Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

Aenonar

Data Analyzer

(2,796)

  • "Aenonar" started this thread

Posts: 7,863

Date of registration
: Dec 16th 2011

Platform: PC

Location: Sweden

Battlelog:

Reputation modifier: 20

  • Send private message

1

Wednesday, November 14th 2012, 12:03pm

MoH:W weapon stats - Temp

Updated charts will take a while longer so I'm posting these manual charts for now... Will do grenades later on... Basically if you stand on a grenade you die, but you should know that already ;o


Where I could find accurate data... (haven't double checked everything since that takes ages, but should be ok.. :| )

Damage, Range, Suppression: MOHW\Weapons\Ammo
ROF: MOHW\Weapons\TuningProfile\PrimaryFire
Reload, Magazine: MOHW\Weapons\mp_weapons

Pistol magazine and Reload: MOHW\Weapons\TuningProfile\PrimaryFire


Really weird layout...


Mk18 PDW is missing it's file in MOHW\Weapons\mp_weapons and the magazine is just wrong in MOHW\Weapons\TuningProfile\PrimaryFire... Reload is close but who knows...
AK-103 Bullpup is also missing in MOHW\Weapons\mp_weapons but this time the magazine is correct in MOHW\Weapons\TuningProfile\PrimaryFire while the reload is not...


All the numbers inside parenthesis are numbers gathered from in game via video recordings, then backed up by one of the notes up here..


"Sniper:"



McMillan TAC-300
Min dmg: 90.0
Max dmg: 90.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 0.8
Magazine: 5 x 6
Reload: 4.4
Full reload: 3.5
Threshold: 0.75
Bipod reload: 4.2
Bipod full reload: 3.2
Bipod threshold: 0.75

LaRue OBR 7.62
Min dmg: 45.0
Max dmg: 45.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 250.0
Magazine: 20 x 3
Reload: 3.9
Full reload: 4.1
Threshold: 0.75
Bipod reload: 3.5
Bipod full reload: 3.7
Bipod threshold: 0.75

McMillan CS5
Min dmg: 50.0
Max dmg: 50.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 1.0
Magazine: 10 x 4
Reload: 3.0
Full reload: 5.0
Threshold: 0.75
Bipod reload: 3.2
Bipod full reload: 4.7
Bipod threshold: 0.75

TAC-50 Sniper
Min dmg: 110.0
Max dmg: 110.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 1.45
Magazine: 5 x 4
Reload: 5.25
Full reload: 7.6
Threshold: 0.75
Bipod reload: 3.4
Bipod full reload: 4.5
Bipod threshold: 0.75


Sidearm: G18
Min dmg: 17.0
Max dmg: 10.0
Min range: 8.0
Max range: 14.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: (33) - 33
Reload: (3.64) - 3.6
Full reload: (3.73) - 3.75
Threshold: 0.75


"Assaulter:"



DD M4V1
Min dmg: 20.0
Max dmg: 14.0
Min range: 45.0
Max range: 55.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 30 x 4
Reload: 3.3
Full reload: 3.3
Threshold: 0.75

HK 416

Min dmg: 20.0
Max dmg: 14.0
Min range: 45.0
Max range: 55.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 30 x 6
Reload: 3.3
Full reload: 3.3
Threshold: 0.75

HK G3
Min dmg: 25.0
Max dmg: 20.0
Min range: 30.0
Max range: 40.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 20 x 8
Reload: 3.5
Full reload: 4.8
Threshold: 0.75

EBR
Min dmg: 25.0
Max dmg: 20.0
Min range: 30.0
Max range: 40.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 20 x 9
Reload: 3.8
Full reload: 4.0
Threshold: 0.75

Sidearm: P226
Min dmg: 25.9
Max dmg: 18.0
Min range: 8.0
Max range: 14.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 300.0
Magazine: (15) - 15
Reload: (2.53) - 2.5
Full reload: (2.53) - 2.5
Threshold: 0.75


"Demolitions:"



AKS-74U
Min dmg: 25.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 30 x 4
Reload: 2.9
Full reload: 3.3
Threshold: 0.75

