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Post by selarmor on Aug 9, 2012 17:23:03 GMT -5
Added Marvel's measurements for missing stats.
FAD - 25 min damage, lol who cares range. M16A4 - Assumed 55 max damage, 880 RPM (is this right?). AK-47 - No gunkick on the charts, so nothing to change. UMP45 - 20 min damage. MP5 - 895 RPM PM-9 - Reduced all recoil numbers by 20% (they said free Kick).
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Post by Marvel4 on Aug 9, 2012 17:46:26 GMT -5
FAD: Increased range to 1000-1200 M16A4: 50 maximum damage and 895 RPM PM-9: Reduced viewkick and gunkick by 22% Also, some of your raise, drop, reload times, recoil and hipspread values are still wrong. You can find the correct stats here: symthic.com/mw3charts.php
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slowriot
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Post by slowriot on Aug 9, 2012 17:47:39 GMT -5
buff FAD range to m14 range its really UP right now
nerf the aa-12
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Post by Marvel4 on Aug 11, 2012 2:33:29 GMT -5
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Post by Marvel4 on Aug 11, 2012 6:51:46 GMT -5
I thought that too, but XboxAhoy showed the M4's rate of fire in one of his videos and it was 0.0769. Also, 0.077 would be 779 RPM, not 780 RPM like the guide says.
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Tyzerra
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Post by Tyzerra on Aug 11, 2012 6:51:51 GMT -5
Maybe add the infinite symbol (∞) to the distance to the 'Range of x hits to kill' section too. Looks great otherwise though EDIT: Good stuff. Just makes it look a little better than leaving it blank.
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PassiveVengance
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Post by PassiveVengance on Aug 12, 2012 10:54:50 GMT -5
Okay, two questions to two different peoplez here. First, Marvel, I don't quite understand what you did with the swap times and why there are 5 different columns when only 2 are needed. Care to elaborate a bit for me?? Second, to anyone with the power to do so (I'd assume only selmanor, but I'm not quite sure how much power Den has with this kind of stuff on the forum) could we get Marvel's spreadsheet moved to the OP?? It would be much more convenient to have the more oft updated chart on the main post
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Post by Marvel4 on Aug 12, 2012 11:11:19 GMT -5
First, Marvel, I don't quite understand what you did with the swap times and why there are 5 different columns when only 2 are needed. Care to elaborate a bit for me?? Quick drop is used when you switch to a handgun or throw equipment. Quick raise is also used when you switch to a handgun and after throwing equipment, knifing and climbing. First raise is used when you first switch to your secondary weapon (for example, unfolding the FMG9) or when you pick up weapons from the ground. There are also empty drop and empty raise, but they're (obviously) only used when your weapon is empty and they're often identical to the normal drop and raise.
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PassiveVengance
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Post by PassiveVengance on Aug 12, 2012 13:41:42 GMT -5
Okay, I think I understand a bit better now, thanks
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Post by Marvel4 on Aug 13, 2012 19:50:41 GMT -5
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PassiveVengance
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Post by PassiveVengance on Aug 13, 2012 22:29:00 GMT -5
Hmm, I always thought the Five Seven was the quick swap pistol of choice... From the looks of things I might as well just run a .44
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Post by cashmoves on Aug 15, 2012 8:17:01 GMT -5
Hmm, I always thought the Five Seven was the quick swap pistol of choice... From the looks of things I might as well just run a .44 yep, i run the .44 with tac knife when im not rolling with sleight of hand. the five seven is still legit with a silencer though. i mean we're talking mw3 pistols here, youre not going to blow the house down either way, but they are effective enough.
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PassiveVengance
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Post by PassiveVengance on Aug 16, 2012 22:04:50 GMT -5
They're nice for filling the role of "Holy shit, why did my magazine disappear?? And why is that dude not dead??" They suck as guns in a primary role, but their the best for being the follow up kill machine of choice when shit goes sideways... And that's happens to me a lot, unfortunately (crap accuracy)
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Post by Marvel4 on Aug 20, 2012 13:29:32 GMT -5
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Lexapro
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Post by Lexapro on Aug 20, 2012 14:49:22 GMT -5
Does the XM25 not kill on direct impact? I always thought it did.
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Lexapro
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Post by Lexapro on Aug 20, 2012 15:04:58 GMT -5
Oh I guess that makes sense.
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mmacola
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Post by mmacola on Aug 20, 2012 15:22:18 GMT -5
XM25 damage is less than 33
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Post by Marvel4 on Aug 25, 2012 10:30:38 GMT -5
Kick reduces recoil by 10%, the strategy guide was wrong.
