Best Weapons in PG3D: Results

...

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:
  • All weapons and accessories used are in fully upgraded form.
Primary Weapons (Storm Trooper Cape & Boots ON)

image.jpg

Backup Weapons (Hitman Cape and Boots ON)

image.jpg

image.jpg

Special Weapons (Sniper Cape & Boots ON):

image.jpg
Premium Weapons (Demolition Cape and Botts ON):

image.jpg

image.jpg
image.jpg
image.jpg
image.jpg
 
Last edited:
You just did their work.
I considered that but actually they would have all this data in their program which works out how much damage each weapon does, it isn't just a random number. I'm sure that they could come up with these figures at the snap of a finger if they wanted to release it. I think when they said 'bring it on', I think that they were just trying to test me and see how close I could get to the actual values and I believe that I am pretty close on everything I've tested. Anyway, I did this for us so it doesn't bother me if there is someone else who benefits as well. What did you think of my results anyway, any surprises?
 
You forgot one thing dood XD It's the dps (dmg per sec)
Don't worry you only need to grab a calculator if you want to finish that
 
You forgot one thing dood XD It's the dps (dmg per sec)
Don't worry you only need to grab a calculator if you want to finish that
That's what lethality is, it's damage per shot times fire rate. You obviously haven't read it all yet.
 
Yep, protoraiser is still the best. Thanks alot for all these info!
It is as far as snipers go, although I was surprised at just how lethal the Headshots were, almost 3 times the damage of the impulse sniper rifle. Hope this somehow helps you in-game.
 
Actually if you made the base damage stuff to be without modifier it would be more convenient since most people doesn't have all that maxed out in a certain class.
Well but you did that to show maximum potential anyway so I'll just grab my calculator
 
Actually if you made the base damage stuff to be without modifier it would be more convenient since most people doesn't have all that maxed out in a certain class.
Well but you did that to show maximum potential anyway so I'll just grab my calculator
It's to help people understand what to invest in, that's why I did it this way.
 
The lethality rating needs some tinkering, I think I know what the issue is so I'll edit it soon.
 
The lethality rating needs some tinkering, I think I know what the issue is so I'll edit it soon.
Also, if you have time, would you mind doing another list of all the guns without any accessory boosts? And also damage per shot instead of shots to kill. I know i could just grab my calculator and do it myself, but it would be more effecient for others in future.
 
Also, if you have time, would you mind doing another list of all the guns without any accessory boosts? And also damage per shot instead of shots to kill. I know i could just grab my calculator and do it myself, but it would be more effecient for others in future.
Damage per shot is shown in the top graphs as I explained in the beginning. As for creating graphs showing all the gun stats without accessory boosts, I don't think that this is a necessity because I only meant for this thread to show a relative comparison of weapon strengths. The reason I chose to add in the accessory effects was to help people decide what to invest in by showing maximum potential of all weapons. If you can give me a good enough reason to do it I will, though currently I think that it would be simpler for each person to calculate the change in stats of one weapon they may want to buy, rather than have me work out all of them for everybody.
 
Damage per shot is shown in the top graphs as I explained in the beginning. As for creating graphs showing all the gun stats without accessory boosts, I don't think that this is a necessity because I only meant for this thread to show a relative comparison of weapon strengths. The reason I chose to add in the accessory effects was to help people decide what to invest in by showing maximum potential of all weapons. If you can give me a good enough reason to do it I will, though currently I think that it would be simpler for each person to calculate the change in stats of one weapon they may want to buy, rather than have me work out all of them for everybody.
Oops i didnt see that... Umm.. Can you also test the deadly games weapons since they have different stats in other modes? I am always unsure which is the best weapon i have so doing this can help me a ton as well as many others.
 
Oops i didnt see that... Umm.. Can you also test the deadly games weapons since they have different stats in other modes? I am always unsure which is the best weapon i have so doing this can help me a ton as well as many others.
Best weapon=shotguns, especially double barrel if you can get a good approach
 
Best weapon=shotguns, especially double barrel if you can get a good approach
But you wont always have the shotguns. So like if you get the ak mini and the best friend, which one should you use? You will have to know all the guns stats so that you can always use the best weapon you have.
 
Oops i didnt see that... Umm.. Can you also test the deadly games weapons since they have different stats in other modes? I am always unsure which is the best weapon i have so doing this can help me a ton as well as many others.
I suppose I could, although if you play it regularly you should know which weapons are the best. The best friend and the Uzi are not very good, whilst the most useful are the army rifle AK47 and sniper rifle. The shotgun is not very useful since it is a close range weapon and only has 2 shots in the barrel. I would say that the alien gun and pixel guns are somewhere in the middle. I don't really think it's helpful beyond here since the weapon choice is random.

EDIT: I've just updated the lethality tables with a new formula since I realised that the first shot does not count towards time taken to kill an opponent. Since the lethality numbers were more realistic and accurate, I also decided to create another rating for primary and backup weapons which takes into account accuracy. This 'overall' value was not applicable to special or premium weapons, so time taken to kill should be the most reliable measure of strength for these weapons. I'd like to stress that the values do not reflect the value of weapon attributes, like wall break or rocket jump etc. or various other factors like usefulness in different maps. I intend to create a section where I list the best weapons for each map in the future. In the meantime, I hope you all enjoy the new guide. Lastly, I updated a few of my suggestions for best weapons per class. Let me know what you think.
 
Last edited:
Yes I have the duel machine guns and it says that they have fire rate of 98 and it's more like 97

They are still awesome.
 
Last edited by a moderator:
Back
Top