Mk16 PDW
Min dmg: 25.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: (30 x 6) - ??
Reload: (3.38 ) - 3.4?
Full reload: (3.51) - 3.6?
Threshold: 0.75

HK 416C
Min dmg: 25.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 30 x 4
Reload: 3.6
Full reload: 3.8
Threshold: 0.75

AA-12
Min dmg: 15.0 x (6)
Max dmg: 4.0 x (6)
Min range: 7.0
Max range: 12.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0 - 3.0, 12.0-20.0 dist
ROF: 300.0
Magazine: 12 x 2
Reload: 5.6
Full reload: 6.6
Threshold: 0.75


Sidearm: M1911
Min dmg: 50.0
Max dmg: 20.0
Min range: 8.0
Max range: 14.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 300.0
Magazine: (7) - 7
Reload: (2.53) - 2.5
Full reload: (2.53) - 2.5
Threshold: 0.75


"Heavy Gunner:"



HK MG4
Min dmg: 20.0
Max dmg: 20.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 100 / 150
Reload: 7.8
Full reload: 7.8
Threshold: 0.75

M240
Min dmg: 20.0
Max dmg: 20.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 100
Reload: 8.0
Full reload: 8.0
Threshold: 0.75

M249
Min dmg: 20.0
Max dmg: 20.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 100
Reload: 8.6
Full reload: 8.6
Threshold: 0.75

PKP
Min dmg: 20.0
Max dmg: 20.0
Min range: 100.0
Max range: 200.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 100
Reload: 9.0
Full reload: 9.0
Threshold: 0.75


Sidearm: HK 45CT
Min dmg: 40.0
Max dmg: 20.0
Min range: 8.0
Max range: 14.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 300.0
Magazine: (10) - 10
Reload: (2.53) - 2.5
Full reload: (2.53) - 2.5
Threshold: 0.75


"Pointman:"



AK5C
Min dmg: 17.0
Max dmg: 14.0
Min range: 30.0
Max range: 55.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 564.0
Magazine: 30 x 4
Reload: 3.25
Full reload: 3.5
Threshold: 0.75

F88
Min dmg: 17.0
Max dmg: 14.0
Min range: 30.0
Max range: 55.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 700.0
Magazine: 30 x 6 / 42 x 4
Reload: 3.1 / 4.0
Full reload: 3.5 / 4.5
Threshold: 0.75

AK-103
Min dmg: 17.0
Max dmg: 14.0
Min range: 30.0
Max range: 40.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 30 x 5
Reload: 3.4
Full reload: 3.1
Threshold: 0.75

LaRue OBR 5.56
Min dmg: 30.0
Max dmg: 14.0
Min range: 30.0
Max range: 50.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 300.0
Magazine: 30 x 4
Reload: 3.3
Full reload: 3.3
Threshold: 0.75


Sidearm: 870
Min dmg: 15.0 x (8 )
Max dmg: 4.0 x (8 )
Min range: 5.8
Max range: 7.2
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0 - 3.0, 12.0-20.0 dist
ROF: 300.0
Magazine: (4)
Reload: (~1.7) (1 shell)
Full reload: (~5.1) (4 shells)
Threshold: 0.75

Skill:
Min dmg: 30.0
Max dmg: 30.0
Min range: 25.0
Max range: 40.0

Skill on LaRue OBR 5.56:
Min dmg: 40.0
Max dmg: 30.0
Min range: 25.0
Max range: 40.0


"Spec Ops:"



DD Mk18
Min dmg: 18.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 30 x 6
Reload: 3.3
Full reload: 3.3
Threshold: 0.75

HK MP7

Min dmg: 18.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 40 x 4
Reload: 2.9
Full reload: 3.1
Threshold: 0.75

HK G36
Min dmg: 18.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 30 x 6
Reload: 2.6
Full reload: 4.1
Threshold: 0.75

AK-103 Bullpup
Min dmg: 18.0
Max dmg: 15.0
Min range: 15.0
Max range: 20.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 833.0
Magazine: 40 x 4
Reload: (3.64) - ?
Full reload: (3.6) - ?
Threshold: 0.75


