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## [Data/Statistics, Updated] Distances between killers and targets in BF4

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Symthic Developer

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Wednesday, July 1st 2015, 10:27pm

### [Data/Statistics, Updated] Distances between killers and targets in BF4

Updated & probably finished results
After gathering data from 21 different maps (out of 29) and using 300 recorded kills from each of them the results still look very same. Same amount of recordings per map is chosen to avoid biassing from maps.

### Distribution of kill distances across all maps

Red line is the 75th percentile (aka 3/4 of kills are under this distance), which is at ~35m. Median is 17m (1/2 of kills are below this)

The general distribution hasn't changed since the initial analysis, so this should be rather solid result and distribution. Just by looking at these results shotguns, PDWs and other close-range weapons should have the advantage over those that focus on longer range, on average.

However, since the maps are quite different with different ranges, plotting the same values per map makes more sense than just having one for all of them (Only the maps I have records in, with no fancy graphics):

### Source code

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                       25th    med   75th
Hangar 21             11.49  23.94  62.02
Operation Locker       6.92  13.60  23.31
Operation Firestorm    8.20  21.88  45.47
Guilin Peaks           9.52  20.75  35.58
Paracel Storm          8.07  17.37  32.77
Operation Metro        9.92  17.93  31.15
Caspian Border         7.44  17.95  38.04
Hainan Resort          8.03  17.16  34.19
Golmud Railway         7.33  16.84  32.28
Dawnbreaker            7.67  16.68  34.59
Rogue Transmission     7.65  20.11  47.93
Lancang Dam            6.86  16.20  36.01
Operation Mortar       7.05  15.04  28.87
Lost Islands           8.61  18.89  36.70
Siege of Shanghai      8.54  18.61  35.43
Wave Breaker           7.08  14.72  26.68
Flood Zone             7.62  18.98  40.29
Whiteout               9.31  22.45  42.72
Zavod 311              7.12  14.17  26.39
Silk Road              8.31  18.22  43.88

25th percentile is similar in every map, just Hangar being bit higher than others but in-game terms not too big of a difference. Median also very similar however the variance is higher, but still mostly talking about few meters.
75th percentile, however, starts to vary around but in manner that is expected: Lockers has one of the smallest one at 23m while open maps like Hangar and Transmission go above the median of all maps by almost 10m. Nevertheless, majority of the kills are still done at under 35m.

I can also add images of ingame maps with locations of kills and deaths plotted on them. Red pixels indicated killed player and blue pixels indicate killer's position. Click the image and zoom in!

### Zavod 311 kill/death locations

Thanks to elementofprgress for doing these maps!
I will put up more maps as people request them. I can only do plots of maps that are listed above, and I think not all of them have map pictures done but at least vanilla maps should have images.

Edit: There is some bias from my personal playstyle as I gathered over half of the data myself (mostly shotguns and bow, but only ~20 kills per game on foot). I wasn't the only one gathering the data as well and they used longer range weapons.

Edit2: Locker and Paracel "scatterplots" for kills and deaths. Pixels in Locker's picture are slightly off by few pixels and due to lack of games the points are focused on the right side of the map (there was some unbalance going, surprise surprise)

### Locker Rooms kill/death locations

Do note this only includes kills and deaths done by infantry, not vehicles.

### original post

So a while ago there was some talk about collecting data on what is the distance between killer and the target to find statistical evidence what is the most common range for inf-vs-inf combat.
Without any more random babling around let me present the first set of data I have. This is based on just few games, most of which were more CQish maps.. More is coming but I just wanted to show what I have so far with about 3k observations.

### Histogram

Median is 15m, and 75% of the observations are under 33m.

This is just very preliminary set. Future plans include a looot bigger dataset and more analysing with killers' positions and targets' positions (kill/death heatmaps over game maps, anyone?)
• 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

Pinkie

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Wednesday, July 1st 2015, 10:34pm

That would explain why scrubs think shotguns are op now.
"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:

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

### Quoted from "CobaltRose"

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100

WRITING SPREE STOPPED 500

http://i.imgur.com/4X0321O.gif

I pity the wool

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Wednesday, July 1st 2015, 10:41pm

Miffy for pro scriptkiddy
"I put aside a few sceptics, the types of decency in the history of philosophy: the rest haven't the slightest conception of intellectual integrity."
Friedrich Nietzsche

Best of epic quotes

### Quoted from "Sheepnub"

Just realized it's 4/20 tomorrow

*Logs out of Symthic in preparation*

### Quoted from "LeGarcon"

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

### Quoted from "Miffyli"

>littlebird passanger, semi-auto frag rounds
>gunship OP

Meanwhile at DICE-headquarters during BF4's release:

### Quoted from "Aenonar"

I'm pretty sure there's a massive post-it on every desk "DON'T FUCKING TOUCH ANYTHING THAT IS ACTUALLY DOING WHAT IT'S SUPPOSED TO BE DOING"

UCAV:

### Quoted from "crashmatusow"

"Hey guys remember how stupid prenerf mav was?"

### Quoted from "The World Champion"

The World Champion went to China once.

They called me a Gweilo.

So I kicked a big fucking hole in their wall and let all the Mongolians in.

just thought I'd share.

### Quoted from "ViperFTW"

The thought of Assaults running out of ACE 23 rounds mid firefight, Engineers facing the rear of an unaware MBT with no rockets left, Recons unable to...Whatever the fuck they do. These are the things that keep me up at night

### Quoted from "Oscar"

I don't know what's funnier, the video itself of the fact that an unlisted video has more views than most of your normal videos

### Quoted from "Sheepnub"

...

You just live to hit people upside the noggin with a Math Bomb, don't you?

### Quoted from "rainkloud"

[context] Maybe it's the UK's overly aggressive porn filter at work. After all, it does have the word "monkey" in it and monkeys have been known to have sex so...

### Quoted from "C0llis"

Previously, at DICE HQ:
"Ok guys, the password is "epic dream worlds"; everyone take a letter and do your best to turn it into into something random that we can put into a picture!"

### Quoted from "Nick 30075"

I assume a functional game (BF4) also.

Aww!
*pinches cheeks*
So cute!

### Quoted from "NoctyrneSAGA"

But but but

There's no way he doesn't know what he's talking about

Symthic Developer

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Wednesday, July 1st 2015, 10:41pm

### Quoted from "iota-09"

That would explain why scrubs think shotguns are op now.

Could be, but bare in mine this is just from few rounds and from mainly CQ maps (Also played with pals running shotguns so those might bias stats slightly).
• 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

Rezmer

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Wednesday, July 1st 2015, 11:47pm

50 FOV on rds/holo also makes people ignore long range.
[Aristocrat's Shoes]

### Quoted from "Darktan13"

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, July 2nd 2015, 12:15pm

### Quoted from "Miffyli"

This is just very preliminary set. Future plans include a looot bigger dataset and more analysing with killers' positions and targets' positions (kill/death heatmaps over game maps, anyone?)

Great!!!

I suggest that you keep the information of the map if only to classify: Close battle, open space, clustered battles (island)), etc..
This will give important conclusions regarding the preference when the player can choose distance or not (forced or chosen distance).

Another possibility is to make extreme analysis (Weibull, Gumbel...). that would answer the question: what snipers do?.

As you surely know, this is clearly a log-normal distribution that can be transformed into a standardized normal distribution. That allows the comparison of different scenarios and the sensitivity to the size of the map.

If the information of used weapon were retained ... it would be a statistic paradise :-)

Could you give a brief note of metodology?

wonderful work!!!

This post has been edited 3 times, last edit by "leptis" (Jul 2nd 2015, 1:33pm)

This post by "leptis" (Thursday, July 2nd 2015, 12:16pm) has been deleted by the author himself (Thursday, July 2nd 2015, 12:21pm)

This post by "leptis" (Thursday, July 2nd 2015, 12:19pm) has been deleted by the author himself (Thursday, July 2nd 2015, 12:20pm)

Symthic Developer

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Thursday, July 2nd 2015, 2:47pm

@leptis

Thanks . I have been looking into getting weapon names as well, might give it a new try right now. I already collect map names and gamemodes for determining CQ/long-range maps etc.
As for deeper statistical analysis I haven't given it too much of thought just yet. I'll first just collect the data and do the basic ones before digging deeper.

Edit: Oh and collecting data... It cooould be sort of memory reading of the game, but not confirming anything :v
• 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
• leptis - Analysis of shotguns, recoil, recoil control and air drag.
• Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
• Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

Symthic Developer

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: Mar 21st 2013

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Location: __main__, Finland

Reputation modifier: 16

Sunday, July 5th 2015, 8:46pm

Just bumping little. Spent way too much time on getting the "transformation" between map picture and ingame coordinates to work, but finally managed. Big thanks to elementofprgress for making these high-res maps!