arcanine2009
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the definitely not obsessed with dragunov guy
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Post by arcanine2009 on Nov 15, 2012 23:30:08 GMT -5
Do you have any idea how much that possessed screen cap creeps me out? It creeps me out a lot. ._.
But going back on topic, who knows what glitches/bugs exist for guns in this game.
Tis a shame we have no more guns with hybrid class features. sigh. ._.
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Post by I Am Hollywood5 on Nov 16, 2012 1:13:42 GMT -5
Chosenone, I tested both weapons without a grip, and the Type 25 had half the vertical recoil. Id assume putting a grip on a SF SWAT would make the recoil equal to the Type 25's. Again, this may just be preference, but the SF SWAT's recoil pattern seems more predictable (straight up, no random jerks to the right), but does require more compensation overall. But how does it have better "panic hipfire?" and raise times are so insignificant they mean pretty much nothing for balance. The only real advantage I see is the reload time, and even that's a very minor improvement. Does the m8a1 auto have comparable levels of recoil by any chance m8a1 auto has about the same recoil as type 25, but marginally more predictable
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Evan950
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Post by Evan950 on Nov 16, 2012 6:01:06 GMT -5
tmartn, the stupid one, said that the type 25, will be the best, and yet it says it a 4hk -.- and can anyone explain to me how the hell unlocking works?
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Post by corpsecreate on Nov 16, 2012 6:21:24 GMT -5
tmartn, the stupid one, said that the type 25, will be the best, and yet it says it a 4hk -.- and can anyone explain to me how the hell unlocking works? To make a certain item/weapon available you need to be a certain level. For example, you cannot choose to unlock ghost until your level 55. Once you reach the level requirement, you can use an 'unlock token' which is earned once every few levels to permanetly unlock the item. I dont know how prestiging works yet though Also, heres the link to the newly updated table after the 1.02 patch: img27.imageshack.us/img27/6712/bo2weaponchartv102.png
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Evan950
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Post by Evan950 on Nov 16, 2012 7:15:06 GMT -5
33 damage means 4 shot kill, or 33.3333 for 3shot?
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Post by corpsecreate on Nov 16, 2012 7:16:42 GMT -5
33 damage means 4 shot kill, or 33.3333 for 3shot? 33*3 = 99
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Evan950
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Post by Evan950 on Nov 16, 2012 7:28:07 GMT -5
so anything that says 33 is a 4 shot kill, got it what happens when you prestige? how many tokens do you get all together by the end of the prestige whats the best thing to spend tokens on? is the type 25 even good if its a 4 shot kill? what happens when you prestige a weapon if you have to prestige to get everything unlocked, how do the things transfer im confused about this new system and i dont want to screw myself over in the long run thanks in advance
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banana
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Post by banana on Nov 16, 2012 8:48:19 GMT -5
Does the m8a1 auto have comparable levels of recoil by any chance m8a1 auto has about the same recoil as type 25, but marginally more predictable Ok last question ( probably not ) does the m8a1 auto have a higher rof than the type 25
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Post by I Am Hollywood5 on Nov 16, 2012 11:08:14 GMT -5
m8a1 auto has about the same recoil as type 25, but marginally more predictable Ok last question ( probably not ) does the m8a1 auto have a higher rof than the type 25 No. Slower. Within bursts, it shoots 900 rpm, just like the Type 25. In full-auto, its slower than the Type 25. Probably somewhere around 820 rpm would be my guess. Speaking of the M8A1, I see it got a little nerf. Mag size is now 32 instead of 26, ext mags is 42 instead of 48. This boggles my mind, as I've put 12 hours into MP so far and the M8A1 is one of the only weapons I haven't seen even ONE person using yet. Like I've literally never even seen it in the killfeed. Why the hell Treyarch is going around nerfing Assault Rifles when SMGs absolutely dominate this game, I have no idea...
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Post by Marvel4 on Nov 16, 2012 11:27:05 GMT -5
No, the M8A1 fires at 1250 RPM per burst.
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Post by Megaqwerty on Nov 16, 2012 11:58:59 GMT -5
But how does it have better "panic hipfire?" SWAT Full Auto is a 3 hit kill in CQC.
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arcanine2009
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Post by arcanine2009 on Nov 16, 2012 12:25:05 GMT -5
Hope you don't mind guys but I made a topic on gamefaqs and spuf for the sake of spreadinf the info and hopefully finding someone willing to scan the guide Doesn't seem to be a big priority though everyones to busy whining about smgs ;_____________________________;
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Post by I Am Hollywood5 on Nov 16, 2012 16:25:51 GMT -5
wait, when did TA nerf SMGs and buff ARs? And whats the deal with the SVU? Overpowered? Underpowered? Haven't used it No, the M8A1 fires at 1250 RPM per burst. 1200 within burst actually, 900 in full-auto. I was wrong, or they buffed the M8A1 yesterday, idk But how does it have better "panic hipfire?" SWAT Full Auto is a 3 hit kill in CQC knife range. So just knife. You know the enemy will if you dont.
