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Best In Class

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Which weapon proves most formidable in specific applications?

Class, in this case, is determined by the application. CQB versus Sniping, for example. But even within those groups, we will have to be specific as to what exactly is this combat scenario and which variables matter most. This also needs to be digestible, with realistic weapon choices. We'll need to narrow down our focus and how we will measure this.

Step 1: Choose which Weapons and Fire Rates to Consider

Step 2: Develop and Equation that accounts for initial raw metrics but also accounts for what needs to be accomplished in the scenario

Step 3: Compare chosen weapons (and associated fire rates) using this equation. Which one is suited for the scenario at hand?

Step 4: Remember, The Three Rules are still at play here

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Page Is Work In Progress

Data will be added to account for additional weapons and materials. Standy for updates.

Current charts are live linked to data that will also be enhanced and improved over time.

Best In Class Equation
Effective Fire Score

Below is an attempt to categorize each weapon when it comes to engaging targets at a particular distance. KEY NOTE here, this very roughly attempts to account for a moving target. Many of the below terms have their own sub equations.

WARNING: An essential variable not provided by the game data and as of 4.0 remains unclear: Weapon Movement Speed. Once this can be captured via raw data, we can have a more comprehensive Best In Class scoring system.

Related: Suppressive Fire vs. Effective Fire

EF = DAM₁+DAM₂-1.5*Pᵣ(Mₜ)-TTKₑ-SPM-Pₘ*SPM₂

Where:

DAM₁ = DMG/Shot at Muzzle (0m)
DAM₂ = DMG/Shot at Engagement Distance (m)

Pᵣ = Penalty multiplier for the time the target is allowed to move, meaning weapons with lower fire rates are more penalized for the gap in time (seconds) between each shot
TTKₑ = Time To Kill (Adjusted) at Engagement Distance
SPM₁ = Min Spread in Meters at Muzzle
SPM₂ = Max Spread in Meters Engagement Distance

Pₘ = If SPM₂ is greater than 0.6m (enough to miss a center torso shot), this is considered a miss, and a penalty multiplier is applied. This multiplier is currently 1.5 to effectively punish weapons that could miss a torso even when effectively aimed at the center of that target. Point being, hitting the side of the chest rather than exactly center is one thing but missing the torso entirely is much worse.

Analysis powered by Dabalta FPS Data. Check out their site, Discord, and updated data sheets for more info.

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