Battlefield Bad Company 2 BFBC2: Weapon Damage Chart and other Breakdowns

3 Things You Need to Know about BFBC2 Weapon Physics and Behavior

Click on the images for full screen.

  1. In regards to distance, damage is highest at close quarters then begins to drop over distance. At range, the damage is reduced a fair amount.
  2. For shotguns, the first shell takes longer to reload than all shells after it.
  3. All guns have a ‘post-load’ reload animation meaning that there are a few seconds wasted after the reload for an aritifical animation. You can save time by switching weapons to override the animation. If done correctly, you will be able to fire the weapon faster.
  4. In regards to healing, it takes 6 seconds for the automatic healing to begin. Once it is started, you will regain 3 health every second. Note that a player’s health does not recover in “Hardcore” mode.
  5. Crouching has NO EFFECT on accuracy with the exception of LMG’s where it only improves by a small percentage. (Seems like crouching is only used for taking cover.)
  6. Tanks and APCs are weakest in the side and rear; every other land vehicle can go down from 1 rocket.
  7. Angle is very important when a rocket hits a tank. Direct angles such as a 90 degree shot are far more effective than a 45 degree glancing shot. Essentially, keep your shots perpendicular.
  8. There are 3 types of bullets in the game. Standard, Sniper, and HMG. Standard bullets are virtually unaffected by gravity. They encompass everything from pistols to some of the weaker recon rifles. The Sniper bullet suffers form ‘fake gravity’ where it is artificially drawn to the ground. (Note: The Slug Shotgun is also affected by this.) Lastly, there is the HMG bullet which is ued by mounted and stationary machine guns. These bullets drop slightly less than the sniper bullet (The m95 fits into this category as well).
  9. The HMG bullets have the special ability to damage jeeps, trucks, and helicopters unlike other bullets. (Once again note that the M95 is considered a HMG bullet and not a Sniper bullet.)
  10. The Tracer Dart is not affected by gravity. It shoots straight for miles.
  11. The Smoke Launcher spec perk for vehicles, not only creates a smoke burst to hide you, but it will also cancel out a trace dart attached to you. For a helicopter, it will launch flares to cancel the tracer dart.
  12. You can actually kill people with the smoke spec perk for vehicles when using the UAV.
  13. Using the vehicle secondary weapon spec perk as a helicopter gunner will allow you to paint a target for your pilot.

Thanks to Den Kirson for some of the graphs
How Damage Works: Damage its pretty straight forward, the weapon deals maximum damage until reach the falloff start distance, then drops linearly until falloff end distance. Further away it always deal minimum damage.

Players have 100 pts of life normally (can be increased with Body Armor, decreased in HC mode, etc). Ceramic Body Armor is 125.

Damage starts high up close, drops over distance, and continues at a lower damage amount.

-Rate of Fire
“Rate” is measured in Rounds Per Minute. “Time” is the delay between each shot.

-Reload Time
Reloading is made of Time and Threshold (or “Add”).
“Time” is the time in seconds for the weapon to finish the reload animation and be ready to fire.
“Add” is the point in time during the reload when the ammo counter changes.

The Pump Action shotguns reload one round at a time. The first shell takes longer to reload than all shells after it. After being loaded, the shotgun will play a “post reload” animation that will ready it for shooting. For those three shotguns, the chart reads “First”, “Next” and “Ready”.

The player can cancel the reload by switching weapons (the fastest method). Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.

-Spread, Recoil and Kick
There are MANY variables related to a weapon’s accuracy and inaccuracy. To make it as simple as possible, a bigger number = worse accuracy, more recoil.

The two in Spread are the minimum hip spread when standing still and moving. Pistols and a few others have “Zoom” which is the spread when sighted and standing still. When sighted and moving, most weapons have a spread of 1.0 or less. The two in Recoil are spread added to the weapon with each shot from the hip and sighted. The two in Kick are the weapon’s sights jumping around with each shot when sighted. “Amp” modifies “Kick” – when “Amp” increases, “Kick” become more random with each shot.

