oTradeMark
True Bro
youtube.com/oTradeMark
Posts: 312
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Post by oTradeMark on Dec 13, 2011 19:10:39 GMT -5
Can you add TTK's for rapid fire attachment? Specifically I would be interested in seeing the new numbers for MP7 vs PP90 using rapid fire since I heard the PP90 gets a 25% increase while the MP7 is only a 10% increase
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Post by selarmor on Dec 13, 2011 20:01:37 GMT -5
Sure. I'll probably add new rows for weapons with RF to avoid making the spreadsheet a mile wide.
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Post by I Am Hollywood5 on Dec 13, 2011 22:50:43 GMT -5
very nice job, although I think some of your re-center speeds maybe off a little, because after messing around in private lobbies comparing recoil spreads on the wall, the M4 and SCAR actually have smaller, more concentrated recoil patters than the ACR (shooting all of the them full auto) despite the fact that it looks like the weapon sights seem to jerk around more. The ACR's sights seem to just gently kick but re-center very slow when firing one shot at a time, and when firing full-auto the gun drifts off target much more than the M4 and SCAR.
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Dec 17, 2011 5:59:54 GMT -5
Can the creator fix the stats on the sniper rifles.
It's confirmed that the RSASS can only OSOK to the head, and that the AS50 can OSOK to the stomach w/out silencer.
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Dec 18, 2011 4:39:24 GMT -5
Quick question: the magnums and the Deagle kills in 2 hits right?
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Post by MastaQ on Dec 18, 2011 4:41:29 GMT -5
Quick question: the magnums and the Deagle kills in 2 hits right? They have 49 damage, but also have multipliers to the chest and stomach so they're 2HKs in those areas.
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Post by maddux on Dec 19, 2011 1:30:21 GMT -5
From my observations using Recon, I believe Dead Silence completely negates Recon, as least with the use of flashbangs and grenades. There has been many a time where I threw a flash in the room, received a tick, but no marker would appear in the minimap. I'm not too sure about bullets though. This happens to me frequently enough that I assumed it was because the radius at which you receive a hitmarker (for at least slightly flashing someone) is larger than the radius at which your flashbang does actual damage. Just a hypothesis. Is there a way to find out in the PC files or in split screen mode what the blast radius for recon is to get the black bird effect? I have too gotten hit markers but no BB effect on people.
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Post by yanus59 on Dec 20, 2011 17:50:45 GMT -5
Nice job man,
Does Steady Aim applies when ADS with shotguns ? Because there's still a Hip Spread...
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Post by Megaqwerty on Dec 20, 2011 18:30:32 GMT -5
Based on previous games and just shooting walls, Steady Aim has no effect when not firing from the hip (go figure).
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Post by yanus59 on Dec 20, 2011 20:49:46 GMT -5
Thanks for your answer
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Post by selarmor on Dec 25, 2011 23:59:08 GMT -5
Now with zoom and links to some data sources.
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Post by xankreigor on Dec 31, 2011 18:58:28 GMT -5
selarmor, judging by all the tests you have done so far, what would you say are the top 5 guns?
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Post by selarmor on Jan 1, 2012 21:35:34 GMT -5
I haven't done any tests. I just played this game for the first time two days ago.
Based solely on the stats, though, I would volunteer the following guns:
Type 95 G36C ACR 6.8 PP90M1 Striker with Damage and Extended Mags
I think the MP9 is the best gun in the game, though.
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 5, 2012 16:17:53 GMT -5
Hey selarmor, could you put effective range by the number of pellets to kill in the charts? Would help a lot, thanks.
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Post by selarmor on Jan 6, 2012 10:23:06 GMT -5
I don't think that would be very useful considering the random nature of shotguns and the short distances between damage drop off start and end ranges.
For example, over a range of 300 units, the SPAS-12 goes from 4 pellets required to kill to 20, and even if I listed the maximum range at which 8 pellets can still kill, it's extremely unlikely to land all 8 pellets on a target at that range anyway.
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Post by selarmor on Jan 6, 2012 15:22:32 GMT -5
I don't think that would be very useful considering the random nature of shotguns and the short distances between damage drop off start and end ranges. For example, over a range of 300 units, the SPAS-12 goes from 4 pellets required to kill to 20, and even if I listed the maximum range at which 8 pellets can still kill, it's extremely unlikely to land all 8 pellets on a target at that range anyway. Screw it, I'll put in a "max potential one shot kill range" column.
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 6, 2012 16:08:38 GMT -5
Screw it, I'll put in a "max potential one shot kill range" column. Thanks
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Post by TheHawkNY on Jan 6, 2012 16:50:00 GMT -5
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 6, 2012 18:41:58 GMT -5
Thanks. Information is never enough
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Post by selarmor on Jan 8, 2012 11:03:38 GMT -5
Any thoughts on the new Shotguns chart?
