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    Weapon DPS Analysis by LKane

    Version: 1.0 | Updated: 12/24/07 | Search Guide | Bookmark Guide

    Contra 4 Weapons DPS analysis v1.0 - Copyright (2007) Tim Cheung
    (aka LKane @ Gamespot, ProfChaosButters @ youtube)
    
    Welcome to my first FAQ ever! This is an analysis of the various weapons in
    Contra 4. It is still a working progress, so don’t complain yet.
    
    If you feel that some of the frequency or damage calculations are inaccurate,
    please feel free to send me a message, providing evidence to support your claim.
    
    ================================================================================
                                    Table of Contents
    
    Copyright and Stuff ------------------------------------------------------(AAAA)
    Version History     ------------------------------------------------------(AAAB)
    
    Analyses
    Testing Conditions, Units, ETC -------------------------------------------(AAAC)
    Pea shooter (Holding down Y) ---------------------------------------------(AAAD)
    Pea shooter (Quick Tap by LKane) -----------------------------------------(AAAE)
    Upgraded Machine Gun (M2) (holding down Y) -------------------------------(AAAF)
    Upgraded Laser (L2) (Holding down Y) -------------------------------------(AAAG)
    Upgraded Fire (F2) (Holding down Y) --------------------------------------(AAAH)
    Upgraded Fire (F2) (Quick tap) -------------------------------------------(AAAI)
    Upgraded Homing (H2) (holding down Y)-------------------------------------(AAAJ)
    Upgraded Homing (H2) (Quick Tap) -----------------------------------------(AAAK)
    Upgraded Spread (S2) (holding down Y) ------------------------------------(AAAL)
    Upgraded Spread (S2) (Quick Tap) -----------------------------------------(AAAM)
    Upgraded Crush (C2) (holding down Y) -------------------------------------(AAAN)
    Upgraded Crush (C2) (Quick Tap) ------------------------------------------(AAAO)
    Original Weapons ---------------------------------------------------------(AAAP)
    
    Quick Chart --------------------------------------------------------------(AAAW)
    Final Thoughts -----------------------------------------------------------(AAAX)
    My Youtube videos   ------------------------------------------------------(AAAY)
    Credits             ------------------------------------------------------(AAAZ)
    
    
    
    ================================================================================
    Copyright and stuff:                                                      (AAAA)
    --------------------------------------------------------------------------------
    
    This walkthrough is posted on:
    
    - GameFAQs.com
    
    If you find this anywhere else, it was not posted by me.
    
    No long texts regarding copyright and stuff, just use common decency and don’t
    steal my stuff and claim it’s yours, yada yada.
    
    “Contra” is a registered trade mark of Konami Digital Entertainment Co., Ltd.
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    ================================================================================
    Version history:                                                          (AAAB)
    --------------------------------------------------------------------------------
    
    Version 1.0 - December 21, 2007: Original weapons added. Spelling corrected.
    Version 0.51 - December 11, 2007: Corrected some spelling.
    Version 0.5 - December 10, 2007: Quick chart and Final Thoughts added.
    Version 0.4 - December 9, 2007: S2 and C2 analyzed.
    Version 0.3 - December 8, 2007: L2, F2, and H2 analyzed
    Version 0.1 - December 7, 2007: Pea shooter and M2 analyzed
    
    ================================================================================
    
    
    
    Analyses 
    
    ================================================================================
    Testing Conditions, Units, ETC                                            (AAAC)
    --------------------------------------------------------------------------------
    
    Distance
    
    	The standard for distance will be measured in the Nintendo DS pixel.
    
    Time
    
    	Measured in seconds (s).
    
    Frequency (firing rate)
    
    	Measured in bullets per second (bullets / s)
    
    Speed (of travel)
    
    	Measured in Pixels per Second
    
    Damage
    
    	The standard against which all weapons will be compared is the pea
    	shooter bullet.	
    
    Damage per second
    
    	Measured in pea shooter bullets per second.
    
    The accuracy of the audio cues was matched with the visual cues during the test
    if the M2 weapon. The accuracy of the audio cues of the rest of the weapons are
    assumed to be accurate.
    
    Visual cues were either taken from video captures and viewed frame by frame or
    screenshots. Due to technical limitations, video captures were captured at 30
    frames per second, making the margin of error about 0.033 milliseconds.
    
    Audio cues were taken from recorded sounds, and the peaks of the waves were
    compared with audio software. Since audio software's precision used is to the
    millisecond, any margin of error is probably minimal, unless otherise stated.
    
