|
Post by jbai on May 4, 2010 20:16:40 GMT -5
Hey Den. First post.
Thank you for being the only logical source of information in the cesspool of ignorance that is the interwebs.
My question is that when you are in a firefight and get hit, your sights (whether RDS or iron) get knocked around quite a fair bit (and appear to take quite a while to recover too, especially with LMGs).
Do your bullets continue hitting the middle of your screen, or do they take the path of the knocked out sights?
A few other questions
1) Knife lock-on. Seems to have better hitreg than "slash", but getting it to work is very variable. I've tried moving forwards only, or standing still, but still it's highly variable. Sometimes an enemy is 2 metres ahead, sprinting away, and knife would still magically lock on. Other times I would be staring at them and still only have a slash animation. And even when the "lock-on" animation starts playing, it doesn't guarantee a kill. What are the optimal conditions to knife with?
2) Slug shotgun accuracy. What are the effects of hipfire when still/moving and aiming down sights when still/moving? And does bullet drop affect it? (some sources say it acts as a sniper rifle bullet, others say it's regular).
3) What are the conditions under which you can escape a vehicle on 0 health? Many times (especially under mortar fire) a tank I would be in would hit 0 health and I would be able to escape to see it blow up a couple of seconds later.
A tracer dart + CG on a chopper does the same, and almost always the occupants escape unharmed, while I still get "+100 vehicle destroyed".
Yet, when taking 2 hits from a stationary AT, a tank usually blows up instantly.
4) Bullet speed. Your site says they travel at around 600. Yet the tracer dart travels at 300 (half the speed of bullets?) I find even post-patch that a significant bit of leading the tracer is required. Is bullet travel time with regular guns (non-snipers) actually significant?
Thanks so very much again for all the effort you've put in.
|
|
Den
He's That Guy
Posts: 4,294,967,295
|
Post by Den on May 4, 2010 22:21:45 GMT -5
The weapon being knocked away from damage and taking a long time to recover is some kind of visual issue. The weapon will still be shooting close to the center... or at least not where the weapon sights are on your screen.
1) There are none. The knife is unusually inconsistent.
2) From the hip, the slug shotguns have a 1.0 spread and 1.5 when moving (2.0 for automatics). When zoomed, 0 spread and 0.5 when moving (1.0 moving for Automatics).
3) There appears to be some kind of rapidly degrading state before the vehicle is truly gone once the vehicle hits zero health. I'm unsure of the details, but basically you need to deliver an overkill amount of damage. The Carl Gustav is just enough to bring the helicopter to zero, giving the occupants time to escape, whereas the RPG7 is an almost instant destruction.
4) The difference of leading an infantryman who is probably running no faster than 15mph and a helicopter which is likely in the 75+mph range is the significant difference. Combine something going many times faster than the usual target with something that travels at half the speed of the usual projectile and it'll look much slower in comparison.
|
|
|
Post by jinhit on May 7, 2010 7:25:13 GMT -5
3) If u have Explosive spec u can insta kill mostly every vehicle. I've got tons of kills with CG+Exp spec when shooting Attack Helis, Tanks\Apc. No chanses to escape. Even with CG+Exp u need only 2 accurate shots to blow up a Tank\Apc. But i don't now about BlackHawk, i don't play Rush mode. Only thing i can remember, that shooting it with CG at the side u can just kill all passangers cuz of big blast radius. So don't use Rockets w\o Exp spec, switch to Mines
|
|
|
Post by jbai on May 7, 2010 20:18:44 GMT -5
Just tried a few games with RPG-7 on isla inocentes.
A hit to the tail of a full hp blackhawk still doesn't insta-kill it, even w/ explosives perk.
The chopper still does a nose-dive while burning, instead of breaking into two (which is what seems to happen with a true 'kill').
Then again, this may all be moot - all the bells and whistles going off during a lock-on may cause all but the most numbskulled of console players to flee a chopper before the rocket hits.
|
|
|
Post by jbai on May 7, 2010 20:26:21 GMT -5
Some further questions:
1) LMG accuracy again, while strafing w/ RDS, the dot also moves off-middle. Also just visual? I'm still tossing up between strafing/shooting and crouch/shooting with LMGs.
2) Lock-on to a tracer dart on a soldier seems to take longer than with vehicles [to start the blinking/lock on process]. Is it just me or is there something different with the aiming mechanism?
