The real damage of ALL guns in Crysis2.(STATISTICS)+Features

Post » Tue Dec 07, 2010 5:50 pm

CREDIT TO DENKIRSON!!!! He's a genious

http://denkirson.xanga.com/742784256/crysis-2/

All data is 100% accurate, taken from game's files.

Most of the stuff in the game is rather complex and some things are spread in multiple places. It may take a while for me to figure out and organize everything.



Some stuff. Info on all of the Suit Modules below the (currently empty) weapon chart.

The Player has 100 Health.

The Nanosuit has 100 Energy.
After one second of not using any energy draining functions, the suit will recharge 30 energy per second.
If the suit is reduced to 0 Energy, it stays disabled for three seconds before recharging.

Recoil for most weapons is low (it should be, you have a big muscle suit) and character models are rather stiff and upright.
There is not a lot of randomness when the weapon is sighted (much less with Aim Enhance), meaning accuracy and reflex are pivotal in a shootout. Aim for the head.

Weapons start off with a certain amount of Damage out to a set Distance.
After that range, the weapons in Crysis 2 lose Damage Per Meter to a Minimum Damage.
For example, the SCAR loses 0.25 damage per meter until it reaches 25 Damage.
The Single Fire mode on assault rifles has its own Damage and Range and Rate of fire.
Silencers typically have minor negative effects to go with the quietness. Slightly lower minimum damage and shorter range at which damage drops.

Weapons in Crysis 2 have their rates of fire measured in Rounds Per Minute.
Divide 60 by that RPM and you'll get the FireTime, or time between each shot fired.
The Rapid Fire Suit Module multiplies the rounds per minute uniquely for each weapon.

Weapons have a single Reload Time. Exception being the Marshall.
Along with the Reload time is the Fill Ammo Reload Fraction or "AddTime", the point when the ammo counter changes.

The Spread of a weapon has both a maximum and minimum, both reduced by a 0.8 multiplier when crouching.
The Point Fire Enhance Suit Module multiplies the spread of each weapon.
The Laser Sight Attachment reduces the spread of most weapons to around 3.0 and less when firing from the hip.

The functions of Recoil are still mostly a mystery to me, but have some numbers anyway. Recoil is really low anyway.
The recoil has a Maximum X and Maximum Y axis. Y for up and X for left-right.
Attack is probably the speed at which the the weapon/view is moved away from the point of aim.
Decay actively (and very rapidly) slows the Attack speed and returns to the center.
There is a small bit of Randomness to Attack that prevents the speed of the recoil from being 100% predictable.
Finally, the Aim Enhance Module multiplies the Decay of each weapon positively so that it recovers faster.

The Mobility of a weapon is very simple.
The Base move speed multiplier of a player is that of the weapon in his hand and when not zoomed in.
When zooming in, the player's speed is decreased to the multiplier of whatever sight attachment he has on.
For example a player with a SCAR+Assault Scope will move at 98% speed and 50% when looking through the scope.
As for underbarrel attachments' negative effects to the Mobility stat in the weapon menu: no effect (unless that number is somewhere else).

RPM: Rounds Per Minute

It took me a long time to do this, so I would appreciate every reply.

HITBOX MULTIPLIER:
Image

By den:
Image



SCAR-H

Damage:
0-35M: 30 Damage
35-infinite: 25 Damage
Rate of Fire: 700RPM

Special Feature:
Single shot increases the damage of the Scar.
0-35M with single shot: 40 Damage
35-Infinite with single shot: 30 Damage
Rate of Fire with single shot: 500RPM

Scarab

Damage:
0-35M: 24 Damage
35-Infinite: 20 Damage
Rate of Fire:900RPM

Special Feature:
Single shot increases the damage of the Scarab
Damage:
0-35M with single shot: 30 Damage
35-Infinite with single shot: 24 Damage
Rate of Fire with single shot: 900RPM

Grendel

Damage:
0-30M:35
30-Infinite:31
Rate of Fire:900RPM

Special Feature: None

Feline

Damage:
0-15M: 20 Damage
15-Infinite: 15 Damage
Rate of Fire:1200RPM

Special Feature:None


K-Volt

Damage:
0-20M: 17 Damage
20-Infinite: 12 Damage
Rate of Fire:1200RPM

Special Feature:Drains enemy energy with every shot

MK60

Damage:
0-58M: 37 Damage
58-Infinite: 30 Damage
Rate of Fire:550RPM

Special Feature:Massively increases recoil when moving

L-TAG

Damage:
Fires a Explosive with a total radius of 6M.
Deadly radius is 1,5M.
125 Damage in the center of the explosion

