MW3 Movement Speeds « Thread Started on Dec 5, 2011, 10:18pm »
Primaries (SMG,AR,LMG,Sniper,Shotgun,Riot): If you are carrying TWO primaries whether through overkill or pickup you get the base movement speed of the slowest of the two.
Primary Base Movement Rates: 1.0 = SMG, Shotgun, (also Secondaries) 0.9 = Rifle, Fast Sniper (L118, Drag, MSR) 0.8 = LMG, Riot, Slow Sniper (Barrett,RSASS,AS50)
Secondary Weapons (Machine Pistols, Pistols, Launchers): Secondaries act just like primaries with full base movement rates of 1.0 (like SMG/Shotty). If you pick up a second secondary you will move at full 1.0 speed. This is true even if you started with an LMG or Riot Shield.
Direction Modifiers 1.0 = Forward ~0.97 = Sideways <- way different. Was .8 on COD4/5 ~0.97 = Backward <- way different. Was .7 on COD4/5 (Note: measuring the sideways and backwards modifiers was difficult)
Sprinting 1.5 = Sprint
Speed Proficiency The Speed proficiency doesn't carry over from primary to other weapon you are carrying whether secondary or second primary. 1.1 = Sniper Speed Proficiency 1.1 = LMG Speed Proficiency 1.1 = Riot Speed Proficiency
Sprinting and Fatigue Sprinting to exhaustion completely depletes the user's energy reserves and no sprinting is possible for approx. 2 seconds after which approx. 2 more seconds of sprinting is possible. Note that Extreme Conditioning only doubles the size of the energy reserves but does not increase the rate at which energy is recovered.
Extreme Conditioning A full rested sprint (not spawn) has 12 "STEPS". These "STEPS" are longer for SMG; shorter for LMG. With SMG this is about 28 meters, AR about 26 meters, and LMG about 23 meters. A full rested sprint with Extreme Conditioning lasts for 24 "STEPS". With SMG this is about 57 meters, AR about 52 meters, and LMG about 46 meters.
USAS 12, MP9 and Skorpion Sprint "Glitch" The USAS 12, MP9 or Skorpion (with any or no attachment) will all allow you 1.8X (NOT 2x) the normal sprint duration and this does stack with Extreme Conditioning to allow 3.6x the normal sprint duration. Once you start your sprint with the USAS or Skorpion you may switch to your other weapon while sprinting and continue to get the extended 1.8X sprint distance. This is important because both these weapons Foxtrotting suck. However, if you do the opposite and switch to the USAS, MP9 or Skorpion while already sprinting you only get the shorter normal sprint distance.
Class Switching within first 15 seconds of the game In objective type game modes it may be advantageous to start with a fast moving SMG class with Extreme Conditioning to obtain a positional advantage then switch to a "fighting" class within the first 15 seconds. You cannot do this if you've fired or used any equipment and any fatigue you've accumulated in the time before switching classes carries over to the new class ... e.g you can't sprint again like you we're fully rested.
Juiced 1.25 = Juiced deathstreak speed factor
Juggernauts 0.6 = Recon Juggernaut (or 0.8 for base RS * 0.75) 0.52 = Assault Juggernaut (or 0.8 for base LMG * 0.65) (Remember Juggernauts can't pick up weapons so there is no way to change the speeds below except if you somehow got a Juggernaut suit while running specialist and get the speed proficiency of 10%. On a related note you can also pick up your equipment if you put it down before putting on Juggernaut suit.)
Remote Pointstreaks 1.35 = Recon Drone (the little helicopter) 0.9 = Assault Drone (the little tank) (these are in a straight line only)
Specialist Pointstreak A 1.1 Speed Proficiency to all weapons types is granted for 8 (7 HL) kills with the Specialist pointstreak. This affects any weapons you are carrying including your primary and secondary (or second primary) as well as weapons that you may pick up, even if they cannot have speed proficiency selected like AR, Shotgun, SMG, Machine Pistols, Pistols, and Launchers. However, if you are using speed proficiency on a Riot, Sniper or LMG you are already carrying you will not see any change on that weapon ... e.g. it does not stack on top of an existing speed proficiency. For example, this bonus will grant an SMG or Shotgun (of course with a suitable 1.0 base movement secondary) a 1.1 base movement speed ... the fastest possible in the game other than with Juiced. But it won't make a bolt sniper go faster than 0.99.
Effect of Magnifying Sights There was no change for any of the many combinations tried: AR/SMG/LMG with ACOG/Holo/RDS/Hybrid/Thermal and Snipers with VZ/Normal/ACOG. If you think you see a difference in perceived movement speeds it is probably due to the different magnifications.
Lethal/Tactical If you are holding it open/cooking/prepping (e.g. by holding L2 or R2) you move at your normal primary rate subject to applicable modifiers. If you have a primary with speed proficiency and you deploy the lethal or tactical with that weapon out before you "throw" you will gain the 10% speed bonus. With your other weapon deployed (the one not having speed proficiency) you will not.
