Joined: Mar 2010 Gender: Female Posts: 10,726 Location: czech republic
Re: Chart: Damage values of all weapons at dif ran « Reply #61 on Nov 7, 2011, 9:37am »
there must be something we haven't considered yet about this chart, i'm getting waaaay to many 14 and 15 point kill assists with assault or support weapons within 40 meters for it to be freak occurances.
i'm thinking maybe a 0.75 limb modifyer or something? but there has to be something else we left out here.
Some very interesting points mentioned in this video. The one I'm most happy about is that you can roadkill with the MAV, I've tried it a few times to no avail, however I must have been doing it wrong? Anyways, check it out and you might learn something new.
are these oversights? I hate oversights... they must be oversights... hopefully they get patched... -_-
Don't really know what you're talking about specifically, but I Fing hate the mini-map too. It's too Fing small at 1080p, and enemies aren't revealed for long enough when firing an unsuppressed weapon. At least in CoD you've got a solid second [or more] to check your map
Combining both those niggles together results in a mini-map that I Fing hate.
are these oversights? I hate oversights... they must be oversights... hopefully they get patched... -_-
Don't really know what you're talking about specifically, but I Fing hate the mini-map too. It's too Fing small at 1080p, and enemies aren't revealed for long enough when firing an unsuppressed weapon. At least in CoD you've got a solid second [or more] to check your map
Combining both those niggles together results in a mini-map that I Fing hate.
I think he's referring to how when you fire some weapons, you still show up on the minimap even if they are silenced.
are these oversights? I hate oversights... they must be oversights... hopefully they get patched... -_-
Don't really know what you're talking about specifically, but I Fing hate the mini-map too. It's too Fing small at 1080p, and enemies aren't revealed for long enough when firing an unsuppressed weapon. At least in CoD you've got a solid second [or more] to check your map
Combining both those niggles together results in a mini-map that I Fing hate.
You shouldn't even show up IMO in the first place. It seems like that's really only implemented so that silencers would have a use
Re: Chart: Damage values of all weapons at dif ran « Reply #68 on Nov 7, 2011, 4:42pm »
It's unnecessary, especially since silencers are so useful without it. The audible difference is already decent enough, plus they supposedly decrease recoil. Even without the minimap feature, silencers are still so much better than flash suppressors. It's funny how the only weapons that flash suppressors would work decent on are sniper rifles, yet they're DICE only (besides SKS, which doesn't really count anyway). Regardless, it doesn't bother me much. If I'm using a close to medium range weapon, I always use a silencer.
Re: Chart: Damage values of all weapons at dif ran « Reply #69 on Nov 7, 2011, 4:59pm »
They're pretty pointless on light machine guns, I dislike the slower ballistics that are coupled and with you shooting more than 100 rounds at range, you're gonna get noticed anyway, silencer or not. I guess I would use silencers on PDWs, but they don't even work on them and they aren't really worth using right now anyway
Joined: May 2011 Gender: Male Posts: 73 Location: Australia
Re: Chart: Damage values of all weapons at dif ran « Reply #70 on Nov 8, 2011, 2:17am »
Are we absolutely sure that the silencer doesn't work on particular weapons? How was it tested?
I wouldn't be at all surprised if DICE had (once again) done something I'd been hoping would happen for some time, and made silencers range-dependent. It's possible they show up if you're close but not if you're too far away. The range might also vary by gun.
I say this partly in wistful hope, but also partly because I just this morning ninja-wasted several squads in the Damavand tunnel using a silenced UMP, and the whole time they were looking around as if they couldn't work out where I was. I've noticed a distinct difference in the way people react to a suppressed/unsuppressed PP2k as well.
Though it is correct in-game (I asked one of the devs on twitter), and the as val's mag size is off too (battlelog and in-game description say 30, actual size is 20)
and is the AKS-74u Suppressed really the only engineer carbine that doesn't show up on the minimap?
Though it is correct in-game (I asked one of the devs on twitter), and the as val's mag size is off too (battlelog and in-game description say 30, actual size is 20)
and is the AKS-74u Suppressed really the only engineer carbine that doesn't show up on the minimap?
So what your saying is that all the silencers I have equipped to my Carbines are useless except the one on the AKS-74u? ...is that the case only with the Carbines or is that the case for the Assault Rifles, LMGs, Snipers, and PDWs as well?
Though it is correct in-game (I asked one of the devs on twitter), and the as val's mag size is off too (battlelog and in-game description say 30, actual size is 20)
and is the AKS-74u Suppressed really the only engineer carbine that doesn't show up on the minimap?
