Perhaps, but....
25 Hipfire Not Moving stances, 1m to 25m, 1m increments. 25 Hipfire Moving stances, 0.5m to 12.5m, 0.5m increments. 25 ADS Moving stances, 3m to 75m, 3m increments. 25 ADS Not Moving stances, 5m to 125m, 5m increments. Total stances 100. Average distance 32.5m.
...and...
Burst Length differs per stance, where the shooter shoots until Hitrate drops below 25%, then stops to recover Spread, before repeating.
...so they matter in this thread, as the methodology has not changed, since the first post.
I know you do your's in a different way, and that is perfectly fine. What I tried to find out here are, to take a couple of extreme examples....
- I'm a Medic or Support, I'm advancing on and objective, and I'm 100m away. I see a scope glint from the objective, and then the *crack* of a near-miss from a Scout Single-Action Rifle. Do I stop and engage? Or do I zig-zag and attempt to close the distance?
(What I got: If I have the
BAR 1918 Telescopic ,
M1909 Benet-Mercie Telescopic ,
Autoloading 8 .35 Marksman ,
Huot Automatic Optical ,
Parabellum MG14 Low Weight (DLC2) ,
M1909 Benet-Mercie Optical , or
Selbstlader M1916 Marksman ... listed in order of effectiveness... then I engage. He has the advantage but I have a decent chance. If I have anything else, I do not think about it.)
- I'm a Support with the
BAR 1918 Telescopic , and I know that there is an Assault in that building. He killed a couple of my teammates already, so from the kill feed I can see what he is using. Do I rely on my Hipfire to go in after him? Or do I stand-off and Limpet / Crossbow Grenade the building?
(What I got: Pretty much only if he has the
Hellriegel 1915 Defensive ... up to
Model 10-A Slug if you think he will miss his first slug. Otherwise, heck no, I'm staying out here and taking the building down!)
Yes I realise that I am taking some of these weapons out of their comfort zones. In the chaos of Battlefield though, they do get used in all manner of engagements against a variety of opponents. So, I wanted to find out here, perhaps learn the strengths and weaknesses, before finding out for real in the game.
Also, since all guns get subjected to the same scenarios, with the average working out to be 32.5m, things should balance out. I know some disagree, but these pass my "smell test" of my own usage and what I observe from the engagement results in the BF1 rounds I play.