Weapon Tactics and Tips

From AssaultCube

Jump to: navigation, search

Contents

Synthesized Weapon Statistics

You can find the general statistics for each weapon in the Readme.html file that is included with the installation package. There is a handy table that will give you the damage per attack of each weapon, the rate of attack per second (RPS), the damage per sec, the reload time, etc..

Now using that data and a few assumptions, we can synthesize the following additional information:

  • number of attacks to inflict 100 points of damage (based on the damage per attack, abbreviation: A100)
  • time to inflict 100 points of damage (based on the attack rate per second, abbreviation: T100). We'll assume that the damage is done instantaneously at the beginning of your attack.
  • number of kills per magazine (based on damage per attack x mag size / 100, abbreviation: KPM for "100 point kills per magazine")
    • we have to take in to account that the damage of each attack is discrete. For example, a pistol with 8 rounds and 19 damage a round can theoretically do 152 points of damage (1.5 KPM), but in reality it is 6 bullets to kill one opponent and then only 2 remaining for a KPM of 1.38

Rounding the A100 and T100 to the nearest whole number (there are no fractions of a bullet, sorry) the new synthesized stats are as follows:

Knife

  • A100: 2.00 attacks
  • T100: 0.50 seconds
  • KPM: - unlimited

Pistol

  • A100: 6.00 bullets
  • T100: 0.85 seconds
  • KPM: 1.38

Assault Rifle

  • A100: 5.00
  • T100: 0.52
  • KPM: 3.00

Sniper Rifle (no head shot)

  • A100: 2.00
  • T100: 1.50
  • KPM: 2.85 - 2 rounds to kill 1 opponent

Sniper Rifle (head shot)

  • A100: 1.00 - the calculated number is 0.59 but there are no fractions of a bullet. :P
  • T100: 0.00 - this is technically an "instantaneous kill" so the opponent should be dead when you pull the trigger.
  • KPM: 5.00 - the calculated number is 8.50 but there are only 5 rounds per magazine

Submachine Gun

  • A100: 7.00
  • T100: 0.48
  • KPM: 4.32

Shotgun

  • A100: 1.00 - the calculated number is 0.95 but minimum is one attack
  • T100: 0.00 - again, given the damage, this should be an "instantaneous kill"
  • KPM: 7.00 - the calculated number is 7.35 but again the magazine only holds 7 shells.

Grenade

  • A100: 0.67 - not counting splash damage, which is hard to simply model.
  • T100: 0.83 - not counting splash damage, which is hard to simply model.
  • KPM: 3.00 - for two grenades, but not counting splash damage.

Summary of findings

Besides the obvious information (e.g., the sniper rifle requires 2 rounds to kill an opponent without head shot and is the slowest to inflict 100 damage), we can come to the following additional conclusions:

  • The weapons that require the fewest attacks/bullets/shells to kill a normal, unarmored opponent are the Shotgun, Sniper Rifle, and Knife.
  • The Shotgun only requires 95% of the shell pellets to impact to kill a normal opponent. This means that you can kill 7.35 vs. 7.00 opponents if the enemies are tightly grouped together and the spread of the shotgun can overlap targets -- more kills than the magazine size!
  • The Shotgun and Sniper Rifle (head shot) get the most kills per magazine, followed by the submachine gun, assault rifle, sniper rifle (no head shot), pistol.
  • Comparing the two automatic primary weapons, the Assault Rifle appears slightly WORSE than the Submachine Gun. While the assault rifle takes fewer bullets to eliminate a target, it's slower rate of fire means that it will take more time to do so. Though the assault rifle is supposed to be more accurate at long range over the submachine gun, this is a moot advantage as the sniper rifle is a much more effective long range weapon. The high recoil of the assault rifle is another factor counting against it for long range shooting as 1 or 2 bullets alone is insufficient to put down a target.
  • If you are 100% accurate and at the right range, as assumed in the modeling above, the Shotgun and Sniper Rifle (head shot) give instantaneous kills, that is they are dead about the same time you pull the trigger. This makes them the fastest weapons to inflict 100 damage. However, if you do miss (say 50% accuracy), the long delay times of those weapons will make the Submachine gun the fastest to inflict 100 damage.


Therefore:

  • If you relatively inaccurate (e.g., a new player) the best weapon would appear to be the Submachine Gun.
  • If you are accurate and can stay at the appropriate range (e.g., close for the shotgun), the Sniper Rifle and Shotgun are highly effective weapons.
  • The assault rifle is a generally ineffective weapon with recoil limiting its long-range effectiveness and the low rate of fire limiting its close range effectiveness. It is only highly useful for the recoil-based effects, such as increasing jump height and travel speed, that can be of huge benefit in CTF games.

Guides

Newbie Guide | Basic Strategy Tips | Server Guide | Special Movement | Weapon Tactics and Tips | Slang and Jargon Definitions | Gamemodes | Server administration | IRC | Server setup | Console commands

View Edit
Personal tools