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 8, 2012 11:53:11 GMT -5
Seems very good. Easy to understand and more importantly, reveals how much the Model is a beast ;D
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Post by selarmor on Jan 8, 2012 17:19:04 GMT -5
Added Range for shotguns using the assumption that both damage drop off begin and end ranges are increased by 25%.
...but I don't think that's how it works. I still think that damage drop off begin and end ranges are increased by 25% of the drop off begin range. In other words, the Striker goes from 300-600 to 375-675, not 375-750.
If anyone wants to test this, it would be greatly appreciated. I'm looking for the % increase in range at which the pellets still CONNECT when using Range. NOT the % increase in one shot kill range.
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 8, 2012 17:36:42 GMT -5
While it's not tested, most of us remain on the assumption it gets only a damage drop off begin increase, of 25%. By the way, not sure if it's possible, but could you bold the weapons names? To make it easier to identify them among the proficiencies. Thanks, and continue the good work
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mmacola
True Bro
the brazilian guy
Posts: 1,995
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Post by mmacola on Jan 8, 2012 21:46:18 GMT -5
Its really good now! Thank you man!
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Post by snakex on Jan 11, 2012 4:18:23 GMT -5
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Post by yanus59 on Jan 11, 2012 17:24:00 GMT -5
WTF ?? Is there any chance to be banned while using this glitch ??
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Post by TheHawkNY on Jan 11, 2012 17:31:22 GMT -5
WTF ?? Is there any chance to be banned while using this glitch ?? Think about that question. Really hard.
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Post by randomguy987 on Jan 12, 2012 16:51:56 GMT -5
Added Range for shotguns using the assumption that both damage drop off begin and end ranges are increased by 25%. ...but I don't think that's how it works. I still think that damage drop off begin and end ranges are increased by 25% of the drop off begin range. In other words, the Striker goes from 300-600 to 375-675, not 375-750. If anyone wants to test this, it would be greatly appreciated. I'm looking for the % increase in range at which the pellets still CONNECT when using Range. NOT the % increase in one shot kill range. @selamor: Tested last week. Your original assumption was correct: the range proficiency increases both the dropoff numbers by 25% (e.g., the Striker goes from [300, 600] to [375, 750], instead of [375, 675]). In any event, that's how it worked for the three shotguns I had maxed-out and thus was able to test. There's a thread somewhere with the underlying data..... denkirson.proboards.com/index.cgi?board=general&action=display&thread=3749
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Post by selarmor on Jan 12, 2012 18:16:06 GMT -5
Added Range for shotguns using the assumption that both damage drop off begin and end ranges are increased by 25%. ...but I don't think that's how it works. I still think that damage drop off begin and end ranges are increased by 25% of the drop off begin range. In other words, the Striker goes from 300-600 to 375-675, not 375-750. If anyone wants to test this, it would be greatly appreciated. I'm looking for the % increase in range at which the pellets still CONNECT when using Range. NOT the % increase in one shot kill range. @selamor: Tested last week. Your original assumption was correct: the range proficiency increases both the dropoff numbers by 25% (e.g., the Striker goes from [300, 600] to [375, 750], instead of [375, 675]). In any event, that's how it worked for the three shotguns I had maxed-out and thus was able to test. There's a thread somewhere with the underlying data..... denkirson.proboards.com/index.cgi?board=general&action=display&thread=3749Thank you. I'll change the chart back. Hmm... has anyone considered the possibility that Range increases damage drop off begin and end range by 25% of the END range? In other words, the Striker would go from 300-600 to 450-750. It just seems very odd to me that Range would change the slope of damage decrease. Unfortunately, this is much harder to test.
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Post by randomguy987 on Jan 12, 2012 21:47:39 GMT -5
@selamor: Tested last week. Your original assumption was correct: the range proficiency increases both the dropoff numbers by 25% (e.g., the Striker goes from [300, 600] to [375, 750], instead of [375, 675]). In any event, that's how it worked for the three shotguns I had maxed-out and thus was able to test. There's a thread somewhere with the underlying data..... denkirson.proboards.com/index.cgi?board=general&action=display&thread=3749Thank you. I'll change the chart back. Hmm... has anyone considered the possibility that Range increases damage drop off begin and end range by 25% of the END range? In other words, the Striker would go from 300-600 to 450-750. It just seems very odd to me that Range would change the slope of damage decrease. Unfortunately, this is much harder to test. Hmmm, I didn't think of that, but it certainly would be consistent with the observations. Can't, however, think of a way to test between the two possibilities off the top of my head. . . . The random pellet spread and gradual damage dropoff tend to obscure exactly how much damage is being done by any one shot in that middle area of the shotgun's range curve. Any ideas? Maybe backing the target up against a light-colored wall (so that it's easy to spot the bulletholes left by pellets that fail to hit the target)?
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