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+Battlefield Bad company 2 Chart.
+The numbers listed are taken directly from the game code of the PC version.
+The only way any of this is wrong is if the numbers were changed or if I made a typo.
+Many things are subject to change or correction as I navigate through this new game engine.
 
+The damage of automatic weapons for the 360/PS3 have a 1.25 multiplier against soldiers.
+If the gun has a 2.1x headshot multiplier, assume that the body has a 1.25x multiplier.
+
+MARCH 19: Moved images to another free hosting account. Added Explosive Gadget chart.
+
+MARCH 21: Changed "Recoil and Kick" to "Spray and Recoil" for the purpose of more suitable terms.
+
+MARCH 24: Touch-ups here and there. Made the Range of weapons more obvious.
+
+APRIL 08: Fixed error on the Carl Gustav lethal Blast Radius.|
+
+-----
+
+The basics of any of the primary weapons are:
+-Damage
+Damage starts high up close, drops over distance, and continues at a lower damage amount.
+
+-Rate of Fire
+"Rate" is measured in Rounds Per Minute.
+"Time" is the delay between each shot.
+
+-Reload Time
+Reloading is made of Time and Threshold (or "Add").
+"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
+"Add" is the point in time during the reload when the ammo counter changes.
+
+The Pump Action shotguns reload one round at a time.
+The first shell takes longer to reload than all shells after it.
+After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
+For those three shotguns, the chart reads "First", "Next" and "Ready".
+
+The player can cancel the reload by switching weapons (the fastest method).
+Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.
+
+-Spread, Spray and Recoil
+There are MANY variables related to a weapon's accuracy and inaccuracy.
+To make it as simple as possible, a bigger number = worse accuracy, more recoil.
+
+The two in Spread are the minimum hip spread when standing still and moving.
+Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
+When sighted and moving, most weapons have a spread of 1.0 or less. LMGs have a spread of 2.0.
+The two in Spray are spread added to the weapon with each shot from the hip and sighted.
+The two in Recoil are the weapon's sights jumping around with each shot when sighted.
+
+"Kick" is the angle increase with each shot.
+Higher "Amp" means a stronger kick based on the "Kick" number.
+I don't know exactly how they equate, but from testing, I (currently) guess that the two are simply multiplied together.
+Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).
+They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.
+
+Ammo is self-explanatory.
+Bullets in your magazine and the damage multiplier for headshots.
+
+Soldier health is 100.
+Ceramic Body Armor is 125.
+Six seconds after taking damage, the player will recover three health per second.
+
+In "Hardcore" players have 50 health and do not recover on their own.
+Body Armor is only 62.5.