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Post by Megaqwerty on Jan 24, 2012 12:10:25 GMT -5
What selarmor said.
Sprint regenerates at a constant rate, but you need at least one second's worth of sprint before you can start running again. Unless you wait so long that you reach the max cap (~four seconds), it doesn't matter how you use your stamina so long as you do you use it.
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Doc H.
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Post by Doc H. on Jan 24, 2012 17:38:25 GMT -5
Sorry if I missed it in this topic, but does L118A give you faster running speed (is that what is called mobility?) than MSR? I heard about it in a breakdown between the bolt-action snipers.
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Evan950
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Post by Evan950 on Jan 25, 2012 5:29:05 GMT -5
I have a question that I was hoping you bros could answer related to sprint time and fatigue. Does anyone know what the most efficient way to sprint across a map is? For example, is it better to sprint until you are fatigued, and then continue to spam the sprint button every 2 seconds for continuous short bursts of sprints? Or is it more efficient to sprint until you are fatigued, and then walk until your energy reserves are full again, then sprint again until you are fatigued? I'm just curious as to what's the best way to use your sprint "energy" in order to get from one side of a map to the other. try to walk against walls as they make you walk/run faster
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oTradeMark
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Post by oTradeMark on Jan 27, 2012 16:14:54 GMT -5
ok thanks everyone for the input... Almost won an ipad in wicked dominator the other day and was trying to run like a mofo lol
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wittyscorpion
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Post by wittyscorpion on Jan 27, 2012 17:44:28 GMT -5
To summarize what I learnt from this discussion, the fastest way to run around the map is: - Use a Shotty/SMG as primary to get 100% movement speed
- Use USAS as primary or Skorpion/MP9 as secondary for 1.8x sprint stamina
- Consider Extreme Conditioning for another 2x sprint stamina
- Start sprint with USAS/Skorpion/MP9, then immediately switch to your preferred fighting weapon while sprinting
- Sprint through safe areas, walk through unsafe areas (e.g.: around corner)
- Recharge sprint stamina when appropriate (e.g.: when walking through unsafe areas), for a minimum of 1 second period
- Consider Steady Aim to exit sprint faster (not to mention better hip spread)
- Consider Juiced as death streak for 7 seconds of 125% moving speed.
Combine all of these together + recent buff to USAS, we have a "speedy loadout": primary: USAS12 w/damage+EM - CQC secondary: silenced MP9 - mid range P1: Extreme Conditioning P2: Not critical. Quick Draw can speed up MP9 ADS and usage of equipments. Hardline can reduce the # deaths needed to get Juiced. Assassin conceals your movement on enemies mini-map and counter detection from Marksman & Thermal. Blast Shield protects you from grenade spam. IMHO: QD or Assassin. P3: Steady Aim Death streak: Juiced If going with Specialist: Dead Silence is nice for 2 kill countering detection from SitRep pro, as well as providing better route selections that would normally cause fall damage. If QD at 2nd, the Assassin should be 5th, and vice versa. Evan950: what do you mean by walking against walls? basically running very close to a wall in parallel? You can go faster that way?
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Post by Megaqwerty on Jan 27, 2012 19:18:15 GMT -5
what do you mean by walking against walls? basically running very close to a wall in parallel? You can go faster that way? Exactly what it sounds like: moving at angle while adjacent to a wall increases your speed. This is carried over from Quake. You can test this yourself or look up videos on Youtube.
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Doc H.
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Post by Doc H. on Jan 29, 2012 10:20:18 GMT -5
Crouch jump is useful when trying to improve routes. You do it by crouching after a jump, most efficiently while sprinting.
1. You can reload, shoot or melee without any delay, while or after jumping through for example a smashed window. 2. You can take shortcuts down from buildings, bridges etc without having to climb fences, walls, windows etc. 3. Allows you to jump further and higher. You can delay the crouch if you need to time the jump perfectly, it will still add the height/length as long as you are still in the air.
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wittyscorpion
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Post by wittyscorpion on Jan 30, 2012 2:19:59 GMT -5
Thanks, megaqwerty & worr. This is great information. I did a search on YouTube, and found this video: He also has a nice detailed write up. Below are the gist: - Sprint + Jump ~= Sprint + Strafe ~= Sprint: basically adding jump and strafe into Sprint does not slow you down
- In fact, jump is supposed to speed things up because it does not spend sprint stamina, the resulting move is called "bunny hopping". Not easy to do though, so most people should just assume Sprint + Jump = Sprint
- Sprint, walk or backpedal while pushing the wall increase speed significantly
Basic move to take advantage of pushing against the wall - "wall strafing": run perpendicular (90 degree angle between your body and the wall) to the wall while using strafe to push against the wall. 90 degree is not the fastest angle, but is probably the most practical one. For bros who really want to get the most out of it you can test it out.
