loaded
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Post by loaded on Jan 30, 2011 13:41:29 GMT -5
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asasa
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Post by asasa on Jan 30, 2011 16:33:48 GMT -5
I've always wondered what caused this...
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Post by saddaminsane on Jan 30, 2011 18:17:38 GMT -5
THIS IS WHAT IM TALKING ABOUT!!! this is why 3 burst weapons tend to always lose to full auto when going head-on. That random accuracy even AFTER ADS ruined the m16 for me, and is still a huge hassle for rush type players in general
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phale
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Post by phale on Jan 30, 2011 18:38:47 GMT -5
Interesting...
I wonder if this affects SMGs, and if this is in Black Ops.
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asasa
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Post by asasa on Feb 7, 2011 16:06:11 GMT -5
Bumping this. Very interested.
Is there anything in the code that mentions what this delay is? And why...?
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Den
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Post by Den on Feb 7, 2011 17:12:54 GMT -5
Testing reveals that ADS while moving has about an extra 0.2 second extension to the time it takes for it to go from hip spread to ADS.
ADS in while standing still, moving during the transition and firing gives accurate shots.
Black Ops has the same delay.
COD4 has it.
I'd go back as far as COD1, though those weapons are randomly inaccurate on their own.
Even considering Sleight of Hand, the halved ADS In Time still has a 0.2 delay when moving.
There's no visible variable for this. Possibly another hard coded thing like the half second invincibility of Last Stand. That... or it is an unintended effect regarding hip spread quirks. In a similar vein to the no-scope accurization tricks that popped up in COD4.
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loaded
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Post by loaded on Feb 7, 2011 18:01:21 GMT -5
Awesome. 0.2 seconds is a hell of a lot of time/bullets to waste in the world of CoD. Thanks for the confirmation.
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asasa
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Post by asasa on Feb 8, 2011 20:44:46 GMT -5
Does it add or overlap?
EG; would an AR @ .25s be effected, and need .45s; likewise, a sniper would need .4s+.2s?
Or would it only effect things that had ADS <.2s?
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Den
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Post by Den on Feb 8, 2011 20:53:07 GMT -5
Even sniper rifles have the same 0.2 delay.
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asasa
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Post by asasa on Feb 9, 2011 3:22:15 GMT -5
Sorry to keep asking, but... you're saying quickscoping... which took .2s... actually took .4s to become accurate? All those times people railgund... they were actually noscoping? {Not all, but how often is someone not moving?}
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Post by Contrary on Feb 9, 2011 10:59:11 GMT -5
Wait are you saying that some CoD4 sniper tricks were legit? Does LWP have any effect on this? Does this mean LWP is worthless?
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acidsnow
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Post by acidsnow on Feb 9, 2011 13:08:14 GMT -5
WTF? I've played these games forever, and I've never really picked up on this...I thought we were the true stat whore site WTF guys? Disappointed much!
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Post by randomguy987 on Feb 10, 2011 16:20:13 GMT -5
Am I reading the above correctly?
- If you are moving -- at all -- when you hit the ADS button, then you face an additional 0.2s of hipfire accuracy even after the sights have fully been raised? And there's no visual or other cue to indicate that this is going on?
- But if you are completely stationary when you hit the ADS button, you can thereafter move around to your heart's content without incurring that extra 0.2s penalty (i.e., ADS accuracy takes over from hipfire accuracy the moment the sights are fully up)?
Wow, that seems like a "really big deal."
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Post by saddaminsane on Feb 11, 2011 0:14:05 GMT -5
i think this actually helps people alittle assuming no one has perfect accuracy for a few milliseconds if they are moving while ADS, but .2 is alittle too much, THey should really reduce it to .1 or just get rid of it entirely for semiauto/3burst weapons where it matters most
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Post by duckcall00 on Feb 13, 2011 10:16:47 GMT -5
It might be lag. Check out this video, at about 3:40
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mannon
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Post by mannon on Feb 13, 2011 12:10:33 GMT -5
I've heard about the inaccurate railguns while moving thing, but didn't know it had been nailed down to a specific 0.2 seconds of hipfire after ADS animation while moving. Nice to know!
Honestly I never really noticed because when I am using burst fire weapons I tend to be stationary when I fire more often than not. (Usually utilizing some cover and just popping out for a burst or two.) I guess with full auto weapons I just hadn't noticed period because they go pretty nuts fast anyway. I'll definitely have to keep this in mind if I go a quickscoping sometime.
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Post by saddaminsane on Feb 15, 2011 17:00:56 GMT -5
does promod get rid of this?