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arcanine2009
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Post by arcanine2009 on Nov 16, 2012 17:58:53 GMT -5
@evan: Well, the Type 25 is actually one of the best ARs within the 4 hit kill range. It beats out MTAR, M27,and has a slightly farther 4 hit kill range than M8.
@am Hollywood: SVU is underpowered just like MW3 SVD. No OSOK to the neck, and no OSOK to the head at least with the silencer. The other 3 sniper rifles all get OSOKs to the chest, neck, head, and upper arms with a silencer.
I don't get why Treyarch nerfed the MP7's range and buffed the PDW57's range either. MP7 has the slowest kill time at close sombat(tied with vector) and the most recoil.
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Post by Falufa on Nov 16, 2012 18:16:04 GMT -5
No, the M8A1 fires at 1250 RPM per burst. 1200 within burst actually, 900 in full-auto. I was wrong, or they buffed the M8A1 yesterday, idk 1200 and 900 is what you get at a framerate of 60FPS. The actual fire times are 0.048s (1250RPM) and 0.064s (937.5RPM), but the shots can't occur between frames, so they take place in the next available frame. In this case, it's the 3rd and 4th frames, respectively, after the previous shot and the fire times end up being 0.05s (1200RPM) and 0.067s (900RPM). It was like this in BO1, too. Treyarch seems fond of fire times that are multiples of 0.016s
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Post by Megaqwerty on Nov 16, 2012 18:30:42 GMT -5
It's informed design.
The gun is effectively 900 RPM, but if some frames drop because you got hit with napalm then the fire rate is minimally affected due to the extra tolerance on the fire time.
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Post by bm01 on Nov 16, 2012 19:13:35 GMT -5
It was like this in BO1, too. Treyarch seems fond of fire times that are multiples of 0.016s 1/60 actually, we call this the resolution. On most game a few internal things like this run at this rate, independently of your rendering speed. The fact that every RoF is a multiple of this value is to avoid frame skipping and inconsistencies. Funny thing, if their engine doesn't suck too much and if I'm correct about the interval used, the max RoF is 3600 (one bullet every 16.67ms). Also the only other possible values are 1800, 1200, 900, 720 and so on (3600/ℕ).
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Post by corpsecreate on Nov 16, 2012 19:35:38 GMT -5
It was like this in BO1, too. Treyarch seems fond of fire times that are multiples of 0.016s 1/60 actually, we call this the resolution. On most game a few internal things like this run at this rate, independently of your rendering speed. The fact that every RoF is a multiple of this value is to avoid frame skipping and inconsistencies. Funny thing, if their engine doesn't suck too much and if I'm correct about the interval used, the max RoF is 3600 (one bullet every 16.67ms). Also the only other possible values are 1800, 1200, 900, 720 and so on (3600/ℕ). Almost correct. The "1/60" is the amount of time in seconds that each single frame lasts. It is not called resolution. Resolution is 1920 x 1080, 1280 x 720 etc. The game does not run at 60 Frames Per Second anyway, it runs at 59.94 just like everything else which is exactly 60000/1001. The guns obviously have to fire with equal gaps between shots, if they didnt then the guns firerate would be inconsistent. Sometimes the interval would be X frames, sometimes it would be Y frames. In the grand scheme of things, using 60 fps for your calcs instead of 60000/1001 fps wont change anything really but just know that it is wrong.
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Post by Falufa on Nov 16, 2012 19:45:50 GMT -5
It was like this in BO1, too. Treyarch seems fond of fire times that are multiples of 0.016s 1/60 actually, we call this the resolution. On most game a few internal things like this run at this rate, independently of your rendering speed. The fact that every RoF is a multiple of this value is to avoid frame skipping and inconsistencies. Funny thing, if their engine doesn't suck too much and if I'm correct about the interval used, the max RoF is 3600 (one bullet every 16.67ms). Also the only other possible values are 1800, 1200, 900, 720 and so on (3600/ℕ). Yeah, that's pretty much it. If you lower the framerate you generally also lower the effective rate of fire, but there are some values for the framerate where you end up firing faster than at 60fps and there is when the extra bit of RPM in the base RoF comes into play. The PM-9 from MW3 is a good example. It's RoF is listed as 1090RPM, but the effective RoF at 60fps is 900. If you lower the framerate to 55fps you end up with 825RPM, but if you lower it to 54fps instead, you get 1080RPM.
