistent out to **30m**. You can now viably hipfire to midrange. BFV SMG hipfire was already better than BF1's as of several patches ago, but this patch brings them close to perhaps even BF3 SMG hipfire. There are a few minor recoil pattern tweaks and a few horizontal recoil tweaks here and there for SMGs as well, but nothing massive.

In hindsight, I was too hard on SMGs in the past. Under 30m, they're still flat upgrades over assault rifles and LMGs (aside from maybe something like the M1907 or FG42 in some circumstances), and the majority of kills in BF have been sub 30m. This isn't to discount the value of ranged performance, especially in BFV, where sightlines can be super long and guns are very easy to use at range.

MMG changes don't change hitrate, so you'll see no change to the charts. Gitgud and learn how to pull down on your mouse better.

My recommended picks:

A ever-fluctuating ranking list by me and /u/Prizyms will be here (current WIP with the new update PM /u/Prizyms if you want an update, I don't touch it).

Medic:

  • ZK-383 RRRR for ranged use. In hindsight, the MP34 isn't worth recommending at all, since it has no advantage over the ZK-383 until 75m, where your damage output is so piss poor, the better damage model doesn't matter too much anyways due to your degraded hitrate and poor velocity. I guess the MP34 is worthwhile if you really want Quick Aim, but Quick Aim won't save you from getting out DPSed with a 514 RPM SMG anyways, and Quick Aim on the MP34 forces you to give up High Velocity Bullets, which are pretty necessary for ranged use.
  • Thompson Suomi RLLR for maximum 1v1 cancer. The Suomi kills only one frame faster, at the cost of harder to use recoil and a decently slower reload.
  • Suomi RRRR or ZK-383 XLLR for a gun that's actually good at being an SMG.
  • MP34 RLLR or MAB 38 RRRL are perfectly interchangable as ghetto StGs. Pick one or the other based on how much you suffer less with prefer the Nydar or Reflex sights.
  • MAB 38 RLLL for a versatile all-rounder with great hipfire.
  • The EMP XXXR (I would personally take LLLR, as you have great hipfire and ADS ability) is a great substitute for the MAB 38 as an all-rounder. EMP with XLLR is even more versatile than the MAB, and is only really held back by its poor velocity.
  • The MP28 is a fairly decent all-rounder too now. It's worth a spin with its reduced horizontal recoil. Take any spec path, but I'd recommend LLLR (hipfire) or LRRL (ADS) as the two most versatile loadouts. Alternately, go LLLL or RRRR for maximized hipfire or ADS capabilities, respectively.
  • The M28 Tromboncino LRRL is decently viable, and is in my opinion, the best non-Boys AT bolt-action in the game. Bolt actions aren't very good weapons, so this isn't a particularly high bar.

Support:

  • FG42 LRRR or LS/26 RRRX for assault rifle use.
  • Bren RRRR for ranged use.
  • Lewis Gun LRRX for bigmag pubstomping.
  • MG42 RLLR for dolphin diving on people.
  • MG34 RRRR for 200m rubble camping.
  • S2200 RRRR for nuking people while bipod camping.

Assault (almost every weapon is excellent):

  • In hindsight, the Gewehr 1-5 RXXR is the most versatile gun in the game. While other SARs are better standouts in certain areas, the G 1-5 absolutely fails to be bad at anything. It's a huge statistical standout in terms of player performance because of its absolute ease-of-use, high capacity, and fast reload. I should've recommended it earlier, for the same reason I recommend the Lewis Gun.
  • MAS-44 LLLL for all-around use.
  • Turner LLLR for destroying groups.
  • AG m/42 LLLR for shooting people in the face at all ranges.
  • 1907 RLLR for spraying people to 50m.
  • 1916 RLLR for supine prone camping in bushes.
  • M1A1 RLLL instead of non-1907 assault rifles.

Scout:

  • Boys AT LLLR for sniping and actually being useful.
  • P08 Carbine XXXL for playing up close and actually being useful.
  • 1906 LLLR or ZH-29 RRRL for actually being useful as a scout.
  • Model 8 RLLR for aggressive play.
  • Krag LLLR if you're Stodeh Play medic and use the Tromboncino if you're Stodeh.

Feel free to ask me, /u/Prizyms (or maybe /u/noctyrnesaga) about specialization tree and weapon balance or the charts. As I've said before, outside of SARs being standout guns and bolt-actions (and most secondaries) being awful, BFV's weapon balance is very good for a Battlefield title or for an FPS game in general. No amount of weapon tweaks or content will redeem the game. This is likely the absolute least problematic aspect of BFV.

P.S.: The universal 4BTK range for automatic weapons still needs to be increased from 10m to 15m, which solves most problems with SMG "weakness" and ARs being less relevant compared to SARs.

P.S.S.: A universal decrease in horizontal recoil for automatic weapons would still be nice, largely solving "OP SARs". Alternately, moving towards more BF1-esque damage models of 4-6BTK SMGs and 4-5BTK ARs/MGs would alleviate a few issues.

External link →
over 4 years ago - /u/DRUNKKZ3 - Direct link

Good stuff!

over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by jack-fractal

So he's the guy I have to tell that the medal on the Lewis Arras Skin barrel shines through the magazine (or any material)?

It is a known bug, but not the highest priority compared to some other things.