Friday, May 7, 2010

Killzone 2 - Weapon Statistics


 All credit for this article & stats go to Magemasher13


Some notes on stats:

All players online have 100 health. Keep this in mind when looking at guns damage stat. Damage stat is in terms of "per bullet."

Rate of fire has 2 meanings depending on the gun. For automatics its simple Rounds Per Second (RPS), for semi-automatics the number refers to the amount of time it takes the gun to chamber another bullet.

Standing Accuracy Modifier is how much the bullet will stray when you fire it while standing. When crouched and unmoving, the first shot is 100% accurate. When you stand up an accuracy modifier is applied that refers to degrees off that the shot will be. For example, a standing accuracy modifier of 0.3 means that when you shoot while standing, the bullets trajectory will change 0.3 degrees per meter it travels. A very handy thing to know.

Zoom look refers to how much the aiming slows down when you are aiming down the sights. Zoom movement tells by how much your movement speed is reduced by when aiming down the sights.

Range is how far a gun is effective. Past its maximum range the bullets move and fall dramatically and their damage is reduced, so really just don't bother trying to use a gun past its effective range. Range is measured in meters in this game, and a good way to help guess how far away someone is is by the radar. On the radar there are 3 lines. radiating from the center. The first line from your character marks 12 meters, the second 24, and the outer rim is 30 meters.......or at least thats the way it was at launch, anyway. In the 1.24 patch they increased the area shown in your radar by an unspecified amount. I'm going to assume they upped it to 45 meters for the sake of simplicity.

Oh, and a bullet to the head in Warzone will always kill, no matter what gun fired it. In campaign headshots have a 5x damage multiplier.

As for melee, the first strike (Forehand) always does 33 damage. The second strike (backhand) does 70 damage. Keep that in mind.

So, on to the guns!




StA-18 Semi-automatic Pistol
Mag size, Max Rounds: 12, infinite
Rate of Fire: 0.2, refers to re-chamber time
Damage: 20
Reload Time: 2.6
Range: 50
Standing Accuracy Modifier: 0.4
Zoom Look: 20%
Zoom Walk Speed: 0%

The standard Hig pistol that you start with. Once you get the M4 you'll probably never use this gun again, except for when your primary gun is the StA-14 (then you should use this gun) or when playing a custom game.

M4 Revolver
Mag size, Max Rounds: 6, infinite
Rate of Fire: 0.6, refers to re-chamber time
Damage: 75 (!)
Reload Time: 2.8
Range: 100
Standing Accuracy Modifier: 0.1
Zoom Look: 60%
Zoom Walk Speed: 0%

This gun is awesome. 2 bullets kills any living thing that moves in this game. Its great for taking out turrets and bots, and is the most reliable sidearm you can get. You unlock it by getting 8 Pistol Specialist ribbons.

M82 Assault Rifle
Mag size, Max Rounds: 32, 256
Rate of Fire: 7.9
Damage: 25
Reload Time: 3.0
Range: 150
Standing Accuracy Modifier: 0.3
Zoom Look: 60%
Zoom Walk Speed: 50%

I love this gun. Its an all-purpose gun that will never do you wrong. There really isn't a situation where this gun won't excel.

StA-52 Assault Rifle
Mag size, Max Rounds: 40, 320
Rate of Fire: 10.3
Damage: 20
Reload Time: 3.3
Range: 150
Standing Accuracy Modifier: 0.3
Zoom Look: 60%
Zoom Walk Speed: 50%

I love this gun too, but its more situational than it nemesis the M82. Since it has no iron sight and more recoil than the M82 most people dismiss it as a worse gun. But its scoped recoil is far less than the M82s and its firing rate is much faster. Coupled with its larger magazine and reserve, this gun is an extremely viable contender that actually surpasses the M82 in usefulness on smaller, more indoors maps. Its also much more newb friendly as it is much, much easier to spray and pray successfully with this gun than the M82. Don't ask me why, but newer players tend to find this gun a lot easier to use, especially if they're used to CoD or Halo.

StA-14 Rifle
Mag size, Max Rounds: 8, 40
Rate of Fire: 0.3 (rechamber speed)
Damage: 50 (!)
Reload Time: 0.3
Range: 150
Standing Accuracy Modifier: 0.4
Zoom Look: 60%
Zoom Walk Speed: 50%

This gun is HARD to use, but once you master it, its beastly. Just try not to use it while standing up or moving. Its large accuracy modifier makes it much harder to hit targets while you're moving than other guns.

VC32 Sniper Rifle
Mag size, Max Rounds: 6, 24
Rate of Fire: 1.8 (rechamber speed)
Damage: 100 (!!!)
Reload Time: 3.8
Range: 250
Standing Accuracy Modifier: 0
Zoom Look: 60% (2x), 80% (5x)
Zoom Walk Speed: 70% (2x), 80% (5x)

When scoped, the barrel of the gun moves according to how much your hand moves. It will also shake if an explosion happens within 1000 miles of your location. If this gun lands a bullet, the target will die. Unless its an assault, in which case you should have gotten a headshot, but since there's no auto aim you didn't, so now you have to fire again to get rid of their last 50 health. No standing accuracy modifier means that its pointless for snipers to crouch when they have cloaking on and aren't moving.