Sidearm: G23
Min dmg: 33.4
Max dmg: 18.0
Min range: 8.0
Max range: 14.0
Speed: 350.0
TTL: 1.0
Gravity: 9.0
Suppression: 6.0
ROF: 300.0
Magazine: (13) - 13
Reload: (2.53) - 2.5
Full reload: (2.53) - 2.5
Threshold: 0.75

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

This post has been edited 1 times, last edit by "Aenonar" (Nov 14th 2012, 10:54pm)


The McGoat

The McMoose Murderer

(563)

Posts: 894

Date of registration
: Apr 26th 2012

Platform: PC

Battlelog:

Reputation modifier: 9

  • Send private message

2

Wednesday, November 14th 2012, 9:44pm

So much for any sort of variety....

Aenonar

Data Analyzer

(2,796)

  • "Aenonar" started this thread

Posts: 7,863

Date of registration
: Dec 16th 2011

Platform: PC

Location: Sweden

Battlelog:

Reputation modifier: 20

  • Send private message

3

Wednesday, November 14th 2012, 10:49pm

So much for any sort of variety....


Several weapons even use the same ammo files... Sure BF3 does it as well with the calibers, but MoH:W names it after the first weapon they made of that type, or something like that :P

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

Posts: 1,634

Date of registration
: May 16th 2012

Platform: PC

Location: Munich

Battlelog:

Reputation modifier: 12

  • Send private message

4

Wednesday, November 14th 2012, 11:37pm

And even you, the master of all gamefiles, didnīt figure out spread and recoil data. I donīt feel that embarrassed for my failure anymore now ;)

Good job!

"Iīm just puting random shit in here so I donīt need to clean up my signature"



Quoted


17:37 Riesig: Revolver
17:37 Riesig: Asked me for cat on human porn
17:37 InternationalGamer: Anal'ed you
17:37 Riesig: ... he was shocked
17:37 s0urce: ...should i sig that now...
17:38 Riesig: yes


Quoted from "Sym"

In other words, this game's code looks like it's written by 5 year old kiddo compared to how DICE did things with BF3.



Quoted from "LB"


"Is Disney World the only people trap operated by a mouse?"
Yes! It's Micky Mouse's Magical Buttrape House


Average game in BF3

HINT: There are exactly 63 M16īs in this picture....



Aenonar

Data Analyzer

(2,796)

  • "Aenonar" started this thread

Posts: 7,863

Date of registration
: Dec 16th 2011

Platform: PC

Location: Sweden

Battlelog:

Reputation modifier: 20

  • Send private message

5

Thursday, November 15th 2012, 12:33am

I've found some hints about the spread etc.. but haven't really found anything conclusive for each weapon ;o Plus they're named pretty weird... Damn you danger close...

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

TheLB95

Railgun Engineer

(871)

Posts: 4,062

Date of registration
: May 5th 2012

Platform: PC

Location: UK

Battlelog:

Reputation modifier: 12

  • Send private message

6

Thursday, November 15th 2012, 8:32am

I'm looking for a reason to drop my AK-103... And Sao's G3 is looking great too.

Unless they both have dumb spread and or recoil what's the reason to use any of the other guns?

PC master race!

CPU; Intel i7 2600K @4.3GHz
CPU Cooler; Corsair H60 cooler
Memory; 12GB 1866MHz Corsair RAM
GPU; ASUS GTX 670 (slightly OC'd)
Mobo; ASUS P8Z68-V Pro
Storage; 240GB Corsair Force 3 SSD + Seagate Barracuda 3TB HDD (7200RPM)
PSU; Cooler Master GX 650 Bronze


Aenonar

Data Analyzer

(2,796)

  • "Aenonar" started this thread

Posts: 7,863

Date of registration
: Dec 16th 2011

Platform: PC

Location: Sweden

Battlelog:

Reputation modifier: 20

  • Send private message

7

Thursday, November 15th 2012, 11:50am

To break down the accuracy stats based on the info found in MOHW\Weapons\TuningProfile\WeaponFire as the same file also links to the MOHW/Weapons/TuningProfile/PrimaryFire folder which appears to be correct...



