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Tip of the Week #41: Understanding DenKirson's Table

By Dan7 - 6th February 2011 - 14:38 PM

Numbers and statistics are in our gamer souls. We always try to understand how the things we use in a game work to give us the best possible advantage. A Bad Company 2 player's "pocket dictionary" in this regard is the famous DenKirson table. Everybody uses it in their references and arguments, but do we understand what all of the numbers represent? Let's go through it together to make sure.


Damage - Range is quite self explanatory. It shows each weapon's damage (red line) related to the distance to the target (shown above). The damage is "per shot", not "per second", and represents how many health points a bullet takes away upon impact (no multipliers are taken into consideration). The distance is measured in in-game virtual meters. Most guns do constant damage up to a specific distance, indicated by the first dot on the red line. Next, damage starts to gradually decrease, until a certain range is reached, from which the gun does damage at this level at all subsequent ranges.

The two numbers to the left of the damage chart indicate what damage the gun does at close and long range. The upper number shows the close range, up to the first point damage, while the lower number shows the long range, after the second point damage. If both numbers are equal and the red line is straight horizontal, the given weapon does constant damage, meaning it is unaffected by range. Shotguns have two charts: one for buckshot and one for SABOT rounds. The numbers x6 and x12 indicate how many pellets each buckshot has.

Examples: The M416 does 16.7 damage up to 18 meters, where it starts to decrease gradually to 14.3, which it does at 64 meters and above. The F2000 does 12.5 constant damage at any range. The Vietnam Flamethrower does a constant 20 points of damage up to 15 meters which is its maximum reach (no damage done above that). The buckshot damage of the M870 is 14.3 times 12 pellets at up to 8 meters and falls to 6 times 12 pellets at 18 meters and beyond.

Fire Rage, or Rate of Fire, is very simple. RATE shows how many bullets per minute (RPM) the gun can fire (maximum), if it fires constantly, while TIME shows the delay between each shot, or the minimal time required to fire the weapon again.

Examples: The M416 fires at a rate of 700 RPM which provides one shot every 0.857 seconds. The M95 fires at a rate of 26 RPM and takes 2.3 seconds to operate the bolt and fire again.

Reload shows the time it takes to insert a new magazine inside the weapon, measured in seconds. TIME represents the time which it takes to finish reloading the gun. ADD shows the time which it takes for the ammo counter to change, or at which point during the TIME period once can begin a a href="."/badcompany2/portals.php?show=page&name=bc2-strategies-totw-speed-reloading" target="_parent">Speed Reload.

Pump-action Shotguns are a bit different. FIRST shows the time it takes to raise the shotgun in the reloading position and insert the first shell. NEXT shows the time it takes to insert every next shell and READY shows how long it takes to ready the shotgun for firing after the last shell is inserted (the racking of the pump). The pump shotgun reload formula is FIRST + NEXT x (mag size - 1) + READY. Automatic shotguns use a magazine so they reload as all other weapons.

Examples: The M416 takes 2.9 seconds for the reloading animation to finish, but the ammo counter changes at 2.03 seconds after the reloading has begun. The 870 takes 0.755 seconds to get ready + 0.695 seconds per each next shell + 1 second to rack the pump. This means that it takes 3.84 seconds to fully load an empty 870 without an extended shotgun magazine.

Spread is a part of the Accuracy group which, includes Spread, Spray and Recoil. Generally the higher the numbers of the variables in that group are, the worse the accuracy of the weapon is. The Spread of a weapon is the initial and minimum wideness of its firing cone. It represents the chance of a bullet not going exactly towards where you point the gun at and how far to the sides it may get propelled. Spread shows only the muzzle inaccuracy and does not take recoil into consideration. All the variables represent the accuracy of different stances or ammunition used:

BASE is when standing still, firing from the hip.
MOVE is when moving, firing from the hip..
ZOOM is when standing still, firing sighted in.
ZMOV is when moving, firing sighted in.
BUCK is a shotgun's accuracy with Buckshot ammo.
SLUG is a shotgun's accuracy with Slugs.
SLUGZM is a shotgun's accuracy with Slugs while sighted in.

You can see that most weapons don't show a ZOOM statistic. This is because the default ZOOM value is 0.0 for all weapons except Pistols. This means that a sighted in weapon firing from a still position has perfect accuracy.

Spray has a lot to do with Spread. It is basically the amount of Spread (or cone of fire wideness or inaccuracy), added with each successive shot. This show how much more inaccurate the given gun becomes after each next shot in a burst or a rapid fire sequence, where BASE is firing from the hip and ZOOM is Zoomed in.

A few thing need to be cleared up here. Every gun has a minimum and maximum value for its Spread. The numbers in the Spread section represent the minimal values when the gun isn't firing. When the given gun is fired rapidly its Spread increases with the value of Spray, per each shot, until it reaches its maximum. For Pistols it is 3.0 (2.0 when zoomed in). For all other weapons, except bolt action Sniper Rifles and Pump Shotguns, it is 5.0. When the gun reaches its maximum spread it no longer increases.

At all the times, even when firing, the weapon recovers some Spray and tries to get back to its minimum value. All weapons normally recover 3.0 Spread per second. All LMG, all semi-auto primary weapons, the G3 and Vietnam's M14 recover 5.0 Spread per second when zoomed in. When the gun reaches its normal Spray values it stops recovering.

Bolt-action Sniper Rifles and Pump-action Shotguns don't have a Spray value because they don't accumulate Spread with successive shots and their max and min values are equal to their regular Spread values.

The formula for a gun's current inaccuracy will be: Spread/Position + Spray x Burst Size or Rapid Shots - Recovery Rate x Seconds.

