Tom Clancy's Ghost Recon® Wildlands

Tom Clancy's Ghost Recon® Wildlands

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Numeric weapon and game data now available
De Siim
Before you look into my work youtuber/channel named Darkdally has already done complete scale tests with every detail in game. His data sheet:

https://docs.google.com/spreadsheets/d/1w0KRBZSdb3SFBZVAncBGit3ixPSsSMWpEiOkDSlqrZw/edit#gid=2012818549
Darkdally's- youtube channel https://www.youtube.com/channel/UC3ujGmsso9_IyYRj7PUjHkg/about
Thanks to NeVeRLiFt for this info

My tests:
I did "field tests" which took a lot time to complete and in which I tried to put everything in numeric form. I often do tests to find the "best" choice in game. Now for first time I decided to upload those tests and conclusions.

Any remarks and comments are welcome. I think these tests serves as good piece of information for everyone but even almost all guns are tested carefully there is only 1 target (empty spawned APC) which damage is measured. Thanks to commends: But even 1 mad gun( SR25-jungle) does abnormal damage to everything incl. APC still it does zero damage to dronejammer and a vice versa with 1 particular "BFG extrajaneros" sniper: it does little dmg to APC but can pop dronejammers with ease.

My tests are based on:
-main game without any expansions(except weapon and vehicle DLCs)
-offline/AI gaming only!!
-player's skills are topped + all medals are found

First thing what I want you to know is: SR25-jungle. Jungle vs. HTI bds desert: Damage = same*. Firing rate= 5,4 times faster. Magazine: four times more(20 bullets). Bullet drop: SIGNIFICANTLY LESS being allmost a laser. Jungle has no silencer for reason.
*1 bullet instakills and instawrecks everything just like hti desert but only when all skills and medals are acquired( at least vhc destruction
skill should be maxed for same damage results).

In gear selection most of the time weapon stat meters have nothing to do with real weapon properties.Only weapon description and individual testing is useful.

Here we go:
NOISE CANCELLATION differs ONLY between weapon groups and whether the gun is silenced or not: With every unsilenced sniper a 130m is a range limit to shoot undetected and 49m with any sniper silenced. Likewise every rifle 94m/34m. SMGs 60m/23m. Pistols 48/18m.

DAMAGE:In my tests every weapon's damage is measured by hit counts that made APC "tank" first to smoke->, then explode. Distance didn't have any effect*. That was and it is most time consuming (spawning an apc for every weapon, many days later double check them, sometimes find inconsistencies-> solved them-> repeat many weapons).
I found out during tests: Vehicle destruction skill or other skills affect clearly damage - Turret part is invulnerable. All other parts take same damage. If skills are maxed then leveling a weapon from 1 to 30 has no effect on damage (to apc at least).

I did Bullet drop comparison with "every weapon".
As said before SR-25 -jungle is the real easter egg - also it is top #2 in straightest bullet curve list. BFG-extranjeros the #1.

This is my current knoweledge of the game.
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Real Damage values obtained and compared (It took many days to complete)

Every campaign gun + Rifle pack and Sniper pack's gun damages unrevealed in numeric values
(no shotguns )

Damage to soft targets is yet to be tested in same manner but if the damage and health values remain constant they will go exactly in same order like against APC.

(Skills are maxed out) Silencer and Long barrel are enabled whenever possible. no rangefinders.


Armored Personel Carrier is the most durable vehicle. By shooting it: first it starts to smoke white odor, then black and at last comes a warning phase that ends up with explosion. Allmost every test is done with silencers only because I personally prefer it even in straight firefight (during firefight when you move, they lose more often your position)



Notes:according to my first tests distance didn't have any effect on damage so I left it out. From distance middle smoke stages varied without any consistent logic so that is why I shot every test point plank.Turret is invulnerable. Shooting front, side or rear armor didn't effect results.

Uncut work file - (comparison with additional data)


Firing a gun undetected - safety distances
When shooting the precise safety distances to remain undetected are below

Without silencer:

All Snipers 130m
All shotguns 109m
All LMG:s 109m
All rifles 93m
All SMGs 60m (~64m when suspected)
All pistols 49m

Silencer on:

All Snipers 48m
All shotguns 41m
All LMG 40m
All Rifles 34m
All Submachineguns 23m
All pistols 18m

Prediction: All guns: +4-5m when already suspected = enemy marker is flashing

Example: with ANY silenced rifle you will be suspected at 34m but from 35m you can empty a full clip without the detection. Just make sure you dont alert enemy with nearby bullet hits.

(Bug? Once before sunrise I got as near as 14m to the enemy and for some reason he did not hear my silenced pistol go off. Then I fired my silenced HT1 desert model and still no detection! When the advantage stopped working clock was 4.19. Maybe it was a bug or some secret...)"I 've heard that night is at its darkest phase just before sunrise" :)

Bullet drop comparison
Distance where no compensation is needed to hit the enemy.
When looking through Tx5 scope: The distance in which the bullet falls from enemy head level to toes
Dragunov = 300m (worst in snipers)

Bullet drops are shown as a distance between Player and target in which you don't have to make any upward lead compensation to theoretically hit the target. Example with dragunov you should aim at the very top of the enemy head at 300m and you can barely but still hit enemy toes.
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Bullet drop comparison

Guns in same group means that there is little or no difference between their bullet trajectories.
Silencer did not affect trajectory but it slowed bullet speed remarkably.
(Long barrel and silencer are enabled whenever possible and the most zooming scope. Every weapon is without rangefinder.)

Below are stock snipers, combined with 2 rifles and default SMGs.


!!!1# BFG-extrjaneros !!!