Revised: 12/06/2011 to clarify 12/11/2011 with Juiced, Jugg, KS info. 12/13/2011 with revised Specialist speed proficiency effects. 12/13/2011 with sprint fatigue, weapon sprint glitch, and starting 15 second tactic and general reorg.
Re: MW3 Movement Speeds - EVERYTHING « Reply #1 on Dec 5, 2011, 10:32pm »
"Secondary Weapons: (Machine Pistols, Pistols, Launchers) These get the base movement speed of the primary but they have their own ADS speed modifiers (if they can ADS). For example an MP9 is slower paired with an LMG than an SMG."
Come again, bro? I'm seeing a contradiction... MPs have thier own ADS speed, but what the frak? (I miss BSG) Edit! Oh wait... ok, you're still talking about movement speed. You weren't giving an example about ADSing with an MP...
« Last Edit: Dec 5, 2011, 10:33pm by battleaxerx »
So if I take a MP9 as a secondary on my Slow Sniper, I can ADS with no penalty?
Edit: Thanks for all the research!
No.
Your base movement speed with a slow sniper primary is 0.8. This applies to both your slow sniper and the secondary.
Examples: If you ADS with your sniper moving forward you move at 0.8*.4 = 0.32. If you ADS with your MP9 moving forward you move at 0.8*0.8 = 0.64 If you ADS strafing side to side with your MP9 you move at 0.8*0.8*0.97 = 0.61
Re: MW3 Movement Speeds - EVERYTHING « Reply #11 on Dec 6, 2011, 2:51am »
Does Speed not transfer even if Speed on the heavy weapon?
Example, you have an LMG with Speed and an SMG. If you have the LMG out, you obviously move at 0.88. But what if you switch to the SMG? Do you move at .80 or .88? That is, will you move slower because you switched to an SMG?
Does Speed not transfer even if Speed on the heavy weapon?
Example, you have an LMG with Speed and an SMG. If you have the LMG out, you obviously move at 0.88. But what if you switch to the SMG? Do you move at .80 or .88? That is, will you move slower because you switched to an SMG?
Any speed proficiency applies only to the weapon while it is out.
The key thing is this: base_speed = MINIMUM(base_speed_wep1,base_speed_wep2)
So, to answer your question when you have the LMG w/ speed out you go .88; and when you switch to an over-killed primary or secondary (Shot,SMG,LMG, AR,MP, Riot,Sniper, Pistol or Launcher) then it goes down to .8. However if the overkilled Riot, Sniper or LMG you carry also has speed you will go .88 with it out.
This is another doo-doo nerf to Overkill which is like the Shades perk in COD5: cool looking but useless.
Not to go too far off topic, but in COD4 and 5 you could overkill SMG/LMG and go fast for objective games. In Blops for LMG users you could run very fast by switching to your pistol and using LW/ Marathon Pro (proving that in fact Pigs can fly). Now all you've got is speed, the TI and Marathon Limp aka EC.
Re: MW3 Movement Speeds - EVERYTHING « Reply #17 on Dec 11, 2011, 3:32pm »
Wasn't that thing a OSK at all ranges? Haha, I wouldn't mind a pistol like that at all. Hell, if they stealth patched it, it'd take months for the community to find out since no one uses the pistols.
Re: MW3 Movement Speeds - EVERYTHING « Reply #18 on Dec 11, 2011, 3:35pm »
@megaqwerty, it may have been OSK at one point. its IS a laser-beam, and one shot to the head at any range will indeed kill you. two shots anywhere on the body will end you. man i cant wait for CS:GO! over and out
Re: MW3 Movement Speeds - EVERYTHING « Reply #19 on Dec 11, 2011, 6:36pm »
I've got some more movement speed information for MW3:
Juiced 1.25 = Juiced deathstreak speed factor
Juggernauts (Remember Juggernauts can't pick up weapons so there is no way to change the speeds below. You can pick up your equipment if you put it down before putting on Jugg suit) 0.6 = Recon Juggernaut (or 0.8 * 0.75) 0.52 = Assault Juggernaut (or 0.8 * 0.65)
Remote Killstreaks 1.35 = Recon Drone (the little helicopter) 0.9 = Assault Drone (the little tank)
Is this not just the Speed proficiency? If it is distinct, does it stack with Speed?
A 1.1 Speed Proficiency to all weapons types is granted for 8 (7 HL) kills with the Specialist pointstreak.
This affects any weapons you are carrying including your primary and secondary (or second primary) as well as weapons that you may pick up, even if they cannot have speed proficiency selected like AR, Shotgun, SMG, Machine Pistols, Pistols, and Launchers.
However, if you are using speed proficiency on a Riot, Sniper or LMG you are already carrying you will not see any change on that weapon ... e.g. it does not stack on top of an existing speed proficiency.
For example, this bonus will grant an SMG or Shotgun (of course with a suitable 1.0 base movement secondary) a 1.1 base movement speed ... the fastest possible in the game other than with Juiced. But it won't make a bolt sniper go faster than 0.99.
