Jump to content
Sign in to follow this  
cookies4you

Halo 5 Weapon Kill Times

Recommended Posts

I decided to go back and check, using the ammo counter as a basis instead of the firing animation.

 

Frame A = First frame where a shot in the ammo counter darkens (or begins darkening)

 

Frame B = The next instance of the ammo counter darkening

 

I simply counted all frames between A and B, including A, excluding B.

 

The results were the same.

 

Furthermore, when I checked my method with the Halo 4 video your brother asked me to use, I got the same exact results as the kill times that were listed on the chart you made a while back. 1.777777 seconds for the Battle Rifle, and when used with a Reach video, 1.6 seconds.

 

One of the first things I did was use my method on a Halo CE video, where I got 0.6 seconds as a kill time. When I retested it using the ammo counter method, I also got 0.6 seconds.

Yes I find the ammo counter method to be the most reliable. Hmm, well if you used the same method and got correct results in H4 & CE, surely your numbers must be right.

Share this post


Link to post

Yes I find the ammo counter method to be the most reliable. Hmm, well if you used the same method and got correct results in H4 & CE, surely your numbers must be right.

 

Thanks.

 

Anyhow, I have a request. I want to add the kill times from the Beta builds and the Gamescom builds onto my list, but it's difficult to find good gameplay.

 

Does your brother still have his source videos? I'd like to use them to record kill times.

 

The Beta AFK kills sound interesting.

Share this post


Link to post

Sorry for bumping, but I found a perfect Carbine kill in one of Unyshek's Warzone gameplays around 3:25. It's a 7sk which I feel like is too slow compared to the other weapons (unless they give it an annoyingly fast ROF). I think it would be nice to know it's kill time, even though it won't be a starting weapon.

 

Edit: It's clip size has been increased to 20 rounds

Share this post


Link to post

Sorry for bumping, but I found a perfect Carbine kill in one of Unyshek's Warzone gameplays around 3:25. It's a 7sk which I feel like is too slow compared to the other weapons (unless they give it an annoyingly fast ROF). I think it would be nice to know it's kill time, even though it won't be a starting weapon.

 

Edit: It's clip size has been increased to 20 rounds

I've done my calculations and added the Carbine to the list.

Share this post


Link to post

I've done my calculations and added the Carbine to the list.

Weird how they consider the Carbine a power weapon in Warzone but it has the same killtime as the DMR which is a loadout weapon with more range. Maybe it's due to rapidly getting descoped.

 

Anyone else thinking about a 6 shot Carbine (1 second killtime) along with the 4 shot pistol (.9 second killtime) discussed? Since the DMR outclasses both right now

  • Upvote (+1) 1

Share this post


Link to post

Weird how they consider the Carbine a power weapon in Warzone but it has the same killtime as the DMR which is a loadout weapon with more range. Maybe it's due to rapidly getting descoped.

 

Anyone else thinking about a 6 shot Carbine (1 second killtime) along with the 4 shot pistol (.9 second killtime) discussed? Since the DMR outclasses both right now

 

I think the idea behind the Carbine is that it replaces the DMR on certain maps, not that it spawns alongside it.

 

Otherwise, we would've seen it in the Gamescom build.

Share this post


Link to post

I'm not sure if this thread is more about discussion or just finding the truth, but is anyone else annoyed that the easier weapons have faster kill times? In Halo CE, a 3sk with the Pistol would put you nearly half a second (0.46) in front of a perfect kill from the Assault Rifle. Whether or not you agree with a spawning weapon killing as fast as 0.6 seconds, I believe it's a good practice to let the hardest weapon be the most powerful by a large margin, and I think Halo 5's Magnum could be more satisfying and a lot better for the game if it had a significantly shorter time to kill.

 

For anyone who believes that starting with such a powerful weapon (perhaps a 1.0 second Magnum) would defeat the purpose of the other precision weapons... so what? Halo has never needed a group of five weapons that act nearly identically in form and function, and it's 343's own fault if they think such tiny differences count towards legitimate sandbox depth. We have true power weapons to promote movement already, and these extra weapons weighing down the sandbox only encourage players to sit back on their heels.

 

Great games with great spectator experiences encourage players to take great risks: a low-health rocket jump in Quake to cut off a fleeing opponent; a daring 1-on-2 in CounterStrike to disarm the bomb at the eleventh hour; hopping onto Ring 3 and pulling off a fade-away double shot when it's tied up 49-49 in Halo 2. The best way to get into the finals should not be the easy way out.

  • Upvote (+1) 4

Share this post


Link to post

So looking through some of the new clips, I decided to count the amount of frames thrusting takes.