It's called "Marksman" in the code.
setMarksman() { self endon ( "death" ); self endon ( "disconnect" ); level endon ( "game_ended" ); self setRecoilScale( 10 ); self.recoilScale = 10; }
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danoski666
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Post by danoski666 on Aug 25, 2012 11:58:45 GMT -5
Kick reduces recoil by 10%, the strategy guide was wrong. It's called "Marksman" in the code. setMarksman() { self endon ( "death" ); self endon ( "disconnect" ); level endon ( "game_ended" ); self setRecoilScale( 10 ); self.recoilScale = 10; } So that's why i never noticed it.
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mmacola
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Post by mmacola on Aug 25, 2012 12:31:17 GMT -5
Kick reduces recoil by 10%, the strategy guide was wrong. Wait wait WHAT?
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Tyzerra
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Post by Tyzerra on Aug 25, 2012 13:20:05 GMT -5
Kick reduces recoil by 10%, the strategy guide was wrong. What is this madness?!
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banana
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Post by banana on Aug 26, 2012 18:02:57 GMT -5
Kick reduces recoil by 10%, the strategy guide was wrong. It's called "Marksman" in the code. setMarksman() { self endon ( "death" ); self endon ( "disconnect" ); level endon ( "game_ended" ); self setRecoilScale( 10 ); self.recoilScale = 10; } what!!
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Post by Marvel4 on Sept 3, 2012 16:38:40 GMT -5
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mmacola
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Post by mmacola on Sept 3, 2012 16:46:14 GMT -5
The big question is: Does Blind Eye Pro cancels armor?
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Post by Marvel4 on Sept 7, 2012 21:41:03 GMT -5
More corrections:
Blast Shield is a 0.65 multiplier, same as in MW2:
perk_blastShield "65"
Quickdraw is a 1.5 multiplier, so it reduces ADS time to 66%, again, same as in MW2:
perk_quickDrawSpeedScale "1.5"
Also, I correct myself:
Steady Aim Pro is a 0.6 multiplier, same as in MW2:
perk_sprintRecoveryMultiplierActual "0.6" perk_sprintRecoveryMultiplierVisual "0.6"
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Post by notanon on Sept 8, 2012 17:25:21 GMT -5
Something's not right with Blind Eye Pro's damage multiplier. I think it's actually 2.5 (!) rather than 1.6/1.5. Counted shots against UAVs and here are my results:
25 MG36 shots w/out BE=kill 24 MG36 shots w/out BE=no kill 10MG36 shots w/ BEP= kill 12 MK46 shots w/ BEP=kill 10 L86 shots and one Skorpion shot w/ BEP= kill 10 L86 shots and one MP9 shot w/ BEP= no kill
I can't post a video ATM, but I have repeated these tests a number of times and get the same results consistently. I don't have a clue why the code says 1.5, but it conflicts my results. Can someone verify this?
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Post by n1ckx22 on Sept 8, 2012 19:16:20 GMT -5
Something's not right with Blind Eye Pro's damage multiplier. I think it's actually 2.5 (!) rather than 1.6/1.5. Counted shots against UAVs and here are my results: 25 MG36 shots w/out BE=kill 24 MG36 shots w/out BE=no kill 10MG36 shots w/ BEP= kill 12 MK46 shots w/ BEP=kill 10 L86 shots and one Skorpion shot w/ BEP= kill 10 L86 shots and one MP9 shot w/ BEP= no kill I can't post a video ATM, but I have repeated these tests a number of times and get the same results consistently. I don't have a clue why the code says 1.5, but it conflicts my results. Can someone verify this? Good discovery. Try it out with a larger aerial killstreak, such as a attack heli. Bigger target = more consistent results. I think attack heli has 2000 hp (no armour), while uav has 1000hp (no armour).
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Post by Marvel4 on Sept 9, 2012 5:15:39 GMT -5
Thank you. It seems the 1.5 multiplier is correct, but the game is adding the armor piercing damage instead of increasing the original damage.
10 * (40 + 40 * 1.5) = 1000 12 * (34 + 34 * 1.5) = 1020 10 * (38 + 38 * 1.5) + 20 + 20 * 1.5 = 1000
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mmacola
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Post by mmacola on Sept 9, 2012 12:23:31 GMT -5
So, it's 2.5x the original damage?
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Post by n1ckx22 on Sept 9, 2012 19:44:03 GMT -5
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