BF2S Wiki weapons:comparison, BF2S.com

Weapons Comparison

The following table allows you to compare all guns with all their technical data.

Headers and index

  • Type
  • Class
  • Mag Cap: Magazine Capacity
  • Mag Carr: Extra magazines
  • Dmg: Damage
  • RoF (rpm) : Rate of Fire (Rounds per Minute)
  • Rel Time: Reload time, the recquired time to reload your gun in seconds
  • Draw Time: The time needed to draw your gun in seconds
  • Fire Modes: Fire Modes
    • Auto: Full Automatic
    • Bolt-Action
    • Burst: A burst of three shots
    • Pump-Action
    • Single: Single Shot - Semi Automatic
  • Base Dev: Base Deviation
  • Dev S/C/P: Deviation Mod when Standing / Crouching / Prone
  • Dev Shot: Deviation Added per Shot (and the maximum dev added per shot)
  • Dev Zoom: Deviation Mod when Zoomed
  • Recoil: Recoil
  • Rec Zoom: Recoil Mod when Zoomed
  • Zm Magn: Zoom magnification (fold)
  • StK NAr: Shots to Kill Non Armor
  • StK Ar: Shots to Kill Armor

Click on the column headers to sort, click on the row headers for more details, hover over the underlined data for more information.

Weapon Army Class Mag. Cap. Mag. Carr. Dmg. RoF. (rpm) Rel. Time Draw Time Fire Modes Base Dev. Dev. S/C/P Dev. Zoom Dev. Shot Recoil Rec. Zoom Zm. Magn. StK. NAr. StK. Ar.
M4 USMC Spec Ops 30 5 25 600 4.7 1.2 Single / Auto 0.2 1.5/1.2/1 0.75 0.2 (1.7) 0.3 - 0.5 0.75 1.43 4 7
AK-74U MEC Spec Ops 30 5 29 600 4.3 1.2 Single / Auto 0.25 1.8/1.4/1 0.75 0.25 (2.5) 0.3 - 0.6 0.75 1.67 4 6
QBZ-97 China Spec Ops 30 5 25 600 4.3 0.9 Single / Auto 0.2 1.5/1.2/0.7 0.7 0.2 (1.7) 0.25 - 0.45 0.75 1.67 4 7
HK53A3 Euroforce Spec Ops 40 5 27 600 4.3 0.6 Burst / Auto 0.2 1.5/1.2/1 0.75 0.15 (1.7) 0.4 - 0.6 0.7 1.25 4 6
G36C Unlock1 Spec Ops 30 5 25 600 4.1 1.2 Single / Auto 0.2 1.5/1.2/1 0.75 0.2 (2) 0.2 - 0.4 0.5 1.43 4 7
SCAR-L Unlock2 Spec Ops 30 5 27 600 4 1.2 Single / Auto 0.22 1.5/1.2/1.1 0.75 0.23 (1.6) 0.3 - 0.5 0.75 1.43 4 6
G36K SAS Spec Ops 30 5 28 600 3.9 1.2 Burst / Auto 0.2 1.5/1.2/1.1 0.75 0.18 (1.5) 0.2 - 0.4 0.5 1.43 4 6
M24 USMC Sniper 5 6 95
Bolt - action
6 1.6 Single 5 2/1.5/0.8 0.005 2 (3.5) 4 - 5.2 0.25 5 2 2
SVD MEC Sniper 10 6 45 - 4 1 Single 5 2/1.5/0.8 0.01 2 (3.5) 4.5 - 6 0.25 3.33 3 4
Type 88 China Sniper 10 6 45 - 4 1 Single 5 2/1.5/0.8 0.01 2 (3.5) 4.5 - 6 0.25 3.33 3 4
M95 Unlock1 Sniper 5 6
190
Bolt - action
6 1 Single 5 2/1.5/0.8 0.01 2 (3.5) 4 - 5.2 0.25 5 2 2
L96A1 Unlock2 Sniper 5 6 95
Bolt - action
5 1.6 Single 5 2/1.5/0.8 0.005 2 (3.5) 4 - 5.2 0.25 5 2 2
M16A2 USMC Assault/Medic 30 5 30 900 4.4 1.2 Single / Burst 0.3 1.5/1.3/1 0.8 0.2 (2) 0.1 - 0.6 0.8 1.67 4 6
AK-101 MEC Assault/Medic 30 5 37 600 5 0.7 Single / Auto 0.45 1.3/1.2/1 0.8 0.2 (2) 0.4 - 0.6 0.8 1.67 3 5