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Post by url00 on Feb 15, 2011 20:25:37 GMT -5
does promod get rid of this? Considering that this was unknown by us bros until very recently, I would guess that it does not. You can't mod something that you don't even know exists! Plus, read this from above: There's no visible variable for this. Possibly another hard coded thing like the half second invincibility of Last Stand. That... or it is an unintended effect regarding hip spread quirks. In a similar vein to the no-scope accurization tricks that popped up in COD4. Pretty clear.
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Post by rutger on Feb 16, 2011 19:10:24 GMT -5
And how does this work out for jumps?
Does this mean that when one of those annoying jumpers uses ADS while in the air (but stops moving wasd) before going around the corner has the ADS accuracy before i do when i start my ADS when i see them comming around the corner? This would mean that those annying corner jumpers have a second advantage over you besides the speed/lag related issues.
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battleaxerx
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Post by battleaxerx on Mar 8, 2011 14:59:05 GMT -5
Does this apply to shotgun ADS spread??
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asasa
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Post by asasa on Mar 8, 2011 19:44:51 GMT -5
battleaxerx I would like to know this as well. The delay seems to be greater than .2s in BO. Maybe .5
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battleaxerx
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Post by battleaxerx on Jun 17, 2011 14:06:34 GMT -5
I use the spas12 with SApro to have a blast and cancel SC and these are the SA numbers for the spread while stationary and moving.
3.25 - 5.2
I assume that SA doesn't affect the ADS of 5.5 spread, so for say quickscoping with the spas, if I'm fast enough, can I get the 5.2 spread out of a sprint with SApro? And, just for kicks, does the ADS aim assist kick in before the ADS spread does?
I can try to test some of this...
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battleaxerx
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Post by battleaxerx on Jun 19, 2011 14:37:41 GMT -5
I found that with SoH, hipspread remains for a short while after sighting in...
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Post by saddaminsane on Jun 19, 2011 17:12:50 GMT -5
games with ADS will never be as rush-friendly as older games where everything was hipfire
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asasa
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Post by asasa on Jun 22, 2011 11:24:43 GMT -5
Thank God.
How could you enjoy an FPS without ADS? lol
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Post by kirbyderby on Jun 22, 2011 12:02:36 GMT -5
[quote author=asasa board=general thread=2630 post=472 [/quote] Counter-Strike Half-Life Team Fortress Left 4 Dead Sniper rifles don't count. I enjoy all of the above, and I'm pretty sure none of them have ADS.
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asasa
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Post by asasa on Jun 22, 2011 12:40:55 GMT -5
The only one I like in that list is Left 4 Dead.. lol
competitive shooters need ADS IMO
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Post by kirbyderby on Jun 22, 2011 14:22:33 GMT -5
The only one I like in that list is Left 4 Dead.. lol competitive shooters need ADS IMO While I respect your opinion, I disagree. Counter-strike type games just play a lot differently from shooters with ADS... there is definitely an emphasis on precision aim since so many weapons get a 1-shot kill to the head. It's definitely a different kind of game and not everyone will like it.
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tacit
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Post by tacit on Jun 22, 2011 23:32:33 GMT -5
I thought maybe it had something to do with the *rate* of movement, so I tested it at the slowest possible walk speed I could before retaining that walk speed into ADS and firing in the same way the video does.
Still in hipspread for those first few hundredths of a second, which would translate roughly to about the first three to five bullets, depending on the rate of fire of the weapon.
For example, if it's 0.2 seconds of hipspread accuracy whilst ADS, and you're using an ACR, it's:
shot fired - 0.08 - shot fired - 0.08 - shot fired - 0.04 [now into ADS accuracy] + 0.04 - shot fired
The first three bullets, in theory, are considerably less likely to hit the enemy - and if the number of bullets to kill with SP is 3, then you're effectively doubling your TTK unless you're fully ADS at least 0.2 of a second before you start firing.
It works the same way with strafing too - it's hipspread accuracy until you're sufficiently long enough into the ADS.
Re: the shotguns, I went ADS with a SPAS-12 against those Terminal glass panes in the video, and the pellet spread was as wide, if not wider, when ADS for longer than 0.2 seconds than it was hipfired. In fact, I was ADS for at least two seconds before firing and still the same spread. I genuinely believe that ADS on the SPAS-12 [testing the others now] doesn't make the slightest difference to its accuracy.
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battleaxerx
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Post by battleaxerx on Jun 22, 2011 23:38:40 GMT -5
hmm, if you tested in MW2 doesn't that mean that your shotgun spread won't fluctuate even if you move? That seems like it would make testing kind of troublesome...
Not sure on this though.
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