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arcanine2009
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Post by arcanine2009 on Nov 16, 2012 20:03:00 GMT -5
Something i never understood... And I already brought up.. Why o you guys thinkTreyarch took away the orange tint on reflex sights? They existed in the beta builds, but not in retail. >_> oneofswords.com/images/blackops2_yemen_01.jpg[/img]
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Post by bm01 on Nov 16, 2012 20:54:57 GMT -5
Almost correct. The "1/60" is the amount of time in seconds that each single frame lasts. It is not called resolution. Resolution is 1920 x 1080, 1280 x 720 etc. I'm talking about the resolution as in the trio accuracy precision resolution (sometimes called granularity), not the one characterizing your display mode. I'm not sure about the 60/1.001, I think you're confusing with your monitor refresh rate. That's completely different. The resolution can be anything, it's just a choice made by programmers to balance game smoothness and resource cost. Actually I wouldn't be surprised if the server checked a few things at a much higher rate and some others at a much lower one (like reconnexions from lost connexions). Anyway nothing justify the use of such complicated values, no technical reason whatsoever, and in cases like this programmers just use what's easy to write and remember, integers (on a side note, minecraft servers run at 20 ticks per seconds). In the end I guess that's doesn't really matter, we both could be wrong, but I would be interested if you have any source about it. Originally I just wanted to point out that the framerate should be independent from your actual firing rate... But I just did some testing and apparently it is not. Honestly, from a game programmer perspective, I find this extremely weird and abnormal, at least for a multiplayer game. It's probably a remnant from the old times. So, well, you can just ignore everything I said :happyface:
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Post by pwnsweet on Nov 17, 2012 5:51:09 GMT -5
Hope you don't mind guys but I made a topic on gamefaqs and spuf for the sake of spreadinf the info and hopefully finding someone willing to scan the guide Not at all. Actually thank you for doing this. I think I speak for both of us when I say that Corpse and I are basically done testing this game since we completing the updated spreadsheet. We kinda wanna, you know, play the game now That said, there's still more to test. The updated spreadsheet is using the 'old' values for ADS time, reload time (bar the Type 25, which we noticed was different during testing and updated it), movement speed values, raise/drop values and hip spread data. These values are likely still correct, but it's possible that they may have changed just as the T25 was changed. But even if they are wrong, it's not so bad. After all, the most 'important' data (I still think about re-doing those reload times Corpse...they're pretty important!) has been updated. There are also other unanswered questions such as: 1. What effect does select fire have in terms of damage/range of guns that are already full auto? 2. What are the range values for each gun with the suppressor and long barrel attachment? 3. What is the fire rate of each gun with the suppressor attachment? (known to change the rate of certain guns in the past) ...and many more. Corpse and I considered testing these values, but there's only so much testing one can do before you just stop and think: "You know what? who cares! let's just forget about stats and kill stuff!" ;D
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Post by beer0clock on Nov 17, 2012 16:40:05 GMT -5
1. What effect does select fire have in terms of damage/range of guns that are already full auto? 2. What are the range values for each gun with the suppressor and long barrel attachment? 3. What is the fire rate of each gun with the suppressor attachment? (known to change the rate of certain guns in the past) 1 - Was already mentioned earlier in thread : +100 center speed. 2 - Easy enough to check, it's a flat modifier on range for each weapon class. I believe its .70 for ar+lmg, .85 for shotgun, and .75 for smg. Also has a slight impact on recoil, .99 center speed. Long barrel does something like range*1.165 3 - None of that
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arcanine2009
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Post by arcanine2009 on Nov 17, 2012 17:13:38 GMT -5
Are you sure auto guns in select fire, get +100 center speed? The delay between each burst gives the guns time to recenter, so would make it look like it doesn't have as much recoil VS an an auto with continuous firing.
Also what about the RoF of auto guns with select fire--RPM within the burst and overall?
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asasa
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fuck
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Post by asasa on Nov 17, 2012 18:46:57 GMT -5
Yeah what the hell where are you finding this stuff like a 1% CS reduc when silenced?
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arcanine2009
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Post by arcanine2009 on Nov 17, 2012 18:50:21 GMT -5
I wonder when people will start using XPR50 sniper rifle over the DSR50.
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asasa
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fuck
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Post by asasa on Nov 17, 2012 19:33:54 GMT -5
Never? DSR is better for most situations.
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arcanine2009
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Post by arcanine2009 on Nov 17, 2012 21:12:37 GMT -5
Never? DSR is better for most situations. Why is that? Both DSR and XPR OSOK to the stomach and up in regular situations. DSR has the advantage with the silencer by not losing its stomach OSOK, but how many people sniper with a silencer? XPR is a semi auto at least. Recoil can be mitigated drastically when going prone.
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asasa
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Post by asasa on Nov 17, 2012 21:18:33 GMT -5
No they dont.
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arcanine2009
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Post by arcanine2009 on Nov 17, 2012 21:43:22 GMT -5
There's three torso areas now. The DSR is bolt and kills to all three. The XPR kills to middle and chest, not stomach I don't see three torso areas here img27.imageshack.us/img27/6712/bo2weaponchartv102.pngSays XPR OSOKS to chest and waist, unsilenced, just like the DSR.
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