|
Post by sirknumskull on Jan 31, 2014 19:11:17 GMT -5
Just in case some of the PC bros want to get a feel for the Mavericks: go to private match, disallow all primaries and secondaries, put in some bots, scavenge Mavericks. Season pass not required.
|
|
|
Post by UrbaneVirtuoso on Jan 31, 2014 19:23:38 GMT -5
That's also present with PS3 BO2's PK as far as I know, lol.7.8 m is shorter than I thought. DOHOHO YOU WOULD KNOW WOULDN'T YOU? :3
|
|
|
Post by -3055- on Jan 31, 2014 19:43:49 GMT -5
HE HAS A 7.8M DICK HOLY SHIT
|
|
egumption
True Bro
"...I don't like the colour."
Posts: 78
|
Post by egumption on Jan 31, 2014 23:35:52 GMT -5
7.8m 2BTK with the Muzzle Brake is short, but I've tended to actually find it sufficient on a lot of the smaller maps, where the Maverick shines. I've used it on Tremor, Strikezone, Sovereign, Chasm, Flooded, Freight, Warhawk, basically all of the maps where you can maintain and exploit short-to-mid engagements with solid success. The Maverick is very AK/R5-like with the ROF, but it trades off the more favorable damage profile at range for the ability to contend in CQC. It could probably use an extra couple meters for the 2HK but I've found myself in plenty of situations where I have won gunfights thanks to the 2HK in that range. Also, I'm not sure what the point of the de-multipliers on the limbs are for. Seems overly cautious.
A little underpowered? Probably a tiny bit, but the Maverick is very, very satisfying to use, in my opinion. Dem irons...real talk.
|
|
qupie
True Bro
Posts: 12,400
|
Post by qupie on Feb 3, 2014 6:05:57 GMT -5
The assault rifle Maverick is a decent guy, but nothing special. I might even rant a little about it. Yeah, I think the gun is not good to get on high killstreaks, because it feels to "random" (yeah I know it is your own fault most of the time if you cant hit the upper torso in short range, but it also has something to do with luck, arms that swing in front of the body, hipfire and spray and pray). On the other hand, it can be used by your (lucky) opponent and stop your kill-streak just because he had two lucky torso hits. All in all, a gun which does not improve the fun in the game I am afraid. Just like railgunners are not OP, but very very anoying if they are half decent, because they will kill you around 1/3 of the time due to a combination of luck/skill, and end your streak, even though they will most likely go negative in the end (replace luck with skill if you want to, not trying to get that discussion going again, but I think you know what I mean) Dying on a dice roll is bad design and already present more than enough in COD games without adding guns like this.
They could have done it way worse, make it OP or very UP like the peacekeeper, but I just don't like something like this in the game.
|
|
egumption
True Bro
"...I don't like the colour."
Posts: 78
|
Post by egumption on Feb 3, 2014 14:01:43 GMT -5
Looking at the damage profile of the Maverick (from Marvel's sheet), it actually has a fairly large 3BTK (non-arms) to around ~35.3m without a Muzzle Brake (~33.5m if you hit a limb). That's actually pretty good, third-best for ARs (behind R5 and AK). And it drops off to a 5BTK at ~51.5m (~48.93m), only a couple of meters before the Remington R5 does.
This combined with the up-close 2BTK makes the Maverick quite a bit more competitive than I had initially thought. Grip is pretty necessary in my opinion, though, since the recoil is less manageable than both the AK and the Remington R5, but this is to be expected since it's important to balance out the 2HK range and the surprisingly favorable (overall) damage profile.
|
|
|
Post by atheistadam on Jul 7, 2014 20:25:42 GMT -5
I don't know how well known this is but the Maverick only does 49 damage up to approximately 13m (how I acquired this figure below), which is very different to the likes of the AK and Remington with 25.4 and 33.02 respectively (according to symthic).
Before I knew about this differing in 49 damage ranges it meant there was almost no reason to use the AK on semi/burst in light of the maverick, at long ranges it 4 shot killed to limbs and 3 shot if all 3 hit the head/neck (unless damage values round up in which case the maverick does the same). It seems to me that someone at Infinity Ward actually tried to get some balance and variety going in Ghosts, things aren't perfectly balanced by any means but there's at least pros/cons to all the weapons even when slapping attachments on (apart from the mts-255 with slug rounds versus bulldog with slug rounds... if it had damage ranges with slug rounds in between that of the pumps and the bulldog it would be fine).
How i got the 13m figure - The boring, or interesting, section.
On the map sovereign, if you pull up the map, by the third assembly line cross over point (from the left) there's some stairs, I had the firing player standing at the bottom of the stairs against the wall directly in front of the emergency shut off switch (so the assembly line is on the right), I then had the other player going up and down that long sight line/lane that goes underneath that "balcony" overhang that is above the middle assembly line cross over point.
(If I had a pc I'd get some lovely screen shots, but as I am a 360'er I don't feel like taking pictures of my monitor with my crappy phone camera)
With the maverick on semi it would kill in 2 limb shots when the other player was at the distance of the middle of the crate that's on the left, which is also approximately 3.5 foot steps away (seems to be right inbetween 3-4 foot steps when changing distance to alter the steps and listening), and the maverick does 50 damage to limbs on semi up to 6.5 meters.