 

It's about 25 frames (~0.12 seconds), which is surprisingly fast.

 

The Magnum and DMR have a delay of 18 frames per shot, meaning that if you manage to make a perfect thrust (thrusting immediately after firing your weapon), it'll only increase its kill time to ~1.33 seconds from 1.2 seconds due to the 7 frames lost to the animation.

 

In comparison, the Assault Rifle has a delay of 6 frames per second. This increases its minimum kill time from 1.2 seconds to ~1.51 seconds due to the massive number of lost frames. The SMG suffers similarly, going from 0.8 seconds to ~1.115 seconds.

 

Surprisingly, the Battle Rifle is the best weapon to use with thrusting because of its slower fire rate. With a 24 frame delay per shot, only one frame is lost due to the thrust animation. Assuming that thrusting does not cancel the burst, a perfect thrust will increase its kill time from ~1.28333 seconds to exactly 1.3 seconds. (If thrusting does cancel the burst, its kill time instead hovers at ~1.38 seconds.)

 

Like the BR, the Light Rifle also has a relatively slow rate of fire. At a 23 frame delay per shot, thrusting will increase its kill time from ~1.15 seconds to ~1.18 seconds. (If thrusting cancels the BR's burst, then Light Rifle is instead the best weapon for thrusting at with a loss of only 2 frames.)

 

On another note, can you guys find clips of people using thrust and firing immediately afterwards, preferably something involving an automatic weapon? It's the most reliable way to check since automatics should fire immediately after the thrust animation ends. With it, I can verify my numbers.

 

Look for stuff involving AR duels or something like that. There's a ton of content to go through, after all. Try to use the current, new videos portraying Warzone and Arena.

 

Edit. Alright, I've compared it with two sources so far. It's definitely around 25 or 26 frames, both for the AR and the Magnum.

Share this post


Link to post

I'm amazed that I'm only finding this thread now, but thanks for your research. Writing this reply, I don't have the original post in front of me but rather than go over discrepancies where I got slightly different numbers, I'll just post my findings for comparison. My computer sucks so I just kill my afk friend in a custom game and barely press the right trigger to go frame by frame in theater (which can be glitchy but by running enough trials, I'm able to find the rate of fire of most weapons). I use the same formula for finding perfect kill times too: find shots to kill with headshot or all bodyshots (5-7 for the magnum), find the RoF using frame delays (18 frames = 0.3s = 3.33 shots/s = 200rpm) then find the average kill time based on RoF (5 to 7 x 0.3s = 1.5 to 2.1s) then subtract 1 shot delay to find the time between first shot fired and killing shot (1.2s for Magnum; 0.0s for Sniper).

 

Weapon: STK   RoF   Delay   TTK    (Perfect)      Notes

Magnum: 5-7   3.33    0.3    1.5-2.1    (1.2)

DMR:       5-6   3.33    0.3    1.5-1.8    (1.2)

Carbine:  7-10  5.0      0.2    1.4-2.0    (1.2)

LR hip:     4-5   2.61    0.38  1.53-1.92 (1.15)

LR zoom: 3-4  1.88     0.53  1.6-2.13  (1.07)

BR:        11-16  7.5     0.4    1.6-2.4   (1.23)      2 frames (0.033s) between shots in a burst

Boltshot:   10    6.0     0.5      2.0         (1.5)      4 frames between shots in burst, not sure about headshot dmg or RoF

Plasma:     9     5.45   0.183  1.65       (1.5)       3 shots for shields, 6 for health

AR:       12-15  10.0    0.1      1.2-1.5   (1.1)

Storm:      12   12.0    0.083   1.0        (0.92)     6 shots for shields, 6 for health. Appears to fire in 2 shot bursts

Supp:       18   12.0    0.083   1.5        (1.42)     11 shots for shields, 7 for health. Warms up at 10/s (6 frames: 0.1s apart)

SMG:   13-15  15.0    0.067  0.87-1.0  (0.8)

SAW:    11-14  15.0   0.067  0.73-0.93 (0.67)

CE:         3-5     3.33   0.3      0.9-1.5    (0.6)

  • Upvote (+1) 1

Share this post


Link to post

So the magnum is the hardest weapon to use in the game probably and it is also tied for the slowest killtime essentially. Not sure why 343 thinks that makes sense. 

