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 AuthorTopic: MW3 Weapon Spreadsheets and Proficieny/Perk Data (Read 88,684 times)
selarmor
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 MW3 Weapon Spreadsheets and Proficieny/Perk Data
« Thread Started on Nov 13, 2011, 3:25pm »

Summary Charts

ARs, SMGs, LMGs, Machine Pistols, Handguns
Shotguns
Sniper Rifles


Some Denizen test results:

Rapid Fire
Sight Magnification
Hipspread


Proficiencies

Kick: Reduce recoil 20%.
Focus: Reduce flinch 50%.
Stability: Reduce idle sway 25%.
Melee: Reduce melee recovery delay 35%.
Speed: Increase movement speed 10%.
Damage: Increase pellet damage 40%.
Range: Increase range before damage drop off 25%.


Perks

Recon: Paints target on the mini map BLACKBIRD style for 12 seconds. Tactical grenades count as explosive damage.

Sleight Of Hand: Reload time (normal, empty, add) x0.5 and weapon swap time (raise, drop) x0.5.

Blind Eye: Launcher lock-on time x0.5, bullet damage to killstreaks x1.6.

Extreme Conditioning: Sprint duration x2.

Scavenger: Will replenish throwing knives. Resupplies under-barrel ammo if the person you killed had them and did not use them before dying.

Quickdraw: Aim down sight time x0.5 and equipment usage time x0.5.

Blast Shield: Explosive damage x0.55 and flashbang/stun duration x0.5.

Assassin: Grants immunity to EMP grenades as well. Can not call in killstreaks during EMP.

Hardline: One assist will carry over to a new spawn.

Overkill: Your movement speed will be that of the lowest of your two primaries.

Marksman: Breath hold time for snipers and assault rifles with Breath x2.

Stalker: Full movement speed when ADS, adds 2 seconds to claymore, bouncing betty, and IMS timer.

Sitrep: Enemy footstep sound x4. Airdrop trap is highlighted.

Steady Aim: Hip fire spread x0.65 and sprint out time x0.6.

Dead Silence: Halves duration of Recon effect and fall damage x0.
« Last Edit: Dec 25, 2011, 11:58pm by selarmor »Link to Post - Back to Top  IP: Logged
selarmor
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 Re: Some Spreadsheets
« Reply #1 on Nov 13, 2011, 5:13pm »

Added shotguns.
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 Re: Some Spreadsheets
« Reply #2 on Nov 13, 2011, 5:57pm »

A good start.
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zuluzuluzulu
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 Re: Some Spreadsheets
« Reply #3 on Nov 13, 2011, 6:54pm »

MG36 add time?
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selarmor
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 Re: Some Spreadsheets
« Reply #4 on Nov 13, 2011, 7:28pm »


Nov 13, 2011, 6:54pm, zuluzuluzulu wrote:
MG36 add time?

Seems like a typo in the source.

Added sniper rifles.

I don't actually have the game, but if anyone who does can do some split screen testing to determine sniper rifle movement speed (is it the same as an AR or SMG?) it would be greatly appreciated.
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asasa
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 Re: Some Spreadsheets
« Reply #5 on Nov 13, 2011, 10:42pm »

Im guessing the USAS 12 and 1887 firerate are off

Also, what is Min/Max range? Why is the min higher than the max?

And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that?
« Last Edit: Nov 13, 2011, 10:43pm by asasa »Link to Post - Back to Top  IP: Logged
Killerpuffball
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 Re: Some Spreadsheets
« Reply #6 on Nov 14, 2011, 1:06am »


Nov 13, 2011, 10:42pm, asasa wrote:
And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that?


Yours has extended mags on.
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selarmor
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 Re: Some Spreadsheets
« Reply #7 on Nov 14, 2011, 7:52am »


Nov 13, 2011, 10:42pm, asasa wrote:
Im guessing the USAS 12 and 1887 firerate are off

Also, what is Min/Max range? Why is the min higher than the max?

And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that?

If those firerate numbers are off then they're off in the guide.

Max is the range up to which bullets do their maximum damage. Min is the range at which they begin dealing minimum damage. I think. The guide doesn't clarify.

I could probably have worded it better.
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selarmor
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #8 on Nov 14, 2011, 8:31pm »

Added time to kill and recoil data to the ARs, SMGs, LMGs, Machine Pistols, and Handguns spreadsheet.
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #9 on Nov 14, 2011, 10:38pm »

Thats awesome, as it means the M14 will 2HK up to over 1950 inches :D
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #10 on Nov 14, 2011, 11:24pm »


Nov 14, 2011, 1:06am, Killerpuffball wrote:

Nov 13, 2011, 10:42pm, asasa wrote:
And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that?


Yours has extended mags on.


Ext. Mags is 10 isnt it? Or is that really it?

Ill feel so stupid xD
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volgon
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #11 on Nov 14, 2011, 11:46pm »

It's original magazine size times 1.5. So 5 bullets base x 1.5 = 7.5 rounded down to 7.
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spectral
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #12 on Nov 15, 2011, 2:09am »

Nice job with the stats!

Any ideas about how they're affected by proficiencies?
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #13 on Nov 15, 2011, 3:32am »

Wow - is the t95 ttk right?
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #14 on Nov 15, 2011, 3:43am »


Nov 15, 2011, 3:32am, tooros wrote:
Wow - is the t95 ttk right?
2HK at 1000 RPM, seems right to me. IMO, no weapon other than semi-autos and the M60 should be able to 2HK.
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 Re: Weapon Spreadsheets (Up: ttk and recoil)
« Reply #15 on Nov 15, 2011, 4:16am »

^^that doesn't even include rapid fire attachment, right?
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #16 on Nov 15, 2011, 8:27am »

Provided some clarity on range values and added effective range column.

The AK-47 suddenly looks viable.
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selarmor
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #17 on Nov 15, 2011, 8:55am »


Nov 15, 2011, 2:09am, spectral wrote:
Nice job with the stats!

Any ideas about how they're affected by proficiencies?

Kick is 20% less recoil. I don't know if it affects recoil numbers or center speed.

Focus is 50% less flinch (as opposed to 80% from Hardened Pro in Black Ops).

Stability is 25% less sway.

Melee is 35% faster melee recovery.

Speed is 10% faster movement speed.

Damage is Stopping Power (40% more damage).

Range is 25% increase to damage drop off range.
« Last Edit: Nov 15, 2011, 8:57am by selarmor »Link to Post - Back to Top  IP: Logged
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #18 on Nov 15, 2011, 9:07am »

What is the consensus for the range decrease, before damage drop off, for a suppressor? Half? 'Seem to remember it being that way for Blops.
« Last Edit: Nov 15, 2011, 9:08am by tooros »Link to Post - Back to Top  IP: Logged
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #19 on Nov 15, 2011, 11:50am »

I had a feeling there was something noteworthy about the AK-47. I unlocked it before I read the damage and ROF, and thought "this thing has monstrous DPS!" I was very surprised to see that the ACR was looking stronger. But even so the AK's effective range is only 200 units longer, so maybe it was largely a new gun placebo effect.

Edit: Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one?
« Last Edit: Nov 15, 2011, 11:54am by wcparker »Link to Post - Back to Top  IP: Logged
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #20 on Nov 15, 2011, 12:39pm »


Nov 15, 2011, 9:07am, tooros wrote:
What is the consensus for the range decrease, before damage drop off, for a suppressor? Half? 'Seem to remember it being that way for Blops.


Thank you. This is exactly what I would like to know. Silencers are a must on almost all maps, only reason I prefer ACR over T95. Someone please post the damage drop off of silencers. I'm a lil shocked if this is not touched on in the 'guide'.
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #21 on Nov 15, 2011, 12:56pm »

I'm pretty sure the guide notes a 25% reduction in range when equipping silencers...
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selarmor
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 Re: Weapon Spreadsheets (Up: Effective Range)
« Reply #22 on Nov 15, 2011, 1:05pm »


Nov 15, 2011, 11:50am, wcparker wrote:
I had a feeling there was something noteworthy about the AK-47. I unlocked it before I read the damage and ROF, and thought "this thing has monstrous DPS!" I was very surprised to see that the ACR was looking stronger. But even so the AK's effective range is only 200 units longer, so maybe it was largely a new gun placebo effect.

Edit: Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one?

Done.
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 Re: Weapon Spreadsheets (Up: Bullet Effective Rang
« Reply #23 on Nov 15, 2011, 2:41pm »


Nov 15, 2011, 12:56pm, banchi wrote:
I'm pretty sure the guide notes a 25% reduction in range when equipping silencers...



well that would make alot of sense... thanks broskie
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 Re: Weapon Spreadsheets (Up: Bullet Effective Rang
« Reply #24 on Nov 15, 2011, 4:33pm »

25%? Oh jeez... looks like silencers are more OP than ever before.
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 Re: Weapon Spreadsheets (Up: Bullet Effective Rang
« Reply #25 on Nov 15, 2011, 7:33pm »


Nov 15, 2011, 1:05pm, selarmor wrote:

Nov 15, 2011, 11:50am, wcparker wrote:
Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one?

Done.


Thanks!
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 Re: Weapon Spreadsheets (Up: Sniper Recoil Data)
« Reply #26 on Nov 15, 2011, 7:48pm »


Nov 15, 2011, 7:33pm, wcparker wrote:

Nov 15, 2011, 1:05pm, selarmor wrote:

Done.


Thanks!

No problem.

Expanded time to kill and effective range to a per bullet basis.

Added sniper rifle recoil data.
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 Re: Weapon Spreadsheets (Up: Sniper Recoil Data)
« Reply #27 on Nov 15, 2011, 11:36pm »

The RSASS isnt a OSK to the chest
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 Re: Weapon Spreadsheets (Up: Sniper Recoil Data)
« Reply #28 on Nov 16, 2011, 4:04am »

Thanks for all the data. Extremely useful. Can we sticky this thread? While a spreadsheet isn't as asthetically pleasing as one of Den's charts, it certainly provides almost all the data you could want
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 Re: Weapon Spreadsheets (Up: Sniper Recoil Data)
« Reply #29 on Nov 16, 2011, 4:31am »

Anyone got any true game experience of the FAD?
As it's so late an unlock I wonder how much knowledge there is.
I haven't even seen anyone using it at all.

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