...
Former Ignorant Critic
Weapon Testing Report
So finally I've completed my weapon testing, with the help of my trusty assistant Rhydian and my new contributor Kaya. Although most of the following is fairly self explanatory, there are some things that are important to read in order to fully understand how I've conducted the test and what everything means, so I will cover that for completeness sake.
Testing procedure
The firing rates and reload times of all weapons were timed with the aid of a stopwatch on my phone. Damage per shot for each weapon was calculated with the help of an assistant who wore full Ruby armour in game and endured head and body shots and shared their results.
For firing rate I simultaneously pressed the fire button and start button on the stopwatch, once the cartridge of bullets (or charges) were empty I immediately pressed the stop button on the stopwatch. Recorded as shots (or charges) fired per second.
For reload time I essentially copied the same process. I simultaneously pressed the reload button as I pressed start on the stopwatch, then I immediately pressed stop once the green bar was just full. Recorded as seconds taken to reload.
Maximum capacity refers to the maximum number of bullets each weapon can carry.
Accuracy is a subjective measurement which I thought was useful when evaluating the strength of primary and backup weapons. It is a relative comparison of the spread of bullets (or other ammunition) when firing each weapon. I give two values, the first is close range, the second is long range scoped if the weapon has one. This measurement wasn't very useful for special weapons as they were all either 9.5 or 10 on my scale of 1-10 (10 being 100% accurate), while premium weapons have larger ammunition and therefore it was not as useful either.
Damage is a measure of the strength of each shot (or charge) by each weapon. I have given two numbers, the first is the damage per headshot whilst the second is the damage per body shot. It is recorded in armour points taken per shot.
Data:
Backup Weapons (Hitman Cape and Boots ON)
Special Weapons (Sniper Cape & Boots ON):
Premium Weapons (Demolition Cape and Botts ON):
So finally I've completed my weapon testing, with the help of my trusty assistant Rhydian and my new contributor Kaya. Although most of the following is fairly self explanatory, there are some things that are important to read in order to fully understand how I've conducted the test and what everything means, so I will cover that for completeness sake.
Testing procedure
The firing rates and reload times of all weapons were timed with the aid of a stopwatch on my phone. Damage per shot for each weapon was calculated with the help of an assistant who wore full Ruby armour in game and endured head and body shots and shared their results.
For firing rate I simultaneously pressed the fire button and start button on the stopwatch, once the cartridge of bullets (or charges) were empty I immediately pressed the stop button on the stopwatch. Recorded as shots (or charges) fired per second.
For reload time I essentially copied the same process. I simultaneously pressed the reload button as I pressed start on the stopwatch, then I immediately pressed stop once the green bar was just full. Recorded as seconds taken to reload.
Maximum capacity refers to the maximum number of bullets each weapon can carry.
Accuracy is a subjective measurement which I thought was useful when evaluating the strength of primary and backup weapons. It is a relative comparison of the spread of bullets (or other ammunition) when firing each weapon. I give two values, the first is close range, the second is long range scoped if the weapon has one. This measurement wasn't very useful for special weapons as they were all either 9.5 or 10 on my scale of 1-10 (10 being 100% accurate), while premium weapons have larger ammunition and therefore it was not as useful either.
Damage is a measure of the strength of each shot (or charge) by each weapon. I have given two numbers, the first is the damage per headshot whilst the second is the damage per body shot. It is recorded in armour points taken per shot.
Data:
- All weapons and accessories used are in fully upgraded form.
Backup Weapons (Hitman Cape and Boots ON)
Special Weapons (Sniper Cape & Boots ON):
Premium Weapons (Demolition Cape and Botts ON):
Last edited: