What is the health in Touch Football? Is it still 30 like previous CoDs? If so, then the ACR is a OHK from any distance unlike any other fully auto AR. Thanks.
Also, on Overkill, I believe your movement speed is based on your secondary "Primary" weapon.
Huh, completely forgot about HC. Aside from the snipers, the only weapons that can OHK from any distance is the ACR, Mk14, and the M60. IW screwed the pooch in terms of HC weapon balance if these stats are right and HC health is 30.
IW screwed the pooch in terms of HC weapon balance if these stats are right and HC health is 30.
HC has never been balanced anyway and when it only takes 1-2 shots to kill someone, weapon choice is often irrelevant.
I would say some weapon are just better in HC, ACR do seems to OSOK at any range, once I was using it and killed 3 people at long range so fast it feels so wrong, as I feel I have not been holding my finger down long enough for that many bullet to come out.
And for CQC shotguns are really really good, your aiming can be way off and only land 1/3 of the shot, it still kills. I don't use them, but I have been OSOKed along with a team mate more than a few times, well that would really be OSTK I guess.
It sucks most dedicated sever with good ping and enough people runs HC only.
Joined: Jan 2011 Gender: Male Posts: 287 Location: GamingUpgrade.com
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #65 on Nov 22, 2011, 4:47am »
How does adding rapid fire to the type 95 and mk14 change the stats? It would seem that the RPM for the mk14 and type 95 would increase quite a bit lowering the ttks?
There's lots of unused and outdated code in the gsc files, and many examples of variable names that have little to do with their effect on the game.
If this number were a decimal, such as 0.9, and had "scalar" in the name (as is the case with other variables that effect gun/character stats) then I might believe it reduces recoil by 10%.
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #69 on Nov 25, 2011, 3:48am »
retest AS50's OSOK ability the stomach w/out silencer and the neck and chest w/ silencer please. Someone has made a thread about it showing evidence that it does OSOK to teh stomach w/out silencer and OSOk to the chest w/ silencer.
There's lots of unused and outdated code in the gsc files, and many examples of variable names that have little to do with their effect on the game.
If this number were a decimal, such as 0.9, and had "scalar" in the name (as is the case with other variables that effect gun/character stats) then I might believe it reduces recoil by 10%.
With regards to marksman recoil, did someone already do some wall shooting to check recoil differences?
I use the FAD with Silencer + ExMags and it's def good, and IMO probably one of the top 3 ARs that I'll ever continually use, due to its high accuracy, great irons, acceptable reload, and high RoF. But I'm the guy who always uses Silencers on every weapon, so I keep an eye out for the weapons that are exploitable with Silencers (and IMO the FAD is def one). It's also nice that it's got better penetration than the SMGs, but has the high rate of fire.
In practice, a Silenced + ExMag FAD didn't really seem to overtly out preform my opponents using ARs by that much (ofc this has to do with playstyle etc). The best proficiency I can recommend would be Focus, because getting shot while firing is quite common, and since the FAD needs that extra bullet to kill - loosing aim [due to enemy fire] just before landing the kill shot is quite common - often leading to a death that could have been prevented.
The only downside to the FAD is its 40% ADS move speed which requires the use of Stalker to prevent. ...Thus, if you're a fan of using StiRep the [silenced] FAD is often a difficult weapon to choose - above using an SMG.
I use the FAD with Silencer + ExMags and it's def good, and IMO probably one of the top 3 ARs that I'll ever continually use, due to its high accuracy, great irons, acceptable reload, and high RoF. But I'm the guy who always uses Silencers on every weapon, so I keep an eye out for the weapons that are exploitable with Silencers (and IMO the FAD is def one). It's also nice that it's got better penetration than the SMGs, but has the high rate of fire.
In practice, a Silenced + ExMag FAD didn't really seem to overtly out preform my opponents using ARs by that much (ofc this has to do with playstyle etc). The best proficiency I can recommend would be Focus, because getting shot while firing is quite common, and since the FAD needs that extra bullet to kill - loosing aim [due to enemy fire] just before landing the kill shot is quite common - often leading to a death that could have been prevented.
The only downside to the FAD is its 40% ADS move speed which requires the use of Stalker to prevent. ...Thus, if you're a fan of using StiRep the [silenced] FAD is often a difficult weapon to choose - above using an SMG.
100% agree on Focus. My favorite AR setup is Bling with Silencer/ExMags but I find it's just not as effective on the FAD as Focus.