Recoil is the amount of "camera jumping" that the player experiences with each shot. The Spray represented the inaccuracy of the given gun, regardless of where it's muzzle is pointing. Now we add to that the actual recoil of the gun and muzzle jerkiness when firing. KICK represents how much your view angle increases with each shot, but it doesn't represent the weapons Recoil strength. AMP shows the sharpness and speed of the angle increase and is actually the Recoil's power. AMP affects the Kick angle and the time it takes the gun to recover from the recoil.

There is a 0.05 bonus to AMP when firing from a crouched zoomed in position.

Examples: The classic example is the M9 and the REX revolver. They both have the same amount of KICK, but the REX has almost six times the AMP of the M9 and the difference in recoil is noticeable. The GOL and the SVU again have the same KICK, but the SVU has eight times the AMP.

Spread and Recoil represent your fight with the gun and its controllability. If Spread is kept at bay with controlled bursts, then Recoil can be tamed with your mouse.

Ammo is again self explanatory. MAG shows the mag size, while HEAD shows the damage multiplier a bullet has when contacting the target's head.


The Blast Damage shows how much damage the given "Boom Boom" does to infantry and the blast radius. The lowest number is the damage the weapon does at ground zero and up to the distance shown by the red half-circle. From there onward the damage decreases with distance till it reaches 0 at the edge of the blast radius, indicated by the larger black half-circle. The Blast Radius affects targets even behind building walls, but hard cover might prevent damage.

Example: The Frag Grenade does 110 damage at up to 2.9 meters, from where damage gradually decreases to 0 at 8 meters, which is the edge of the nade's blast radius. Vietnam's M79 Grenade Launcher does 100 only on impact with the target and it decreases that till 5 meters.

The Damage vs Vehicles is easy to understand. The number indicates how much base damage a "Boom Boom" does to any vehicle, which is different than the Blast Damage it does to infantry. If the value is accompanied by an explosion icon it means that the weapon doesn't take Vehicle Side and Rear Damage Multipliers into consideration. If the icon is a bullet, it counts those multipliers. Mines however are capable of taking out a full health tank with one shot, but it is rather random.

Examples: The Frag Grenade does amazing 110 points of damage to an enemy foot soldier, but it only does 33 to say an enemy Cobra. On the contrary, the AT4 does a 100 damage to a soldier, while doing 380 to vehicles. If a AT4 rocket hits the rear of a tank it might do 760 damage.

Projectile Speed shows how fast the explosive moves when thrown/fired. Going back to primary weapons, their bullets move at a pace of 600. The RPG-7 increases its speed if following a Tracer Dart. The AT4's rocket actually starts at a speed below 50, but gradually increases that as the user directs it.

Detonation shows any particulars of a given explosive's behavior. THROW shows the time it takes to throw a Grenade or C4. FUSE shows how long a Grenade takes to explode after being thrown. IMPACT and TRIGGER show whether the explosive is triggered by button press or upon impact with target. The 40 MM Grenade and the Mina have also an ARM TIME, which takes between button press and activation. Tracer Darts have a 45 second life time.

Reload is similar to Weapons, where RELOAD represents a Weapon's TIME value, while ADD is the same - the time the ammo counter changes. The number next to the Ammo Box icon shows how long it takes to resupply from an Ammo Box.

Example: It takes 10.5 seconds to restock with a single 40MM grenade, which means that it will take more than 20 seconds to fully resupply an empty grenade launcher (more than 40 with extra grenades).


All vehicles and stationary weapon's Health is represented by the wrench icon. Armor shows the damage multipliers that are applied to APCs and Tanks when struck by a rocket from the sides or rear. Note the numbers to the left of the vehicle diagram. If the rocket hits the tank at an angle different from 90 degrees, the multiplier will decrease. These numbers show the minimum damage multipliers at a steep angle.

Weapon 1, Weapon 2 and V ALT show the damage the vehicle's primary, secondary and Alternative Fire Upgrade weapons do. The bullet represents damage on impact, which is added to splash damage represented by the explosion and blast radius, much in the same fashion as Explosives. RPM shows the rate of fire, while Reload shows how many seconds it takes for the weapon to fire again. If there in an RPM indication next to Reload, it means that the vehicle will fire a volume of rounds (Attack Chopper, APC) and then take some time to Reload. If damage is represented by a Weapons style red line it is most probably a machine gun.

Vehicle to vehicle combat is a bit different and is represented by the lower right corner of the Vehicles table. Basically a Chopper's missile does 600 damage to another vehicle while a Tank's Cannon does 350. Side and Rear multipliers are taken into consideration.

Example: A T90 has 1250 points of health and takes double damage from the sided and rear (upon perpendicular impact). Its main cannon does a good 875 damage upon impact with a kill zone of 1.5 meters and a blast radius of 8 meters. The gunner's HMG does 25 damage at up to 12 meters and fires at a rate of 550 RPM. The alternative machine gun is however an LMG and therefore does less damage.

Other Stuff

A Player's Health is also an interesting factor. All players have 100 points of health on Softcore and 60 points on Hardcore mode. If a soldier equips Body Armor he will have 125 points of health on Softcore and 75 points on Hardcore mode. If a soldier isn't hit for six seconds whilst playing Softcore he will start to regenerate health at a 3 points per second rate.

If you want to calculate the damage an explosive does to an M-Com station you will have to apply some multipliers. An M-Com has 1000 point of life. The C4 does 15% base damage to the M-Com, while rocket launchers do 10%. It takes 23 C4s or Tank Shell to kill an M-Com.

I hope you've found this tip useful with so many terms in use, it can be easy to get confused by the DenKirson table. Hopefully you now are armed with the knowledge that can let you read it more easily.