AK-47 China Assault/Medic 30 5 38 600 4 1.2 Single / Auto 0.45 1.3/1.2/1 0.8 0.2 (2.3) 0.4 - 0.6 0.8 1.67 3 4
SCAR-H SEAL Assault 30 5 34 600 4 1.2 Single / Auto 0.43 1.3/1.2/1.1 0.9 0.21 (2) 0.3 - 0.5 0.7 1.43 3 5
L85A2 Euroforce Assault 30 5 34 600 4.3 1 Single / Auto 0.4 1.3/1.2/1 0.8 0.2 (2) 0.05 - 0.5 0.8 1.67 3 5
G3 Unlock1 Assault 20 5 40 600 4.4 1.2 Single / Auto 0.4 1.3/1.2/1 0.8 0.2 (2.5) 0.3 - 0.5 0.7 1.67 3 4
FN2000 Unlock2 Assault 30 5 34 600 4.7 1.2 Single / Auto 0.43 1.3/1.2/1 0.8 0.22 (2.5) 0.4 - 0.6 0.8 1.43 3 5
FAMAS Euroforce Medic 30 5 30 900 4.5 1.2 Burst / Auto 0.35 1.5/1.3/1 0.8 0.1 (2) 0.1 - 0.6 0.8 1.43 4 6
L85A1 Unlock1 Medic 30 5 34 600 4 1 Single / Auto 0.3 1.5/1.3/1.2 0.8 0.3 (2.5) 0.3 - 0.5 0.6 2.5 3 5
G36E Unlock2 Medic 30 5 32 900 3.8 1.2 Single / Burst 0.25 1.3/1.2/1.1 0.8 0.17 (2.5) 0.3 - 0.3 0.8 1.43 4 5
M249SAW USMC Support 200 5 25 900 6.7 1.6 Auto 0.3 3.5/1.5/1 1 0.1 (2) 0.25 - 0.45 0.5 1.67 4 7
RPK-74 MEC Support 130 5 35 600 5.2 1.6 Auto 0.4 3/1.2/0.8 1 0.1 (1.1) 0.25 - 0.45 0.5 1.67 3 5
Type 95 China Support 100 5 25 900 4.2 1.5 Auto 0.4 3/1.5/1 1 0.1 (1.1) 0.25 - 0.45 0.5 1.67 4 7
HK21 Euroforce Support 200 5 33 600 7.1 1.6 Auto 0.3 3/1.2/0.8 1 0.1 (5) 0.25 - 0.45 0.5 1.67 4 5
PKM Unlock1 Support 100 5 45 450 6.3 1.8 Auto 0.35 3/1.2/0.8 1 0.15 (2.5) 0.25 - 0.45 0.5 1.67 3 4
MG36 Unlock2 Support 100 5 30 600 4.9 1.5 Burst / Auto 0.35 3/1.2/0.8 1 0.1 (10) 0.25 - 0.45 0.5 1.43 4 6
M11-87 USMC Engineer 7 25 (shells)
8x30
60 1.18 + 0.67n 0.7 Single 0.75 1/1/0.8 0.9 0.2 (3) 3 - 3 1 1.25 - -
S12K MEC Engineer 7 7
8x12
- 4 1.2 Single 1.5 1/1/1 0.9 0.2 (3) 2 - 2 0.75 1.25 - -
NOR982 China Engineer 7 25 (shells)
8x30
60 1.18 + 0.67n 0.7 Single 0.75 1/1/0.8 0.9 0.2 (3) 3 - 3 1 1.25 - -
Benelli M4 Euroforce Engineer 6 24 (shells)
8x24
300 1.55 + 0.7n 1 Single 0.9 1/1/0.8 0.9 0.2 (3) 3 - 3 1 1.25 - -
Mk3A1 Unlock1 Engineer 7 5
8x15
300 5 1.3 Auto 1.5 1/1/1 0.9 0.3 (3) 4 - 4 1 1.25 - -
MP7 Unlock2 Engineer 40 2 19 900 4.3 1.2 Single / Auto 0.6 1.3/1.2/1.1 0.8 0.2 (2) 0.4 - 0.6 0.7 1.43 6 8
MP5 USMC AT 30 5 19 900 4.3 0.6 Single / Auto 0.6 1.4/1.3/1.2 0.8 0.2 (2) 0.4 - 0.6 0.7 1.25 6 8
PP-19 MEC AT 45 2 19 900 4 1 Single / Auto 0.6 1.4/1.3/1.2 0.8 0.2 (2) 0.4 - 0.6 0.7 1.25 6 8
Type 85 China AT 30 5 19 900 3.4 1.1 Auto 0.6 1.4/1.3/1.2 0.8 0.2 (2) 0.4 - 0.6 0.7 1.25 6 8
DAO-12 Unlock1 AT 12 60 (shells)
8x12
- 0.575 + 0.625n 0.8 Single 1.5 0.9/1/1 1 0.2 (3.2) 3 - 3 1 1.25 - -
P90 Unlock2 AT 50 2 19 900 5 1.2 Single / Auto 0.6 1.3/1.2/1.1 0.8 0.2 (2) 0.4 - 0.6 0.7 1.43 6 8
92FS USMC Pistol 15 7 20 - 3.2 0.8 Single 0.5 1.4/1.2/1 0.5 0.15 (3.5) 0.5 - 0.8 0.25 1.25 5 8
MP-444 MEC Pistol 15 7 20 - 3.1 0.8 Single 0.5 1.4/1.2/1 0.5 0.15 (3.5) 0.5 - 0.8 0.25 1.25 5 8
QSZ-92 China Pistol 15 7 20 - 3.2 0.8 Single 0.5 1.4/1.2/1 0.5 0.15 (3.5) 0.5 - 0.8 0.25 1.25 5 8