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #78 on Nov 27, 2011, 1:45am »
LMGs all have 150 rounds per mag with the Extended Mags attachment. They also get 150 rounds extra, effectively giving the user 300 rounds total without Scavenger Pro.
I use the FAD with Silencer + ExMags and it's def good, and IMO probably one of the top 3 ARs that I'll ever continually use, due to its high accuracy, great irons, acceptable reload, and high RoF. But I'm the guy who always uses Silencers on every weapon, so I keep an eye out for the weapons that are exploitable with Silencers (and IMO the FAD is def one). It's also nice that it's got better penetration than the SMGs, but has the high rate of fire.
In practice, a Silenced + ExMag FAD didn't really seem to overtly out preform my opponents using ARs by that much (ofc this has to do with playstyle etc). The best proficiency I can recommend would be Focus, because getting shot while firing is quite common, and since the FAD needs that extra bullet to kill - loosing aim [due to enemy fire] just before landing the kill shot is quite common - often leading to a death that could have been prevented.
The only downside to the FAD is its 40% ADS move speed which requires the use of Stalker to prevent. ...Thus, if you're a fan of using StiRep the [silenced] FAD is often a difficult weapon to choose - above using an SMG.
Good info - cheers. I too always use a suppressor. Hate playing without one.
I got trashed recently when a guy was using it almost SMG like on seatown.
It definitely has a niche.
Focus is becoming my favourite prof - it's great on the MK14 too.
I've rolled around with an MP7 and MK14. Looks like I'll give the FAD another try when I hit it this time.
LMGs all have 150 rounds per mag with the Extended Mags attachment. They also get 150 rounds extra, effectively giving the user 300 rounds total without Scavenger Pro.
Tested on PC.
Thanks, updated.
As for the sniper rifles, I'm still getting conflicting reports from various people, so I'm sticking with the multipliers in the guide for now.
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #82 on Dec 4, 2011, 7:19pm »
Corrected movement speed. Added ADS movement speed. Added hip spread. Added headshot multiplier. Added a note about possible incorrect multipliers for AS50 and RSASS.
Joined: Feb 2010 Gender: Male Posts: 10,141 Location: Maryland
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #83 on Dec 4, 2011, 8:12pm »
So comparing the MP412, .44, and the Desert Eagle, is there any reason to take the revolvers over the DE? Besides akimbo, I didn't see anything that would put anything over the DE
Re: MW3 Weapon Spreadsheets and Proficieny/Perk Da « Reply #84 on Dec 4, 2011, 8:24pm »
I don't know if the recoil values for the Revolvers/DE are correct. Well, maybe the Deagle, but the revolvers definitely don't have as much recoil as the DE. I don't see any reason to use the DE except for style points. Here's a breakdown:
DE: Low ammo count - 24 rounds both single and akimbo Very high recoil so you have to pace your shots Recoil pattern is up and to the right
Magnum (I think the MP412 is identical except that it has a really slow reload and wider hip fire spread): Good ammo count - 36 bullets single and akimbo Low recoil so easy to spam Recoil pattern is straight up
I measured MW3 almost every weapon and sight for zoom level while ADS.
Highlights: * Holo now has higher zoom than RDS (1.5 vs 1.35). This now balances its greater obstruction. * AR's have highest ironsight zoom (1.35 vs 1.2), same as a RDS. * ACOG much higher magnification than BLOPS (2.4 vs. 1.65) * AS50 with standard sight is 1/2 magnification of other snipers (2.4 vs 4.8)
1.0x = Non-ADS, Akimbo, ADS Pistols, M320GL (Everything below this is ADS) 1.2x = SMG, LMG, MP, and Shotgun Ironsights 1.35x = AR Ironsights, RDS on any, Hybrid-Low 1.5x = Holographic on any 1.7x = XM25 2.4x = ACOG, Thermal, Hybrid-High, AS50 Standard Scope 2.8x = Javelin, Stinger 2.8x/4.8x/9.2x = Variable Zoom Sniper Scope (AS50 is same as the others equipped with VZ) 4.8x = Standard Sniper (other than AS50)
NOTES: I used two vertical baselines on the Outpost map, one large optimized for the low zoom stuff and one smaller optimized for the high zoom. Measuring by wedged my guy into a corner so the position was always the same. Measured with precision millimeter ruler on 42" flatscreen trying to minimize parallax as the glass is above the screen. If non-ADS an object is length 80mm and then under ADS it is 120mm then the magnification is 1.5x. Also always tried to measure in the middle of the screen to minimize distortion.