Overview
Spreadsheet showing data for all the guns, gear and classes. Hosted on Google Sheets.
Spreadsheet
View the spreadsheet here:
[link]It’s mostly good for modders but you might like it too if you’re into weapon stats 😀
Tips
You can make your own version with File > Make a Copy. This is really helpful if you’re making a mod that changes existing guns (eg. my WIP rebalance mod has its own version here[docs.google.com]). A lot of data is dynamic, eg. DPS will update if you change damage or fire rate.
Hold shift and scroll with your mouse to scroll horizontally.
White column headers are custom, normally used for calculations. Black headers are linked to a moddable attribute (e.g., in weapons_data.xml).
You can hover over headers to see more details about that stat, including the XML attribute.
Interesting Takeaways
Here are some interesting findings. You might already know all of them, but it’s a good way to explain what some of these stats do, as they’re all moddable, mainly in weapons_data.xml.
M4A1 has a high damage loss over range, which is why it can take 3 bullets to kill an enemy from a short distance (fBulletDamageLossPPx).
MCX300 Carbine has a very good first shot accuracy (fSpreadFOV) but insane recoil after that. But it has no damage loss at range, plus an insanely high recoil recovery (fAimErrorCooldownPerSec). So, if you fire one shot at a time, it has near-perfect accuracy with no damage loss at range (fBulletDamageLossPPx).
Light Machinegun (MK46) can penetrate enemies, reducing damage to 60% per penetration (bBulletDieOnImpact & fBulletSelfDamageMultiplier).
Mag Ready is actually on a cooldown. I’d never used it so didn’t know this till saw the data (nClipSize = -1, fFireRatePerSec = 0.1) That translates to a 10 second cooldown.
About half of Breacher’s shotguns can use slam fire (spam the fire button, bCanResetFireRate).
M870 Room Clearer slows movement by 5%, but uniquely, doesn’t slow Breacher down while shooting. All other shotguns slow him down by ~30% while shooting (fSpeedPenaltyPercent & fShooterSpeedSlowingPercent, shown in the spreadsheet as “carry speed” and “shoot speed”).
Like Agent, most of Shield’s pistol shots can be spammed (hammer the FIRE button like with Breacher’s shotguns, bCanResetFireRate).
Her strongest non-AP gun is the 1911 Pistol, but it has 0 AP. If you don’t want to use the F7AP, the M&P .40 Pistol has 1 AP and a 2 shot kill if Shield’s Lady Justice perk procs so might be worth trying out. It’s large clip is also very helpful in close range, as it gives you tons of shots to spam.
The 1911 Pistol seems like a worse version of M1076 Pistol. But its better at range, with only 0.011 damage loss per pixel, compared to M1076’s 0.1 (fBulletDamageLossPPx). Zero AP though unfortunately.
The FBI Revolver has a very fast reload for its damage class (1.2, fReloadTimePerUnit).
Recon’s first two guns have the highest DPS in his class! But very low AP unfortunately.
The MP5 (the one with the Aimed Shot) has terrible DPS by far! It’s hard to tel this in the game menu, but it’s DPS is way below all Recon’s other guns.
His CBJ-65 SMG has the highest AP of any gun (4), only falling behind Aimed Shots (which have 5). It doesn’t shred armor like Assaulter’s carbines, but it’s still a standout among Recon’s weapons.
Most Ultimates have a 5% crit chance (fBulletCriticalChance).
As well as Breacher’s shotguns, some Ultimates can also breach doors (fBulletDamageObjects): Recon’s Suppressed Shotgun, and ODG’s Pop’s Garand.
Hostages wearing bomb vests have a 25% to run at you. And Detonator D ick has a 40% chance to revenge-splode after being shot down (tip: always double tap him after he falls!).