    ================================================================================
    Pea shooter (holding down Y)                                              (AAAD)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From Audio Cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.200 s
          f = 1/t = 5.00 /s (pea shooter bullets per second)
          
    Damage per second
    -----------------
    
    	5 pea shooter bullets / s
    
    Hence, the DPS (damage per second) rating of the pea shooter (while holding down
    Y) is 24 pea shooters per second.
    
    
    ================================================================================
    Pea shooter (Quick Tap by LKane)                                          (AAAE)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From Audio Cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.085 s
          f = 1/t = 11.7647 /s (pea shooter bullets per second)
          
    Damage per second
    -----------------
    
    	11.7647 pea shooter bullets / s
    
    Hence, the DPS (damage per second) rating of the pea shooter (Quick tap) is
    11.7657 pea shooters per second.
    
    
    ================================================================================
    Upgraded Machine Gun (M2) (holding down Y)                                (AAAF)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From visual cues
    ----------------------------------------
    
          Wavelength - length between machine gun bullets
          l = 65 pixels
    
          Distance of travel 
          d = 52 pixels
    
           Time of travel 
          t = 1.466 - 1.399 = 0.067 s
    
          Speed of travel
          v = 52 pixels / 0.067 s = 776.1194 pixels / s
    
          Speed, Wavelength, and frequency relations
          v / l = f
    
           776.1194 pixels / s
          ---------------------    = 11.94029 /s  (pairs of M2 bullets per second)
               65 pixels
    
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.083 s
          f = 1/t = 12.0482 /s ( or pairs of M2 bullets per second)
    
    Therefore we will assume that the frequency of the M2 is 12 pairs of bullets
    per second.
    
    
    Damage
    ------
    
    Tested against the jungle boss, red dot of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 25 L2 bullets
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 13 L2 bullets
    
    Hence 1 pair of M2 bullets = 2 pea shooter bullets.
    
    
    Damage per second
    -----------------
    
          12 pairs of M2 bullets / s * 2 pea shooter bullets
                                       ---------------------
                                       1 pair of M2 bullets
    
          = 24 pea shooter bullets / s
          
    Hence, the DPS (damage per second) rating of the M2 is 24 pea shooters per
    second. It is about 5 times the damage of the pea shooter when holding Y 
    down and about 2 times the damage of the pea shooter in quick tap.
    
    
    ================================================================================
    Upgraded Laser (L2) (holding down Y)                                      (AAAG)
    --------------------------------------------------------------------------------
    
    The damage of the Laser weapon is a bit harder to determine, since it often
    depends on the length of your enemy.
    
    Holding down Y seems to be the fastest it can shoot, so there will not be a
    quick tap section.
    
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.134 s
          f = 1/t = 7.4627 /s
    
    Therefore we will assume that the frequency of the L2 is 7.4627 Lasers per
    second.	
    
    
    Damage against small objects
    ----------------------------
    
    Tested against the jungle boss, red dot and wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 25 L2 bullets
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                = 13 L2 bullets
    
    Hence, it is estimated that 1 L2 bullet = 2 pea shooter bullets.
    
    
    Damage per second
    -----------------
    
          7.4627 L2 bullets / s * 2 pea shooter bullets
                                  ---------------------
                                      1 L2 bullet
    
          = 14.9 pea shooter bullets / s
    
    
    Damage against bigger objects
    -----------------------------
    
    Tested against the Laboratory Boss, phase 1 and 2, on Normal.
    
    	Let HP of Laboratory Boss, phase 1, test 1
                = 38 L2 bullets
    	Let HP of Laboratory Boss, phase 1, test 2
                = 72 pairs of M2 bullets
                                               
    	Let HP of Laboratory Boss, phase 2, test 1
                = 19 L2 bullets
    	Let HP of Laboratory Boss, phase 2, test 2
                = 38 pairs of M2 bullets
                                               
    
    Hence, it is estimated that 1 L2 bullet = 2 pairs of M2 bullets
                                            = 4 pea shooter bullets.
    
    
    Damage per second
    -----------------
    
          7.4627 L2 bullets / s * 4 pea shooter bullets
                                  ---------------------
                                      1 L2 bullet
    
          = 29.85 pea shooter bullets / s
    
    Hence it seems to be true that the damage increases when the enemy is lengthier
    in the direction of the laser blast.
    