Special Feature:None

X-43 Mike

Damage:
0-17M: 11,5 Damage
17-Infinite: None
Rate of Fire:1500RPM

Special Feature: Ignores Armor Mode

Jackal

Damage:
0-9,5M: 14 Damage with x7 Buckshot
9,5-19,5: 4 Damage with x7 Buckshot
Rate of Fire:270RPM

Special Feature:None

Marshall

Damage:
0-11M: 30 Damage with x8 Buckshot
11-15M: 5 Damage with x8 Buckshot
Rate of Fire:55RPM

Special Feature:None

DSG-1

Damage:
0-Infinite: 61 Damage
Rate of Fire:90RPM

Special Feature:None

Gauss

Damage:
0-Infinite: 115 Damage
Rate of Fire:55RPM

Special Feature:None

Nova

Damage:
0-15M: 30 Damage
15-Infinite: 20 Damage
Rate of Fire:450RPM

Special Feature:None

Hammer

Damage:
0-15M: 40 Damage
15-Infinite: 30 Damage
Rate of Fire:200RPM

Special Feature:None

Majestic

Damage:
0-20M: 60 Damage
20-Infinite: 50 Damage
Rate of Fire:135RPM

Special Feature:None

AY69

Damage:
0-15M: 17 Damage
15-Infinite: 13 Damage
Rate of Fire:800RPM

Special Feature:None

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Honey Suckle
 
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Post » Tue Dec 07, 2010 10:25 pm

good post
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ijohnnny
 
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Post » Tue Dec 07, 2010 10:54 pm

Thanks for the post.

Forgive my noobishness, but what does this mean?

Marshall

.... with x8 Buckshot

Also, how well does the steady aim perk (sorry forgot it's name) work with the shotguns?
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Soph
 
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Post » Wed Dec 08, 2010 5:16 am

Probably that the Marshall has 8 pellets per shot.
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Blackdrak
 
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Post » Wed Dec 08, 2010 2:18 am

Thanks for the post.

Forgive my noobishness, but what does this mean?

Marshall

.... with x8 Buckshot

Also, how well does the steady aim perk (sorry forgot it's name) work with the shotguns?

x8 Buckshot means it fires 8 pellets, which goes in random directions in the area of your crosshair, and every pellet deals the amount of damage that I wrote above. I didn't take a look into the perks yet, but steady aim works different from gun to gun.
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Len swann
 
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Post » Tue Dec 07, 2010 11:59 pm

Thank you for the post. Though using the DSG-1, I'm certain it takes more than 2 body shots to take somebody down. (thought they could have been in armor mode).
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Soku Nyorah
 
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Post » Tue Dec 07, 2010 11:50 pm

Thanks for the post.

Forgive my noobishness, but what does this mean?

Marshall

.... with x8 Buckshot

Also, how well does the steady aim perk (sorry forgot it's name) work with the shotguns?

x8 Buckshot means it fires 8 pellets, which goes in random directions in the area of your crosshair, and every pellet deals the amount of damage that I wrote above. I didn't take a look into the perks yet, but steady aim works different from gun to gun.

Thanks for the reply. So if each of 7 jackal pellets are doing 14 damage then a hell of a lot of them must be missing because it takes about 5 shots to down someone ;)

Can't wait to try out the Marshall though...

What effect does armour have on all this? Does it just decrease all the hitbox multipliers?
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Daddy Cool!
 
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Post » Tue Dec 07, 2010 7:06 pm

Thank you for the post. Are you certain about the damage of the weapons? Using the DSG-1, I'm certain it takes more than 2 body shots to take somebody down. (thought they could have been in armor mode).

Um, this post is about the damage of the weapons.

DSG-1 deals 61 damage, which means you will always 2 shots to the body.
3 Shots to Arm and upper leg.
4 Shots to the calf.
7 Shots to the foot.
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Chloe Mayo
 
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Post » Wed Dec 08, 2010 4:00 am



x8 Buckshot means it fires 8 pellets, which goes in random directions in the area of your crosshair, and every pellet deals the amount of damage that I wrote above. I didn't take a look into the perks yet, but steady aim works different from gun to gun.

Thanks for the reply. So if each of 7 jackal pellets are doing 14 damage then a hell of a lot of them must be missing because it takes about 5 shots to down someone ;)

Can't wait to try out the Marshall though...

What effect does armour have on all this? Does it just decrease all the hitbox multipliers?

