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Phantom Forces | Advanced Statistics / Stats Guide

Sep 28th, 2021
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  1. Minimum time to kill is just what it sounds like, the lower, the better. Basically if you hit all headshots instead of hitting the limbs, the ttk will be lower. in order to reach a low minimum time to kill, you need to be fast, hit headshots and have a gun with a high firerate and high damage/headshot multiplier. snipers and shotguns have 0.oo minimum ttk because as soon as the first bullet/ all the shotgun pellets hit the target, the victim dies instantly without any time between shots. TL/DR: ttk is how long it takes your gun to kill someone the fastest possible, lower is better.
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  3. Head multiplier is for buffing the damage if you hit a headshot. For example, if you had a gun that did 50 damage, and the headshot multiplier of the gun was 2.00x, you wouldn't be able to one tap them, however if you hit them in the head, you could one shot them. Headshot multiplier is different with most guns, not a fixed number and can range from 0.00x to 10.00x. Torso multiplier is the same thing but instead it's for the main body of the player, NOT the head or limbs.
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  5. Damage range is a mechanic for decreasing damage the further the range. For example, if a gun's maximum damage is 100, and it's minimum damage is 50, since the gun in the picture has a minimum range of 50, under 50 studs the gun would one tap anyone, however past 50 studs the damage would gradually decrease constantly until it reaches 85 studs away. any range above 85 studs the gun would only deal 50 damage. It's a bit hard to explain, and I'm sure there's an easier to understand youtube clip about it. TL/DR: The damage decreases the longer range you are firing at a target.
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  7. Velocity is pretty simple. Velocity is how fast the bullet travels when you fire, and the lower the velocity, the more drop you will have. If you like to use close range orientated guns like most shotguns and smgs/pdws, you can ignore this because at cqc ranges drop doesn't have much effect at all, however if you use snipers, dmrs or are good with lasering people from far away, you'll need to find your gun's velocity and compensate for it. you do this by aiming above the target, so the bullet drops from where you are aiming and hits the target. Anything over 2000studs/s is usually not that much of a hinderance, but under 2000 studs you will need to compensate for drop even more and will also need to lead targets more than usual. TL/DR: the less velocity, the more you need to aim above your target and lead your shots.
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  9. Penetration is how deep your bullets an penetrate through walls without stopping, measured in studs. For example a smg or pistol with 0.5 penetration can't penetrate through the concrete slabs at ravod, but a battle rifle with 2.0 studs penetration can. This means you can penetrate through cover players are hiding behind, and this becomes really handy once you learn how to track your targets. Penetration can be increased by certain conversions and ammo types, the most common being the armor piercing ammo type which cuts down on range but boosts penetration.
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  11. You shouldn't really worry about suppression, basically the higher number, the more an opponent's screen shakes when you fire at them. This is good for scaring the living crap out of snipers with an lmg, and giving you bonus suppression points, but other than that, in my opinion it isn't really worth devoting your time into trying to improve.
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  13. Just ignore the accuracy, hip accuracy and sight accuracy sections altogether unless you really know what you are doing. It's not actually accuracy, more based on recoil. A gun with higher recoil will have worse accuracy stats, shown by three white bars when you view the gun. I won't go into all the nitty gritty but basically the lower the numbers are and the higher the three bars are, the better. Also, you get different recoil based off if you hipfire or aim. If your gun has very good hipfire recoil but bad ads recoil, it's best to just use it for hipfiring.
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  15. weapon handling is an important and often overlooked section. Reload time is measured in seconds. Reload time is just what it sounds like. It's split into two parts. reload time and empty reload time. Reload time is usually faster and occurs when you still have a round in the chamber and reload, meaning you don't have to use the charging handle or whatever loading mechanism your gun uses. It's usually best to reload when you only have a few rounds left to avoid a slower empty reload. When you have zero bullets in the mag or in the chamber and reload it's called an empty reload. These are usually slower, so try not to mag dump all of your bullets and be forced to use an empty reload. this gun in particular has so-so reload times, and some guns punish you for mag dumping more than others because of a very long empty reload time. Examples are snipers such as the intervention and the TRG-42.
