1) SWAT: damage 40/33. 3HK at 2000, 4HK at infinity. Headshot multiplier: 1.4 (was 1.2). The last increase is significant because with one bullet hitting the head the weapon is one burst kill at all ranges. I imagine that this would make the weapon a head-glitcher killer.
2) SCAR: damage 45/33. 3HK at 2000, 4HK at infinity (was ~3000).
3) Death Machine: 3HK up to 726.
4) M27 headshot multiplier: 1.2 (was 1.1).
5) MTAR; 3HK up to 650 (was ~530)
6) SMG: damage now 59/49 (was 50/40).
7) FAL: hip spread now 4/8, 3/6, 2/5
8) LMG ADS time: 0.48 -> 0.45 (does this even make a difference?)
Wasn't the ADS time reduced to 0.40? And what about the QBB time? Thought it was faster than others. No solid data, but this is what I've heard. Anyone know?
Also, anyone know what the new type 25 hip fire numbers are? Needs to be fixed too.
Min magnitude. If the recoil rolls a number lower than the minimum magnitude, then it'll jump up to that value, iirc.
So what you're saying is that the game assigns a given recoil "roll" a total magnitude, basically how good or bad that shot will recoil, and then if it is lower then the minimum magnitude assigned to that gun then the magnitude will jump to that minimum number?
So essentially, the lower the minimum magnitude, the lower the best possible recoil pattern would be for that gun? Or would it be the higher magnitude value that would be better?
Min magnitude. If the recoil rolls a number lower than the minimum magnitude, then it'll jump up to that value, iirc.
So what you're saying is that the game assigns a given recoil "roll" a total magnitude, basically how good or bad that shot will recoil, and then if it is lower then the minimum magnitude assigned to that gun then the magnitude will jump to that minimum number?
So essentially, the lower the minimum magnitude, the lower the best possible recoil pattern would be for that gun? Or would it be the higher magnitude value that would be better?
Well, "better" is a bit subjective. Yes, a lower minimum magnitude will mean a lower average vertical deflection. But with a higher minimum magnitude, the range of possible vertical velocities to choose from on each shot shrinks. This means that the performance of the gun is more consistent and predictable
Re: CoD Weapon Stats Spreadsheets « Reply #101 on Feb 9, 2013, 8:56am »
Grenade Launcher: 256 inches, 135-50 damage (smaller radius and different damage than in Black Ops)
Frag Grenade: 256 inches, 200-75 damage (same as in Black Ops) Semtex: 256 inches, 185-50 damage (less damage than in Black Ops) C4: 256 inches, 205-75 damage (more damage than in Black Ops) Bouncing Betty: 256 inches, 200-70 damage Claymore: 256 inches, 200-50 damage (same as in Black Ops)
4) Burst delay for SF on automatic weapons (0 for SMG? what about AR?)
For data regarding tactical and lethal equipments, you probably already have them published in various threads. Would be awesome if you can add a sheet to your weapon stats spreadsheet for easy reference
Grenade Launcher: 256 inches, 135-50 damage (smaller radius and different damage than in Black Ops)
Frag Grenade: 256 inches, 200-75 damage (same as in Black Ops) Semtex: 256 inches, 185-50 damage (less damage than in Black Ops) C4: 256 inches, 205-75 damage (more damage than in Black Ops) Bouncing Betty: 256 inches, 200-70 damage Claymore: 256 inches, 200-50 damage (same as in Black Ops)
Wow.. so a frag grenade has the same range as C4 and only 5 less damage.. I feel bad for everyone who used their unlock tokens on C4s
Is the damage drop linear like the good old days or step like they are now? Also, any possible info on the hellstorm missile and lightning strike payloads??
1) "rang to kill": when RF is attached, when Silencer is attached, (and maybe when both are attached at the same time?)
You just have to multiply the range by 0.4 (Rapid Fire on SMGs), 0.6 (Rapid Fire on LMGs), 0.7 (Suppressor) or 0.9 (Suppressor on Shotguns and Handguns).
Concussion, Flash and EMP Grenades all have an explosion radius of 512 inches. However, the radius of the effects could be different and I don't have any info about that.
Quote:
3) Duration of Smoke grenade
If it's the same as in previous games, 11 seconds.
Quote:
4) Burst delay for SF on automatic weapons (0 for SMG? what about AR?)
Added Select Fire stats (rate of fire and centerspeed).
Grenade Launcher: 256 inches, 135-50 damage (smaller radius and different damage than in Black Ops)
Frag Grenade: 256 inches, 200-75 damage (same as in Black Ops) Semtex: 256 inches, 185-50 damage (less damage than in Black Ops) C4: 256 inches, 205-75 damage (more damage than in Black Ops) Bouncing Betty: 256 inches, 200-70 damage Claymore: 256 inches, 200-50 damage (same as in Black Ops)
What da fuq, betty does more damage than claymore?
Wow.. so a frag grenade has the same range as C4 and only 5 less damage.. I feel bad for everyone who used their unlock tokens on C4s
Eh? Though it has been more powerful in the past IIRC, C4 has never been about raw damage. It's been about on demand explosions. It's extremely valuable to have a short-range explosion that you can detonate in less than a second versus having to cook a grenade for several.
The same could be said for situations fitted for frag grenades.
True, you choose the right tool for the situation. He implied based on damage alone that frag grenades trump C4. Which is like saying stun grenades are better than shock charges or smokes. It depends.
Re: CoD Weapon Stats Spreadsheets « Reply #114 on Feb 12, 2013, 1:19am »
Maybe this doesnt belong here.. but, knowing the recoil values now...
MP7 vs Vector?
Originally I thought Vector, as it really is a low recoil weapon... but then I did a doubletake today when I noticed the Vector only 3HKs out to 550 while the MP7 can out to 750 [36% more], while having 4 more bullets per magazine, slightly faster reload times, and slightly faster swap times. Irons/firing anim/recoil the vector wins.. but... eh.
Ive tried the MP7 so many times and always end up finding it to be one of the worse weapons in the game.
CoD Weapon Stats Spreadsheets « Reply #115 on Feb 12, 2013, 11:33am via the ProBoards Mobile App »
The centerspeed boost(or penalty) from select fire only affects the burst fire mode right? It would ridiculous if it affect the fully auto mode as well.
CoD Weapon Stats Spreadsheets « Reply #119 on Feb 12, 2013, 2:36pm via the ProBoards Mobile App »
If TTK were irrelevant, then everyone and their mother would use the m27. Its certainly irrelevant as an end-all be-all statistic to measure a weapon's effectiveness, but its definately a good measure of a gun's raw power. Just like any stat, it can be useful when you consider it along with other factors when choosing a weapon for a specific role. I understand why you say that because of the large amount of lag in the game, but if killing power meant nothing, then we wouldn't give a shit about damage or fire rate