    I'm guessing that if a target is long enough, the laser is able to do extra
    damage.
    
    I currently guess (but don't have proof yet) that certain enemies that have
    a medium size will have a DPS that is between 14.9 and 29.85.
    
    Against small enemies, the L2 is about 3 times the damage of the pea shooter.
    Against bigger ones, such as the laboratory boss, L2 is about 6 times the
    damage.
    
    I have yet to test this on larger enemies, such as the tank in the City level.
    
    
    ================================================================================
    Upgraded Fire (F2) (holding down Y)                                       (AAAH)
    --------------------------------------------------------------------------------
    
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.500 s
          f = 1/t = 2 /s
    
    Therefore the frequency of the F2 is 2 Flames per second.	
    
    
    Damage - Flame does not explode (type 5)
    ----------------------------------------
    
    Tested against the jungle boss, red dot and wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 10 F2 bullets
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 13 F2 bullets
    
    Hence, it is estimated that 1 F2 bullet = 5 pea shooter bullets.
    
    
    Damage per second (type 5)
    --------------------------
    
          2 F2 bullets / s * 5 pea shooter bullets
                             ---------------------
                                  1 F2 bullet
    
          = 10 pea shooter bullets / s
    
    
    Damage - Flame explodes, 2 smaller flames appear (type 3)
    ---------------------------------------------------------
    
    Tested against the jungle boss, red dot and wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 17 F2 bullets
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 9 F2 bullets
    
    Hence, it is estimated that 1 F2 bullet = 3 pea shooter bullets.
    
    I have theorized that the F2 flame consists of 5 parts. It consists of the
    core flame (for the lack of a better name) and 4 flames. If the enemy absorbs
    all of the F2 flame, it takes all the damage (5 pea shooters worth). If it
    explodes, it takes only partial damage. As seen above, if 2 smaller flames
    appear, then the monster has taken the core flame and 2 flames, and they add up
    to 3 pea shooters worth of damage.
    
    Damage - Mixed
    --------------
    
    There is also one type of explosion where 1 flame appear (type 4), 3 flames
    appear (type 2).
    
    
    Tested against the Laboratory Boss, phase 1, on Normal.
    
    	Let HP of Laboratory Boss, phase 1, test 1
                = 13 type 5 F2 hits + 27 type 3 F2 hits
    	    = 13 * 5 pea shooter bullets + 27 * 3 pea shooter bullets
                       ---------------------        ---------------------
                           1 F2 bullet                   1 F2 bullet
    	    = 146 pea shooter bullets
    	Let HP of Laboratory Boss, phase 1, test 2
                = 11 type 5 F2 hits + 15 type 3 F2 hits + 10 type 4
    	    = 11 * 5 + 15 * 3 + 10 * 4
    	    = 144 pea shooter bullets
    
    This figure is very close to the HP of the laboratory boss tested in
    the L2 section when tested with the M2 bullets. It took 72 pairs of M2 bullets,
    which equals 144 pea shooter bullets.
    
    	Let HP of Laboratory Boss, phase 2, test 1
                = 9 type 5 F2 hits + 2 type 3 hits + 6 type 4 hits
                = 9 * 5 + 2 * 3 + 6 * 4
                = 75 pea shooter bullets
    
    This figure is very close to the HP of the laboratory boss tested in
    the L2 section when tested with the M2 bullets. It took 38 pairs of M2 bullets,
    which equals 76 pea shooter bullets.
    
    
    Tested against the Laboratory blue grenade throwers (right before the 4 black
    snipers).
    
    	Let HP of blue grenade throwers, test 1 
    	    = 6 type 3 F2 hits + 1 type 2
                = 6 * 3 + 1 * 2
                = 20 pea shooters
    	Let HP of blue grenade throwers, test 2
                = 19 peashooters
    
    The figure is again very close.
    
    
    Tested against the Laboratory black snipers.
    
    	Let HP of black snipers, test 1
                = 4 type 5 hits
                = 4 * 5
                = 20 pea shooters
    	Let HP of black snipers, test 2
    	    = 20 pea shooters
    
    The figure is right on.
    
    My theory seems to be supported.
    
    
    Damage per second (type 3)
    --------------------------
    
          2 F2 bullets / s * 3 pea shooter bullets
                             ---------------------
                                   1 F2 bullet
    
          = 6 pea shooter bullets / s
    
    
    ================================================================================
    Upgraded Fire (F2) (Quick tap)                                            (AAAI)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From visual cues
    ----------------------------------------
    
          Period - time between shots
          t = 0.167 s
          f = 1/t = 5.988024 / s
    
    Therefore the frequency of the F2 is 6 Flames per second.
    