McMillan TAC-300 - SWAY_TAC300
LaRue OBR 7.62 - SWAY_OBR_762 / SWAY_OBR762_SUPPORTED
McMillan CS5 - SWAY_CS5 / SWAY_CS5_SUPPORTED
TAC-50 Sniper - SWAY_TAC50 / SWAY_TAC50_SUPPORTED

DD M4V1 - SWAY_HK416
HK 416 - SWAY_HK416
HK G3 - SWAY_G3
EBR - SWAY_G3

AKS-74U - SWAY_SUCHKA
Mk16 PDW - SWAY_SUCHKA
HK 416C - SWAY_SUCHKA
AA-12 - ?

HK MG4 - SWAY_M249 / SWAY_M249_Supported_Bipod
M240 - SWAY_M240B / SWAY_M240B_Supported_Bipod
M249 - SWAY_M249 / SWAY_M249_Supported_Bipod
PKP - SWAY_M249 / SWAY_M249_Supported_Bipod

AK5C - SWAY_AUG_F88 / SWAY_HeavyHitter_Default
F88 - SWAY_AUG_F88 / SWAY_HeavyHitter_Default
AK-103 - SWAY_AUG_F88 / SWAY_HeavyHitter_Default
LaRue OBR 5.56 - SWAY_AUG_F88 / SWAY_HeavyHitter_Default

DD Mk18 - SWAY_MP7
HK MP7 - SWAY_MP7
HK G36 - SWAY_MP7 ( + HeavyHitterWeaponSway: SWAY_HeavyHitter_Default wut?)
AK-103 Bullpup - SWAY_MP7


Conclusion: Most weapons share weapon sways, which probably is the accuracy... :| However in game you can see more stats like agility etc which have various modifiers from their attachments, so yes weapons do have the same base spreads, but there are more differences to them which you don't really need the game files to see.. Though the reload time and general damage could be an interesting factor...



Here's what a general sway file looks like, this is the Hk416 one:

"HK416"


DataContainerAsset 3635b9ac6d2bbb4091a9255be9d33d14 #primary instance
$::Asset
$::DataContainer
Name MOHW/Weapons/TuningProfile/SWAY/SWAY_HK416
Data 3c4cd6865b9b344ca7d71060a0cc7170
MOHW_GunSwayData 3c4cd6865b9b344ca7d71060a0cc7170
$::WeaponSwayData
$::DataContainer
KickTuning::MOHW_KickTuningData
initialData::MOHW_BlendableSwayData
KickDistance 0.0
KickDistRand 0.0
Angle 0.0
AngleRand 0.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
eventualData::MOHW_BlendableSwayData
KickDistance 0.0
KickDistRand 0.0
Angle 0.0
AngleRand 0.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
KickTuningV2::MOHW_KickTuningV2
AnchorOffsetData::array
member::MOHW_AnchorOffsetData
Radius 0.2
crazyJumpReducer 1.0
Shape AOT_TANGENT
BulletCount 1
BlendToNextSlot True
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 0.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 2
BlendToNextSlot True
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 1.0
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 3
BlendToNextSlot False
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 1.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 4
BlendToNextSlot False
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 2.0
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 5
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorOffsetData
Radius 2.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 6
BlendToNextSlot False
SpreadMultiplier 1.0
AnchorPathData::array
member::MOHW_AnchorPathData
Distance 1.0
Distance_Rand 0.0
Angle 20.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 3
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorPathData
Distance 0.0
Distance_Rand 0.0
Angle 0.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
LoopPath False
LoopOffset False
RandomSeeds *nullArray*
useNewKickTuning True
BlendTime 0.5
RecenterRate 39.0
bConstantRecenter False
KickResetTime 0.1
CrouchMultiplier 0.75
ProneMultiplier 0.5
ConsoleMultiplier 1.0
AimFireMultiplier 0.5
HipFireMultiplier 1.0
SlideMultiplier 2.0
ApplyMultipliersToKickTime 0.5
KickType KICK_TYPE_V
KickShape KICK_SHAPE_SMOOTH
KickMirror KICK_MIRROR_NONE
CameraRollType KICK_ROLL_ALTERNATING_RANDOM
SpreadTuning::MOHW_SpreadTuningData
AccuracyMin 3.0
AccuracyMax 4.0
AccuracyTimeToMax 0.4
CrouchMultiplier 0.75
ProneMultiplier 0.5
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 2.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.0
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.0
HipFireMultiplier 1.25
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SpreadTuning_AI::MOHW_SpreadTuningData
AccuracyMin 0.0
AccuracyMax 0.0
AccuracyTimeToMax 0.1
CrouchMultiplier 0.8
ProneMultiplier 0.6
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.1
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.01
HipFireMultiplier 1.0
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SprayPattern BULLET_PATTERN_BELL_CURVE