Ammo is self-explanatory. Bullets in your magazine and the damage multiplier for headshots.

Six seconds after taking damage, the player will recover three health per second. In “Hardcore” players have 50 health and do not recover on their own.

There are variables for each posture and again for each posture when sighted. A “Min” for when the player is not firing his weapon and a “Max” for the highest spread a weapon can have from firing.

When not firing the weapon, weapons universally recover 3.0 degrees of spread per second. Nearly all weapons have a 5.5 “Max” spread in any posture. Pistols have a Max of 3.0 and Sniper rifles have 7.0.

Crouching has the same spread as standing for all weapons except for LMGs in which hip spread barely improves.

The Blast Damage of a weapon is modified by “Blast Radius”, “CoreRadius” and “Inner Blast Radius”. Explosive projectiles have both Direct and Blast damage as indicated by a bullet and a little fuzzy thing meant to be an explosion. An explosive has only one damage amount. After some distance (assuming the Core and Inner added together to measure in meters, though they may be a percentage of the total radius, I don’t know yet), damage begins decreasing until it reaches zero.

All vehicles can generally be taken out with a single explosive weapon, but Tanks and APCs take extra damage from the side and rear. To minimize damage to those weak sides, armored vehicles can angle themselves to decrease damage. Taking a hit from a steep angle will multiply damage by 0.5x for tanks and 0.6x for the Bradley and BMD-3.

And yes, the BMD-3 takes extra damage to the front.

There are other multipliers in relation to vehicle weapons that alter the damage they do to one another.
A tank reads 1000 combined direct and blast damage, and while it will do that amount of damage to a HMMWV or a helicopter, the effect against other tanks is different.

There are several multipliers related to the impact and blast damage of the Tank Shell related specifically to the material of armored vehicles.
Instead of listing those, this is the easiest explanation = Tank Cannon damage against another Tank or armored vehicle is approximately 350.

While just about anything else on there should be simple enough, a slightly more detailed description of the Power Tool and the way it repairs:

The Power Tool fires at a rate of fire of 900 RPM. That’s a “shot” every 0.066 seconds.
With each “shot”, it gains 0.041 heat. Constantly fighting against that heat is a cooldown of 0.5.
The two combined with the rate of fire allows the Power Tool to fire 125 times over the course of 8.3 seconds.

It repairs 5 points of damage with each shot. With the 0.3 second delay before the tool starts up, that’s 625 vehicle health repaired over 8.6 seconds.
Holding the trigger for 8.6 seconds will cause the tool to overheat.
For reference, All armored ground vehicles have 1250 health.

On the “physics” of Bullet Drop, there are several types of bullets:
Bullet. The standard for all weapons from pistols to the weaker Recon Rifles. They are almost not affected by gravity at all.
Sniper_Bullet. A bullet affected by fake gravity. Used by the M24, SV-98, GOL, and Slug Shotguns

let. Used by stationary and vehicle mounted machineguns. That AND the M95 sniper rifle. It drops as much or slightly less than Sniper_bullet. The feature of HMG_Bullet is that it can damage lightly armored vehicles such as Jeeps and Helicopters.

All bullets travel at the same arbitrary speed of “600” (though their tracers are made intentionally slower than the actual projectile).

Damage to T-90, M3A3 Bradley, BMD-3 Bakhcha, & M1A2 Abrams with RPG-7, M2 Carl Gustaf, AT4 and TOW

The damage was caused by using the RPG-7 without any gadgets.  The damage of the M2 Carl Gustav is 4-10 points lower. The damage is angle-dependent! Highest damage is inflicted on the tank by striking it in a straight angle to its armor (especially for the sides) . The shots were repeated twice -three times and the damage may differ 2-3% for the left and right side.

Damage M1A2 Abrams versus BMD3 & T-90 without gadgets

Damage Humvee with XM8 Prototype 40mm Grenade Launcher


Damage AH-64 Apache with RPG-7 and Carl Gustav


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