So I got tired of people saying there’s no drop in this game… I made two tables which you can use to compare the bullet drops of the two games for scout and recon rifles. Each table displays the drop at 100 meters and at 300 meters. As a disclaimer, I must say, I did not factor drag into the BF1 data (I don’t know how to easily do so, and I really don’t feel like doing differential equations). So the BF1 numbers would technically be a little higher than what’s in the table. That said, the 100 meter data should be close enough to correct since drag hasn’t influenced the round much at that distance.
Here are the tables:
BF1
upload://hSRL5ML8ObPDWTpr0supb69RDsV.png
BF4
upload://cr0LXCtdh0iBIfeL29tF59QINOL.png
So as expected, most guns in BF4 do have more drop than most guns in BF1. However, BF4 does have the rifle with the least drop, the FY-JS. In terms of drop, it is nearly identical to the G98. The difference in this case being the FY-JS takes 45ms longer to reach your target at 100 meters or 135ms longer to reach your target at 300 meters due to its slower velocity.
On the flip side, BF1 has the rifle(s) with the most drop. These rifles are the Vetterli-Vitali and the Martini-Henry. No BF4 rifle comes anywhere near the amount of drop that these two rifles experience. However, if we exclude those two as outliers, then BF4 has the rifle with the most drop. That would be the CS5 or the Scout Elite.
The average rifle in BF1 has a drop of 5.4" at 100 meters or 48.7" at 300 meters. The median drops for 100 meters and 300 meters are 4.4" and 39.2" respectively.
For BF4, the average rifle has a drop of 5.4" at 100 meters or 48.4" at 300 meters. The median drops for 100 meters and 300 meters are 5.4" and 48.8" respectively.
As a final note, keep in mind that BF1 has a default scope zeroing of 75 meters. Meaning you won’t actually see 3.081" of drop at 100 meters with the G98 for example. The perceived drop is less than the actual drop because of this.
Relevant Formulas:
x = x_0 + v_0x * t
y = y_0 + v_0y * t - (1/2) * g * t^2
t = (x - x_0) / v_0x
y = - (1/2) * g * (x / v_0x)^2

