THIS THREAD AND THE STATS HAVE BEEN UPDATED FROM JUNE 2013
Now for those of you who are not technically savvy, here's a brief description of what the stats mean:
DAMAGE
Shield Damage: Shots to down the target's shields. Not affected by any headshot multipliers.
Body Damage: Shots to kill when the rounds are not targeted at the head when the shields are down.
Headshot Damage: If it's a precision, then one extra shot is needed to kill an enemy after their shields are down.
FIRE RATE/TIME
RPM = Rounds per Minute (relating to the fire rate of a weapon)
Test RPM = A simple equation determining how unload time relates to magazine size
Actual RPM = More complex equation based on the delay between shots. This is what is most people refer to in terms of RPM.
Frames = Halo, as it is a video game, runs at 30 Frames per Second (FPS). Converting to real time in seconds, means that frame values are divided by 30.
VELOCITY
If a denoted value is present, that means the round takes a feasable time before it reaches its target. This is measured in meters/second.
Other values not denoted mean that the round is a hitscan and travels infinitely fast, generally over an infinite distance.
Explosives at this time have NOT been tested for velocity.
LETHALITY
TTK = Time to Kill. Calculated using the shot delay and shots to kill. Non-precision weapons have the same TTK regardless of headshot
Effective distance/radius (d or r): Past this distance, the target will not be affected by the round.
Shield d or r: At this point up until the Lethal value, the target's shields will be destroyed.
Lethal d or r: From here to direct impact, the round will be lethal.
Direct Impact Y/N: If the answer is "Yes", direct contact with the round will cause death. If the answer is "No", reference the effective/shield/lethal radi or distances.
Shield Damage: Shots to down the target's shields. Not affected by any headshot multipliers.
Body Damage: Shots to kill when the rounds are not targeted at the head when the shields are down.
Headshot Damage: If it's a precision, then one extra shot is needed to kill an enemy after their shields are down.
FIRE RATE/TIME
RPM = Rounds per Minute (relating to the fire rate of a weapon)
Test RPM = A simple equation determining how unload time relates to magazine size
Actual RPM = More complex equation based on the delay between shots. This is what is most people refer to in terms of RPM.
Frames = Halo, as it is a video game, runs at 30 Frames per Second (FPS). Converting to real time in seconds, means that frame values are divided by 30.
VELOCITY
If a denoted value is present, that means the round takes a feasable time before it reaches its target. This is measured in meters/second.
Other values not denoted mean that the round is a hitscan and travels infinitely fast, generally over an infinite distance.
Explosives at this time have NOT been tested for velocity.
LETHALITY
TTK = Time to Kill. Calculated using the shot delay and shots to kill. Non-precision weapons have the same TTK regardless of headshot
Effective distance/radius (d or r): Past this distance, the target will not be affected by the round.
Shield d or r: At this point up until the Lethal value, the target's shields will be destroyed.
Lethal d or r: From here to direct impact, the round will be lethal.
Direct Impact Y/N: If the answer is "Yes", direct contact with the round will cause death. If the answer is "No", reference the effective/shield/lethal radi or distances.
Many of you are wondering the specifics of the June 2013 Matchmaking Weapons update.
Here are the details that 343i claims to have edited into the game. The auto-aiming adjustments really don't matter so much to me. There are more important changes, anyways.
In response, here are the specifics for each weapon affected.
Assault Rifle:
- Used to take 10 shield shots and 6 body shots for a kill, for a total of 16. This is now 8 and 5, respectively, making the total 13.
- Accuracy buff (yet to be tested for values)
- Used to take 10 shield shots and 6 body shots for a kill, for a total of 16. This is now 8 and 4, respectively, making the total 12.
- Previously, the Storm Rifle did not fire like a normal automatic. It used to skip around, and every fifth shot would fire at 900 RPM. The fire rate is now homogenous at 600 RPM, tied with the Assault Rifle. The above damage change was implemented to offset the loss of the odd firing mode.
- Accuracy buff (yet to be tested for values)
- Used to take 12 shield shots and 7 body shots for a kill, for a total of 19. This is now 10 and 6, respectively, making the total 16.
- I have lost my record as to what the previous damage was, although it was around what the Suppressor is currently. It now takes 8 shield shots and 5 body shots for a kill, for a total of 13 shots. It actually only kills 50% faster than the Assault Rifle, rather than the 100% (twice the speed) suggested in the Bulletin.
- Accuracy NERF (yet to be tested for values)
- Decreased the auto-aim range. At least now the other guys get a chance at tracking.
- Damage was increased. The shields go down in 6 shots compared to 7, making for 7-shot kills compared to 8.
- Once shields are down, body kills take another 4 shots as opposed to 5 (12 shots compared to 14).
- Rate of Fire has increased. It is now on par with the DMR at a delay frame of 11 between shots, or around 163 RPM.
- It previously took five bursts, four complete bursts (3 * 4 = 12 shots) to break shields, and one of the three shots in the fifth burst to kill with a headshot. Now it takes 10 shots (four bursts) to down the shield, meaning that only two of the three shots fired in the fourth burst are lethal to the head.
- Alternatively it took 7 shots additional unshielded body shots for a kill. From full shields to death, this would be 6 bursts with the last burst needing one of three shots to kill. To offset the 10 for the shields, it now only takes 6 shots without shields. This still means, though, that six bursts will be required. Again, the last burst only needs one of three shots to kill.
- According to 343i, they decrease the Rate of Fire (ROF). My records in comparison record the same as before the update. Essentially the bursts fires three shots in three frames, so that will never change. The delay time, or the likely factor that they would edit, has remained at 11 frames.
- It can 2-burst melee, just like the DMR. Not a big deal, but whatever.
- It has reverted into the version given on release. Essentially it is weaker than the current and previous Battle Rifle. As using this mode is not a game changer, take a look for yourself at the stats. Either way I wouldn't recommend using it.