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  #1  
Old 01-24-2008, 07:55 AM
Skarth Offline
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Post Skarth's Weapon/Weight Guide +more!

Sorry guys! This guide won't be updated for some time. MGS4, L4D, Fallout 3, Farcry 2, and other games are taking up my time!

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VERSION 1.3
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I know a lot of people have been looking for something like this, and after several hours of testing and fooling around, I came up with this chart, and a few other important pieces of information. Make sure to read all of this before checking the chart itself, or you might not be able to understand it properly.

I used the console command "cl_showpos 1" to figure out weapon weights, character movement speeds, melee weapon reach, and knock back. Speed is measured by looking at your velocity with this command enabled. Walking always lowers your speed by 40, if your speed drops below a certain very low level you won't be able to move forward normally.

Basic movement speed

Zombie - 151 Run, 191 Lunge
Carrier - 162 Run, 202 Lunge
Survivor* - 195 Run, 155 Walk

*Speed while carrying nothing and full stamina bar.

About the chart -

-Damage
This was calculated by simply whacking a zombie over the head, these values are accurate. For guns, there are two values, the left value is the regular damage, and the right value is headshot damage. Each gun does different amounts of headshot damage.

-Speed
This was calculated by timing how many attacks a weapon could make within 30 seconds, then dividing the amount of attacks by 30 to show how often it attacks each second, so a .6 attack speed means a weapon attacks every .6 seconds.

-DPS (Damage per Second)
Simply how much damage each second this weapon does on average.

-Weight
Every weapon/item/ammo picked up lowers a survivor's movement speed (shown as velocity in the cl_showpos 1 command) by a certain amount. The amount is simple addition or subtraction, if a survivor with nothing, speed 195, picks up a sledgehammer, it would lower his speed by 14.5, making his new speed 180.5. Guns have two numbers, the left-side number is the empty weight of the gun, the right-side number is the weight of the gun fully loaded.

-Knock back
This is approximately how far back this weapon will push someone in one hit, the value for this was measured by recording the position of a character before, and after he was hit. This value is only mildly accurate.

-Reach
This is how from far away you can hit someone with a melee weapon. This was measured by comparing the position between two characters and finding the maximum distance they could hit each other with that weapon. A higher number means further reach and a greater chance to hit.

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*all values shown on this chart are current with version 1.3 of ZPS
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Guns!

Weapon Spread and Recoil

Ranged weapons have different spread and recoil, which both effect your ability to shoot a zombie. Spread is the accuracy of a weapon, firing a gun one shot at a time shows it's spread. Recoil is the movement of your onscreen crosshair after firing your gun.

This is the full view of the targets I used for testing the accuracy and recoil of weapons. The in game distance is measured using the "CL_showpos 1" command. The Carrier is in most of the pictures to show the scale of the targets.



Lt. Pistols - PPK, USP, Glock 17, and Glock 18c

Each of the Lt. Pistols have the same empty weight, do the same damage, have the same accuracy and recoil. There is practically no difference between them except the size of their magazine. it takes at least 5 headshots to kill a zombie with a pistol.

There is constant rumors that the PPK has some special ability, is more accurate, or does more damage, it simply does not. The PPK's only strength is that it is the weakest ranged weapon, firing it dry and clicking it, then dropping it and running is a good way to lure a zombie into attacking, especially if you have other weapons to use and want them to get closer.

The "Max fire rate" target is when i fire the pistols as quickly as I can without re-aiming the gun between shots, it's used to show how recoil works.




Shotguns - Super Shorty and Remington 870

The shotguns works best as medium range weapons, they are a rather poor choice at point-blank range, as if you miss a single shot you will likely be killed before you can get off another shot. Shotguns are incapable of killing a full health zombie in one shot to the head, so always plan to shoot a minimum of two shells to kill a zombie, usually 3.

The Remington 870 is the better of the two shotguns, it has a tighter grouping of the pellets, and a larger magazine, the trade off is it weighs a bit more.
The Super Shorty has a mildly looser pellet spread on it's shots, making it deal less damage than the Remington 870 in most cases, as more pellets miss the target.




