Definitive gun / weapon comparison / data / information

lostabroad2

First time out of the vault
I'm looking for complete and comparable information on the weapons for F1 with FIXT 6.7.3 and F2 with RP 2.3.3. Specifically i'm looking for base information on small gun accuracy with Perception at 1 and a small guns base skill of 80, (or some other base figure) for all applicable guns at a target range of 1 hex. I'm looking for details on how game modifiers affect each gun. EG: Increasing perception will increase 1-handed pistol accuracy by 8% and 2-handed rifles by 16% in F2. Does this apply to all guns of those types? From memory the FN FAL is treated a 1-handed gun, (increase of 8% rather than 16%), for Perception accuracy bonuses in F2 whilst the 14MM pistol has a base +20% accuracy bonus compared to other 1-handed guns in F1. Do some guns have higher critical hit chances? Do some guns have better critical hit or knockdown chances? Are some guns worse in the dark? Do they have higher critical failure rates? Are there any anomalies? EG: The scoped hunting rifle has a -100% accuracy penalty below a target range of 10 hexes.

What i'm NOT looking for is the weapon range, damage range, and AP/strength required for use information. I already have that sort of information.
 
AFAIK the critical chance is related to the To-Hit chance, not to specific weapons. If you forced your To-Hit chance to 999% (with sfall scripting), you can have a 90%+ critical chance with LK 10 even without Sniper or other perks.
I wrote a list of to-hit formulas for nearly all conditions (range, weapons perks, if attacker is player or blinded, etc.) in FO1 & 2, but currently it's in Chinese, as I didn't re-write it in English yet.

You can also check Atom's documents. It's extremely informative IMO, but might be a little difficult to understand, especially the pseudocode.
 
Last edited:
Thanks. I'll wait for the re-write. :lol: Actually I understood most of the math on the pages you linked even though I don't understand modern code. I used to program games in Basic for the Spectrum 30+ years ago and I occasionally still use QBasic for number crunching. Much of it looks very similar. Some of the code posted doesn't look like it was well thought out. Critical chance would seem to be exponential if the posts are accurate. At least this would explain my experience with it. If 'Chance to hit' is 90% and 'Critical chance' is 10% then the net result is: Critical hit 9-16.2% [average 12.6]. Non-critical hit is 73.8-81%, (90-critcal hit) [average 77.4], and miss 10%. :roll:
 
Back
Top