Share this post


Link to post

My ideas for improving and rebalancing the lower tier (loadout) weapons for Halo 5 begins with changing shield hit points to 90 and health to 60 for a total of 150hp. I think these settings would improve the state of automatics while ensuring the Magnum feels powerful since its perfect kill time (along with faster equip time) narrowly defeats the easier to use BR and DMR (also keeping it relevant in Warzone) and ties the perfect kill time of the more difficult Carbine 7 shot and the Light Rifle hip fire 4 shot (which should have very little auto aim to balance) only being surpassed by a perfect Light Rifle scoped 3 shot kill which is harder to pull off because you must stay in scope to kill with the 3rd shot. Constructive feedback is appreciated.

 

Weapon: Mag  DMG  DPS  STK RoF   Delay   TTK    (Perfect)      Notes

Magnum: 12     22.5    75    5-7   3.33    0.3    1.5-2.1    (1.2)

DMR:       16    18.75   75    6-8   4.0     0.25   1.5-2.0    (1.25)

Carbine:   20     15      75    7-10  5.0     0.2     1.4-2.0    (1.2)

LR hip:     10      30     75    4-5    2.5     0.4     1.6-2.0    (1.2)       

LR:           50     7.5     75  13-20 10.0    0.5     1.5-2.0    (1.07)      5rnd burst, 2 frames (0.033s) between shots, 3-4 bursts to kill at 2.0/s 

BR:          36       9     67.5 11-17  7.5     0.4     1.6-2.4    (1.25)      3rnd burst, 3 frames (0.05s) between shots, 4-6 bursts to kill at 2.5/s 

Boltshot:  30     7.5     75   15-20 10.0    0.3    1.5-2.1    (1.33)      3rnd burst, 4 frames (0.067s) between shots, 5-7 bursts to kill at 3.33/s

Plasma:   12   30/10 180/60   9     6.0    0.17     1.5        (1.33)       

AR:          36     10     100  12-15 10.0    0.1     1.2-1.5   (1.1)

Storm:     24  15/10 150/100 12   10.0    0.1       1.2       (1.1)     

Supp:      48     9.5     114     16   12.0    0.083   1.33      (1.25)     

SMG:      60       6     120   20-25 20.0    0.05   1.0-1.25  (0.95)

SAW:      72      10    150   12-15  15.0   0.067  0.8-1.0   (0.73)

CE:         12      36    120    3-5     3.33   0.3      0.9-1.5    (0.6)

  • Upvote (+1) 1

Share this post


Link to post

I'm amazed that I'm only finding this thread now, but thanks for your research. Writing this reply, I don't have the original post in front of me but rather than go over discrepancies where I got slightly different numbers, I'll just post my findings for comparison. My computer sucks so I just kill my afk friend in a custom game and barely press the right trigger to go frame by frame in theater (which can be glitchy but by running enough trials, I'm able to find the rate of fire of most weapons). I use the same formula for finding perfect kill times too: find shots to kill with headshot or all bodyshots (5-7 for the magnum), find the RoF using frame delays (18 frames = 0.3s = 3.33 shots/s = 200rpm) then find the average kill time based on RoF (5 to 7 x 0.3s = 1.5 to 2.1s) then subtract 1 shot delay to find the time between first shot fired and killing shot (1.2s for Magnum; 0.0s for Sniper).

 

Weapon: STK   RoF   Delay   TTK    (Perfect)      Notes

Magnum: 5-7   3.33    0.3    1.5-2.1    (1.2)

DMR:       5-6   3.33    0.3    1.5-1.8    (1.2)

Carbine:  7-10  5.0      0.2    1.4-2.0    (1.2)

LR hip:     4-5   2.61    0.38  1.53-1.92 (1.15)

LR zoom: 3-4  1.88     0.53  1.6-2.13  (1.07)

BR:        11-16  7.5     0.4    1.6-2.4   (1.23)      2 frames (0.033s) between shots in a burst

Boltshot:   10    6.0     0.5      2.0         (1.5)      4 frames between shots in burst, not sure about headshot dmg or RoF

Plasma:     9     5.45   0.183  1.65       (1.5)       3 shots for shields, 6 for health

AR:       12-15  10.0    0.1      1.2-1.5   (1.1)

Storm:      12   12.0    0.083   1.0        (0.92)     6 shots for shields, 6 for health. Appears to fire in 2 shot bursts

Supp:       18   12.0    0.083   1.5        (1.42)     11 shots for shields, 7 for health. Warms up at 10/s (6 frames: 0.1s apart)

SMG:   13-15  15.0    0.067  0.87-1.0  (0.8)

SAW:    11-14  15.0   0.067  0.73-0.93 (0.67)

CE:         3-5     3.33   0.3      0.9-1.5    (0.6)

Oh hey, someone else the formula that I do. Though technically, we'd be using Duji's (or was it Doju's?) formula, utilizing frame counting to count kill times.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use.