LS13 Shotgun
Mag size, Max Rounds: 8, 32
Rate of Fire: 1.3 (rechamber time)
Damage: 10 (20 pellets are fired, each pellet doing 10 damage)
Reload Time: 5.5
Range: 30
Standing Accuracy Modifier: 0
Zoom Look: NA
Zoom Walk Speed: NA

StA11 SMG
Mag size, Max Rounds: 48, 384
Rate of Fire: 13.1
Damage: 20
Reload Time: 2.4
Range: 60 ----------WTF
Standing Accuracy Modifier: 0.5 (jesus christ!)
Zoom Look: 40%
Zoom Walk Speed: 0%

Initial stats make this gun seem like an StA52 only better in every way that counts. Except that its ridiculous accuracy modifier and pitiful range that only barely manages to best the shotgun makes this gun nearly useless if the enemy isn't within spitting distance. Oh, and unless you sneak up behind somebody, in a face to face this gun WILL lose to a 52 or an 82 if there's any reasonable distance between you. Unless you get a headshot, which considering how many bullets this thing spits out and the fact that its recoil climbs straight up, is actually pretty likely.

M224-1A LMG
Mag size, Max Rounds: 56, 280
Rate of Fire: 7.9
Damage: 25
Reload Time: 5.9
Range: 150
Standing Accuracy Modifier: 0.5
Zoom Look: 80%
Zoom Walk Speed: 50%

This gun isn't seen too often because its magazine size is so much smaller than its hig nemesis. But it does have one thing over the competition: IRON SIGHTS. The hig LMG doesn't have an aim mode to speak of, so this gun is much better for larger maps and laying down serious cover fire for your guys. Just remember to crouch.

StA3 LMG
Mag size, Max Rounds: 96, 288
Rate of Fire: 16.3
Damage: 25
Reload Time: 3.73
Range: 150
Standing Accuracy Modifier: 0.5
Zoom Look: 50%
Zoom Walk Speed: 0%

You know those Hig turrets during the campaign? This is one of those that you can carry around. Except for its complete omission of any meaningful way to zoom in, this gun is pretty much the perfect LMG. Just remember to crouch and burst fire.

M327 Grenade Launcher
Mag size, Max Rounds: 6, 12
Rate of Fire: 0.6 (rechamber speed)
Round Fuse Time: 1.7, explodes on contact when striking an enemy
Damage: 0-0.9 meters, 65, 1-2.4m, 60, 2.5-4.9m, 55
Reload Time: 4.6
Range: Pretty far, the ranges on the damage stat refer to blast radius.
Standing Accuracy Modifier: 0
Zoom Look: 50%
Zoom Walk Speed: 0%

This gun is also hard to use. Max damage on a direct hit is 65. The farther you are off, the less damage it does, as noted in the stats above. Its max blast radius is 5 meters. The special sight it is simple: Top V is where the 'nade lands when your target is within 10 meters. First line down is 20 meters, second is 30, last is 40. Beyond that just eyeball it.

VC9 n00b Launcher
Mag size, Max Rounds: 3, 3
Rate of Fire: 3.9 (rechamber speed)
Damage: 0-4m, 750, 4.1-4.5, 70, 4.6-8.0, 1
Reload Time: 3.9
Range: This projectile goes straight until it hits something.
Standing Accuracy Modifier: 0
Zoom Look: 50%
Zoom Walk Speed: 50%

If you use this weapon, you are an asshat and we all hate you.

M80 Lag Launcher
Mag size, Max Rounds: 3, 3
Rate of Fire: 3.2 (rechamber speed)
Damage: 0-3.4m, 750, 3.5-5.0, 60
Reload Time: 3.2
Range: This projectile goes straight until it hits something.
Standing Accuracy Modifier: 0
Zoom Look: 60%
Zoom Walk Speed: 60%
Auto-Lock Timer: 1

You never see this gun online. I don't know why. People just don't like it for some reason. It might be the fact that there is a delay after the rocket leaves before the jet starts, which when couples with its smaller blast radius than the VC9 means that getting cheap kills is harder. Or it could be that in heavy games this rocket will lag the hell out and move incredibly leisurely through the air at a weird angle before exploding. I don't know. What I do know is that this gun is the only way to go to easily take out air bots in one shot, and as such when I make custom games I disable the VC9 and leave this one on. Surprisingly people would rather use the M327 than this, though.

Thats all, folks! I'm afraid I don't have online stats for the VC1 Flamethrower or VC21 Bolt Gun.
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