Yes the aks-74u is the only carbine that works as intended with the supressor. This bug has been acknowledged by DICE, and will probably be fixed in the first patch. Many of the guns are bugged, check the list.
I guess DICE decided to gimp the PDW class weapons after all the whiners from the beta.
They barely match up(as in not at all) to the assault/engi weapons up close, where you would expect them to be at least on equal footing. The AS val is actually pretty good TTK wise and can actually rip it up at close range, but the small mag size, permanent slotted broken suppressor, and heavy recoil really drag the gun down.
Though it is correct in-game (I asked one of the devs on twitter),
well, it's hard to say since in reality the thing was a case of the vapo-ware. kind of like the duke nukem of the gun world, it was announced with much ado but than was never seen again. however, one of it's main points was that you would be able to use stanag mags with it, to simplify supply. so it wouldn't make sense at all to field a new 20 round mag just because. it's probably a balancing decision and the dev is talking out of his arse.^^
Though it is correct in-game (I asked one of the devs on twitter), and the as val's mag size is off too (battlelog and in-game description say 30, actual size is 20)
and is the AKS-74u Suppressed really the only engineer carbine that doesn't show up on the minimap?
Yes the aks-74u is the only carbine that works as intended with the supressor. This bug has been acknowledged by DICE, and will probably be fixed in the first patch. Many of the guns are bugged, check the list.
I guess DICE decided to gimp the PDW class weapons after all the whiners from the beta.
They barely match up(as in not at all) to the assault/engi weapons up close, where you would expect them to be at least on equal footing. The AS val is actually pretty good TTK wise and can actually rip it up at close range, but the small mag size, permanent slotted broken suppressor, and heavy recoil really drag the gun down.
I love the AS Val, I was just listing the fact that the ammo count was incorrect, and I'm sorry, but really? telling me to view the chart that I was clearly talking about (in the chart's thread no less)? That comment was more me being amazed that Dice managed to screw up the coding of all the suppressors except for the AKS-74u, and hoping that someone possibly put the wrong value in, as the 2 columns don't match up for all the weapons (take a look at the entry for the pp2000, p90, and AS Val).
Though it is correct in-game (I asked one of the devs on twitter),
well, it's hard to say since in reality the thing was a case of the vapo-ware. kind of like the duke nukem of the gun world, it was announced with much ado but than was never seen again. however, one of it's main points was that you would be able to use stanag mags with it, to simplify supply. so it wouldn't make sense at all to field a new 20 round mag just because. it's probably a balancing decision and the dev is talking out of his arse.^^
even though it was vapo-ware, (though your duke nukem reference doesn't work anymore, as Forever was released earlier this year), Magpul's PDF describing the PDR (can be found here: http://www.magpul.com/pdfs/PDRtech_PR.pdf ) actually lists a "15~20 custom polymer" magazine as an option (page 6 if you want to look). So that dev (Alan Kertz/Demize99) isn't totally talking out of his arse.
Sorry meant to quote the guy beneath you, no need to get angry.
My apologies for going off on you then (as a reply to my post, I interpreted it as if you were being condescending towards me, but as a reply to eLantern, you were obviously trying to be helpful).
and does anyone know why there are 2 different minimap visibility columns? I would assume it was 2 different people doing separate tests, but with something so apparently cut-and-dry (it is possible that they implemented some new mechanic, but it is doubtful) as whether or not you show up on the minimap, the conflicting results are a little strange.
Edit: nevermind, it appears that the second column was removed before I posted this.
Joined: Mar 2010 Gender: Female Posts: 10,726 Location: czech republic
Re: Chart: Damage values of all weapons at dif ran « Reply #83 on Nov 9, 2011, 5:06am »
huh, what do you know, you're right. though i still think it would make sense to ditch the odd custom mags alltogether and just stick with what you have lying arround anyway^^
Clan:DarkBadEvil Fightaz of DeathCommando - Squad: Elite Ninjas
Joined: Jan 2010 Gender: Female Posts: 231
Re: Chart: Damage values of all weapons at dif ran « Reply #84 on Nov 9, 2011, 7:50am »
I did some very very simple testing and I also agree that the aks471 is a tad faster than the m416. I emptied every gun 3 times - and got 2,7 2,8 2,7 sec. for m416 and 2,4 2,2, 2,2 for aks471. It is by far not exact but my "one hand on the mouse and the one on the stopwatch"- error are equal in both setups.
