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第 02 赛季已开始。等级、现金和解锁已重置。如果你的数据在切换后不再更新,请重新关联 WARDOGS 账户。

弹道计算器

Work out damage, shots to kill and time to kill for any of the 38 weapons in WARDOGS, against any armour, at any of 12 hit locations and any range out to 2,000 m.

Configuration

Helmet

Body armour

Ammunition

Hit location

HeadNeckUpper torsoMid torsoLower torsoPelvisUpper armForearmHandThighCalfFoot

Upper torso1 级防弹衣

Weapons

3 of 8 selected
Infantry突击步枪
Infantry冲锋枪
Recon狙击步枪
ReconDMR
Recon手枪
Recon弓
Support轻机枪
Support霰弹枪
Support发射器

Damage breakdown

Calibrelocationammoweaponvs armourarmourrange
A-915.56x45mm标准 (FMJ)28.0× 0.97× 1.00× 1.00× 1.00× 0.70× 1.0019.1700 RPM18 (66%)60.43 s
AK745.45x39mm标准 (FMJ)26.0× 0.97× 1.00× 1.00× 1.00× 0.70× 1.0017.7650 RPM20 (69%)60.46 s
Bushmaster M17S5.56x45mm标准 (FMJ)28.0× 0.97× 1.00× 1.00× 1.00× 0.70× 1.0019.1700 RPM18 (66%)60.43 s
Time to kill (seconds)Range window0 – 1200 m

How these figures are calculated

Damage per shot starts from the round's base damage and is adjusted by the hit location you choose - 12 of them, from head to foot - and by the ammunition type: standard (FMJ), hollow point or armour piercing.

Armour is applied as mitigation: the plate's damage reduction is weighed against the round's penetration effectiveness, so an armour-piercing round loses less of its damage to the same vest than a hollow point does.

Range is read from each weapon's own authored damage-falloff curve, and a weapon is modelled only as far out as that curve reaches.

Shots to kill divides the modelled 100 infantry health by the damage one shot does and rounds up. Time to kill multiplies the interval between shots by the shots after the first, and is stated only for weapons whose rate of fire is in the imported data.