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.185 s +- 0.015 s
          f = 1/t = 5.405 /s +- 0.438276 /s
    
    Therefore the frequency of the M2 is 5.405 Flames per second, plus or minus
    0.438276 Flames per second (= margin of error of 8.1 percent)
    
    *Let's take the average of 5.988 and 5.405 and say the Frequency is
    approximately 5.697
    
    
    Damage
    ------
    
    See above section.
    
    
    Damage per second (type 5)
    --------------------------
    
          5.697 F2 bullets / s * 5 pea shooter bullets
                                 ---------------------
                                      1 F2 bullet
    
          = 28.4985 pea shooter bullets / s
    
    *Due to the margin of error from the visual and audio cues, the DPS of F2 can
    be estimated to somewhere between 29.94 and 24.83.
    
    
    Damage per second (type 3)
    --------------------------
    
          5.697 F2 bullets / s * 3 pea shooter bullets
                                 ---------------------
                                   1 F2 bullet
    
          = 17.091 pea shooter bullets / s
    
    *Again, due to the margin of error from the visual and audio cues, the DPS of
    F2 can be estimated to somewhere between 17.96 and 14.90.
    
    Hence, the F2 is a bit less than 6 times stronger than the pea shooter, if the
    target absorbs all of its flames.
    
    The theory is that the F2 flame consists of 5 parts. It consists of the
    core flame (for the lack of a better name) and 4 flames. If the enemy absorbs
    all of the F2 flame, it takes all the damage (5 pea shooters worth). If it
    explodes, it takes only partial damage. As seen above, if 2 smaller flames
    appear, then the monster has taken the core flame and 2 flames, and they add up
    to 3 pea shooters worth of damage.
    
    Hence, if the target only absorbs the core flame (seen with 4 extra flames upon
    impact), then the dps is only 5.697 pea shooters per second. This means it is
    just slightly stronger than the pea shooters.
    
    It is currently unknown to me why a F2 flame will explode. It is known that it
    explodes upon hitting ledges and walls. During my experiments, when the wall
    cannon was shot horizontally with the F2, the target absorbed all the impact.
    When the wall was shot diagonally from the ledges, the flame exploded.
    
    
    ================================================================================
    Upgraded Homing (H2) (holding down Y)                                     (AAAJ)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.468 s
          f = 1/t = 2.1368 /s
    
    Therefore the frequency of the H2 is 2.1368 triplets per second.
    
    Damage
    ------
    
    Assuming each H2 bullet is identical to each H1 bullet.
    
    Tested against the jungle boss, wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 25 H1 bullets
    
    Tested against the 8 direction wall cannons in Jungle, on Normal
    
    	Let HP wall cannon, test 1
                 = 8 pea shooter bullets
    	Let HP wall cannon, test 2
                 = 8 H1 bullets
    
    Hence 1 H1 bullet = 1 pea shooter bullets.
    And 1 H2 triplet = 3 pea shooter bullets
    
    Damage per second
    -----------------
    
          2.1368 H2 bullets / s * 3 pea shooter bullets
                                 ---------------------
                                   1 H2 triplet
    
          = 6.4104 pea shooter bullets / s
    
    
    ================================================================================
    Upgraded Homing (H2) (Quick Tap)                                          (AAAK)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.258 s
          f = 1/t = 3.8760 /s
    
    Therefore the frequency of the H2 is 3.8760 triplets per second.
    
    
    Damage
    ------
    
    1 H2 triplet = 3 pea shooter bullets.
    
    See above for proof.
    
    
    Damage per second
    -----------------
    
          3.8760 H2 bullets / s * 3 pea shooter bullets
                                 ---------------------
                                   1 H2 triplet
          = 11.6280 pea shooter / s
    
    Hence, the DPS (damage per second) rating of the H2 is 11.6280 pea shooters
    per second when quick tap, 6.4104 in holding Y. It is about 1.28 times more
    damaging than the pea shooter when comparing their respective "Y holding" DPS.
    It is 0.9884 times the pea shooter damage when it comes to their quick tap DPS.
    
    
    ================================================================================
    Upgraded Spread (S2) (holding down Y)                                     (AAAL)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.305 s
          f = 1/t = 3.2787 /s
    
    Therefore the frequency of the S2 is 3.2787 quintuplets per second.
    