In addition the hand guns: m9 has a strong muzzle climb but the shooting rate is slightly capped (4 hit kill) good ammo - fast reload g17c less muzzle climb but capped! (4hit kill) endless ammo fast reload 433 rex strong cap good accuracy (but 2hit kill) 6 bullets long reload m1911 moderate cap, but very accurate (3 hit cap) 7bullets fast relaod standard russian capped 4 bullets gun as attractive as g17c
The question for me is which gun can deliver 50-100 dmg (given that you have already hit him) fast ( no single ping - ping - ping ) as possible for distance 1-15 (?) meters. so like in mw3 g18 no-aimer will have an advantage with it. So summing up - even though pistols are not really are important due to slow draw speed and very often getting back in cover while reload is also a good option, I am sure that g17c is not a good choice - the other handguns are different but none is overpowered - none of them is completely awful - each of them will have their fans - depending on what players like style wise.
I will go with the M1911 well see - once I have the 93r and the g18 I might have a new fav. gun or at least something to test.
*modified*
« Last Edit: Nov 10, 2011, 1:55am by neverlast74 »
Though it is correct in-game (I asked one of the devs on twitter), and the as val's mag size is off too (battlelog and in-game description say 30, actual size is 20)
and is the AKS-74u Suppressed really the only engineer carbine that doesn't show up on the minimap?
So what your saying is that all the silencers I have equipped to my Carbines are useless except the one on the AKS-74u? ...is that the case only with the Carbines or is that the case for the Assault Rifles, LMGs, Snipers, and PDWs as well?
According to some of the tips on Map Loading Screens, the Suppressor also decreases recoil and increases hip spread. So it's not really useless. In fact, I bet a lot of players would value the decreased recoil more than the actual quieter gunfire/minimap invisibility.
Honestly, I very rarely use the minimap to identify where people are shooting from. They don't stay on the map long enough and they are a lot less noticeable than in COD. Generally if they are close enough to show up on the minimap, they are either already visible or you are already dead by the time you hear the gunfire and look down.
Clan:DarkBadEvil Fightaz of DeathCommando - Squad: Elite Ninjas
Joined: Jan 2010 Gender: Female Posts: 231
Re: Chart: Damage values of all weapons at dif ran « Reply #86 on Nov 9, 2011, 10:34am »
//// . Generally if they are close enough to show up on the minimap, they are either already visible or you are already dead by the time you hear the gunfire and look down.
I agree - at the same time - in all this chaotic gameplay - I feel a little bit safer when I do not create noise that can be heard half of the map.
Re: Chart: Damage values of all weapons at dif ran « Reply #87 on Nov 9, 2011, 11:58am »
Regarding the buck/flechette/frag round values in the damage chart: What exactly do these numbers mean? 100 damage per pellet is hardly believable neither is 100 damage per round. The frag round values seem to suggest that there's just an extra 0 because 35 damage sounds plausible, but this can not be the case for buck/flechette... From what i could test a single buck shot pellet (870MCS) does ~8.5 damage at long range (tested at 25/40 meters). I have also yet to see a case where a frag headshot was not lethal.
Maybe skitrel could clarify the meaning of the shotgun numbers since they are a pain to figure out without having a partner and an empty server.
« Last Edit: Nov 9, 2011, 11:59am by drunkenbird »
it's probably a balancing decision and the dev is talking out of his arse.^^
It wouldn't be the first time. Has anyone else noticed that Battelog explicitly states bullpup weapons cannot have underslung attachments because they are bullpup weapons? I'm not even sure what kind of mental gymnastics they had to go through to come up with that. I'm sure it was just for balancing purposes but that explanation really doesn't make any sense.
It wouldn't be the first time. Has anyone else noticed that Battelog explicitly states bullpup weapons cannot have underslung attachments because they are bullpup weapons? I'm not even sure what kind of mental gymnastics they had to go through to come up with that. I'm sure it was just for balancing purposes but that explanation really doesn't make any sense.
yeah, I love how the A-91 says being a bulpulp "prevents the A-91 from mounting either a bipod or a foregrip." and what do you get for 30 kills? a foregrip. The f2000 has its own proprietary grenade launcher (so it can't use the m320, though do the russian rifles switch to using a GP-30 when you attach it? if so, dice was just lazy, as the f2000 in bc2 had the gl). The only one that physically can't mount anything securely is the kh2002 (unless you do something stupid and mount it to the side or top rails, which is technically possible, but definitely not recommended).
also, you misquoted me, that was actually kathinka's post (that I quoted).