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psijaka
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 Re: MW3 Recoil Plots
« Reply #210 on Jan 7, 2012, 6:05pm »

Wii ROF test results (thanks falufa).

I have put these here as they are at the top of this page, therefore easy to link to.

600RPM:

M4A1
SCAR-L
CM901
G36C
ACR 6.8
AK47
M16A4 burst
MP5
UMP45
P90
L86 LSW
MG36
PKP Pecheneg (both regular & RF)
MK46
M60E4 (both regular & RF)
Skorpion

900RPM:

FAD
M16A4 burst (RF)
Type-95 burst (both regular & RF)
PP90M1 (both regular & RF)
PM-9 (both regular & RF)
MP5 (RF)
P90 (RF)
MP7 (RF)
L86 LSW (RF)
MG36 (RF)
MK46 (RF)
FMG9
MP9
G18

Other:

MP7 ->685RPM
UMP45 (RF) -> 845RPM
AA-12 -> 372RPM
USAS-12 -> 147RPM

falufa - "Except for maybe Grip on the MG36 (haven't tested it), no attachments other than Rapid Fire have any effect on the rate of fire of any weapon. Most of the 900RPM rates were rounded up from 885RPM, but the difference is negligible. Also, for the PKP and the M60E4 I got a base rate of 585RPM and a RF rate of 600RPM, but, again, the difference is negligible (MG36 w/ Grip might be 585RPM)"



Jan 7, 2012, 3:40pm, Falufa wrote:
http://www.gamefaqs.com/boards/638780-call-of-duty-modern-warfare-3/61389293

It's not very detailed, but it shows that other Wii players are getting the same results

Thanks falufa; that is useful work.

Really not sure what to make of this; will put a link to your gamefaqs thread in the OP.
« Last Edit: Jan 24, 2012, 4:50pm by psijaka »Link to Post - Back to Top  IP: Logged
psijaka
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 Re: MW3 Recoil Plots
« Reply #211 on Jan 7, 2012, 6:21pm »


Jan 7, 2012, 3:57pm, asasa wrote:
A G36C without kick fired at 600RPM is 100% accurate! W00T I'm gonna have to try this out.

Edit: Make that about 97%. W/ Kick 99%.

This goes against the values we have for it, right?

That's not what I get asasa. And it certainly does kick up badly from time to time when I use it on the Wii. Still beast though:

Wii G36C (no kick)
Shot 2 on target 52.83%
Shot 3 on target 47.94%
Shot 4 on target 44.23%

Wii G36C (with kick)
Shot 2 on target 68.43%
Shot 3 on target 62.87%
Shot 4 on target 60.35%

Based upon 10000 three round bursts.

Max recoverable kick between rounds at 600RPM is 32

1600 centerspeed / 5 * 0.1 fire time
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 Re: MW3 Recoil Plots
« Reply #212 on Jan 7, 2012, 11:15pm »

No, I mean in practice -- in game, it has no recoil @ 600RPM O.O

Is it possible to record something like that via theater? I'd be happy to post a vid. It's incredible how much it is reduced from 720 to 600rpm


Alright, looked up where theater was hidden in MW3 and am rendering a clip now

1: G36C no attachments, proficiencies, etc. Full RPM
1a. .5x speed 1 mag
1b. 1x speed 1 mag

2: G36C no attachments, proficiencies, etc. 600 RPM
2a. .5x speed 1 mag
2b. 1x speed 1 mag

3: G36C [Focus] 600rpm, about 2/3rds through jumps to full RPM so you know there is no editing or faking.