Extreme Conditioning A full rested sprint (not spawn) has 12 STEPS. These STEPS are longer for SMG; shorter for LMG. With SMG this is about 28 meters, AR about 26 meters, and LMG about 23 meters. A full rested sprint WITH EXTREME CONDITIONING lasts for 24 STEPS. With SMG this is about 57 meters, AR about 52 meters, and LMG about 46 meters.
In regards to the info above, some additional info that may be worthy of noting is found in this video, unless this has recently been patched...
Extreme Conditioning A full rested sprint (not spawn) has 12 STEPS. These STEPS are longer for SMG; shorter for LMG. With SMG this is about 28 meters, AR about 26 meters, and LMG about 23 meters. A full rested sprint WITH EXTREME CONDITIONING lasts for 24 STEPS. With SMG this is about 57 meters, AR about 52 meters, and LMG about 46 meters.
In regards to the info above, some additional info that may be worthy of noting is found in this video, unless this has recently been patched...
Yes, I had heard of this recently but didn't know exactly which weapon had the "sprint glitch" a la COD4 P90 and M21.
I will add it to this section after getting hard numbers on how much farther you can sprint with USAS-12 and Skorp-EM. Woody certainly made the effect very clear but it wasn't measured with any particular accuracy.
I am also thinking I may want to add some detail about fatigue in sprinting ... EC gives you a 2X larger "reserves" but doesn't increase the "recovery" rate.
Re: MW3 Movement Speeds - UPDATED « Reply #26 on Dec 13, 2011, 11:10pm »
I've significantly revised the main post with some major finds:
USAS 12 and Skorp-EM Sprint "Glitch" The USAS 12 with any attachment and the Skorpion with EM will both allow you 1.8X (NOT 2x) the normal sprint duration and this does stack with Extreme Conditioning to allow 3.6x the normal sprint duration. Once you start your sprint with the USAS or Skorpion you may switch to your other weapon while sprinting and continue to get the extended 1.8X sprint distance. This is important because both these weapons Foxtrotting suck. However, if you do the opposite and switch to the USAS or Skorpion EM while already sprinting you only get the shorter normal sprint distance.
Class Switching within first 15 seconds of the game In objective type game modes it may be advantageous to start with a fast moving SMG class with Extreme Conditioning to obtain a positional advantage then switch to a "fighting" class within the first 15 seconds. You cannot do this if you've fired or used any equipment and any fatigue you've accumulated in the time before switching classes carries over to the new class ... e.g you can't sprint again like you we're fully rested.
Lethal/Tactical If you are holding it open/cooking/prepping (e.g. by holding L2 or R2) you move at your normal primary rate subject to applicable modifiers. If you have a primary with speed proficiency and you deploy the lethal or tactical with that weapon out before you "throw" you will gain the 10% speed bonus. With your other weapon deployed (the one not having speed proficiency) you will not.
Sprinting and Fatigue Sprinting to exhaustion completely depletes the user's energy reserves and no sprinting is possible for approx. 2 seconds after which approx. 2 more seconds of sprinting is possible. Note that Extreme Conditioning only doubles the size of the energy reserves but does not increase the rate at which energy is recovered.
Secondary Weapons (Machine Pistols, Pistols, Launchers): Secondaries act just like primaries with full base movement rates of 1.0 (like SMG/Shotty).
I thought they changed this from blops. Tmartn even did a video on it. Unless I am understanding it wrong. If you switch to your pistol with an assault rifle you still run at 95% speed, not 100%.
Secondary Weapons (Machine Pistols, Pistols, Launchers): Secondaries act just like primaries with full base movement rates of 1.0 (like SMG/Shotty).
I thought they changed this from blops. Tmartn even did a video on it. Unless I am understanding it wrong. If you switch to your pistol with an assault rifle you still run at 95% speed, not 100%.
@maddux You misunderstood or I didn't explain well.
The base speed for both weapons you are carrying is the MIN(baseweaponspeed1,baseweaponspeed2)
Examples: * With an SMG + Pistol this is MIN(1.0,1.0) = 1.0 * With an AR + Pistol this is MIN(0.9,1.0) = 0.9 * With a Riot + Pistol this is MIN(0.8,1.0) = 0.8 * With a SMG + Riot this is MIN(1.0,0.8) = 0.8. (Overkill)
If one of the weapons you are carrying has speed prof then only it is effected: Examples: * Riot w/Speed + Pistol with the Riot out you go .8 *1.1 = .88 but with the pistol out in the same class you only go .8. * Overkilled SMG with Riot w/Speed. With the Riot out you go .8 *1.1 = .88 but with the SMG out in the same class you only go .8.
Finally if after spawn you drop you AR or LMG primary and pick up a second secondary for some reason (say you are out of ammo) then you will move at 1.0 base rate.
I love Tmart's channel and do subscribe. He is right that pistol don't increase your speed like BLOPS but he is wrong about the exact movement rate. Unfortunately the old .95 and .875 figures have been repeated all over so people think they are right for MW3. If you actually measure in a careful and repeatable manner, which I did, you will find the correct figures.