Comparing the HK416 and G3 sway file the only difference is:
Spreadmultiplier on the 4th shot (I guess) 1.0 vs 0.0
BlendTime 0.7 vs BlendTime 0.5 - Guessing it's a value for how fast the crosshair changes for the next bullet, but bullets have BlendToNextSlot False so yeah...
AimFireMultiplier 1.0 vs AimFireMultiplier 0.5 - If this means Hk416 doesn't get more accurate when aimed, I don't know :| SpreadTuning::MOHW_SpreadTuningData has a AimFireMultiplier 0.0 for both of them..

M249 vs M240B
M240B is missing data for bullet 2 and 3, means it has no spread increase on the first 3 rounds???
bullet 4
Radius 1.0 vs Radius 0.15
SpreadMultiplier 1.0 vs SpreadMultiplier 0.0
bullet 5
Radius 1.5 vs Radius 1.0
SpreadMultiplier 1.0 vs SpreadMultiplier 0.0
M240B missing data for bullet 6 and 7????
AimFireMultiplier 1.25 vs AimFireMultiplier 1.5 - Uhm... increased when aiming? I think this is an unused parameter or something..
SpreadTuning::MOHW_SpreadTuningData - AimFireMultiplier 0.0 vs AimFireMultiplier 0.01 ????

Tac 300 vs Tac 50
RecenterRate 35.0 vs RecenterRate 50.0
AimFireMultiplier 1.5 vs AimFireMultiplier 3.0 - the weird value again, maybe on the move?
HipFireMultiplier 2.0 vs HipFireMultiplier 4.0

SpreadTuning::MOHW_SpreadTuningData
AccuracyMin 15.0 vs AccuracyMin 6.0
AccuracyMax 15.0 vs AccuracyMax 8.0
MovePenalty 1.5 vs MovePenalty 3.0
JumpPenalty 1.5 vs JumpPenalty 3.0

Not doing the last sniper, lazy mode kicking in and there are loads of differences ;o

"CS5"