    Damage
    ------
    
    Tested against the jungle boss, wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 25 single S2 bullets
    
    Tested against the 8 direction wall cannons in Jungle, on Normal
    
    	Let HP wall cannon, test 1
                 = 8 pea shooter bullets
    	Let HP wall cannon, test 2
                 = 8 single S2 bullet
    
    Tested against the jungle boss, red dot of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 10 S2 quintuplet
    
    Hence 1 S2 bullet = 1 pea shooter bullets.
    And 1 S2 quintuplet = 5 pea shooter bullets
    
    Damage per second
    -----------------
    
          3.2787 S2 bullets / s * 5 pea shooter bullets
                                 ---------------------
                                   1 S2 quintuplets
    
          = 16.3934 pea shooter bullets / s
    
    
    ================================================================================
    Upgraded Spread (S2) (Quick Tap)                                          (AAAM)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.2 s
          f = 1/t = 5 /s
    
    Therefore the frequency of the S2 is 5 quintuplets per second.
    
    *It is possible that the period is a bit less than 0.2(in the area of 0.19-0.2).
    
    Damage
    ------
    
    Hence 1 S2 bullet = 1 pea shooter bullets.
    And 1 S2 quintuplet = 5 pea shooter bullets
    
    See above for proof
    
    Damage per second
    -----------------
    
          5 S2 bullets / s * 5 pea shooter bullets
                             ---------------------
                                1 S2 quintuplets
    
          = 25 pea shooter bullets / s
    
    Hence, the DPS (damage per second) rating of the S2 is 25 pea shooters per
    second when quick tap, 16.3934 in holding Y. It is about 3 times more damaging 
    than the pea shooter when comparing their respective "Y holding" DPS. It is 
    about 2.5 times the pea shooter damage when it comes to their quick tap DPS.
    
    Due to the margin of error in the frequency mentioned earlier, it is possible
    that the period is 0.19, thus making the frequency 5.5556. IF that is the case,
    then the DPS can be as high as 27.778.
    
    ================================================================================
    Upgraded Crush (C2) (holding down Y)                                      (AAAN)
    --------------------------------------------------------------------------------
    
    Due to Crush's splash damage, it the Damage calculation and the DPS calculation
    may be inaccurate.
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.3333 s
          f = 1/t = 3 /s
    
    Therefore the frequency of the S2 is 3 C2 bullets per second.
    
    Damage
    ------
    
    Tested against the jungle boss, wall cannon of phase 1, on Normal.
    
    	Let HP of jungle boss, wall cannon, phase 1, test 1
                 = 25 pea shooter bullets
    	Let HP of jungle boss, wall cannon, phase 1, test 2
                 = 6 single C2 bullets
    
    Tested against the 8 direction wall cannons in Jungle, on Normal
    
    	Let HP wall cannon, test 1
                 = 8 pea shooter bullets
    	Let HP wall cannon, test 2
                 = 2 C2 bullets
    
    Tested against the jungle boss, red dot of phase 1, on Normal.
    
    	Let HP of jungle boss, red dot, phase 1, test 1
                = 50 pea shooter bullets
    	Let HP of jungle boss, red dot, phase 1, test 2
                = 10 C2 bullets
    
    Tested against the Laboratory Boss, phase 1, on Normal.
    
    	Let HP of Laboratory Boss, phase 1, test 1
    	    = 144 pea shooter bullets
            Let HP of Laboratory Boss, phase 1, test 2
                = 30 C2 bullets
    
    	Let HP of Laboratory Boss, phase 2, test 1
                = 76 pea shooter bullets
    	Let HP of Laboratory Boss, phase 2, test 2
                = 16 C2 bullets
    
    Tested against the Laboratory blue grenade throwers (right before the 4 black
    snipers).
    
    	Let HP of blue grenade throwers, test 1 
                = 4 C2 bullets
    	Let HP of blue grenade throwers, test 2
                = 19 peashooters
    
    Tested against the Laboratory black snipers.
    
    	Let HP of black snipers, test 1
                = 4 C2 bullets
    	Let HP of black snipers, test 2
    	    = 20 pea shooters
    
    
    Hence 1 C2 bullet = as high as 5 pea shooter bullets.
    