Grenades and Rockets Comparison

Weapon Army Class Extra Ammo Explosion Damage Radius Force Arming Time Velocity Reload Time Draw Time Zoom Magnification
M203 USMC Assault 5 150 4.5 7 0.3 50 3.79 1.58 1.43
GP-25 China Assault 5 150 4.5 7 0.3 50 3.71 1.21 1.43
GP-30 MEC Assault 5 150 4.5 7 0.3 50 3.71 1.21 1.43
L85A2 GL Euroforce Assault 5 150 4.5 7 0.3 50 4.7 1.1 1.43
FN2000GL Unlock2 Assault 5 150 4.5 7 0.3 50 3.79 1.17 1.43
Grenade All All 3 140 9 5 4 25 0.95 0.6 -
SRAW / Eryx All AT 5 125 2 ? instant 30 9.12 1 1.18
RPG Rebels AT 5 125 2 ? instant 50 4 1.33 2

Index

  • Expl Damage: Explosion damage
  • Radius: Radius of Explosion
  • Force: Force of the explosion
  • Ex Ammo: Extra Ammo
  • Reload Time: Reload time (s)
  • Draw Time: Draw time (s)
  • Zoom Magn: Zoom magnification (fold)

Terminology

Base Deviation: This is the base amount that each shot will deviate from the aim point per shot, the higher this number, the lower the initial accuracy per shot. Range to the target is a factor in this modifier, the closer the target, the smaller the deviation cone will be. (This is referred to as minDev in the game files so it is usually referred to by people as “minimum deviation” but that is not an accurate description of what the value represents.)

Deviation Mod When Standing / Crouching / Prone: This is a stance modifier where Base Deviation is multiplied by the stance. Some weapons are severely affected by stance (light machine guns) while others (pistols, sniper rifles) are not modified by stance. In general, prone is more accurate than kneeling which is more accurate than standing. If a weapon has a dash listed, it suffers no penalty for stance. Shotguns, Pistols, and Sniper Rifles have no stance adjustment, which is important to note.

