I'm interested in the method you use to test the weapons. How do you do it?
i use my method to find out weapon range and found the aim assists for the shotgun is amazing^^ u must only hold the lower bar of the crosshair on the head of the enemy. u will never miss, but only 1from 8/6 pellet hits. on closer range itīs harder to find them out, but on longer range, no problem
lolololol snakex don't you think the excessive dmg# values given for the Masterkey (from 25 all the way down to 1) is a bit ridiculous looking? ...When driving in a car speed-signs at the side of the road never say "13mph" or "66mph"
You need to drastically reduce those values to be in increments of 3 or something... You need moar sleep!
Oh and its interesting to learn that with the recent nerf to the 1887 that they rebalanced it by giving it an additional 2 pellets (same overall dmg).
Re: Weapon&Range chart by SnakeX « Reply #36 on Dec 25, 2009, 11:43am »
I'm just saying you should adjust the Masterkey chart to better fit the rest of the chart, try to only have 6 or 7 values that range from 25 to 1 with a line though them. Because the masterkey looks out of place.
25 20 15 10 5 1
Also, you should write ON your chart that the values are for the Xbox 360 version, because people are copy-pasting your info all over the net!
Re: Weapon&Range chart by SnakeX « Reply #43 on Dec 25, 2009, 5:59pm »
i use an ghetto method xD u must stand beside the enemy, then walk straight forward. u see your player swing his weapon. i made it so, when he swing the weapon to the left side, i count it a 1. on the right side itīs a 0,5. and shotguns are harder half right 0,25 right 0,5 half left 0,75 left 1
u must always play with double health, to feel the dmg drop my method is too find out first the min dmg and max dmg, then i start to find out the dmg drop
shotguns have always a very good aim assist. when u aim the crosshair to the enemy, it will hit instantly
Re: Weapon&Range chart by SnakeX « Reply #45 on Dec 27, 2009, 8:20pm »
ok that was my last update, all stats are very accurate, the flash chart donīt work so good with this stats, because itīs only range and dmg. i have a very well flash chart, not uploaded. but looks well. when anyone have question write it
i have limited source, no capture card or something, so i can only find out dmg and range stat
ok that was my last update, all stats are very accurate, the flash chart donīt work so good with this stats, because itīs only range and dmg. i have a very well flash chart, not uploaded. but looks well. when anyone have question write it
Re: Weapon&Range chart by SnakeX « Reply #50 on Dec 28, 2009, 2:50am »
wait.
i'm given to understand the Spaz has a greater range than the god87s, even stock with no akimbo? O__o
also, why would IW make the ACR have more range than the M4A1? that gun is literally completely outplayed out.
and i would say this ends the m16 v. FAMAS question, they were close before, but now that we know FAMAS actually has a greater range, it's pretty much settled.
also, was the change to given a 1887 8 pellets recent?
Re: Weapon&Range chart by SnakeX « Reply #51 on Dec 28, 2009, 4:30am »
I like these charts, but the only thing i cannot understand is why you put the 23 damage step in there? In every normal graph the values on each axis increase linear (or logarithmical), which it does in most of your cases (increase by 5). But with this added 23 damage step the damage increases by 5 each step except with the 23 damage, where it increases by 2/3 to the next value. I would suggest you simple remove the 23 damage step and skip it, so you have one value for 20 damage and one for 25 damage.
Re: Weapon&Range chart by SnakeX « Reply #58 on Dec 28, 2009, 7:25am »
but 135? makes no sense for me. knife havenīt any drop for dmg and with 100 it killed instantly too. whatever, mw2 is crap this gosh darn golly gee whiz anti lag, makes me angry
but 135? makes no sense for me. knife havenīt any drop for dmg and with 100 it killed instantly too. whatever, mw2 is crap this gosh darn golly gee whiz anti lag, makes me angry
lol filter
135 damage is a relic from MW1 which used this value to ensure it would kill Juggernauts too. Reverse-calculated, Juggernauts had 133+1/3 health, so they took 135 as a value for "killing damage no matter what". They simply used this for MW2 as well, even though it's not necessary.