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Post by qs on Nov 10, 2011 22:19:59 GMT -5
How strong are these weapons in survival mode? Are they the same as in multiplayer?
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Post by swoopwithnon4m3 on Nov 10, 2011 22:56:16 GMT -5
There's nothing to "figure out" Brotato Chip, just the usual AR v SMG argument completely ignores the strengths of SMG's while stacking everything in favor of AR's, with an SMG, I can use Dead Silence, Steady Aim or Sitrep and maintain the same combat mobility, which is why combining Stalker and an AR is a dumb argument for why they're better than SMGs. Yeah, just like OMA tubing required OMA. But I cud uze teh marathonz! Stalker should increase the mobility while ADSed, not make it full/95%. If OMA/DC was so broken, why didn't absolutely everybody use it? Oh right, because it wasn't, it was just annoying when you were on the receiving end. You gonna defend your view or just keep mudslinging?
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asasa
True Bro
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Post by asasa on Nov 10, 2011 23:00:09 GMT -5
Umm, because not everyone is a low life scumbag?
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Post by swoopwithnon4m3 on Nov 10, 2011 23:01:31 GMT -5
Umm, because not everyone is a low life scumbag? Maybe, then again, most people who had access to the 1887s when they were broken used them.
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Post by jrk14 on Nov 10, 2011 23:26:18 GMT -5
Let me know if you have any comments or questions. I got the data from the strategy guide. anyone else notice how the chart doesn't make sense. look at the m4a1 it kills in 3 bullets and shoots 13 rounds per sec but somehow takes .154 sec to kill at close range (note: 3 / 13 = .231 sec/kill) so stats dont match (not really sure how they got the time to kill stat though)
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arcanine2009
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Post by arcanine2009 on Nov 10, 2011 23:41:51 GMT -5
^^The first shot is instant.
so its more like 2/13.
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brandon7s
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Post by brandon7s on Nov 11, 2011 0:38:17 GMT -5
That chart is totally wrong about the revolvers. Both the 44Mag and MP412 do at least 50 damage. They are 2 shot kill at ~10 meters or less. The chart says they are 49 which means they would be 3 shot kill at minimum range. This chart really can't be trusted.
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Post by swoopwithnon4m3 on Nov 11, 2011 0:55:47 GMT -5
That chart is totally wrong about the revolvers. Both the 44Mag and MP412 do at least 50 damage. They are 2 shot kill at ~10 meters or less. The chart says they are 49 which means they would be 3 shot kill at minimum range. This chart really can't be trusted. The chart doesn't show multipliers, so it's possible the damage is right and we're seeing multipliers on the ones that are wrong. Or it could just be bad math, but just tossin' out reasons.
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Post by jrk14 on Nov 11, 2011 1:38:56 GMT -5
^^The first shot is instant. so its more like 2/13. that enplanes it thx
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brandon7s
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Post by brandon7s on Nov 11, 2011 1:51:23 GMT -5
That chart is totally wrong about the revolvers. Both the 44Mag and MP412 do at least 50 damage. They are 2 shot kill at ~10 meters or less. The chart says they are 49 which means they would be 3 shot kill at minimum range. This chart really can't be trusted. The chart doesn't show multipliers, so it's possible the damage is right and we're seeing multipliers on the ones that are wrong. That would be putting the horse before the cart. The revolvers 2 shot even in the leg/arms.
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Post by imrlybord7 on Nov 11, 2011 4:36:46 GMT -5
A quick point on OMA tubing: How overpowered it was or was not is irrelevant. It was BROKEN because it allowed a player to be rewarded unbelievably well for doing something that required pretty much zero thought or skill. It doesn't matter how easily countered it was or that everyone could do it. It was BROKEN because in a video game about war, no matter how arcade-y it is, players should not be able to never run out of ammunition by simply hitting two buttons every few seconds. It was cheesy as fuck and Call of Duty was a worse place for it.
As for the AR vs SMG argument, I can barely use ARs in MW3. They ADS too slow. SMGs have higher mobility, better hip accuracy, high RsOF, big magazines (well, at least the two good ones do), and they basically come with Quickdraw and Stalker which makes my ExCon/Assassin/Dead Silence build feel much less gimped. The MP7 is incredible. The ACR is good, but unless I know that I will be fighting at exclusively long range I would much rather make do with the MP7.
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Post by dcbrady12 on Nov 11, 2011 11:51:02 GMT -5
***UPDATES 1. Updated MSR to Bolt Action 2. KSG to Pump Action 3. Updated Handgun bullets to kill (original formula issue) Let me know if you have any other concerns...
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asasa
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Post by asasa on Nov 11, 2011 12:04:32 GMT -5
ksg is pump
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Post by qs on Nov 11, 2011 14:40:28 GMT -5
How strong are weapons in survival mode?
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kalar
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Post by kalar on Nov 11, 2011 18:27:43 GMT -5
Do the pump action shotties have more range than their semi/full-auto counterparts? Because these stats don't give any hints on why you should even consider using a pump action.
