yo what's up guys welcome to the weapon
guide for Battle field 1. in today's
episode we're gonna be talking about the
MP 1 trench basically we're going
to do is we're gonna look into the code
of the game and we're gonna get some
bullet drop statistics and some you know
some really cool patterns and that kind
of thing so that you guys can better
understand your weapon because that is
key to learning how to beast in the
battlefield stuff that interests you
then don't go anywhere guys because
we're just getting started
alright guys so we're gonna start with
some general statistics i got my handy
dandy ipad here so that i can look at
these notes that i have yourself so each
bullet can only cause 23 points of
damage that's 23 out of a hundred years
at all considering that the enemy has a
hundred Life Points right hundred how
the hundred-percent health your tickle
your takeaway 23 points at twenty-three
percent for bullet now the minimum
damage that one single bullet is gonna
do is 13 so you can ever do any less
than 13 damage and many more than 23
damage regardless of the range
hopefully that makes sense now we have
the fire rate at 550 rounds per minute
which is actually pretty decent for an
SMG bullet speed is actually 420 m/s
approximately ok i was running this test
it was kind of hard some things
happening and it wasn't really adding up
but this is approximate about 120 meters
per second
I believe that's what it is in the
magazine size is 32 rounds so let's go
to talk about some reload speed here for
a full clip reload that's when you have
all 32 rounds you are going to take 2.9
seconds to reload almost three seconds
we're not quite
and then when you partially you you're
right the partial clip reload so you
still have some round in the chamber or
in the magazine I mean then that is when
you reload 42.1 seconds a little bit
over two seconds already so now that we
have that out of the way let's get into
some of these graphs that I've gathered
together here for you guys from the
present them on screen as well as talk
about them so the damage over distance
let's talk about that first as you can
see on screen the damage each bullet in
flicks on an enemy
is 23 damage points as long as the
target is somewhere between 0 and 50
meters away from you because as you can
also see on screen at 16 metres the
damage per bullet drops it drops from 23
damage points to 22.6 and it continues
to drop as the enemy gets farther and
farther away from you and all the way
until he's at 39 meters away from you at
39 meters to infinity meters each bullet
in flex 13.5 damage points of course
while you're getting hit markers of this
is from 39 meters to infinity meters and
what I mean by infinity is any range
after 39 meters that is still effective
you're still getting hit markers you are
going to continue to do 13.5 damage
points every shot and guys let me just
take a few seconds if you don't
understand remember you can comment or
you can be any or tweet me or something
like that nothing i'm trying to get you
guys to follow me
it's so that i can help you guys okay
I'm willing to help you guys and explain
things just comment down below any
questions that you have or don't
understand
so with that being said let's keep on
going here with the with the statistics
so in a nutshell the NBA team trance
it's best for targets within 22 metres
because that's five shots to kill ok 22
metres and from 02 22 metres away from
you it's five shots to kill but i don't
recommend this gun for any longer range
engagements than 30 meters because the
30 meters it six and six shots to kill
somebody and 31 minutes just one more
meeting after 30 it turns into a
seven-shot kill weapons so I honestly do
not recommend engaging anybody who is
more than 30 meters away from you with
the MP 18 trench so basically systems
SMG is best for Team Deathmatch and work
pitches short-range game mode that is an
SMG but let's go ahead and wrap up this
video with the recoil so the recoil is
identical for hip firing and aiming down
sights with MP 18 trends as you can see
on screen the recoil pattern is pretty
predictable and manageable but for those
of us that like to break the code of the
game and
to know numbers and statistics for the
recoil and that kind of thing
the recoil upward that's the point
thirty-eight percent so take a look at
the screen take a look at my player look
how bad the recoil is it goes up and up
and up the good thing is that it is
steady and unsteady my bed
it's not study it's just predictable
it's manageable because it's predictable
it's a very simple it's a very simple
line up there's not really any left or
right and there is a little bit we're
gonna get on that in a second but it's
mostly for the most part it's just going
up and then for the recoil down
obviously it's zero percent because
recalling never goes down record the
left this point 23% and r equal to the
right is also point 23% so all in all
I'd say that the recall is pretty
predictable and his manager because of
that predictability i hope you guys
enjoyed don't forget to drop a like and
subscribe for help you and I'll catch
you guys in the next one
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