    
    Damage per second
    -----------------
    
          3 C2 bullets / s * 5 pea shooter bullets
                             ---------------------
                                1 C2 quintuplets
    
          = 15 pea shooter bullets / s
    
    ================================================================================
    Upgraded Crush (C2) (Quick Tap)                                           (AAAO)
    --------------------------------------------------------------------------------
    
    Frequency Calculation - From audio cues
    ---------------------------------------
    
          Period - Length of time between shot “beeps”
          t = 0.212 s
          f = 1/t = 4.7170 /s
    
    Therefore the frequency of the C2 is 4.7170 bullets per second.
    
    Damage
    ------
    
    1 C2 bullet = as high as 5 pea shooter bullets.
    
    See above for proof
    
    
    Damage per second
    -----------------
    
          4.7170 C2 bullets / s * 5 pea shooter bullets
                                 ---------------------
                                         1 C2
    
          = 23.5850 pea shooter bullets / s
    
    Keep in mind that, due to splash damage, the C2 shot has a MAXIMUM of 5 pea
    shooter bullets per 1 C2 bullet.
    
    
    ================================================================================
    Original Weapons                                                          (AAAP)
    ================================================================================
    
    My original intent was to create a faq for the upgraded weapons. However, it
    seems incomplete without the original weapons, so I will have a small section
    of it, but without the long proofs and analyses. However, the method through
    which I obtain the results are still the same, unless otherwise stated as
    assumed to be same as the stacked weapon (please send me a message through
    gamespot if you have evidence that it is different).
    
    
    Machine Gun
    -----------
    	t = 0.0835 s
    	f = 11.98 /s
    
    It will be assumed to be 12, just like M2.
    
    	DPS = 12 peashooters per second
    
    
    Laser (hold)
    ------------
    	t = 0.300 s
    	f = 3.33
    
    	Damage (small objects) = 2 pea shooters per second
    
    	DPS = 6.66
    
    Laser (QT)
    ----------
    	t = 0.200 s
    	f = 5
    
    	Damage (small objects) = 2 pea shooters per second
    
    	DPS = 10 pea shooters per second.
    
    Fire (hold)
    -----------
    
    	t = 0.5
    	f = 2
    
    	DPS = 4 peashooters per second
    
    Fire (QT)
    ---------
            t = 0.251 /s
    	f = 3.984 ~= 4 /s (it's rather odd that it's diff from QT of F2)
    
    	Damage = 2 per flame
    
    	DPS = 8 peashooters per second
    
    Homing (Hold)
    -------------
    Assumed to be the same as H2
            f = 2.1368 /s
    
            Damage = 1 per homing bullet
    
    	DPS = 2.1368 peashooters per second
    
    Homing (Quick Tap)
    -------------
    Assumed to be the same as H2
            f = 3.8760 /s
    
    	DPS = 3.8760 pea shooters per second
    
    Spread (Hold)
    -------------
    Assumed to be the same as S2
            f = 3.2787 /s
    
    	Damage = 3 per triplet
    
    	DPS = 9.8361 pea shooters per second
    
    Spread (QT)
    -------------
    Assumed to be the same as S2
            f = 5 /s
    
    	DPS = 15 pea shooters per second
    
    Crush (hold)
    ------------
    	t = 0.333 /s
    	f = 3 /s
    
    	Damage = 5 pea shooters per second
    
    	DPS = 15 pea shooters per second
    
    Crush (QT)
    ----------
    	t = 0.226 /s
    	f = 4.4 /s (it is possible for it to be as fast as C2 (ie. 4.7 /s)
    
    	Damage = 5 pea shooters per second
    
    	DPS = 22 pea shooters per second
    
    Peashooter (hold)
    -----------------
    
            DPS = 5.00 pea shooters per second
    
    Peashooter (QT)
    -----------------
    
            DPS = 11.7647 pea shooters per second
    
    
    ================================================================================
    Quick Chart                                                               (AAAW)
    --------------------------------------------------------------------------------
    