Hmm it's rendered and uploaded but not showing up on youtube or elite... delay I hope?
---
https://theater.callofduty.com/career/ps3/afd1a229920bad5d856f9757415758af1e02d3287f313445#/playercardmw3/vault

am i doing something wrong? i dont see it in there still.... i think you need to log into elite to follow that link btw
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 Re: MW3 Recoil Plots
« Reply #213 on Jan 8, 2012, 10:50am »

Maybe I'm going crazy, but it feels like the M60 actually has less recoil with RF than the stock version does. Would you mind plotting it with Fred's RoF of 715.2 instead of 750?
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 Re: MW3 Recoil Plots
« Reply #214 on Jan 9, 2012, 11:04am »

Woo, it finally showed up in solid 360p!

http://www.youtube.com/watch?v=EHLcTCvG6i8
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 Re: MW3 Recoil Plots
« Reply #215 on Jan 10, 2012, 3:11am »

Thanks asasa; pretty deadly at 600 rpm
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psijaka
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 Re: MW3 Recoil Plots
« Reply #216 on Jan 10, 2012, 3:12am »


Jan 8, 2012, 10:50am, duckcall00 wrote:
Maybe I'm going crazy, but it feels like the M60 actually has less recoil with RF than the stock version does. Would you mind plotting it with Fred's RoF of 715.2 instead of 750?

will do in a coule of days, duckcall. In fact I ll be away from home for a couple of nights so will be doing quite w bit of work on this thread.
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 Re: MW3 Recoil Plots
« Reply #217 on Jan 10, 2012, 10:39am »

What would be no recoil RoF for CM901?
600 rpm as well ?
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 Re: MW3 Recoil Plots
« Reply #218 on Jan 10, 2012, 12:22pm »

nope, i tested other guns and the g36c is the only one that can do such a thing while retaining decent firepower

m4 does well too but then you take 1 more shot to kill at a distance

smgs there is no purpose to such a thing
lmgs minimal effect from reduced RoF [and then you've got prone/thermal anyway]

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 Re: MW3 Recoil Plots
« Reply #219 on Jan 10, 2012, 1:12pm »

OK, thanks.

edit:

1. I did some tests with LMG: Grip+RDS and at 600 rpm (standing position, one shot every 0.1 sec)

L86 LSW and MK46 both -almost- lasers, only visual recoil.
MG36, PKP and M60 - not lasers at 600 or even at 500 rpm, high recoil.
I did not test Kick+Grip.

At 600 rpm SCAR-L (silencer+RDS) is a laser = G36C.
AK-47, CM901 - significant recoil at 600 and 500 rpm.
At 600 and 500 rpm PM-9 (UZI) still bad recoil, same with MP5.
UMP45 - recoil persists at 600 and 500rpm.

2. At 666 rpm (one shot every 0.09 sec)

G36C = SCAR-L, still zero recoil, (silencer+RDS), Kick unnecessary.
L86 LSW and MK46 no lasers anymore, although very very accurate (Grip+RDS).

3. At 705 rpm (one shot every 0.085 sec):

G36C - recoil straight up, all bullets in horizontal line, target missed, bullets above his head....
SCAR-L - shines, really, full clip on target (= his head) without missing, it is not a laser anymore but "almost" no recoil. Now I understand why SCAR is only 35 damage and low ROF (= 750) .... otherwise it would outclass G36C.

All tests on Hardhat - mid range.
No idea how to upload picures here, but I could upload recoil patterns at different ROF if someone interested...

----

tl;dr:
At 705rpm SCAR-L is almost a laser.
At 666 rpm: G36C and SCAR-L and at 600 rpm: L86 LSW and MK46 have practically no recoil, Kick unnecessary. ( = most accurate full auto weapons if burst fired)
Probably: for all other full auto weapons there is no ROF above 500 rpm that cancels recoil.
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psijaka
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 Re: MW3 Recoil Plots
« Reply #220 on Jan 12, 2012, 1:08pm »


Jan 8, 2012, 10:50am, duckcall00 wrote:
Maybe I'm going crazy, but it feels like the M60 actually has less recoil with RF than the stock version does. Would you mind plotting it with Fred's RoF of 715.2 instead of 750?