SR25 jungle model.

HTI BDS
M1891

HTI

MSR
M40A1
MK14
SRSA1
SR-1

SR25
L11A2

G28
Dragunov
AUG A3!
Warhawk
AK 47 !

Scorpio evo
MPX
P90
PP19
MP5
9x19
PSG
9mmC1
MP7

Vector

SR 651
9x19
Residuo
Experimento

SR635 apparatus




Below are only rifles. Aug A3 is clearly the best but first 2- 3 groups of rifles I consider still to be very good for rifles. And from there AK47 does best damage to APC: 11 hits until first white smoke comes out. Steyr Aug does same with 12 hits. 12 hits remains even weapon is at 30th level :(. AK47 damage to APC does not change even at 30th level. Ultimate rifle collection did'nt have any unique rifles to be put in first 3 groups.

1st.
AugA3

2nd.
SR3qM

3rd.
AK-47
R5-RGB
556x

4th.
LVOA
ACR
Bren
416
TAR-21
MDR
His AK - nosup

5th
G2
Mk17
L85A2
AK12
R4
Extraj. R4
556xi -S
M4 A1 commando


Fastest way I know to raid a convoy
(...by my current experience)

By foot (fastest):
SR-25 jungle destroys any vehicle by 1 shot and its firing rate is 2,9 shots in 1s. So in ~1 sec you can get rid of escorts .(Bullet curve is straightest in the game so it is very easy to shoot far.) After that you need to damage resource vehicle to below ~1/3 health or more to make it stop. (loot stays intact). Scan and synch shoot the driver and co driver.

Resource vehicles come in two health variations.Toughest is allways commstools truck and weakest ambulande and gasTruck. Food truck perhaps same as commstools.Shooting them with fewest bullets possible. (with vehicledestroying skills maxed out) comms truck needs 2-3 shot from SR2 to stop it alive. Gas and ambulance halts with 1 bullet shot from extrjanos BFG.(I assume you shoot the cabin).

By my experience now, if your vehicle destroying skill is lacking 1 notch (and medal is collected), commsTruck(maybe also food truck) is even easier to stop: BFG-50A or TAC-50 halts it by 1 shot and still keeps cargo alive.

By unitad heli: destroy escort vehicles with rockets. Then let your teamates shoot resource truck to the point when drivers eject. You can choose how to continue.
Fastest way to grind tier/xp points
At South of province flor de oro there are two static supply raids spots (only if you luckily havn't done them yet). Simply fly back and forth them and shoot both spots with 1 salvo of rockets. In the way to other supply spot the last one fully respawns. If you dont get most men with one salvo don't stay but prefer stay in constant motion.Everything depends how fast and agile you can manouver and how accurate shooter you are. Release rockets as soon as banditos are drawn to your screen or even slight before.

Near the supply heli spot there is an unitad chopter's patrol route crossing your way, keep that in mind - release rockets before you go anywhere near the helipad to mitigate the risk that chopter surprises you and shoots you down.

You get 600-700 tier points from every decent rocket hit and in every less or more 15s.

Tier 50 to level 30 goes like in 1 hour? after 20 it gets slower, but it is still creepy fast if you have time.
27 commentaires
wespe___o=/;;;:* 16 mars 2021 à 4h11 
btw.. UBIsoft changed several weapons since 2019.. some are far better than in this list^^
Bostonian 10 mars 2021 à 20h22 
this is amazing. thank you.
regz` 13 janv. 2020 à 15h37 
I may have missed it, but I didn't notice the 9mm C1 Blaze on there. I've noticed it has an abnormally high effectiveness against vehicles.
Jason Webb 23 mai 2019 à 13h47 
Thanks for making this guide. It's fuckin awesome. I honestly hope that Breakpoint fixes the shitty stat bars but until then your guide is great for actually seeing the stats.
Siim  [créateur] 29 avr. 2019 à 9h46 
I don't have the game right now, and I probably don't have mk18. If you get an undamaged APC in your hands, you can shoot it and tell results here. Then I could try to update the guide or files somehow. The game files and the original damage spreadsheet is on my main PC which cpu (i7 5960x) I just fried up. I am currently trying intel RMA process for that.
NeVeRLiFt 28 avr. 2019 à 6h29 
Slim is there any chance you will be adding the Mk18 assault rifle to your list?
It really deserves to be tested and I think people would love to see the results.


ps: if you have the M110 it is so bad right now... the damage is like the worst ever and I think it is bugged and the devs are supposed to be fixing it.
You could test it as well and see just how bad it is ;)
Siim  [créateur] 22 avr. 2019 à 14h12 
I have updated that link and info already to my description :P
NeVeRLiFt 22 avr. 2019 à 4h09 
This might be of interest to you and help with your testing maybe?
https://docs.google.com/spreadsheets/d/1w0KRBZSdb3SFBZVAncBGit3ixPSsSMWpEiOkDSlqrZw/edit#gid=2012818549

Also have you checked the bullet drop of the HTI Muddy Bones sniper rifle lately? I'm pretty sure it has the best range and almost no bullet drop over anything else in the game period!

One last thing, the Extraj BFG-50A does have good range/bullet-drop... but from my testing, something is broke with regards to vehicle damage and it needs way more shots than any other Anti-material sniper rifle or even the regular BFG-50A.

Thanks for the testing you have done.
Qorn Wallise 27 mars 2019 à 19h12 
If you want to stop a convoy use emp drone on the food/med/fuel car and just shoot them as they come out
BTZ 23 mars 2019 à 5h13 
Thanks for the silencers info!
P.S. It is L115A3, not L11A2