    
    ********************************************************************************
    *      * PS  * PS Q* M2  * L2  * F2  * F2 Q* H2  * H2 Q* S2  * S2 Q* C2  * C2 Q*
    ********************************************************************************
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    * Freq * 5.0 *11.76* 12  * 7.5 * 2   *5.697* 2.14* 3.88* 3.28* 5.00* 3   *4.717*
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    * Dmg  *  1  *  1  *  2  * 2-4 * 3-5 * 3-5 *  1  *  1  * 5   * 5   * 5   * 5   *
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    * Max  *     *     *     *     *     *     *     *     *     *     *     *     *
    * DPS  * 5.0 *11.76* 24  *29.85* 10  *28.50* 6.41*11.63*16.39* 25  * 15  *23.59*
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    * Min  *     *     *     *     *     *     *     *     *     *     *     *     *
    * DPS  * N/A * N/A * N/A * 14.8* 6   *17.09* N/A * N/A * N/A * N/A * N/A * N/A *
    *      *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    *Relative    *     *     *     *     *     *     *     *     *     *     *     *
    * DPS  * N/A *  1  * 2.04* 2.54* N/A * 2.42* N/A * .989* N/A * 2.13* N/A * 2.01*
    * 1    *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    *Relative    *     *     *     *     *     *     *     *     *     *     *     *
    * DPS  * 1   * N/A * 4.8 * 5.97* 2   * N/A * 1.28* N/A * 3.28* N/A * 3   * N/A *
    * 2    *     *     *     *     *     *     *     *     *     *     *     *     *
    ********************************************************************************
    
    * The minimum F2 damage against a typical boss is typically of a type 3 flame,
    which has a dmg of 3 pea shooters.
    
    * Relative DPS divides the DPS of all the compared weapons by the pea shooter's
    DPS, setting the pea shooter's DPS to 1.
    * Relative DPS 1 compares all the weapons under Quick Tap (includes M2 and L2)
    * Relative DPS 2 compares all the weapons under Holding down Y
    
    * L2's DPS may not be the highest it can be.
    
    ================================================================================
    Final Thoughts                                                            (AAAX)
    --------------------------------------------------------------------------------
    
    M2 and C2 seem to be my favorite combo for most parts. However, I tend to like
    M2 and S2 for the final stage.
    
    I'm a person who enjoys high DPS and to mow down the boss as fast as possible.
    Therefore, most of the pros and cons and the usefulness rating below will
    reflect that.
    
    Of course, all these pros and cons are only my opinions. Don't feel offending
    if you think I've just insulted your favorite weapon. It's all about suiting
    your playing style, even if your style is hiding in the corner, firing H2 like
    a sissy. :)
    
    
    M2:
    
    Pros - It has a consistently high DPS regardless of the situation, as long as
           both streams hit, which is easy to do.
         - When grappled to Black Viper's chin, you can shoot his eyes when you
           shoot up
         - In the beginning of level 2, if an alien is crawling on the floor, you
           can still shoot it without crouching.
    
    Cons - 
    
    Situations where it excels - Final boss, against the brain.
                               - Level 6 Factory, to close the door.
    Situations where it sucks  - 
    
    Usefulness rating: 5/5
    
    
    C2:
    
    Pros - It has a fairly high DPS consistently too, as the entire splash
           damage (up to 5) is usually all absorbed by the target. Further, I love
           C2 in 3D stages. If you have it in stage 3, even on Hard, the boss can
           die very quickly (sometimes before the first set of barrels can even hit
           you).
    
    Cons - Slow firing rate even in quick tap, and along with the small bullets, 
           some faster enemies may slip through in between firing.
         - Can't hit black viper's eyes when grappled to its chin.
    
    Situations where it excels - All 3D levels.
                               - Level 3, Base, against the final boss.
                               - Level 5, Ocean, against the bone eel.
    Situations where it sucks  - Last level, against all the aliens running at you.
    
    Usefulness rating: 4.5/5
    
    
    L2:
    
    Pros - Awesome DPS f the target's size is large enough. Examples of really large
           enemies are the level 2 boss and the tank in the city.
         - Good if you're trying to shoot multiple enemies that are lined up behind
           each other.
    
    Cons - A bit weak against small targets, such as the first stage's wall.
         - Can't hit black viper's eyes when grappled to its chin.
    
    Situations where it excels - Level 5, Ocean, against the skeleton fish. 
    Situations where it sucks - 
    
    Usefulness rating: 4/5
    
    
    F2:
    
    Pros - High DPS if the flame doesn't explode.
         - Big bullet makes it hard to miss.
    
    Cons - Hard to judge whether it may explode or not on a target, so DPS is
           inconsistent.
         - F2 explodes prematurely in the final level. When you're trying to shoot
           past the ledge to destroy those alien eggs, they explode upon impact with
           the ledges.
         - Slow firing rate if you don't quick tap.
    
    Situations where it excels - 
    Situations where it sucks - Last level, trying to shoot at the eggs while
                                hanging on the vines.
    
