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Post by corpsecreate on Nov 21, 2012 6:26:44 GMT -5
So me and Pwnsweet just finished up our final (most likely) version of the stats chart. Credit for damage mutlipliers goes to Marvel4. Direct URL for full resolution pic: img18.imageshack.us/img18/4615/stats4k.pngChange Log: The coloring was removed for values containing parenthesis. This is because the conditional formating in excel can only format cells containing numbers, not strings. Ranges to kill for guns with rapid fire was added (they are in parenthesis). Some minor adjustments to the range values were also made. Removed rows for the Select Fire variations of each weapon except for SWAT-556. SWAT-556's min damage was correctly calculated as 24 instead of the previous 30. Supressor and Long Barrel range multipliers were added for each weapon class. Sniper and headshot multipliers were added (credit to Marvel4). Time to kill was calculated for each weapon in the form X - Y where X is the time to kill at max damage and Y is the time to kill at min damage. The times were calculated using the formula: T = 1001*(GAP*(BULLETS-1)+BULLETS)/60000 Fast mag values were removed to make the table smaller. Columns were given variable widths for the same reason. The table was also resized to roughly fit a 16:9 aspect ratio for better display. Fixed a few typos (lingering asterisks).
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Evan950
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Post by Evan950 on Nov 21, 2012 6:49:16 GMT -5
nice work - why was the colored shot to kill cells changed? also, notes should be re-added with all other small things like an-94, Hamr and etc apart from the looks, were any stats changed?
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Post by corpsecreate on Nov 21, 2012 6:51:18 GMT -5
nice work - why was the colored shot to kill cells changed? also, notes should be re-added with all other small things like an-94, Hamr and etc apart from the looks, were any stats changed? I'll add a change log to the OP. Give me a sec.
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Post by RageHulkSmash on Nov 21, 2012 6:53:56 GMT -5
Nice job on the chart, it has helped me a lot.
One thing I noticed, is the min damage for SWAT burst wrong on that chart? And I'm also curious, where did you get the 0.0167 sec time to kill for snipers and ksg?
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Post by pwnsweet on Nov 21, 2012 6:59:16 GMT -5
One thing I noticed, is the min damage for SWAT burst wrong on that chart? And I'm also curious, where did you get the 0.0167 sec time to kill for snipers and ksg? SWAT burst min is correct. We get 0.0167 sec kill time because it takes one frame to kill with those guns.
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Post by RageHulkSmash on Nov 21, 2012 7:05:41 GMT -5
One thing I noticed, is the min damage for SWAT burst wrong on that chart? And I'm also curious, where did you get the 0.0167 sec time to kill for snipers and ksg? SWAT burst min is correct. We get 0.0167 sec kill time because it takes one frame to kill with those guns. Oh I see, the 4 shot kill range is so big for the SWAT burst, it's hardly ever a 5 shot kill. Makes sense.
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Post by toad on Nov 21, 2012 7:25:01 GMT -5
Thank you for the hard work.
Comment on the chart - You have the SCAR-H and AN-94 both with 600rpm, similar bullet damage, but toally different TTK. Is there a small mistake here?
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Post by peachdumplings on Nov 21, 2012 7:27:50 GMT -5
Do the range multiplier work by modifying the damage? If so, it looks like the SCAR-H with long barrel becomes a two shot kill in close.
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Post by corpsecreate on Nov 21, 2012 7:34:16 GMT -5
The difference between TTK for the SCAR-H and AN-94 is not a mistake. The AN-94 shoots its first 2 bullets at a higher fire rate (900 RPM) which is the cause for the difference.
The range multiplier modifies the range it kills. Assault rifles do not have the long barrel attachment.
If theres any important information thats to be taken from this new chart its that you should basically never use Rapid Fire on any gun.
EDIT: Ohh I see where the confusion comes from. We forgot to remove the 1.16x for the long barrel attachment on assault rifles. We'll have to fix that right now!
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Post by toad on Nov 21, 2012 7:49:22 GMT -5
Thanks for the explanation!
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Evan950
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Post by Evan950 on Nov 21, 2012 8:46:43 GMT -5
i see what you did there with 16:9 ratio and i love it marvel (or someone else) did hipfire spread for each gun (i believe) so an idea would be to add the numbers for laser, and crouch/prone/walking for hipfire, and extend the bottom with notes and you can keep the 16:9 ratio
gay excel - always screwing up with something
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Evan950
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Post by Evan950 on Nov 21, 2012 8:52:46 GMT -5
what also doesn't make sense is the colour coding of the hamr's reloading
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banana
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Post by banana on Nov 21, 2012 8:52:58 GMT -5
now all we need is the recoil numbers
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Post by I Am Hollywood5 on Nov 21, 2012 9:25:46 GMT -5
Thanks for all your hard work dude
Every new chart, the MSMC's range is shorter. I feel like within a couple patches its range will be down to 25. lol
oh and LOL at rapid fire ranges!