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Doc H.
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Post by Doc H. on Jan 30, 2012 18:39:23 GMT -5
Maybe we should make a new thread with all these tips since they are not solely related to movement speed. But before that is done I might as well throw this one in here:
Climbing ladder faster:
1. Sprint towards ladder. 2. Jump so you get as high as possible up on the ladder. 3. Knife just before you get on the ladder. 4. Climb up while looking up (if you look straight forward while climbing it won't work).
Result: Climbs ladder faster and weapon is drawn before reaching top of the ladder, meaning you can shoot as soon as you get up, skipping the long animation.
5. The higher ladder the harder it is. You must have knifed within a certain time of reaching the top. If you fail and an enemy is waiting above simply press jump key/button to exit the climb and get back on ground.
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Post by TheHawkNY on Jan 31, 2012 11:01:37 GMT -5
Maybe we should make a new thread with all these tips since they are not solely related to movement speed. But before that is done I might as well throw this one in here: Climbing ladder faster: 1. Sprint towards ladder. 2. Jump so you get as high as possible up on the ladder. 3. Knife just before you get on the ladder. 4. Climb up while looking up (if you look straight forward while climbing it won't work). Result: Climbs ladder faster and weapon is drawn before reaching top of the ladder, meaning you can shoot as soon as you get up, skipping the long animation. 5. The higher ladder the harder it is. You must have knifed within a certain time of reaching the top. If you fail and an enemy is waiting above simply press jump key/button to exit the climb and get back on ground. Do you know of any videos showing this?
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asasa
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Post by asasa on Jan 31, 2012 13:04:43 GMT -5
never heard of that worr.. interesting
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Doc H.
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Post by Doc H. on Jan 31, 2012 15:40:59 GMT -5
Maybe we should make a new thread with all these tips since they are not solely related to movement speed. But before that is done I might as well throw this one in here: Climbing ladder faster: 1. Sprint towards ladder. 2. Jump so you get as high as possible up on the ladder. 3. Knife just before you get on the ladder. 4. Climb up while looking up (if you look straight forward while climbing it won't work). Result: Climbs ladder faster and weapon is drawn before reaching top of the ladder, meaning you can shoot as soon as you get up, skipping the long animation. 5. The higher ladder the harder it is. You must have knifed within a certain time of reaching the top. If you fail and an enemy is waiting above simply press jump key/button to exit the climb and get back on ground. Do you know of any videos showing this? I did find one about it but I can't remember what I searched for in Youtube. I will try to find it again.
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Doc H.
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Post by Doc H. on Jan 31, 2012 17:07:08 GMT -5
Maybe we should make a new thread with all these tips since they are not solely related to movement speed. But before that is done I might as well throw this one in here: Climbing ladder faster: 1. Sprint towards ladder. 2. Jump so you get as high as possible up on the ladder. 3. Knife just before you get on the ladder. 4. Climb up while looking up (if you look straight forward while climbing it won't work). Result: Climbs ladder faster and weapon is drawn before reaching top of the ladder, meaning you can shoot as soon as you get up, skipping the long animation. 5. The higher ladder the harder it is. You must have knifed within a certain time of reaching the top. If you fail and an enemy is waiting above simply press jump key/button to exit the climb and get back on ground. Do you know of any videos showing this?
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Post by TheHawkNY on Feb 1, 2012 10:52:25 GMT -5
Thanks, definitely interesting. I guess the trick is to reach the top of the ladder just as you recover from the knife lunge.
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Doc H.
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Post by Doc H. on Feb 2, 2012 4:15:07 GMT -5
Makes sense. I guess that would probably make it harder to do with a weapon with faster melee. On the other hand, do you climb ladders faster depending on your movement speed?
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Doc H.
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Post by Doc H. on Feb 5, 2012 4:14:04 GMT -5
Does speed proficiency multiply speed by 1.1 or add 10 percent units. Seems to me it would make more sense that for example a MSR have a speed value of 1 rather than 0.99. It would also be rather hard to test. But since speed seems to be measured on a scale of 0 to 1 (aka 0 to 100%) there is a possibility the 10% increase was misunderstood.
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asasa
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Post by asasa on Feb 5, 2012 13:06:39 GMT -5
X1.1
So yes, .8>.88 and so on.
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Doc H.
