danoski666
True Bro
"He ran off the wall like a ninja!"
Posts: 2,484
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Post by danoski666 on Nov 6, 2012 16:16:48 GMT -5
I believe SMGs had 0.8 movement speed when ADS'd, not full.
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Post by llednik on Nov 6, 2012 16:20:08 GMT -5
Tac mask is indeed situational. The situation just happens to be every game of domination/anytime I'm near a flag.
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Nov 6, 2012 16:42:25 GMT -5
Is there a jamming mechanism like Black Ops [Fire too fast, and now you cant do anything but walk and jump?]
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toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
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Post by toysrme on Nov 6, 2012 16:57:54 GMT -5
no lock-outs & capping like W@W. works like the others. if you fire too fast it simply skips the offending inputs & resumes on the next input under the rate of fire cap.
pistol matches with the 5x7 are going to be super fun! the more powerful ones are capped lower to compensate.
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Nov 6, 2012 16:59:25 GMT -5
thats fcking stupid... so the maximum for the FAL is actually just over 300RPM?!
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Post by hamburglar86 on Nov 6, 2012 17:13:11 GMT -5
First post. Love the forums. Happy to see lots of shotgun users. I've used shotguns exclusively since MW1.
Very interested to hear how laser sight spread compares to ADS spread. I'm in the shotgun camp that never aims down sight, as I think reaction time and movement (without having to use a perk or attachment on stalker/adjustable stock) are paramount to effective shotgun play.
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Post by Megaqwerty on Nov 6, 2012 17:15:25 GMT -5
thats fcking stupid... so the maximum for the FAL is actually just over 300RPM?! I, for one, see zero reason for a semi auto to be able to match fully automatic weapons in fire rate. (If you temper a semi by giving it a low fire rate, that's fair grounds to buff the fucking shit out of it....which Treyarch unfortunately has not done.) There are merits to both low and high fire caps on semis, but Treyarch clearly is opposed to any potential use of macros with them. ...except they left pump canceling on the shotguns.
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Nov 6, 2012 17:22:21 GMT -5
If I can press the button X speed, it should shoot at that speed. I shoot variably depending on how well I am able to track the player [distance, recoil, movement, so forth and so on]
If someone happens to be close range and I can shoot 600RPM, I oughta be able to.
The only reason black ops semi autos sucked was because of the abysmal firerate cap. [Probably fine on PC, but not on console]
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Post by LeGitBeeSting on Nov 6, 2012 17:23:01 GMT -5
*Looks at shotguns spreads* Thanks for clearing it up Deeds.
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tiesieman
True Bro
mental lagger
Posts: 1,401
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Post by tiesieman on Nov 6, 2012 17:25:40 GMT -5
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Post by Megaqwerty on Nov 6, 2012 17:44:12 GMT -5
Is the M1216 fully automatic or is it a four round burst?
More importantly, is it possible to manually prime the M1216 without reloading the entire magazine?
If not, then the gun may as well be broken: if you don't kill a guy with the last round in a tube, you'll have to fire it or reload to switch to a full one.
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Post by Disgruntled Jigglypuff on Nov 6, 2012 17:49:48 GMT -5
Is the M1216 fully automatic or is it a four round burst? More importantly, is it possible to manually prime the M1216 without reloading the entire magazine? If not, then the gun may as well be broken: if you don't kill a guy with the last round in a tube, you'll have to fire it or reload to switch to a full one. I was thinking that same exact thing. If you kill a guy in only two shots, you effectively have only half of a pump.
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Post by Megaqwerty on Nov 6, 2012 17:54:12 GMT -5
Since snipers (well, most of them) have no penalty suppressors, I was thinking...
Do suppressors reduce the max range on shotguns?
It has been shown that a suppressor reduces the damage drop of the KSG, but I can dream that maybe Treyarch listened to logic and made all shotguns not suffer reduced maximum ranges due to suppressors.
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Post by Megaqwerty on Nov 6, 2012 18:12:32 GMT -5
Shotgun TTKs and ranges updated for BO2 shotguns. Go to the ADS tab. I guessed damages and ranges...and was very conservative with the damages. With the low spread, they're fantastic...compared to BO1, but actually pale to even the shotguns of MW3. As we get more data, I'll update it. I guess that long barrel is a 25% bonus...which takes these guns and makes them ludicrous. (The corollary is that, oh, God, these things suck from the hip.) And that's enough guessing and speculation for now.
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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 Nov 6, 2012 18:17:37 GMT -5
The executioner is a 4 shot kill? This can't be right. I've seen it kill in 2 hits at least. Inconsistent but still..
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Post by Megaqwerty on Nov 6, 2012 18:18:45 GMT -5
Fires 7 pellets, needs 4 to kill.