Armor absorbs a percentage of damage to the Player's health. 35% of the damage is diverted to his Suit Energy.
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Alisia Lisha
 
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Post » Wed Dec 08, 2010 3:06 am

Bump...I guess...
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GRAEME
 
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Post » Tue Dec 07, 2010 5:59 pm

I think I'm sticking With my scar and going for a Majestic. I've tried the Grendel and did not like it, three round birst is good for a distance but for alround gameplay it has to be the scar. Hopefuly there will be some DLC in the none too distant future. They better include an assualt rifle :D Not some stupid fancy weapons that no one will use or try and upgrade to.
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Soraya Davy
 
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Post » Wed Dec 08, 2010 3:11 am

Isn't it a special feature of the k-volt to ignore armor mode?

Tha'ts why it's weaker than feline statistically?
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Carlos Vazquez
 
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Post » Tue Dec 07, 2010 10:55 pm

Isn't it a special feature of the k-volt to ignore armor mode?

Tha'ts why it's weaker than feline statistically?

Are you sure it does? I found nothing like this in the game data.
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Franko AlVarado
 
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Post » Tue Dec 07, 2010 3:08 pm

Isn't it a special feature of the k-volt to ignore armor mode?

Tha'ts why it's weaker than feline statistically?

The K-Volt drains enemy suit energy. The X43 MIKE ignores Armor mode.

As for the weapons yeah.. the SCAR is pretty much the best all round weapon on the game.
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Claudia Cook
 
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Post » Tue Dec 07, 2010 10:01 pm

K-Volt

Damage:
0-20M: 17 Damage
20-Infinite: 12 Damage
Rate of Fire:1200RPM

Special Feature:Drains enemy energy with every shot

MK60

Damage:
0-58M: 37 Damage
58-Infinite: 30 Damage
Rate of Fire:550RPM

Special Feature:Massively increases recoil when moving

fix that

else, thanks for the info.
Thought the damage multiplers were like in cod..
1 everywhere and 1.5 to the head
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xx_Jess_xx
 
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Post » Tue Dec 07, 2010 8:09 pm

K-Volt

Damage:
0-20M: 17 Damage
20-Infinite: 12 Damage
Rate of Fire:1200RPM

Special Feature:Drains enemy energy with every shot

MK60

Damage:
0-58M: 37 Damage
58-Infinite: 30 Damage
Rate of Fire:550RPM

Special Feature:Massively increases recoil when moving

fix that

else, thanks for the info.
Thought the damage multiplers were like in cod..
1 everywhere and 1.5 to the head


Thanks alot, edited.
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Franko AlVarado
 
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Post » Wed Dec 08, 2010 3:45 am

Great post, thanks alot.
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Helen Quill
 
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Post » Tue Dec 07, 2010 9:23 pm

Can this be stickied please? :D
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Samantha Mitchell
 
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Post » Tue Dec 07, 2010 7:17 pm

Great post. I like stats:) (anybody know if the same numbers apply to 360 and PS3?)
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Queen
 
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Post » Tue Dec 07, 2010 2:41 pm

Wow, good topic.

Bumping.
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Beulah Bell
 
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Post » Wed Dec 08, 2010 1:48 am

http://denkirson.xanga.com/742784256/crysis-2/

That is most likely his source by the way.
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teeny
 
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Post » Wed Dec 08, 2010 5:13 am

http://denkirson.xanga.com/742784256/crysis-2/

That is most likely his source by the way.


Holy s', there is already a site about damage stats?

I feel kind of stupid now, lol.
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Eddie Howe
 
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Post » Wed Dec 08, 2010 2:28 am

Cool thread. In the multiplayer, this is part of the reason why I think Armour mode should be buffed and/or work like in the single player. You are supposed to be wearing a high tech nano-suit, yet you can be killed pretty fast. I've heard that it only reduces damage by a certain percentage (and you can clearly still see health damage while in it). It's kind of funny because if you play the game mode where players have no nano-suit, you don't really see much of a difference in resistance to bullets...
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Liv Staff
 
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Post » Wed Dec 08, 2010 3:27 am

http://denkirson.xanga.com/742784256/crysis-2/

That is most likely his source by the way.

Most likely? Looks to me like he/she flat out plagerised it based off things like the suit image lol (maybe I'm wrong though cause image might be in the game files too...or something).
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jadie kell
 
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Post » Tue Dec 07, 2010 5:05 pm

Nice to know, I will always aim for the head.
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herrade
 
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