Rifles - Mp5 and AK47

The rifles are fully automatic and work great for really close range fighting, if forced to go into really tight areas like on Zpo_tanker, either rifle is your best bet to survival. After firing about 6-7 rounds, the gun will recoil immensely and become very inaccurate, so either fire in bursts, or just fire it like a pistol by clicking repeatedly. Both rifles have slow reload times and a short cocking animation that has to be waited through before firing the rifle.

The Full auto tests have the "Controlled" tests where I tried to aim the rifle while firing off all 30 rounds, the "No Control" test means I just held down the trigger and let the recoil kick the cross hairs all over to show recoil while using full auto.

The ak47 deals higher damage per bullet than the mp5 making it more desired to use, it does however weigh more, and has a bit more spread than the mp5



The Mp5 weighs less, has a slight advantage in spread, and fires it's bullets slightly faster than the AK47.



Revolver

The Revolver is the "sniper" weapon in ZPS, where ever you aim your cross hairs, it will hit it with perfect accuracy. The reload times are slow, it has a delay between each shot, and the recoil will knock your crosshairs off target after each shot. The revolver is very hit or miss at close range, as if a zombie gets on you, you either try for a headshot, or you'll likely die. Using the revolver is all about getting headshots.




Grenades

Grenades do roughly 1 less damage for each unit of distance you are away from the grenade when it explodes.

Grenades can be airbursted by throwing them straight up in areas without a ceiling (outside, and if it doesn't hit the skybox). the grenade will explode at chest height of the survivor without hitting the ground, most zombies won't ever see the grenade coming. alternatively, you can angle it slightly to have it explode in front of you. Any zombie standing on a grenade when it goes off will always be killed.

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Misc. Stuff

The lower your stamina is as a survivor, the brighter you glow to zombies using Z vision.

Panicking does not make you glow in Z vision. If your stamina is low, you will still glow however.

Two melee weapons, the plank, and the very light crowbar (AKA, the "Super Crowbar") Have no weight, and are good weapons to carry if your concerned with weight or just need something to break objects.

Headshot damage is different for each gun, it is not a fixed 2x or 3x damage multipler, it varies.

You cannot headshot with a melee weapon, the same applies to zombie attacks, headshots only work with guns.

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I plan to make updates to this guide/chart as needed, Feedback is welcome, and don't copy/paste this somewhere else without permission from me.

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EDIT Jan 24, 2008 ,1:25pm : Replaced .pdf download with a .png image
EDIT Nov 5, 2008, 6:20AM : Version 1.3! Massive Updates!

Last edited by Skarth : 12-03-2008 at 01:20 AM. Reason: Update!
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  #2  
Old 01-24-2008, 08:05 AM
Sacmo Offline
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Ahh very nice, Thank you very much. Very nice work on this !
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Old 01-24-2008, 09:18 AM
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amazing!, very good job on this, must of had a lot of free time haha.
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Old 01-24-2008, 11:00 AM
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WOW! PRINT TIME ;-) Good work!
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Old 01-24-2008, 12:11 PM
shadowlag Offline
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awsome man, thanks! alot of appreciation for your great work
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Old 01-24-2008, 03:47 PM
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wow this is amazing stuff.
how long it take u to make this?
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  #7  
Old 01-24-2008, 05:07 PM
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Great guide Skarth. Yeah, I've played with him a few times ingame. If you're on the human team, stick with him and you're bound to take their numbers down to nilche in no time.

If he's in the room with you and there's a shotty on the floor--give it to him. He'll own with it.
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Old 01-24-2008, 09:30 PM
acker Offline
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Most excellent.

Judging from the weight values...the PPK is still worthless.
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  #9  
Old 01-25-2008, 10:43 AM
Mitsu Offline
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Quote:
Originally Posted by XeroChaos View Post
Great guide Skarth. Yeah, I've played with him a few times ingame. If you're on the human team, stick with him and you're bound to take their numbers down to nilche in no time.

If he's in the room with you and there's a shotty on the floor--give it to him. He'll own with it.
It's once in a blue moon that I can respect a survivor for kicking copious amounts of ??? -and- surviving. I have to second this post, as much as it goes against my character.

But really, very nice work on this. Someone seems to have really gotten into this.
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Old 01-29-2008, 03:46 PM
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Very Nice! Good Job
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