Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Wheras a sniper build uses that high damage per shot to the head doing massive damage per shot.
A crowd control build with an Iron Lung or Pestilence build really enjoys a quick bullet per second to shine.
At the end of the day, if you want to know which is better in 'peak' circumstances between RPM and DMG, just times the damage by the RPM for both. Congrats, you now have the theoretical max, and now just have to account for your own personal preferences and ability to keep it on target. You can also divide that RPM number by 60 to get RPS, which will let you figure out how much down-time you might be losing to reloads and how that impacts your theoretical peak numbers.
RPM vs raw DMG can also be a bit misleading because of how accuracy factors in. Something with a high rate of fire, next to no recoil, and high accuracy can in fact outdamage something that SHOULD be doing better damage, just by nature of being able to drill the head far more reliably, taking advantage of that headshot bonus to bias the numbers. Just something to keep in mind.
I've yet to find a weapon in this game I would really call 'non-viable' or completely outmoded, aside from the semi-automatic Marksman rifles, which are horribly outclassed in functional output by both the bolt actions, and the normal rifles, due to how difficult it is to keep them on target, and their relatively low ammo volumes.
Calculating values and 'theoretical maximum' only works at shooting range. When you're fighting against AI, they will hit you and you do need to constantly aim because of that. If they were static targets, like shooting range, you can apply math, elsewhere you really can't rely on that. Mentioning one specific weapon doesn't make sense, with other classes like LMG specifically it works differently. These have a lot of recoil, or 'miss assistant' as I prefer to call it. Just figure out which weapon works best or players like, and use that.