[image] [image] [image]

Difficult to say from these plots; sample size of 100 bursts too small I suspect.
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 Re: MW3 Recoil Plots
« Reply #221 on Jan 12, 2012, 1:21pm »

thanks wwa

if only i could run it at 11sps :/

600rpm is a bit too slow for cqc
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 Re: MW3 Recoil Plots
« Reply #222 on Jan 15, 2012, 7:27pm »

I second the M16/T95 RF plots. I doubt that 1.1 is accurate though considering the SMG RF variety.

And the L86 is amazing with kick and grip. I loves it. But not as much as that thermal.

Any possibility to LMG thermal plots?
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 Re: MW3 Recoil Plots
« Reply #223 on Jan 15, 2012, 10:49pm »

How did you get those weapons to fire at those RPMs?

Thermal plots would be difficult without knowing exactly how they affect recoil and center speed. My suspicion is it it increases centerspeed like grip.
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 Re: MW3 Recoil Plots
« Reply #224 on Jan 15, 2012, 11:31pm »

Na, there are two sets of recoil running at the same time.

Viewkick, all weapons have it. The sights stay in the center of your screen. Easy to counter, relative to gunkick.. which has the sights jump away from the center.

Thermal removes gunkick entirely. Viewkick is likely not adjusted at all.

So, the current plots on the front page are "thermal", as gunkick values are unknown
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 Re: MW3 Recoil Plots
« Reply #225 on Jan 16, 2012, 11:02am »


Jan 15, 2012, 7:27pm, josefrees wrote:
I second the M16/T95 RF plots. I doubt that 1.1 is accurate though considering the SMG RF variety.

And the L86 is amazing with kick and grip. I loves it. But not as much as that thermal.

Any possibility to LMG thermal plots?


it might not be exactly what you want to see, but iw5000 created an incredible thread on exactly this topic. do a search and check it out.
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 Re: MW3 Recoil Plots
« Reply #226 on Jan 16, 2012, 1:00pm »


Jan 10, 2012, 1:12pm, wwa wrote:
OK, thanks.

edit:

1. I did some tests with LMG: Grip+RDS and at 600 rpm (standing position, one shot every 0.1 sec)

L86 LSW and MK46 both -almost- lasers, only visual recoil.
MG36, PKP and M60 - not lasers at 600 or even at 500 rpm, high recoil.
I did not test Kick+Grip.

At 600 rpm SCAR-L (silencer+RDS) is a laser = G36C.
AK-47, CM901 - significant recoil at 600 and 500 rpm.
At 600 and 500 rpm PM-9 (UZI) still bad recoil, same with MP5.
UMP45 - recoil persists at 600 and 500rpm.

2. At 666 rpm (one shot every 0.09 sec)

G36C = SCAR-L, still zero recoil, (silencer+RDS), Kick unnecessary.
L86 LSW and MK46 no lasers anymore, although very very accurate (Grip+RDS).

3. At 705 rpm (one shot every 0.085 sec):

G36C - recoil straight up, all bullets in horizontal line, target missed, bullets above his head....
SCAR-L - shines, really, full clip on target (= his head) without missing, it is not a laser anymore but "almost" no recoil. Now I understand why SCAR is only 35 damage and low ROF (= 750) .... otherwise it would outclass G36C.

All tests on Hardhat - mid range.
No idea how to upload picures here, but I could upload recoil patterns at different ROF if someone interested...

----

tl;dr:
At 705rpm SCAR-L is almost a laser.
At 666 rpm: G36C and SCAR-L and at 600 rpm: L86 LSW and MK46 have practically no recoil, Kick unnecessary. ( = most accurate full auto weapons if burst fired)
Probably: for all other full auto weapons there is no ROF above 500 rpm that cancels recoil.


You should also do those LMG recoil tests when using the LMGs crouched and when using the LMGs prone. Going prone with an LMG already takes away nearly all of the recoil (even the PKP becomes a laser when prone) and I'm almost certain that crouching reduces the recoil around as much as kick or grip.