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  17. Equip speed isn't as important and highlights the time taken for you to switch from your secondary to primary or melee and vice versa. If you switch to your secondary alot then a good equip speed for your secondary would be recommended. For some reason the higher the number the better. Aiming speed is more important, and measures the time taken to fully aim down sights (ads). A fast ads time is good for cqc guns that rely on ads for better recoil. Ads isn't as important for longer range guns like snipers, but is still important because you have more time to center on target. Also, if you have a slow ads time your shots will be off center until you fully ads. The higher number is also better in this case.
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  19. As for the crosshair stats, I actually don't know. All i know is that in general if you try to put a vcog scope on a pistol, the reticle and crosshair will usually be smaller with less peripheral vision.
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  21. Weapon walkspeed is how fast you walk/run while holding said weapon. The higher the number the better. You don't usually have to worry about walkspeed if you are using a sniper, but a fast walkspeed on a smg/pdw or pistol is paramount, as it will allow you to traverse the map faster and become harder to hit, suited for aggressive gameplay. Aiming walkspeed is always slower than normal walkspeed, and means that you walk slower while aiming. This is to prevent players from constantly aiming and shooting while running.
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  23. Ammo type just displays the current ammo you are using, and can be changed by applying certain conversions. Basically, if you are using a 9mm pistol, as indicated by the ammo type, you will be able to pick up other 9mm rounds off the ground and put them into reserve rounds (although the system is weird because a 50 cal sniper can pick up and use bullets from a a .300 caliber sniper). Basically the more common the ammo type the better, with 9mm and 5.56mm NATO being very good types because of how common they are.
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  25. Round in chamber is almost always one, this just means you can reload one extra round when you spawn with a gun, which is pretty much useless. If it's zero then you can't do this, but don't have to use the charging handle for an empty reload.
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  27. Suppressors have reveal range. Reveal range is the distance you must be from the target to shoot your gun and appear on the radar. "Active" means you never appear on radar, which can be achieved with Silent ammo on 7.62x51mm NATO guns or 300 AAC Blackout conversion for the G36 family with a suppressor put on. Or just use an integrally suppressed weapon.
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  34. Short version of accuracy sections because the bars are actually useless:
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  36. In general recoil values that are positive go one way (i.e vertical = up) and negative values go another way (i.e vertical = down). If the recoil values are balanced then the recoil will about equally sway both ways (90% of guns), if not then the recoil will lean one way (Groza-1, Micro Uzi, AK47).
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  38. Camera recoil is how harsh vertically, horizontally, and circularly (X/Y/Z) where your crosshair goes. If you've ever used the BFG, you know how it makes your crosshair go flying in ADS for a bit. That's what that is. And because it's relevant: Camera is controllable to an extent, but you can't control horizontal recoil, and if there's a huge gap in vertical recoil (AK47) you can mitigate but not control it. If there's a low gap (Fal Para Shorty w/ Full Stock, MP5) then you can control it because of how small the "bubble" will be vertically once the recoil peaks.
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  40. Displacement recoil is the movement of the whole gun in your hands. By and large doesn't impact recoil but higher stats (especially the 3rd number, the gun pushing into you) can make ADS feel unstable or awkward.
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  42. Rotational recoil is the movement of the gun's barrel vertically, horizontally, or circularly, without the camera. Think how the Rex, when spammed, aims itself, but not your crosshair, at the ceiling. You can't mitigate this unless it leans one way predictably (Groza-1) and often if a gun has wild but fast resetting recoil, its because of rotational recoil (Mac-10, to an extent the AK47, etc.)
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  44. I can't really help with the hipfire stats, unfortunately, but majority of the time just see how harsh the rotational recoil is and that's a good baseline of how bad the hipfire will be.
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  46. Camera Recovery Speeds are how fast your gun goes through camera recoil. A really easy thing in practice, though, is that a higher number means better camera recoil and faster recovery. A huge misconception is that the HK21's recoil is rotational. It isn't, it just has abysmal recovery.
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  48. Recoil damping is I think similar to camera recovery speeds, but for rotational/displacement. From my experience though, camera recovery speed tends to be much more important.
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  50. Choke is random spread. Higher = worse, 0 = none. Shotguns (with I think the exception of birdshot and some conversions) have a center pellet.
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  52. Crosshair size influences choke, lower is better. Dunno the exacts, but it's generally why the KS23-M would outsnipe the DB back when they had the same choke values.
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