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  • "untamedone" started this thread

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1

Wednesday, April 9th 2014, 6:44am

Analysis of BF4 weapons based on player statistics

Purpose:
I always wanted to include the human element in calculating weapon performance as you compete against other players and not against other weapons.

Data Source:
This data is from pmax from the Nerdy Statistics thread. Thanks for letting me use your database.

Assumptions and Notes:
There are many factors that are included in these tables that can't be isolated without better stats from DICE.
Range, attachments, and play style are averaged out over the players. We can't know at what range all kills were made or if some players prefer moving close range hipfire only. We do know that this is on average what you will encounter in public servers regardless of what it may be.

The SR338 has no kills in the random sample, I guess no one wants to use it yet. Data is pre Naval-strike SR338 wasn't unlockable.
The tables will need to be updated some time in the future.

AK-12 and AKU-12 are in burst in the tables, but it is likely most people use them on auto.

How to read tables

Each weapon type has a section with four tables.

1. performance metrics sorted by name
- Shots to Kill, this is the average number of shots fired to get a kill
- Hits to Kill, this is the average number of hits required to get a kill.
- Accuracy, the average percentage of shots that hit
- Headshot %, the average percentage of kills by headshot

2. sorted by average time to kill
- This contains the weapons sorted by average time to kill in seconds.

3. sorted by consistency
-consistency is time to kill with mag size and reload speed factored in. It estimates how well a weapon will perform against multiple targets, lower is better.
- consistency formula: ( shots / kills ) / ( effective rpm / 60 ) + ( (roundup( ( shots / kills ) / mag size ) -1 ) * fast reload speed )

4. adjusted for spread recovery sorted by consistency
- SR RPM, the round per minute of the weapon when fired at spread recovery
- AVG TTK @ SR, the average time to kill in seconds with the rounds per minute adjusted for spread recovery
- Consistency @ SR, consistency rating with the rounds per minute adjusted for spread recovery


Average Player Stats


Assault


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Engineer


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Support


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Recon


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Carbine


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




DMR


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Shotgun


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Sidearm


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Conclusions:
The time to kill charts line up decently with the other methods, but the consistency charts are where the surprises are as no one has attempted them yet.

This data is based on a sampling of your average player, so a sampling of better than average players will likely change the tables.

The engineer consistency tables seem unusual. The CBJ-MS and the PP-2000 have such large mag sizes that the shots to kill for them are lower than the mag sizes. This means you can keep on shooting while the other PDWs are frequently reloading. The hits to kill seem to point to them being used at longer ranges than the other PDWs with the same damage model. They seem to be more effective at 20m-30m mag-dumping than I initially thought.

On the DMR consistency tables it appears players are either spamming the SKS to their detriment or having difficulty at range with lower damage and bullet speed. It's stats should really put it in the top half of the charts.


Better than average player stats


Top 25% of players in time played and skill rating (>310)

Assault


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Engineer


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Support


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Recon


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Carbine


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




DMR


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Shotgun


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Sidearm


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency




Conclusions:
The top players are more accurate across all tables, but nearly the same in headshot proficiency.

The TTK charts are very similar in weapon order:
- Assault and Engineer TTK tables are the exact same order.
- Carbine tables have the G36C and the TYPE-95B-1 swapped.
- Recon tables have the SRR-61 dropping lower for top players.
- Support tables have the MG4 and M60 swapping as well as the RPK-12 and RPK-74M swapping.
- DMRs only have the M39 and SKS on top the same.
- Sidearms have some mixing at the top and mid where TTK were very close for average players.
- Shotguns have the biggest scrambling with only the HAWk the same. This is likely due to different shotgun ammo.

The consistency tables have larger changes due to drastic increases in accuracy.
The largest example being the P90 and JS2 jump to the top in Engineer consistency due to the increase in accuracy reducing the shots to kill below the mag size.


Special Request:

Note that this isn't the top 100 in the world, just the top 100 in the database.

Assault top 100 kills


performance metrics sorted by name


sorted by average time to kill


sorted by consistency


adjusted for spread recovery sorted by consistency


The fact that someone has an opinion, doesn't make their opinion a fact. Making just arguments first requires an acknowledgement of intellectual humility, while valid arguments require you to not commit fallacies of logic and rhetoric.