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Post by toysrme6v0 on Nov 11, 2011 21:23:18 GMT -5
A quick point on OMA tubing: How overpowered it was or was not is irrelevant. It was BROKEN because it allowed a player to be rewarded unbelievably well for doing something that required pretty much zero thought or skill. i agree 100% with that statement. i have a video on my youtube of me walking a 7 year old through tubing a nuke on afghan. its not that tubing itself is IMBA. tubes themselves were only imba in W@W where it they had a useable kill radius & maps were crazy open & had plenty of objects to help get kills. so it took nothing but some practice to hit cars, barrels, people directly at the start of matches ASA you spawn in. ya. there are a few maps/spawns that were widely known in MW2, but in W@W's day OMG it was easily 1/2 the maps. the problem with tubing is two fold 1) a console-centric problem you can easily lag-tube around corners where you half way pop out of a corner and pop back BEFORE the host accepts the fact that you even put your head out. (this is exceedingly easy on a 3 bar) 2) kill radius of danger close was excessive
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arcanine2009
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Post by arcanine2009 on Nov 11, 2011 22:16:59 GMT -5
RSASS should seriously get nerfed. It's not the best sniper riflle in the game, but a OSOK to the chest is ridiculous for a 20 mag size and recoil similar to m21 sniper rifle. Decrease its OSOK multipliers to the neck and head only is how I'd do it.
Dragunov should get the OSOK multiplier to the chest and neck like its always been. In a perfect world, it would be great to switch Dragunov's raise/drop and reload times with the RSASS.
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kalar
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Post by kalar on Nov 11, 2011 22:30:29 GMT -5
How strong are these weapons in survival mode? Are they the same as in multiplayer? This is a good question. I also wonder if its worth investing in a Barrett or an AS50 to take down juggernauts. I remember the Barrett being ideal for dealing with them MW2, did it get some sort of damage bonus against them?
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brandon7s
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Post by brandon7s on Nov 11, 2011 23:37:29 GMT -5
RSASS should seriously get nerfed. It's not the best sniper riflle in the game, but a OSOK to the chest is ridiculous for a 20 mag size and recoil similar to m21 sniper rifle. Decrease its OSOK multipliers to the neck and head only is how I'd do it. . Not sure where you heard that the RASS has a chest multiplier, but in testing it only one hit kills to the head, just like the Dragonov. Of course, the RASS has vastly lower recoil than the Drag which makes the Drag completely obselete.
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arcanine2009
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Post by arcanine2009 on Nov 12, 2011 0:45:04 GMT -5
RSASS should seriously get nerfed. It's not the best sniper riflle in the game, but a OSOK to the chest is ridiculous for a 20 mag size and recoil similar to m21 sniper rifle. Decrease its OSOK multipliers to the neck and head only is how I'd do it. . Not sure where you heard that the RASS has a chest multiplier, but in testing it only one hit kills to the head, just like the Dragonov. Of course, the RASS has vastly lower recoil than the Drag which makes the Drag completely obselete. I got it from chat that's been posted around everywhere. Thank you for the confirmation. Apparently RSASS still beats it in every other way too (minus running speed). If I had it my way, I'd give the Drag the chest and neck OSOK multiplier it deserves, and switch its reload, draw in/drop times with the RSASS.
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brandon7s
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Post by brandon7s on Nov 12, 2011 2:53:15 GMT -5
I agree with you about the Dragonov. All they have to do is add a 1hk chest multiplier and it'd be a fine niche gun, just like the Walther in MW2. Heck, they could even make it do 98 damage, therefor giving it 1 shot kill to the head with a silencer on. At least it'd be useful for SOMETHING then even if it'd be even more a niche than my previous suggestion.
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Post by qs on Nov 12, 2011 15:38:41 GMT -5
How strong are the launchers? How strong are under barrel attachments (M203, M320, GP-25, Shotgun)? How strong are equipment (Grenades, Bouncing Bettys, Claymores, etc.)?
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Post by desputias on Nov 13, 2011 8:02:35 GMT -5
Can anyone confirm the run speeds? I haven't got the game yet, but I'm quite interested in seeing wether or wether not they're using the same old system.
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Post by springh19 on Nov 26, 2011 22:49:21 GMT -5
I'd like to clarify a few things. First, as some people have already said, the SCAR-L and SCAR-H are not the same. The SCAR-L (Light) is a 5.56x45mm NATO assault rifle (not AR though, as that is an abbrev. for the company ArmaLite, where Gene Stoner worked when he invented the AR-10). It uses the NATO standard M16 30-round magazine. The SCAR-H (Heavy) is a light machine gun that shoots the common 7.62x51mm NATO round, and it has a non-standard 20-round mag. The in-game units that you have been using for range are inches. The three biggest stats on guns however, are the center speed (or recoil) and DPS (damage per second) and body multipliers. The center speed determines how fast the gun returns to your initial aimpoint when the first shot went off. The higher the centerspeed, the more shots you can fire on target without needing to adjust your aim. The DPS is a combination of bullet damage and fire rate. If your gun has a higher DPS than the enemies', you will have a better chance of a kill because you can kill faster. Finally, multipliers. They are fairly stable throughout weapon classes, but, commonly, headshots do about 1.5x damage, so, again, the enemy dies faster. With the sniper rifles, the base damage is 70, and the only difference is fire rate and multipliers. The RSASS has horrible multipliers, like the MW2 M21, while the bolt action guns, like the L118A and MSR have better multipliers to nullify the effects of a slower fire rate.
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Post by Disgruntled Jigglypuff on Nov 27, 2011 0:08:35 GMT -5
With the sniper rifles, the base damage is 70, and the only difference is fire rate and multipliers. The RSASS has horrible multipliers, like the MW2 M21, while the bolt action guns, like the L118A and MSR have better multipliers to nullify the effects of a slower fire rate. Actually, the base damage on all Sniper Rifles, barring the Dragunov and RSASS is 98. I'll post video evidence if the need arises.
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