3) Is there a maximum turning angle to a locked on rocket? I've had a few sessions where a tank around 10 metres away, but with me behind cover, will not get hit by a rocket shot straight up. Do rockets still hit if you aim in the opposite direction to the enemy?
|
|
Den
He's That Guy
Posts: 4,294,967,295
|
Post by Den on May 7, 2010 22:58:08 GMT -5
1) It doesn't really matter, the LMG will be spraying bullets everywhere on the move. Stopping in place and letting loose with an accurate stream of bullets is what the LMG is all about, capable of killing any other class faster than they can kill a stationary target. 2) It isn't a matter of time, but a matter of scale. The size of the target and the angle of lock-on differs. Tagging a Tank, you can point in its general direction and it will lock on after several seconds. Tracing a Quad, the scope has to be much closer to the square for several seconds. A dart on infantry, you have to keep the scope dead on center. If he's moving at all, it's possible he'll break the sequence. 3) There is a limit to both rockets' turning speed. Gustav has a slightly greater turning speed, but ultimately the two have similar maneuverability since the RPG-7 has a slower travel speed. If you were to lock on, aim straight up and shoot at something right in front of you, both rockets will hit the ground behind the target because they simply can't turn that fast. If you were to lock on, spin all the way around and shoot, it'll be almost just enough for it to loop all the way around and land on the target. The Lock will stay for a while, you can zoom out, look wherever and fire.
|
|
|
Post by Flubadoo on May 25, 2010 11:22:51 GMT -5
Another question: Sometimes with the M136, there isn't a hit marker when hitting a big tank. What causes this? It even happens with guns sometimes on infantry. I'm sure i hit a stationary target!
|
|
|
Post by keating on Jun 9, 2010 21:36:41 GMT -5
You say in the rules to make comments in similar topics, so I'll take this thread to be the random questions thread, ya? ;D
1) Are there any weapons- stationary or from inside vehicles, that don't benefit from the vehicle warheads perk? If so, what are they?
2) Is is true that the vehicle sensor spec as well as sensor balls both show units on allies' minimaps? And neither ever "spot" units, right?
3) Do you have any idea how exactly the AT4 aiming works, because I was surprised that I couldn't shoot it up into the air and then point at a target, either 1m or 30m from me, and have it hit. It would just stay way too high up in the air.
4) I saw somewhere in one of comments on the stats page that you said SMGs have a different spread recovery per second of 4, is this correct, are there any other weapons (other than LMGs) that have spread recoveries other than 3/second?
I'll probably have tons more questions in the future, but that's all for now...
|
|
Den
He's That Guy
Posts: 4,294,967,295
|
Post by Den on Jun 10, 2010 16:47:08 GMT -5
1) If there's something you jump in / on and it has a weapon, Warhead will make it stronger.
2) The sensors will only paint enemies on the little radar screen, they don't show up on the HUD.
3) The AT-4 doesn't have the same kind of turning capabilities as the RPG and Gustav when tracking a Tracer Dart. It will gradually redirect itself to wherever the orange square is, but it lacks the ability to do anything close to a 180° in a short time.
4) Assault Rifles and SMGs have 3.0 spread recovery. LMGs when zoomed have 5.0 recovery, but 3.0 from the hip. The semi-automatic weapons like the M14, pistols and T88 (even the automatic VSS) have a spread recovery of 4.0 when zoomed.
|
|
|
Post by keating on Jun 10, 2010 21:20:34 GMT -5
2 Last things for spreads:
1) If it's not a bother, what are the hipfire+moving spreads for pistols (I usually don't like aiming down the sights up close).
2) On top of the weapons you mentioned, the semi-automatics also include the SVU, G3, M1A1, M1 Garand, Saiga slug, and USAS slug, right?
|
|
Den
He's That Guy
Posts: 4,294,967,295
|
Post by Den on Jun 11, 2010 0:38:06 GMT -5
1) Just like when zoomed, pistols have the same minimum spread when still or moving.
2) T88 SVU VSS G3 Garand M14 USAS Saiga Pistols (except the M93)
|
|
|
Post by keating on Jun 25, 2010 14:27:28 GMT -5
Den,
1) In BC2, do different weapons have different ADS times?
2) weapon raise/lower times
3) any other stats that are given on the MW2 page but not on the BC2 one?
|
|
Den
He's That Guy
Posts: 4,294,967,295
|
Post by Den on Jun 25, 2010 14:58:05 GMT -5
1) Nope, pretty much everything only takes 0.15 seconds to transition to zoom. Sniper scopes have a 0.2 transition and a fade in that lasts a bit longer but it is just visual.
2) Pistols deploy in 0.4 seconds, sniper rifles in 0.6 seconds, LMGs in 0.7 seconds, all other weapons in 0.5 seconds. Not a very big difference. Everything "undeploys" in 0.2 seconds.
3) Not sure what you mean, but anything worth knowing about the BC2 weapons is there (except for the Zoom+Move spread which will be replacing the Hip Move spread in a few days once PC finally gets the patch).
|
|