Jan 8, 2012, 10:50am, duckcall00 wrote:
Maybe I'm going crazy, but it feels like the M60 actually has less recoil with RF than the stock version does. Would you mind plotting it with Fred's RoF of 715.2 instead of 750?


The recoil is pretty much the same, which means you'll be able to fire rounds before the recoil becomes too unmanageable. I found a similar situation when using the worst LMG in the game (MG36).
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 Re: MW3 Recoil Plots
« Reply #227 on Jan 17, 2012, 1:11am »

I assume these plots are based on the RoF from the game guide? Or are they from Fred's tests?

https://docs.google.com/spreadsheet/pub?....Gc&output=ht ml
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 Re: MW3 Recoil Plots
« Reply #228 on Jan 17, 2012, 5:14pm »

Yeah I've seen that thread. It's just nice to see the comparison using this method (which I consider much more accurate in terms of actual use in-game. 100 10round bursts>30-50 bullets when it comes to relevant recoil).

I also second at least LMG crouch recoil as well.
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 Re: MW3 Recoil Plots
« Reply #229 on Jan 18, 2012, 3:10am »


Jan 17, 2012, 1:11am, RageHulkSmash wrote:
I assume these plots are based on the RoF from the game guide? Or are they from Fred's tests?

https://docs.google.com/spreadsheet/pub?....Gc&output=ht ml

From the guide.

Freds tests pose me with a dilemma, but do they apply to all consoles? Wii is different.
Also, the ROF increase will not make much of a difference to the plots.
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 Re: MW3 Recoil Plots
« Reply #230 on Jan 18, 2012, 3:11am »


Jan 17, 2012, 5:14pm, josefrees wrote:
Yeah I've seen that thread. It's just nice to see the comparison using this method (which I consider much more accurate in terms of actual use in-game. 100 10round bursts>30-50 bullets when it comes to relevant recoil).

I also second at least LMG crouch recoil as well.

I would really ike to include crouch, grip etc but need hard data on how these affect recoil before I can produce plots.
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 Re: MW3 Recoil Plots
« Reply #231 on Jan 18, 2012, 11:47am »


Jan 9, 2012, 11:04am, asasa wrote:
Woo, it finally showed up in solid 360p!

http://www.youtube.com/watch?v=EHLcTCvG6i8


This is on one of the HD versions. The G36C still has recoil in the Wii version. Even when using the Kick Proficiency, both the shots and the gun climb upwards noticeably under sustained fire, just like the how it appears in the video when Kick wasn't used. I don't know if recoil values or calculations are the same on the Wii version as in the HD versions, but, even with the same rates of fire, the guns behave differently.

Also, something I forgot to mention in my previous posts: Usually, the sound of automatics firing fits with the rates of fire I calculated; however, every once in a while I can hear an increase in fire rate akin to the difference in sound between the gun firing at its normal rate versus firing with Rapid Fire (it even happens on guns already using RF, like they got 2xRF). I don't know if the gun actually starts shooting faster, but it certainly sounds like it.
Last time it happened to me, I was shooting at someone sprinting across my screen in a Public Match, but it never happened in any of my tests on a solo Private Match. Somebody on GameFAQs suggested that this could be related to lag compensation, but I'm not sure how to test that properly.
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 Re: MW3 Recoil Plots
« Reply #232 on Jan 18, 2012, 2:25pm »

Yeah, we can't be certain that the viewkick and centerspeed figures are the same on the Wii. Probably not from what you are saying.
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 Re: MW3 Recoil Plots
« Reply #233 on Jan 19, 2012, 1:05am »


Jan 18, 2012, 11:47am, Falufa wrote:

Jan 9, 2012, 11:04am, asasa wrote:
Woo, it finally showed up in solid 360p!

http://www.youtube.com/watch?v=EHLcTCvG6i8


This is on one of the HD versions. The G36C still has recoil in the Wii version. Even when using the Kick Proficiency, both the shots and the gun climb upwards noticeably under sustained fire, just like the how it appears in the video when Kick wasn't used. I don't know if recoil values or calculations are the same on the Wii version as in the HD versions, but, even with the same rates of fire, the guns behave differently.