DataContainerAsset c22d9c2ffeecdf47a9d1ac29e6549792 #primary instance
$::Asset
$::DataContainer
Name MOHW/Weapons/TuningProfile/SWAY/SWAY_CS5
Data 22619ab587164e4b99eabe634e8a730c
MOHW_GunSwayData 22619ab587164e4b99eabe634e8a730c
$::WeaponSwayData
$::DataContainer
KickTuning::MOHW_KickTuningData
initialData::MOHW_BlendableSwayData
KickDistance 8.0
KickDistRand 0.0
Angle 10.0
AngleRand 3.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.4
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
eventualData::MOHW_BlendableSwayData
KickDistance 0.35
KickDistRand 0.0
Angle 10.0
AngleRand 0.0
Persistence 0.0
VerticalSquishFactor 0.7
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
KickTuningV2::MOHW_KickTuningV2
AnchorOffsetData::array
member::MOHW_AnchorOffsetData
Radius 0.15
crazyJumpReducer 0.75
Shape AOT_TANGENT
BulletCount 4
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorOffsetData
Radius 0.6
crazyJumpReducer 0.75
Shape AOT_CIRCLE
BulletCount 7
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorOffsetData
Radius 1.2
crazyJumpReducer 0.75
Shape AOT_CIRCLE
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
AnchorPathData::array
member::MOHW_AnchorPathData
Distance 0.44
Distance_Rand 0.0
Angle 38.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 4
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorPathData
Distance 0.0
Distance_Rand 0.0
Angle 0.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
LoopPath False
LoopOffset False
RandomSeeds::array
member 1
member 32
member 2
useNewKickTuning False
BlendTime 50.0
RecenterRate 35.0
bConstantRecenter True
KickResetTime 0.1
CrouchMultiplier 0.8
ProneMultiplier 0.6
ConsoleMultiplier 1.0
AimFireMultiplier 1.25
HipFireMultiplier 2.0
SlideMultiplier 2.0
ApplyMultipliersToKickTime 0.5
KickType KICK_TYPE_T
KickShape KICK_SHAPE_SMOOTH
KickMirror KICK_MIRROR_NONE
CameraRollType KICK_ROLL_ALTERNATING_RANDOM
SpreadTuning::MOHW_SpreadTuningData
AccuracyMin 6.0
AccuracyMax 8.0
AccuracyTimeToMax 0.4
CrouchMultiplier 0.8
ProneMultiplier 0.6
MovePenalty 0.5
JumpPenalty 0.5
ApplyMovePenaltyAfterMultipliers True
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.0
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.015
HipFireMultiplier 1.5
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SpreadTuning_AI::MOHW_SpreadTuningData
AccuracyMin 0.0
AccuracyMax 0.0
AccuracyTimeToMax 0.1
CrouchMultiplier 0.8
ProneMultiplier 0.6
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.1
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.01
HipFireMultiplier 1.0
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SprayPattern BULLET_PATTERN_BELL_CURVE

"OBR 762"


DataContainerAsset c0a5a26d4ac3ee46947ec65153914910 #primary instance
$::Asset
$::DataContainer
Name MOHW/Weapons/TuningProfile/SWAY/SWAY_OBR_762
Data ed56ad7da286494cad4a70def31ba9e5
MOHW_GunSwayData ed56ad7da286494cad4a70def31ba9e5
$::WeaponSwayData
$::DataContainer
KickTuning::MOHW_KickTuningData
initialData::MOHW_BlendableSwayData
KickDistance 0.1
KickDistRand 0.1
Angle 25.0
AngleRand 3.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
eventualData::MOHW_BlendableSwayData
KickDistance 0.2
KickDistRand 0.1
Angle 25.0
AngleRand 30.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
KickTuningV2::MOHW_KickTuningV2
AnchorOffsetData::array
member::MOHW_AnchorOffsetData
Radius 0.1
crazyJumpReducer 1.0
Shape AOT_TANGENT
BulletCount 20
BlendToNextSlot True
SpreadMultiplier 1.0
AnchorPathData::array
member::MOHW_AnchorPathData
Distance 1.0
Distance_Rand 0.0
Angle 35.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorPathData
Distance 0.5
Distance_Rand 0.0
Angle 0.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
LoopPath False
LoopOffset False
RandomSeeds *nullArray*
useNewKickTuning True
BlendTime 0.5
RecenterRate 100.0
bConstantRecenter False
KickResetTime 0.1
CrouchMultiplier 0.5
ProneMultiplier 0.25
ConsoleMultiplier 0.5
AimFireMultiplier 0.5
HipFireMultiplier 1.0
SlideMultiplier 2.0
ApplyMultipliersToKickTime 0.5
KickType KICK_TYPE_T
KickShape KICK_SHAPE_SMOOTH
KickMirror KICK_MIRROR_NONE
CameraRollType KICK_ROLL_ALTERNATING_RANDOM
SpreadTuning::MOHW_SpreadTuningData
AccuracyMin 10.0
AccuracyMax 10.0
AccuracyTimeToMax 0.4
CrouchMultiplier 0.5
ProneMultiplier 0.25
MovePenalty 0.5
JumpPenalty 0.5
ApplyMovePenaltyAfterMultipliers True
LongBurstPenalty 0.0
LongBurstTimer 0.0
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.0
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.015
HipFireMultiplier 1.5
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SpreadTuning_AI::MOHW_SpreadTuningData
AccuracyMin 0.0
AccuracyMax 0.0
AccuracyTimeToMax 0.1
CrouchMultiplier 0.8
ProneMultiplier 0.6
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.1
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.01
HipFireMultiplier 1.0
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SprayPattern BULLET_PATTERN_BELL_CURVE



