Multiplayer Weapons Stats

1. Given in-game statistics

In-game images of every weapon statistic have already been gathered, however higher resolution images may be obtained and can always be swapped out.

2. Rounds/Minute (tested 3 times)

One clip of the weapon will be emptied while a stop-watch runs from the moments the trigger is depressed until the moment the last round leaves the barrel. The test will be repeated three times and from there an average ROF can be determined.

3. Bullets to Kill Firing ADS (tested 2 times)

First, the health setting will be put to 'normal' and the regeneration will be put to 'none' so accurate measurements can be obtained. Tests will be done on the head, the torso, and the extremities, each exclusively with no overlap. Per body part, a test will be done at point blank, 10 meters, 50 meters, and 100 meters range. When testing, the shots will be done ADS and the sights will be allowed to fall back on the target after each shot. Misses will also be counted, but not included in the number of hits to kill. They will be a separate piece of data in the report.

4. Bullets & Time Kill Firing from the Hip (tested 5 times)

The health & regeneration settings will remain normal to achieve a practical result. The gun will first be sighted so as to confirm the crosshairs are on target. The gun will then be fired from the hip, with the trigger depressed the entire time firing. Misses will be included in the number of bullets to kill, as misses can't be realistically counted without letting the crosshairs settle when firing from the hip. Reloads will be counted, however, and can be factored into the data and reported. From here the time to kill can be determined by applying the rate of fire determined for the weapon to the bullets it took to kill and applying the time determined to reload an empty clip for the weapon to the number of reloads it took for one kill. Finally, this test will be done at the ranges of 5, 10, and 20 meters.

5. Time to Reload (tested 3 times)

To determine the time to reload an empty gun, the trigger should be depressed the whole while testing, because the time should be taken from the last round of the first clip to the first round of the second clip (from the last bullet leaving the barrel until the gun starts firing again). To determine the time to reload in the middle of a clip, a clip should be slightly emptied so that there is still a bullet in the chamber. Then the trigger should be depressed after the reload has begun so that gun will begin firing once the reload is complete, that way the time can be taken in the same manner as for an empty gun.

6. Speed While Sprinting with the Weapon (tested 3 times)

First, a distance of 100 meters should be determined. A class with Marathon should be used so that stamina isn't a source of error in gathering the data. Finally, the player should sprint a while before the start mark of the 100 meters to get up to speed, then the time should be taken from the start mark to the end mark of the hundred meters. From there the speed the player is running with the weapon can be determined in meters per second.