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Part 5
Battlefield Hardline

Part 5

Understand Battlefield Hardline damage drop-off, DPS, and TTK. Learn about weapon stats and damage multipliers.

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Understand Battlefield Hardline damage drop-off, DPS, and TTK. Learn about weapon stats and damage multipliers.

Damage Drop-off:

Weapon damage decreases as the range increases. For example, a weapon might do maximum damage at 30 meters, but this damage starts to decrease beyond that point. The exact damage at a specific range can be calculated using formulas. For instance, if a weapon's maximum damage is 25 and it drops to 21.5 damage at 40 meters, this drop-off affects kill assist bonuses, which are equal to the points of damage done. At close range with the SG553, kill assists might be 50 (25 x 2) or 75 (25 x 3), but at longer ranges within the drop-off zone, they could be 47 (23.5 x 2) or 66 (22 x 3).

Assist Counts as Kill:

If you achieve a kill assist bonus of 75 or more points, it counts as a kill in your statistics. This contributes towards completing assignments and earning coins.

DPS (Damage Per Second):

DPS indicates how quickly a gun can deliver damage, calculated by combining bullet damage and rate of fire. For example, the M416 assault rifle has a DPS of 397 (850 RPM x 28 damage / 60 seconds). The L85A2 has a lower DPS of 281 (675 RPM x 25 damage / 60 seconds) due to a slower fire rate and lower max damage. The AKM assault rifle has a high DPS of 360 (600 RPM x 36 damage / 60 seconds) despite a slow fire rate, owing to its high bullet damage.

TTK (Time To Kill):

TTK is a more specific measure than DPS, considering the damage profile, rate of fire, and velocity at a given distance. It's derived assuming continuous fire and does not include damage multipliers. For the SG553 carbine at 40 meters (doing 21.5 damage), the Bullets To Kill (BTK) is 5 (since 21.5 x 5 > 100). With a 700 RPM fire rate, the time between shots is 0.0857 seconds. If a bullet takes 0.08 seconds to reach the target, the TTK is calculated as 0.423 seconds (0.0857 x 4 + 0.08). Weapons in Battlefield Hardline generally have faster TTKs than their counterparts in BF4; for instance, the MPX submachinegun has a TTK of 0.161 seconds in Hardline at 5 meters, compared to 0.297 seconds in BF4 (on consoles).

Damage Multipliers:

Damage multipliers are applied when hitting specific body parts. While official multipliers for Battlefield Hardline are not confirmed and are assumed to be based on a pre-patch BF4 model:

  • Upper torso and arms (x1.00): Standard damage is applied. Many assault rifles and carbines with 25 max damage can achieve a four-hit kill on these areas before damage drop-off.
  • Lower torso and legs (x0.93): Shots to the abdomen or legs do 7% less damage. A gun that normally takes four hits to kill might require five if one shot hits the legs (e.g., 3 x 25 + 1 x 25 x 0.93 < 100). The .300 Knockout is noted to have correct multipliers for this.
  • Standard headshots (x2.00): Headshots typically do double damage. This is assumed to be the multiplier used in Battlefield Hardline, unlike BF4's post-patch x2.13. A headshot (a shot that lands on the enemy's head, usually an instant kill) kill prevents the casualty from being revived.
  • Non-standard headshots (x2.35 and x1.00): Large-calibre weapons like bolt-action sniper rifles, shotguns with slug rounds, revolvers, and the Deagle usually get a x2.35 multiplier for headshots. It's unclear if this applies to semi-auto snipers as well. Shotguns with buckshot or dart rounds typically receive a x1.00 multiplier, with aiming for center mass recommended.

Gas Grenades:

As of the March 1, 2016 patch, gas grenades no longer deal double damage to exposed players without a gas mask. They still provide a suppression effect and cause minor damage over time.

Tips
  • Aim for headshots to maximize damage and secure kills quickly.
  • Understand damage drop-off to adjust your engagement range for optimal effectiveness.
  • The TTK is a crucial stat for comparing weapon lethality at different distances.
  • Be aware that headshot kills, explosions, roadkills, melee takedowns, or gas effects prevent revives.

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