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Post by LeGitBeeSting on Nov 6, 2012 18:20:27 GMT -5
yay RF SMGee's w/ Lazor will have a TTK edge as they don't need to ADS
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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 Nov 6, 2012 18:27:53 GMT -5
The executioner is a 4 shot kill? This can't be right. I've seen it kill in 2 hits at least. Inconsistent but still.. uh isnt it a shotgun pistol? Yeah, but 4 hit markers is terrible for a shotgun at cqc, let alone a handgun. And I've seen people get 2 shot kills with it via Eurocom. Other than that.. Why does it say SWAT has 425 RPM, and M8A1 has 720 PRM? 425 sounds like the RoF between bursts..
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Post by Megaqwerty on Nov 6, 2012 18:37:04 GMT -5
I added the hip spread values to the first tab of my shotgun spreadsheet on the assumption that the spread is 8. These guns are abysmal from the hip. 425 sounds like the RoF between bursts.. It's the overall rate of fire. Den lists RPM for burst weapons in the same way. (If the fire rate is indeed 720 RPM, then the overall RPM should be 400. 60/ ((3*60/720 + 0.2)) * 3 = 400.
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Post by LeGitBeeSting on Nov 6, 2012 18:39:36 GMT -5
Now that shotguns have useless hipfire i wonder what is their ADS mobility is. Did they make them on par w/ SMGee's(Like they should) or do you still move at a snails pace?
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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 Nov 6, 2012 19:18:39 GMT -5
its a secondary! This isn't mw2 where secondaries are on par with primaries. *faceglass* Are you serious or are you just trying to be a troll? The tac .45 is a 2 hit kill, ALL revolvers and magnums in general from past Cod games have been a 2 hit kill up close.
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tiesieman
True Bro
mental lagger
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Post by tiesieman on Nov 6, 2012 19:32:52 GMT -5
it has 1hk potential most likely too
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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 Nov 6, 2012 19:35:54 GMT -5
Fires 7 pellets, needs 4 to kill. Damn, how did I miss your post. I thought the google drive doc said it needed 4 separate shots to get a kill.
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Post by aidsaidsaids on Nov 6, 2012 19:36:01 GMT -5
it has 1hk potential most likely too 4 pellets to kill, 7 per shot. You won't OHK often, but you'll definitely drop the odd scrub coming in for the knife.
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tiesieman
True Bro
mental lagger
Posts: 1,401
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Post by tiesieman on Nov 6, 2012 19:42:13 GMT -5
it has 1hk potential most likely too 4 pellets to kill, 7 per shot. You won't OHK often, but you'll definitely drop the odd scrub coming in for the knife. Where did we get the damage?
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Post by Megaqwerty on Nov 6, 2012 19:47:23 GMT -5
Where did we get the damage? Magic. toys probably shot some fools and made a guess based on the decals. With akimbo, it'll be 4 pellets out of 14 to kill...but you'll have massive spread and probably no option of a laser to reduce it. Assuming 15 spread (same as HS10 DW), it's a joke weapon.
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Amirror
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Call of Duty! Ah, Grrr, Ohhh… Argh… Yaaagh!… It’s not right… not right… not right…
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Post by Amirror on Nov 6, 2012 20:01:33 GMT -5
Why does R870 shoot only 7 pellets per shot? That makes it pretty weak compared to other shotguns unless damage is raised to/is at 50 maximum damage, or it shot 9 pellets instead. In this state right now, this makes it EVEN less consistant than the Stakeout, and some of the MW3 shotties even if it has a very tight ADS spread.
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Post by Disgruntled Jigglypuff on Nov 6, 2012 20:02:25 GMT -5
Where did we get the damage? Magic. toys probably shot some fools and made a guess based on the decals. With akimbo, it'll be 4 pellets out of 14 to kill...but you'll have massive spread and probably no option of a laser to reduce it. Assuming 15 spread (same as HS10 DW), it's a joke weapon. Well it does have a laser sight last time I checked. I hope laser sight akimbo is an option... Why does R870 shoot only 7 pellets per shot? That makes it pretty weak compared to other shotguns unless damage is raised to/is at 50 maximum damage, or it shot 9 pellets instead. In this state right now, this makes it EVEN less consistant than the Stakeout, and some of the MW3 shotties even if it has a very tight ADS spread. Because 3arc hate shotguns.
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toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
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Post by toysrme on Nov 6, 2012 20:06:16 GMT -5
i like the microwave radar turret setup hicky. its funny. works like that crawler gas bomby stuff in BO zombies, or t-gas from W@W/BO-1. except its harder too see the edges while you're moving. be careful too! it has some RANGE and if you attempt to do anything but clip the edge on normal classes it will outright kill you!
it also isn't a 1 and done knife swap to kill either. you toss bullets into it and get to be vulnerable.
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Post by Megaqwerty on Nov 6, 2012 20:20:21 GMT -5
The Guardian does have surprising range. It has a slow kill time, but if you sprint into it, it looks like it's hell to get out.
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