Conclusion: Damn lazy developers....

Quoted

(14:06:57) Riesig: I should stop now. People might get sig material again

Sao

Moderator

(680)

Posts: 1,744

Date of registration
: Jan 5th 2012

Platform: PC

Location: Ye Olde England

Battlelog:

Reputation modifier: 9

  • Send private message

8

Thursday, November 15th 2012, 12:23pm

Spoiler Spoiler


DataContainerAsset 3635b9ac6d2bbb4091a9255be9d33d14 #primary instance
$::Asset
$::DataContainer
Name MOHW/Weapons/TuningProfile/SWAY/SWAY_HK416
Data 3c4cd6865b9b344ca7d71060a0cc7170
MOHW_GunSwayData 3c4cd6865b9b344ca7d71060a0cc7170
$::WeaponSwayData
$::DataContainer
KickTuning::MOHW_KickTuningData
initialData::MOHW_BlendableSwayData
KickDistance 0.0
KickDistRand 0.0
Angle 0.0
AngleRand 0.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0 If you can find basic spread, then use this + wepaon attachment multipliers it could help
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
eventualData::MOHW_BlendableSwayData
KickDistance 0.0
KickDistRand 0.0
Angle 0.0
AngleRand 0.0
Persistence 0.0
VerticalSquishFactor 1.0
KickTime 0.1
SpreadMultiplier 1.0
CameraRoll 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
KickTuningV2::MOHW_KickTuningV2
AnchorOffsetData::array
member::MOHW_AnchorOffsetData
Radius 0.2
crazyJumpReducer 1.0
Shape AOT_TANGENT
BulletCount 1
BlendToNextSlot True
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 0.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 2
BlendToNextSlot True
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 1.0
crazyJumpReducer 1.0 lol
Shape AOT_CIRCLE
BulletCount 3
BlendToNextSlot False
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 1.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 4
BlendToNextSlot False
SpreadMultiplier 0.0
member::MOHW_AnchorOffsetData
Radius 2.0
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 5
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorOffsetData
Radius 2.5
crazyJumpReducer 1.0
Shape AOT_CIRCLE
BulletCount 6
BlendToNextSlot False
SpreadMultiplier 1.0 if you look at these 1-4 has no spread multiplier, where as 5-6 does, so promotes bursting maybe to reduce sway?
AnchorPathData::array
member::MOHW_AnchorPathData
Distance 1.0 Bullet range, aka 1 second
Distance_Rand 0.0
Angle 20.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 3
BlendToNextSlot False
SpreadMultiplier 1.0
member::MOHW_AnchorPathData
Distance 0.0
Distance_Rand 0.0
Angle 0.0
Angle_Rand 0.0
VerticalSquish 1.0
Persistence 0.0
MirrorOverride KICK_MIRROR_PASS_THROUGH
BulletCount 1
BlendToNextSlot False
SpreadMultiplier 1.0
LoopPath False
LoopOffset False
RandomSeeds *nullArray*
useNewKickTuning True
BlendTime 0.5
RecenterRate 39.0
bConstantRecenter False
KickResetTime 0.1
CrouchMultiplier 0.75
ProneMultiplier 0.5
ConsoleMultiplier 1.0
imFireMultiplier 0.5
HipFireMultiplier 1.0
SlideMultiplier 2.0 when knee sliding the sway goes CRAZY
ApplyMultipliersToKickTime 0.5
KickType KICK_TYPE_V
KickShape KICK_SHAPE_SMOOTH
KickMirror KICK_MIRROR_NONE
CameraRollType KICK_ROLL_ALTERNATING_RANDOM
SpreadTuning::MOHW_SpreadTuningData
AccuracyMin 3.0
AccuracyMax 4.0
AccuracyTimeToMax 0.4
CrouchMultiplier 0.75 this is to do with recoil reduction not sway, but in this game IIRC they can be heavily compared
ProneMultiplier 0.5 same as above
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 2.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.0
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.0
HipFireMultiplier 1.25
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SpreadTuning_AI::MOHW_SpreadTuningData
AccuracyMin 0.0
AccuracyMax 0.0
AccuracyTimeToMax 0.1
CrouchMultiplier 0.8
ProneMultiplier 0.6
MovePenalty 3.0
JumpPenalty 3.0
ApplyMovePenaltyAfterMultipliers False
LongBurstPenalty 0.0
LongBurstTimer 0.75
KickPenalty 0.0
SlidePenalty 2.0
MoveRecoveryRate 15.0
BurstFireRecoveryRate 15.0
SpecialRampTime 0.1
SpecialRampMultiplier 1.0
IgnoreRampInHipFire False
AimFireMultiplier 0.01
HipFireMultiplier 1.0
VerticalSquishFactor 1.0
TimeToBlendToAimAccuracy 0.2
FiringJitter 0.0
SprayPattern BULLET_PATTERN_BELL_CURVE


