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Post by kylet357 on Jun 30, 2014 18:57:19 GMT -5
Wait, the Maverick doesn't have a positive headshot multiplier anymore? Was that in the update as well?
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Post by ultimate94ninja on Jul 22, 2014 13:41:11 GMT -5
Please can someone tell me the burst delays of the weapons w/ Select Fire in the singleplayer mode of BO2 if you have the fast files? Previously, I thought that there was no delay, but this turned out to be wrong (at least for the SWAT-556).
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Post by Marvel4 on Jul 23, 2014 16:03:19 GMT -5
It's 80 ms for the SWAT-556, 64 ms for the M8A1, and 0 ms for all other weapons.
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Post by ultimate94ninja on Jul 28, 2014 10:02:28 GMT -5
Thanks! And what's the fire rate per burst and the burst delay for the Ray Gun Mark II? And also in BO2, for the semi-automatic (Select Fire) version of the FAL in singleplayer and the one in Zombies, is the semi-auto RoF 535 or 625 RPM?
And by the way, I heard that the RoF of all the handguns in CoD4 and the G3, M14 and M21 was dropped to 444 RPM on consoles only, via patch. If this is true, then it should be added to the spreadsheet.
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Post by Marvel4 on Jul 28, 2014 17:49:15 GMT -5
Thanks! And what's the fire rate per burst and the burst delay for the Ray Gun Mark II? 500 RPM and 0 ms. 750 RPM in singleplayer and 535 RPM in Zombies. Their fire time is still 50 ms. Their rate of fire is lower because of this.
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Post by ultimate94ninja on Jul 29, 2014 3:31:50 GMT -5
Thanks Marvel
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Post by Ironforce92 on Jul 31, 2014 13:58:37 GMT -5
Does stady aim tight the hip fire on Chain saw? I can' t understand why Xboxahoy didn' t suggest it..
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Post by ChloeB42 (Alexcalibur42) on Jul 31, 2014 14:06:57 GMT -5
Only on hipfire. Marvel confirmed Steady Aim didn't help with ADS.
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Post by Ironforce92 on Jul 31, 2014 14:14:11 GMT -5
Thanks.. How much is the ADS reduction? Supposing that it is still hipfiring..
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Post by kylet357 on Jul 31, 2014 20:13:10 GMT -5
Does stady aim tight the hip fire on Chain saw? I can' t understand why Xboxahoy didn' t suggest it.. Because the spread it's pretty damn accurate already. I use that class all the time, and it can get some decent long range kills.
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Post by Ironforce92 on Aug 1, 2014 11:46:57 GMT -5
Me too.. I try to avoid ADS so i put stady aim.. With rapid fire and muzzle brake is good even at 60 fps
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Aug 1, 2014 14:55:29 GMT -5
Big Ammo was mandatory for me on the Chinzor.
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wings
True Bro
Posts: 3,776
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Post by wings on Aug 2, 2014 2:56:37 GMT -5
Protip: I suggest not using the ChainSAW.
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Post by Ironforce92 on Aug 2, 2014 7:58:32 GMT -5
Why? With that gun i have a 3 K/D.. No run no aim just spray and pray.. Every lobby rage quit
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Post by kylet357 on Aug 2, 2014 10:58:44 GMT -5
You can get some people really mad with the XboxAhoy class. It's a not a bad gun at all. Especially for running in a Free For All lobby (if you know how to fuck with the spawns).
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Post by Ironforce92 on Aug 3, 2014 10:33:20 GMT -5
I know but i don' t like the noobtube.. I take sledge of hand,focus,stady aim, sit rep, ready up and blid eye. Support streak: ground jammer, helo sniper and oracle for mid size map on domination.
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Post by ultimate94ninja on Aug 4, 2014 6:11:17 GMT -5
By the way, Marvel, haven't you considered putting the singleplayer, zombies and extinction weapon values in the spreadsheets?
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Post by kylet357 on Aug 4, 2014 7:07:16 GMT -5
By the way, Marvel, haven't you considered putting the singleplayer, zombies and extinction weapon values in the spreadsheets? You'd pretty much have to make separate spreadsheets for each. They may have the same name and model, but they're all completely different weapons state-wise.
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Post by ultimate94ninja on Aug 4, 2014 8:28:26 GMT -5
You'd pretty much have to make separate spreadsheets for each. They may have the same name and model, but they're all completely different weapons state-wise. Yeah, of course there would be separate ones in this case.
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wings
True Bro
Posts: 3,776
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Post by wings on Aug 5, 2014 2:11:28 GMT -5
Is Marvel always doing these stats for MP? There's got to be a time when he stops giving a shit about COD by now. If anything it would be amusing to see all those subscribers ask why x, y, and z youtuber haven't been able to come up with the functional stuff about the game.
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Post by Ironforce92 on Aug 7, 2014 7:45:34 GMT -5
Does the grip affect hipfire?
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Post by kylet357 on Aug 7, 2014 9:12:17 GMT -5
Does the grip affect hipfire? Does the pope shit in the woods?
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Post by Ironforce92 on Aug 7, 2014 12:08:42 GMT -5
The in game description is(traduced from italian): it reduces the recoil when you are aiming.
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Post by Ironforce92 on Aug 7, 2014 14:21:25 GMT -5
Understood, thanks
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Post by radicaldisconnect on Aug 14, 2014 2:40:50 GMT -5
Curious, for BO2, does the spreadsheet represent the weapon stats of all platforms? Because there was talk last year that the patches for BO2 were inconsistent on different platforms.
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Post by ChloeB42 (Alexcalibur42) on Aug 15, 2014 0:18:25 GMT -5
Except W@W. 3arc just decided to essentially make two different games.
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Post by sillyb on Aug 21, 2014 20:58:07 GMT -5
Is the burst delay for Marksman rifles with the 3-round burst attachment 0.2s? If so, can someone verify my calculation for the rounds per minute of the burst fire MR-28? x = base firetime = 0.1 y = marksman rifle burst fire firetime multipler = 0.8 z = burst delay = 0.2
3*60/(3xy+z) = 409 round per minute
Thanks in advance.
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Post by radicaldisconnect on Aug 23, 2014 0:57:30 GMT -5
Are the units of range the same across all the games? Also, where can we find the stats of grenades and semtex?
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Post by kylet357 on Aug 23, 2014 5:18:57 GMT -5
Are the units of range the same across all the games? Also, where can we find the stats of grenades and semtex? Yes, they're all the same. For reference, 100 units=2.5 meters.
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Post by ultimate94ninja on Aug 26, 2014 6:49:25 GMT -5
Is the burst delay for Marksman rifles with the 3-round burst attachment 0.2s? If so, can someone verify my calculation for the rounds per minute of the burst fire MR-28? x = base firetime = 0.1 y = marksman rifle burst fire firetime multipler = 0.8 z = burst delay = 0.2 3*60/(3xy+z) = 409 round per minute Thanks in advance. Yeah, that's right.
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