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Post by corpsecreate on Nov 21, 2012 9:56:56 GMT -5
what also doesn't make sense is the colour coding of the hamr's reloading Good point. I should probably check this stuff when im not in zombie mode, I'll fix it tomorrow. I need sleep
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Post by banchi on Nov 21, 2012 10:38:02 GMT -5
So silencers now reduce damage immediately? Not just the effective range of the weapon? That really weakens their usage if true.
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Post by Falufa on Nov 21, 2012 13:11:58 GMT -5
Marvel4 has apparently gotten higher rates of fire for the semi-auto FAL and SMR, as well as for the Five-seveN and Tac-45, than what your table shows. FAL - 625RPM (600 at 60FPS) SMR - 535RPM (515) Five-seveN - 750RPM (720) Tac-45 - 625RPM (600)
He's also gotten burst delays, if your interested in adding that: SWAT - 0.2s M8A1 - 0.12s Chicom - None (less than 0.01s if any) B23R - 0.064s
Also, HAMR's first 7 shots are at 937.5RPM (900), unaffected by Rapid Fire. That's something else you might like to add.
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toysrme
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Post by toysrme on Nov 21, 2012 13:16:48 GMT -5
no long barrel on 5x7 tac-45 or chicom? useless
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asasa
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Post by asasa on Nov 21, 2012 13:28:00 GMT -5
Hell naw the SMR isnt 535RPM highest I can get is 420 consistent, so maybe 450.
FAL highest consistent is 480RPM, so maybe 525rpm.
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Lexapro
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Post by Lexapro on Nov 21, 2012 15:07:37 GMT -5
Color coding for pistol ADS speed seems weird. Why would the KAP-40 be red when it's ADS speed (0.1s) is the fastest in class?
Also, can you test what ADS movement speeds are for each weapon and the effects of Adj. Stock? I think that's a really important piece of info that we can find but currently don't have.
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Post by kotoso on Nov 21, 2012 15:10:43 GMT -5
Is there still a quick drop property to pistols? Switching to a pistol from a riot shield seems slower than switching to a G36C from a riot shield in mw3.
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 16:14:45 GMT -5
Just to add to the questions: What units are these ranges measured in? In previous COD's ranges have always been measured just below and above 1,000 units (regardless of real life equivalents) but now all of a sudden, Black Ops II measurements are giving units in 10's and low-100's. Hoping that someone understands my point, any light on why the units have gone from 100's and 1,000's to 10's and 100's would be greatly appreciated!
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Post by Megaqwerty on Nov 21, 2012 16:27:38 GMT -5
Is there still a quick drop property to pistols? Switching to a pistol from a riot shield seems slower than switching to a G36C from a riot shield in mw3. Not what quick drop is used for. Quick drop is the drop time for the weapon you are using when you quick switch to a quick draw weapon. Ty, the ranges are in feet. Convert them to inches to approximate units.
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 16:35:10 GMT -5
Ty, the ranges are in feet. Convert them to inches to approximate units. Oh, the ranges on this sheet are in feet? That's cool. I just expected the ranges to be in the usual 'COD-units' I've gotten used to. Thanks.
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Post by Megaqwerty on Nov 21, 2012 16:40:48 GMT -5
I take that back. They are, in fact, in standard CoD units. It's just that everyone in BO2 is a Foxtrotting giant midget.
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 16:48:26 GMT -5
I'm pretty sure you were right with your first response Mega. Multiplying all these ranges by 12 to get them in inches (close to usual COD units) puts them more in-line with other COD games. Until either Pwnsweet or Corpse respond to this, I'm just gonna assume these ranges are in feet.
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 16:59:08 GMT -5
these are equal to 12 cod units Don't you mean these are 1/12th COD units? Multiplying these ranges by 12 (assuming they are feet and we're converting them to inches/COD units) puts these ranges in line with other COD's as opposed to what they are now. I think I understand you though. Also, I was editing my last post as you posted. I have a habit of doing that...
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mmacola
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Post by mmacola on Nov 21, 2012 17:00:14 GMT -5
It is the same thing.
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 17:14:26 GMT -5
Wait, I'm assuming those replies are implying that what I said was wrong, so I'm gonna get mathsey and be a jackass here to prove my point:
Mao-C said: Chart units = 12xCOD units I said: Chart units = COD units/12 --> 12xChart units = COD units
What we said are different things and I'm pretty sure what I said is correct. But whatever we said, we all get the main point that multiplying the chart units by x12 will give us the COD units. That's correct, right?
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Tyzerra
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Post by Tyzerra on Nov 21, 2012 17:18:12 GMT -5
But, to turn chart units (feet) into COD units (inches) you MULTIPLY by 12, not divide... That gives us: - 1 Chart unit = COD unit/12 - 12 Chart units = 1 COD Unit
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