I commented on some of the lines as some of the stuff I know/leanrt from ingame =]

My Video


I used to be an asker like you, then I took a search bar to the knee....

Sao

Moderator

(680)

Posts: 1,744

Date of registration
: Jan 5th 2012

Platform: PC

Location: Ye Olde England

Battlelog:

Reputation modifier: 9

  • Send private message

9

Thursday, November 15th 2012, 12:25pm

DBL post ftw, and I can say the the 416 does increase in accuracy when ADS, as hipfire is terribad in this game

My Video


I used to be an asker like you, then I took a search bar to the knee....

Posts: 103

Date of registration
: Feb 19th 2012

Platform: PC

Battlelog:

Reputation modifier: 6

  • Send private message

10

Thursday, November 15th 2012, 1:16pm

There are two CrouchMultipliers, one in the KickTuning::MOHW_KickTuningData component and the other in SpreadTuning::MOHW_SpreadTuningData. And the latter one is basically a plain modifier on the current spread. There are no other fields that make a distinction between stances, and crosshairs clearly retract when crouching or going prone. Likewise I think that at any time, either AimFireMultiplier or HipFireMultiplier is applied. Question is, why is HipFireMultiplier not set to exactly 1.0. Anyway, spread seems to work similar to bf2 or 2142. The formula is this (deviation=spread):

deviation = (mindev*(mindevmodzoom)+firedev+speeddev+turndev+miscdev)*devmodzoom*stancemod

With mindevmodzoom being exclusive to 2142. mindev is constant deviation always applied whereas the other deviations are added when moving or firing. They basically add together all kinds of modifiers and then put plain multipliers on them depending on stance and zoom. A funny side effect of that in bf2 is that sniper rifles in bf2 have a very high mindev so you have to use the scope. To compensate for that devmodzoom is really small, like 0.01 or 0.005. However, speeddev still has ordinary values used for other rifles too. As a result, the zoom multiplier of 0.01 basically catches all deviation caused by moving. Thus snipers in bf2 can fire on the move.

Now as for MOHW, the formula might be something like:

spread = (AccuracyMin+MovePenalty+JumpPenalty+SlidePenalty+KickPenalty) * StanceMultiplier * ZoomMultiplier

With StanceMultiplier applying CrouchMultiplier or ProneMultiplier when appropriate and ZoomMultiplier applying either AimFireMultiplier or HipFireMultiplier. Obviously when ApplyMovePenaltyAfterMultipliers is set to True, then MovePenalty is not added together with the other penalties but added after all other calculations. Seems like they wanted to avoid exactly that sniper-firing-on-the-move issue.