Also, something I forgot to mention in my previous posts: Usually, the sound of automatics firing fits with the rates of fire I calculated; however, every once in a while I can hear an increase in fire rate akin to the difference in sound between the gun firing at its normal rate versus firing with Rapid Fire (it even happens on guns already using RF, like they got 2xRF). I don't know if the gun actually starts shooting faster, but it certainly sounds like it.
Last time it happened to me, I was shooting at someone sprinting across my screen in a Public Match, but it never happened in any of my tests on a solo Private Match. Somebody on GameFAQs suggested that this could be related to lag compensation, but I'm not sure how to test that properly.


Im confused

The two sets of recoils shown on that video are a comparison of default RPM and 600rpm [~80%]

It isnt no kick vs kick
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 Re: MW3 Recoil Plots
« Reply #234 on Jan 19, 2012, 12:14pm »


Jan 19, 2012, 1:05am, asasa wrote:


Im confused

The two sets of recoils shown on that video are a comparison of default RPM and 600rpm [~80%]

It isnt no kick vs kick


I see, my bad then. I didn't notice the difference in fire rates when I first watched it, so I thought it was just no Kick vs. Kick at 600RPM.

What I was trying to say is that the G36C in the Wii version, even with a lower rate of fire and using Kick, has very noticeable recoil, closer to what could be seen in the video when you fired the HD version of the gun at 769RPM.

When you were firing at 600RPM with iron sights, the gun seemed laser accurate while emptying the entire magazine. The Wii version behaves like that for the first 5 or 6 shots, but then starts climbing upwards. It actually follows Psijaka's plots, despite the difference in fire rates
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 Re: MW3 Recoil Plots
« Reply #235 on Jan 19, 2012, 4:42pm »

Difficult to compare the recoil pattern you get from loosing off a few clips with a simulation of 100 bursts. There is quite a big random element to the recoil of some of the guns; in the case of the G36, esp with kick, there is a good chance tbat the gun will recover from the recoil before the next shot is fired, but occasionally you will get a big upwards kich of say 60 that the gun cannot recover from. When this occurs is entirely random, I believe, so sometimes the gun will stay on target for several rounds, other times it may kick sharply upwards on the 2nd or 3rd shot. That's random numbers for you!
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 Re: MW3 Recoil Plots
« Reply #236 on Jan 20, 2012, 12:03am »

Yeah Ive noticed that random outlier on quite a few guns.
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 Re: MW3 Recoil Plots
« Reply #237 on Jan 29, 2012, 2:51pm »

Is there any chance we could get these numbers for the handgun class? I think akimbo machine pistols ruin this game and for that reason I like to use handguns when I don't use a launcher. It would be interesting to get a comparison between the high recoil guns like the Magnum and the low recoil guns like five-seven. Hipfire and ADS, akimbo and without and so on. If there is any information avavible on this please link me to it! ;D
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 Re: MW3 Recoil Plots
« Reply #238 on Jan 29, 2012, 2:59pm »

https://docs.google.com/spreadsheet/ccc?key=0AmWEaU8N7NeddEprUWFkQi1ZWFU0eGItNGwzZG1oSXc#gid=0

No plots but there's the data.

Note DE is wrong. It's recoil is:
X: 80-95
Y: 80-95
Centerspeed: 1000
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 Re: MW3 Recoil Plots
« Reply #239 on Jan 29, 2012, 9:27pm »

can u guys post the wii smg recoil plots

edit: also do rapid fire and no rapid fire on smgs where it affects it
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