This post has been edited 10 times, last edit by "untamedone" (Apr 11th 2014, 9:07am)


  • "untamedone" started this thread

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2

Wednesday, April 9th 2014, 6:44am

Update: Moved better than player stats to OP. To make room for something new.
Added all weapon types.


Something New:

In an effort to weed out bias and improve these stats I started some more in depth analysis.

How to read tables


1. performance metrics sorted by consistency
- has the same items as listed in the OP.

2. game mode metrics sorted by average score multiplier
- AVG SKILL, the average skill of the sampled players using the weapon
- AVG TIME HRS, the average time the weapon was used per player
- WIN %, The average win percentage of the players using the weapon
- ASM, average score multiplier - on average how much greater the players scored across all game modes using the specific weapon versus the average player using any weapon
- CON ASM, conquest average score multiplier - same as ASM but conquest specific
- RUS ASM, rush average score multiplier - same as ASM but rush specific
- TDM ASM, team deathmatch average score multiplier - same as ASM but team deathmatch specific
- DOM ASM, domination average score multiplier - same as ASM but domination specific
- OBL ASM, obliteration average score multiplier - same as ASM but obliteration specific
- DEF ASM, defuse average score multiplier - same as ASM but defuse specific


top 100 players in accuracy per weapon with greater than 100 kills


Assault


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Engineer


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Support


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Recon


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Carbine


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




DMR


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Shotgun


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Sidearm


performance metrics sorted by consistency


game mode metrics sorted by average score multiplier




Conclusions:

There is a trend with better consistency weapons, players score lower on average. It is likely that this is due to better players performing well with any weapon, while worse players choose the easier weapons and score lower on average.

Conquest scores are the lowest across all weapon types, with slight favoring towards weapons that can perform well at longer ranges. Vehicles are dominate on conquest so engineers score are higher due to rockets and repairs, not weapon performance.

The recon tables have relatively low headshot %. It is possible this data is showing aggressive recon playstyle. Won't know for sure until hardcore players can be filtered out.

The FAMAS and QBU-88 stand out as being worse than they should be due to low mag sizes and long reload times.

The ACW-R stands out as the Domination master weapon.

Players really love using the ACE23, with a way higher average playtime than all the other weapons. It is probably assumed to be the "best" weapon.

The QBZ-95-1 has the highest average score across all game modes, with the exception of the DAO12 due to it destroying defuse mode.
The fact that someone has an opinion, doesn't make their opinion a fact. Making just arguments first requires an acknowledgement of intellectual humility, while valid arguments require you to not commit fallacies of logic and rhetoric.

This post has been edited 8 times, last edit by "untamedone" (Apr 18th 2014, 8:48pm)


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Wednesday, April 9th 2014, 6:53am

What happens to QBZ when you discard my stats?
[Aristocrat's Shoes]
TLDR -
Teamwork is where players function by themselves, but their effectiveness is multiplied when they work together. Not a checklist of "did we bring a healer so we can start playing?"

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Wednesday, April 9th 2014, 7:12am

What happens to QBZ when you discard my stats?

I don't even know if your stats are included, all I have access to is about 25,000 random player ids that pmax got from the battlelog forums.
The fact that someone has an opinion, doesn't make their opinion a fact. Making just arguments first requires an acknowledgement of intellectual humility, while valid arguments require you to not commit fallacies of logic and rhetoric.

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Wednesday, April 9th 2014, 3:04pm

reserved for better than average player analysis

Recon


performance metrics sorted by name



well,this explain why common snipers in this gae sucks a lot,i mean,if it takes on average an entire mag of gol for a gut yo kill someone... that means hey concentrate way too much on certain targets and aren't exactly "the best shot",not that surpriseed by it though,people's just like that.
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
23rd M320FB user on pc(13/05/16)
rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100


WRITING SPREE STOPPED 500

link to full-size old avatar:
http://i.imgur.com/4X0321O.gif




marbleduck

Smoked Salmon Best Salmon

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Thursday, April 10th 2014, 2:00am

This is really interesting—there's a lot less correlation between a lot of these things than I would have expected.

