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Post by Marvel4 on Nov 19, 2013 19:14:41 GMT -5
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wings
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Post by wings on Nov 19, 2013 19:19:44 GMT -5
People still buy those things?
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Post by Aphoristic on Nov 19, 2013 19:19:48 GMT -5
Doesn't make sense as you can't have different multipliers on individual shotgun pellets.
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Post by Morshu on Nov 19, 2013 19:42:03 GMT -5
Cause they don't get headshot multipliers for some reason.
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Post by Aphoristic on Nov 19, 2013 19:42:26 GMT -5
It's always been that way. Shotguns can't have headshot multipliers because of it.
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Post by llednik on Nov 19, 2013 19:43:07 GMT -5
Wait. Marvel posted it so that implies it was worth his time and therefore likely to be true. However, it was in the strategy guide so that means it's probably wrong. Also, it would actually be good news for shotguns so I doubt it's true. So is this marvel making fun of strategy guides or is this legit? My world is falling apart right now.
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Post by corpsecreate on Nov 19, 2013 20:35:11 GMT -5
nonono, deadeye is not more likely to work on shotgun blasts. Of that I am certain.
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Post by corpsecreate on Nov 19, 2013 20:52:19 GMT -5
Oh I guess thats possible then. Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm who cares shotguns suck anyway
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Post by LeGitBeeSting on Nov 19, 2013 20:53:54 GMT -5
who cares shotguns suck anyway No you.
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Post by corpsecreate on Nov 19, 2013 20:55:40 GMT -5
Yes me!
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Post by Aphoristic on Nov 19, 2013 21:02:14 GMT -5
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Post by Marvel4 on Nov 20, 2013 0:09:43 GMT -5
Nope.
This is the damage log of one shot with a modified M1014.
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hyperion
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Post by hyperion on Nov 20, 2013 1:39:20 GMT -5
Nope. This is the damage log of one shot with a modified M1014. So deadeye calculates each pellet? Wow if thats true then deadeye on shotgun is going to be ridiculous.
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Post by Aphoristic on Nov 20, 2013 1:40:19 GMT -5
You mean that den from 4 and a half years ago was... wrong?
Everything I know is a lie.
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probaddie
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You're triggering my intelligence
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Post by probaddie on Nov 20, 2013 1:41:46 GMT -5
Nope. This is the damage log of one shot with a modified M1014. So deadeye calculates each pellet? Wow if thats true then deadeye on shotgun is going to be ridiculous. This doesn't imply anything about Deadeye. This is a log taken from Call of Duty 4 to show that shotguns can have a non-unit headshot multiplier and have that multiplier correctly applied to each pellet - contradicting what both Den and Aphoristic have claimed. You mean that den from 4 and a half years ago was... wrong? Everything I know is a lie. It's okay - I'm here for you.
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Dumien
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Post by Dumien on Nov 20, 2013 2:03:49 GMT -5
Shotguns are also noticeably nastier with Deadeye because Deadeye has a chance to trigger on each pellet, rather than each shot. So, is this practically true? Or were you quoting this facetiously and mockingly?
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Usagi
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Post by Usagi on Nov 20, 2013 10:46:07 GMT -5
Me and Marv tried to test this yesterday and we couldn't because the highest you can set your health is 200 and the shotguns deal too much damage. We tried testing on a Maniac but no red hitmarkers showed up. Maniac also has 1250 health. Basically, our test was inconclusive.
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Dumien
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Post by Dumien on Nov 20, 2013 10:51:19 GMT -5
Try the attachment shotgun at max range.
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Usagi
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Post by Usagi on Nov 20, 2013 10:54:31 GMT -5
Try the attachment shotgun at max range. Do we have the damages for that? Either way, it's impossible to get all pellets to hit at a shotgun's max range (believe me, we tried) and since the pellets disappear immediately, the damage can be off by a bit.
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Dumien
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Post by Dumien on Nov 20, 2013 10:56:46 GMT -5
The 2HK range is pretty close IIRC.
Can you lay out the criteria of the test and the reasons please?
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Post by deston on Nov 20, 2013 11:05:25 GMT -5
Try the attachment shotgun at max range. Do we have the damages for that? Either way, it's impossible to get all pellets to hit at a shotgun's max range (believe me, we tried) and since the pellets disappear immediately, the damage can be off by a bit. 34-5 (6 pellets), but I don't know how reliable the source of that is. Have you tried the tac12 at range? Smart choke ought to help with the spread of the pellets. Also it drops to 20 damage at range. With 8 pellets hitting at 20 damage you'll live on 200 health, unless it's DE on 5+ pellets. Also iirc the max range on the tac 12 before pellets drop off is BARELY closer than the range at which your crosshair goes red and shows the name of the enemy. I'm not sure if this range is weapon specific, but it does work out for the tac 12 that way.