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Post by Doc H. on Feb 5, 2012 14:18:47 GMT -5
X1.1 So yes, .8>.88 and so on. How do you know? Was there an official tweet about it or did someone test it? It would be awesome if you could link me to the tweet or post that confirms you are correct. I'm getting the feeling this multiplier thing could just be an urban myth so another guy passing it along won't really help me. "Speed proficiency increase movement speed by 10 percent" isn't helping much when the recognized unit is relative, all measured on a scale of 0 to 1, min to max, 0 to 100%.
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asasa
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Post by asasa on Feb 5, 2012 15:26:08 GMT -5
Im very sensitive to these things...
Can feel that its 88 and not 90% [AR] or 99% and not 100%[SMG]
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Doc H.
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Post by Doc H. on Feb 5, 2012 19:58:17 GMT -5
Im very sensitive to these things... Can feel that its 88 and not 90% [AR] or 99% and not 100%[SMG] Your very sensative? Some say that's a plus.
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asasa
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Post by asasa on Feb 5, 2012 20:28:25 GMT -5
It is.
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fred
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Post by fred on Feb 14, 2012 1:15:08 GMT -5
Does speed proficiency multiply speed by 1.1 or add 10 percent units. Seems to me it would make more sense that for example a MSR have a speed value of 1 rather than 0.99. It would also be rather hard to test. But since speed seems to be measured on a scale of 0 to 1 (aka 0 to 100%) there is a possibility the 10% increase was misunderstood. Yes I am pretty damn sure. that it multiplies speed by 1.1 not +.10. The best way for me to tell was when I measured prone movement speeds. This spread out the times because it was so slow. An SMG prone always beat a speed MSR prone by a little bit. A rifle prone beat a speed LMG prone by an even more noticeable amount. If it was +.1 I wouldn't have noticed a difference between either of these pairs ...
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fred
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Post by fred on Feb 14, 2012 1:43:03 GMT -5
Xbox 360, private match (but seriously, it's really noticeable any time, kind of like how the SPAS-12 in Blops has 0.95 mobility and nobody ever brought it up) Dragunov/MSR with whatever MP9 (causes mobility to drop to 0.9 when equipped) with whatever ExCon Assassin Dead Silence I just retested on PS3 this past Sunday. MW3: WeaponsDrag or L118A1 or MSR with/without speed are 0.99/0.90 and any secondary along with them are 0.9. Black Ops: WeaponsThe existing numbers are closely confirmed (+/- 0.5%) SMG = 1.0 Shot = 1.0 (all including SPAS w/ or w/o Silencer) Sniper = 0.95 AR = 0.95 LMG = 0.875 Pistol = 1.0 Special = 1.0 Launcher = 0.80 OtherLW = * 1.07 Black Ops side & rear were a surprise: Sideways =~ 0.95 (approx +/- .03) Rearwards = ~0.95 (approx +/- .03) Crouch = 0.65 Prone = 0.15
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asasa
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Post by asasa on Feb 14, 2012 9:23:55 GMT -5
Interesting.
Fred, have you tested the FAD and I just missed it, or no?
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fred
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Post by fred on Feb 15, 2012 1:05:26 GMT -5
Interesting. Fred, have you tested the FAD and I just missed it, or no? I do not find the FAD to have better mobility than other ARs. On PS3 both in December and now in February I still measure the FAD as the same movement as the other AR = 0.9. Strafe without stalker is 0.4 modifier like the other ARs.
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asasa
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Post by asasa on Feb 15, 2012 11:18:26 GMT -5
Well damn, that thing really is worthless then... and to think I got it to gold.. what a waste.
Thanks.
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arcanine2009
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Post by arcanine2009 on Feb 20, 2012 22:47:42 GMT -5
I do have a question of my own. Say if I'm running Overkill with FAD as primary, and Dragunov as secondary.. Assuming that they are both at 90% speed, IF I put speed profiency on Dragunov(which generally increases drag's movement speed from 90 to 99%) on this custom class set, would it be useless.. Since usually 2 weapons will use the slowest one(in this case, the FAD, even though without speed prof, Drag is equal in speed to FAD)? I'm assuming they will both run at 90% speed, and not counting Drag's Speed prof, right?
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asasa
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Post by asasa on Feb 20, 2012 23:44:43 GMT -5
You would move at 99% when the Draggy is out, I think.
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Doc H.
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Post by Doc H. on Feb 21, 2012 4:10:03 GMT -5
You would move with the speed of the slowest of your two weapons. A speed proficiency only effects the weapon you have it on but it also only works when you have the weapon in your hand. If you have a dragonov with speed and a pistol you will walk slower with your pistol out. At least that is what I've learned.
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asasa
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Post by asasa on Feb 21, 2012 12:45:51 GMT -5
Yes, but all secondaries are 100% speed.
So, if you have a Draggy .9x x1.1 and .9x AR... not sure.
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