Replied to the wrong thread guys

Platoon Marble Duck

Hate Mail

"you obviously don't know what an argument is as there is only one person battling. Do you really fucking think I want subs? You think you can act all big and powerful just because you sit on a computer at least 6 hours a day like the probably nerdy unwanted retard you are with 4.3k subs? You think 4.3k subs is a lot? LOL you need medicine man. I don't want any subs as i just have a google account for other media and writing comments. Think twice before you act. You even said in your video you aren't that great of a player, and the comments agree you aren't. Maybe you should once again think twice before you act, stop being such an annoying, ignorant bastard that everyone wants to shut up, and god, literally, just shut up. Your voice gave me a headache :s"

"As a youtuber shouldn't be trying to be reeling in your viewers with exciting stuff being said not your boring ass commentary for your video"

"The more you watch his vid the dumber he gets I swear he's borderline autistic look I got shot behind cover beacuase thin sheets metal are unpenetrable. Bf4 is just as quiet and tactical as bf3 random explosion in the background . Player has dissconected from chat
You started playing bf3 and never touched bfc1/2. Please do yourself a favor and shutdown your generic cod channel down"

"Nice clickb8 Faggot w8ting for your shit tier video to disable comments . Fucking newfag cancer go play some cod you activisiom cock faggot"

"I don't see why he [MarbleDuck] always tries to shit on levelcap he is better and has a million more subs...and also "there isnt a best gun in she game there are guns that are better that others at different engagement distances" yes thats true and whichever is the best/most average at all of them is the "best gun""

"Marbleduck you don't know shit lol levelcap knows more than you do you cant talk about how someone puts up garbage when you do yourself your a newcomer to YouTube acting like you know shit step up in the food chain first then you have the right to talk otherwise your just a fish trying to compete with sharks"

"Why don't we just witness "LevelCap vs MarbleDuck" One on One both on Battlefield 3 and Battlefield 4 seen as there is so much Controversy about the Two Youtubers"

"stfu cunt, BF3 was way better end of discussion"

"Stfu man, you're be littleing the most looked upon Battlefield Youtuber. No one cares about you, how much of an ego you have, or quite frankly your opinion. It's a fucking game.... Does it really fucking matter? Pathetic man."

"fuck you asshole, dont talk shit about total"

"Wtf is your problem? You have no subs and he has millions, yet you pick on him like some kind of stubborn, ignorant, rude child born with a silver spoon is his mouth. It's easy to do that, for example... You said there was no background noise yet there is. You say you're a fairly good player, you're not."

"please talk like a normal person and not like a professional"

This post has been edited 1 times, last edit by "marbleduck" (Apr 10th 2014, 2:27am)


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Thursday, April 10th 2014, 2:06am

Conclusion: The average player fails to utilize the higher accuracy potential of lower rpm weapons.
[Aristocrat's Shoes]
TLDR -
Teamwork is where players function by themselves, but their effectiveness is multiplied when they work together. Not a checklist of "did we bring a healer so we can start playing?"

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Thursday, April 10th 2014, 2:16am

Conclusion: The average player fails to utilize the higher accuracy potential of lower rpm weapons.

That is likely, but it also may be due to most combat taking place inside of optimal range of the lower rpm weapons.

I added the top 25% of players to my second post.
(moved to OP) You can see even there the lower RPM weapon don't rank very high.
The fact that someone has an opinion, doesn't make their opinion a fact. Making just arguments first requires an acknowledgement of intellectual humility, while valid arguments require you to not commit fallacies of logic and rhetoric.

This post has been edited 1 times, last edit by "untamedone" (Apr 11th 2014, 9:16am)


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Thursday, April 10th 2014, 2:23am

Probably poor choice of loadouts combined with can't aim for shit. Like RDS nolaser brick stubby on QBZ or some other retarded shit like that.

Could you do the top 100 players in kills for the assault rifles? By that I mean take the data from the top 100 players for each AR.
[Aristocrat's Shoes]
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Thursday, April 10th 2014, 2:25am

This is really interesting—there's a lot less correlation between a lot of these things than I would have expected.

Correlation between what? No correlations were presented.

These are nice analyses though, but I still wonder about the validity of the initial sampling method.