    Usefulness rating: 3.5/5
    
    
    H2:
    
    Pros - Seeks your enemies.
    
    Cons - It is just plain bad DPS any way I look at it. Worse than pea shooter.
         - A bit erratic and hard to control. Sometimes it doesn't hit the enemy
           you want to hit. Also, if you're not careful, it starts hitting unwanted
           targets, such as weapon icons. In parts of stages where you're going
           vertical (Stage 2 waterfall, Stage 4 Harbor pre-rocket), you can hit
           those weapon icons too quickly and lose the item by the time you reach
           it.
         - Relying on homing means you have to wait until the bullet redirects and
           hits your enemy. Sometimes it keeps circling without hitting your enemy.
    
    Situations where it excels - Level 8, to hit enemies coming from the roof, if
                                 you have trouble dodging them.
                               - Level 9, when all the aliens are charging at you.
    Situations where it sucks - Any boss or mid boss fight. Waterfall snipers.
    
    Usefulness rating: 2/5
    
    
    S2:
    
    Pros - Covers a wide area.
         - Has a high DPS when all 5 bullets hit.
    
    Cons - Against several bosses, rarely do all 5 bullets hit. Enemies that are
           far away will not receive the full DPS damage.
    
    Situations where it excels - Level 9, when all the aliens are charging at you.
                                 Level 9, mini boss.
                                 Level 7 City, Boss.
                                 Level 5 Ocean, against blue flying guys.
    Situations where it sucks - 
    
    Usefulness rating: 4.5/5
    
    
    Pea shooter:
    
    Pros - Fast enough of an alternative for the Level 6 Factory door.
    
    Cons - Weak.
    
    Situations where it excels - Level 6 Factory, Door
    Situations where it sucks - Everywhere else.
    
    Usefulness rating: 0.5/5
    
    
    Quick usefulness rating for original weapons (it is only compared among original
    weapons. Please don't use the following rating to compare with upgraded ones.
    ie. 5/5 for M1 is not the same as 5/5 for M2).
    
    M1 = 5/5    (good DPS, high DPS just by holding Y)
    C1 = 3.5/5  (good DPS, but lacks distance)
    L1 = 3.5/5  (fair DPS, goes through enemies, and kinda slow)
    F1 = 0.5/5  (bad DPS and slow.)
    H1 = 0.5/5  (horrible DPS and slow. Homing is the only redeeming quality)
    S1 = 4.5/5  (good DPS if you can concentrate it. Wide coverage. Very useful)
    PS = 1/5    (fair DPS if you quick tap.)
    
    Yes, I definitely like the peashooter , if not more, than H1. Yes, there are
    situations where H1 is useful when it comes to homing at enemies, but I find
    the pea shooter can be just as good when you simply add a small amount of skill.
    
    The rating for original weapons is a rating for the weapon in and of itself.
    For example, F1 is lower than H1 because I think F1 is not as useful as H1.
    However, realistically, I will probably grab F1 over H1 for the possibility of
    having F2 later.
    
    ================================================================================
    My Youtube videos                                                         (AAAY)
    --------------------------------------------------------------------------------
    
    Please visit youtube.com for some of my contra videos. Quality isn’t great, but 
    I hope they’re helpful.
    
    http://www.youtube.com/profile?user=ProfChaosButters
    
    Posted Videos:
    
    Contra 4 Hard Run Level 9 - No Death (not continuous from previous runs)
    Contra 4 Hard Run Level 7-8 - No Death (not continuous from previous runs)
    Contra 4 Hard Run Level 5-6 - No Death (not continuous from previous runs)
    Contra 4 Hard Run Level 3-4 - No Death Until Harbor (part 2)
    Contra 4 Hard Run Level 1-2 - No Death Until Harbor (part 1)
    Contra 4 - Waterfall Snipers on Hard version 2
    Contra 4 - Challenge Rematch 3 - Harbor Boss version 2
    Contra 4 - Challenge Rematch 3 - Harbor Boss
    Contra 4 - Waterfall Snipers on Hard
    Contra 4 - Mini Weapons Comparison
    Contra 4 Level 1 Boss on Normal
    Contra 4 Level 2 Boss on Normal
    
    ================================================================================
    Credits                                                                   (AAAZ)
    --------------------------------------------------------------------------------
    
    Thanks go out to
    
    - Konami and Wayforward for this awesome game.
    

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