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Usagi
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Post by Usagi on Nov 20, 2013 11:13:38 GMT -5
Do we have the damages for that? Either way, it's impossible to get all pellets to hit at a shotgun's max range (believe me, we tried) and since the pellets disappear immediately, the damage can be off by a bit. 34-5 (6 pellets), but I don't know how reliable the source of that is. Have you tried the tac12 at range? Smart choke ought to help with the spread of the pellets. Also it drops to 20 damage at range. With 8 pellets hitting at 20 damage you'll live on 200 health, unless it's DE on 5+ pellets. Also iirc the max range on the tac 12 before pellets drop off is BARELY closer than the range at which your crosshair goes red and shows the name of the enemy. I'm not sure if this range is weapon specific, but it does work out for the tac 12 that way. We tried that, the spread is still too loose, exacerbated by having the longest range. If the minimum damage is off by just 1 damage, that adds 8 damage to the whole shot, so it's unpredictable. And that would be if we could get all pellets to hit.
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Dumien
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Post by Dumien on Nov 20, 2013 11:19:38 GMT -5
Might ballistic vests help? Or don't we know the stats of those either?
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Post by deston on Nov 20, 2013 11:20:26 GMT -5
Personally, although I understand why you guys want to test it, DE still doesn't seem very useful on shotguns. Though I admit my main reasoning has been that you demand consistency from good shotguns, and if you can not depend on a kill within what you know to be reasonable range, you certainly don't wanna engage fights outside your effective range. This would indeed be lessened if DE works on a per pellet basis, or at least average out to a slightly higher damage output. Still though I've used it for two days on my tac 12 last week, until I couldn't take it any more. More important perks out there for my shotgun class... In fact if I could choose to add one free perk I'd pick ICU over DE.
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Post by RageHulkSmash on Nov 20, 2013 15:01:42 GMT -5
Deadeye isn't bad on cranked where you get plenty of other perks as well. I could try shotguns next time I need my shotty fix.
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banana
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Post by banana on Nov 20, 2013 19:03:27 GMT -5
Personally, although I understand why you guys want to test it, DE still doesn't seem very useful on shotguns. Though I admit my main reasoning has been that you demand consistency from good shotguns, and if you can not depend on a kill within what you know to be reasonable range, you certainly don't wanna engage fights outside your effective range. This would indeed be lessened if DE works on a per pellet basis, or at least average out to a slightly higher damage output. Still though I've used it for two days on my tac 12 last week, until I couldn't take it any more. More important perks out there for my shotgun class... In fact if I could choose to add one free perk I'd pick ICU over DE. Sure you get less consistency but you get more kills on average. I'd rather sometimes get a 1hko at a shotgun's max range then consistently get 2-9hkos
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Post by -3055- on Nov 20, 2013 22:16:53 GMT -5
Ready up, ICU, dead silence, and agility are the must haves for shotguns. Pumps should prefer stalker (playstyle permitting) and semis (dogbull) should prefer steady aim. I personally found that I never needed focus, but maybe that's just me.
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Post by corpsecreate on Nov 20, 2013 22:28:37 GMT -5
How I would test it:
I would use Bulldog at close range with deadeye (max dmg is 50 per pellet). Then shoot off to the side and ensure you hit at least 2 pellets, preferably 3 pellets. At this point, you throw stuns to calc the damage that was done. If deadeye can only 'activate' once then you will do 1.4*50 + 50*2 = 70 + 100 = 170 damage. If deadeye activates twice you will do 1.4*50*2 + 50 = 140 + 50 = 190 damage.
If you get two deadeye shots and deal 190 damage then you know it works on a per-pellet basis. If you hit with 2 pellets then you can do the same thing, if you ever deal 140 dmg then you know you got 2 deadeye shots.
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Zero IX
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Post by Zero IX on Nov 21, 2013 0:53:18 GMT -5
Even if Deadeye is per pellet on shotguns I'd still only bother with it in Specialist (which I wouldn't bother with) or Cranked.
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Post by -3055- on Nov 21, 2013 1:37:41 GMT -5
Tried it out. It's not noticeable for me while I was using the bulldog. After 4 kills I was getting 50% proc and I know since it could be on a per-pellet basis just because it doesn't show the deadeye red hitmarker doesn't mean that the deadeye had absolutely no effect, but since the bulldog is usually 9/10 times a one or two hit kill I don't really see myself using deadeye effectively.
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