There are several essential techniques that need to be mastered to maximize damage infliction potential, or, DIP (be prepared for an onslaught of acronyms). These methods come in handy during NETWORK PLAY but can be honed during single player action. But first, let's discuss the weapons...
The PPM (Player Per Minute) rates listed above show the
theoretical Player kill rates for each weapon. The figures assume a
standard issue Marine with a 1x shield (150pts) and weapons with an
unlimited supply of clips. The figures are fudged somewhat.
Furthermore, errors are incurred when dealing with dual use weapons,
two handed firing and reloading times.
Firing grenades on their own outranks firing both grenades and the AR together. In a game situation firing both into a crowd is very effective due to the area effect of the grenades. But the calculation tries to account for the time needed to reload both the AR and the grenades - resulting in the number seen.
The numbers do not account for the accuracy of a weapon. However, the numbers do provide some interesting facts. Apparently using dual shotguns scores highest (116), followed by the flame thrower (92) and both the grenade launcher and single shotgun (88). Ammunition supply is not accounted for and that is the primary reason for the numbers looking the way they do. The primary error is due to the damage calculation. Average residual damage from one shot is counted towards the next kill which tends not to happen when the game is played. Furthermore, area effect is not accounted for, this being the reason for the SPNKR's low ranking.
The table above approaches the subject from another point of view.
Time to Kill (TTK) is the time in seconds it takes to kill the
average player using whatever weapon is at hand. Key differences are
that the time taken to ready and load the weapon are not taken into
account. Secondly, TTK is based on how quickly a weapon can deliver
150 point of damage and the time it takes the shot to reach its
target. The target is assumed to be almost 2 W.U.'s away (2387
points), the maximum range of the weapon with the shortest reach, the
flame-thrower. The errors for the Fist are readily apparent and are
due to the Fist not being dependent on range. However, this should
not skew the results dramatically. Yet, surprise, surprise... the
Shotgun(s) rank at the top... with an 1/3rd of a second needed to
score a kill.
While trying to hit an opponent it is important to adjust for their movements. A leading shot, especially one with an area effect can be deadly with a small amount of strategic thinking. In the movie accessible below you'll see how estimating a players position brings about a successful kill...
|Leading Shot Movie|
|Grenade Hoping Movie|
|Sidestepping Movie Part 1|
|Sidestepping Movie Part 2|
|SPNKR'ing: the Movie|