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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.