Deviation Added per Shot: Another modifier, this number is added Base Deviation for each additional shot beyond the first in a given time period, and is cumulative up to the (maximum) in parentheses. For best accuracy, a slight pause between shots is recommended, as this pause “resets” the Deviation per Shot.

Deviation Mod When Zoomed: The Zoomed modifier is applied to each shot after the other Deviation results are calculated. In most cases, accuracy is higher when zoomed.

Recoil: Each shot beyond the first has Recoil added to the Deviation. Recoil is cumulative, and the two numbers reflect horizontal (left and right) and vertical (up) effects. This is what causes the “muzzle climb” you see in game when firing multiple rounds. For best accuracy, use shorter bursts or shoot slower.

Recoil Mod When Zoomed: When zoomed, the effects of Recoil can be reduced. The Recoil is multiplied by the Recoil Mod. A dash indicates no change, as in the case of the Pump Shotguns.

Shots to Kill Non Armor: The amount of shots (to the body) that are required to kill a full health enemy wearing no armor.

Shots to Kill Armor: The amount of shots (to the body) that are required to kill a full health enemy wearing armor.

Deviation Calculations

The formula is [ (Base Deviation * Stance) + (Additional Shots) ] * (Zoom Mod) + [(Recoil) * Recoil Zoom Mod]

With additional shots not greater than the maximum addition, and zoom modification equals one when not zoomed.

To put this all together, let’s run an M16A2 and a SVD through the formula and compare.

M16A2

  • Base Deviation 0.3
  • Dev Mod Standing/Crouching/Prone: 1.5/1.3/1
  • Dev Added Per Shot: 0.2(2)
  • Dev Mod Zoomed: 0.8
  • Recoil: 0.1-0.6
  • Recoil Mod Zoomed: 0.8

SVD

  • Base Deviation 5.0
  • Dev Mod Standing/Crouching/Prone: 2.0/1.5/0.8
  • Dev Added Per Shot: 2(3.5)
  • Dev Mod Zoomed: 0.01
  • Recoil: 4.5-6.0
  • Recoil Mod Zoomed: 0.25

Standing, single shot, not zoomed

M16A2: [ (0.3 * 1.5) + (0) ] * (1) + [0 * 1] = 0.45 Deviation
SVD: [ (5.0 * 2.0) + (0) ] * (1) + [0 * 0.25] = 10.0 Deviation

Standing, two shots, not zoomed

M16A2: [ (0.3 * 1.5) + (0.2) ] * (1) + [0.1 * 1] = 0.75 Deviation on second shot
SVD: [ (5.0 * 2.0) + (2.0) ] * (1) + [4.5 * 1] = 16.5 Deviation on second shot

Standing, three shots, not zoomed

M16A2: [ (0.3 * 1.5) + (0.2 + 0.2) ] * (1) + [(0.1 + 0.1) * 1] = 1.05 Deviation on third shot
SVD: [ (5.0 * 2.0) + (3.5) ] * (1) + [(4.5 + 4.5) * 1] = 22.5 Deviation on third shot.

As you can see, the SVD would have trouble hitting a barn when not zoomed. But let’s zoom the two while prone and compare.

Prone, one shot, zoomed

M16A2 [ (0.3 * 1.0) + (0) ] * (0.8) + [0 * 0.8] = 0.24 Deviation
SVD: [ (5.0 * 0.8) + (0) ] * (0.01) + [ 0 * 0.25] = 0.04 Deviation

In this example, the M16 got a bit better when zoomed and prone, but the SVD has less than a fifth the deviation of the M16 in this mode.

Prone, two shots, zoomed

M16A2: [ (0.3 * 1.0) + (0.2) ] * (0.8) + [(0.1) * 0.8] = 0.48 Deviation on second shot
SVD: [ (5.0 * 0.8) + (2.0) ] * (0.01) + [ 4.5 * 0.25] = 1.185 Deviation on second shot

What this shows us is that the SVD performs poorly in rapid fire mode, even while zoomed, and that there should be a slight pause between shots for best effect.

Thanks to