The maverick on semi would kill in 2 torso shots, and thus be doing 49 damage, up to the second to last power box out of the few that are in a row side by side on the right, which is approximately just over 7 foot steps away.
Where as the AK does 49 damage up to 25.4m (if symthic is right), or the line in the grating on the floor that's just before the middle opening that allows you to cross the assembly line, with this being slightly over 13 steps away, which according to meters per step from the mavericks 2 limb shot kill range should be approx 24m, so I'm close.
Going with 25.4m/13 steps x 7 steps, the maverick does 49 damage up to 13.5m, or 13m based off mavericks 2 hit kill range, also it's probably 13m when considering that it was slightly over 13 steps away for the ak's 2 hit kill range and that they probably just made the maverick do 49 damage up to double the range it did 50. This means that if true my 3.5 step assumption for the 6.5m 50 damage range on the maverick was exact, which is neato to me.
To ensure as straight a path as possible I was lining up the yellow railing above the stairs or the yellow line going along the second story building (depending on which way I was walking) so it was flat with the top of my monitor, I also would have a player spectating so I more accurately knew when I reached the locations. Also I am aware that fps effects distance required before making a footstep noise, and split screen with the tank assembly line doing it's thing would most likely cause a notable differing in fps, also sometimes the step number would vary.
Knowing that it's approx 13/7m for every step one could map out some of the distances on the maps in Ghost, not that I really care enough to do it though, I've spent enough time playing/not playing this game as it is.
|
|
|
Post by TheHawkNY on Jul 8, 2014 9:13:50 GMT -5
I don't know how well known this is but the Maverick only does 49 damage up to approximately 13m (how I acquired this figure below), which is very different to the likes of the AK and Remington with 25.4 and 33.02 respectively (according to symthic). Before I knew about this differing in 49 damage ranges it meant there was almost no reason to use the AK on semi/burst in light of the maverick, at long ranges it 4 shot killed to limbs and 3 shot if all 3 hit the head/neck (unless damage values round up in which case the maverick does the same). It seems to me that someone at Infinity Ward actually tried to get some balance and variety going in Ghosts, things aren't perfectly balanced by any means but there's at least pros/cons to all the weapons even when slapping attachments on (apart from the mts-255 with slug rounds versus bulldog with slug rounds... if it had damage ranges with slug rounds in between that of the pumps and the bulldog it would be fine). How i got the 13m figure - The boring, or interesting, section.On the map sovereign, if you pull up the map, by the third assembly line cross over point (from the left) there's some stairs, I had the firing player standing at the bottom of the stairs against the wall directly in front of the emergency shut off switch (so the assembly line is on the right), I then had the other player going up and down that long sight line/lane that goes underneath that "balcony" overhang that is above the middle assembly line cross over point. (If I had a pc I'd get some lovely screen shots, but as I am a 360'er I don't feel like taking pictures of my monitor with my crappy phone camera) With the maverick on semi it would kill in 2 limb shots when the other player was at the distance of the middle of the crate that's on the left, which is also approximately 3.5 foot steps away (seems to be right inbetween 3-4 foot steps when changing distance to alter the steps and listening), and the maverick does 50 damage to limbs on semi up to 6.5 meters. The maverick on semi would kill in 2 torso shots, and thus be doing 49 damage, up to the second to last power box out of the few that are in a row side by side on the right, which is approximately just over 7 foot steps away. Where as the AK does 49 damage up to 25.4m (if symthic is right), or the line in the grating on the floor that's just before the middle opening that allows you to cross the assembly line, with this being slightly over 13 steps away, which according to meters per step from the mavericks 2 limb shot kill range should be approx 24m, so I'm close. Going with 25.4m/13 steps x 7 steps, the maverick does 49 damage up to 13.5m, or 13m based off mavericks 2 hit kill range, also it's probably 13m when considering that it was slightly over 13 steps away for the ak's 2 hit kill range and that they probably just made the maverick do 49 damage up to double the range it did 50. This means that if true my 3.5 step assumption for the 6.5m 50 damage range on the maverick was exact, which is neato to me. To ensure as straight a path as possible I was lining up the yellow railing above the stairs or the yellow line going along the second story building (depending on which way I was walking) so it was flat with the top of my monitor, I also would have a player spectating so I more accurately knew when I reached the locations. Also I am aware that fps effects distance required before making a footstep noise, and split screen with the tank assembly line doing it's thing would most likely cause a notable differing in fps, also sometimes the step number would vary. Knowing that it's approx 13/7m for every step one could map out some of the distances on the maps in Ghost, not that I really care enough to do it though, I've spent enough time playing/not playing this game as it is. I'm not sure if you've seen Marvel's charts, if you haven't, you should check out the thread here: denkirson.proboards.com/thread/4943/call-duty-weapon-attachment-statsIf you want to calculate the range for a given damage: Range of X damage = ((((MaxDamage-X)/(MaxDamage-MinDamage))*(MinRange-MaxRange))+MaxRange) So for the Maverick AR, ((((50-49)/(50-24))*(2100-256))+256)=326 inches, which comes out to 8.28m. It seems like you're discussing the semi-auto version, which has a 1.1 multiplier to most of the upper body. This would make it a 2hk so long as it does at least 46 damage, which comes to a range of 13.69m. As for there being no reason to use the AK-12 semi-auto/burst in light of the Maverick, I'd say it's more because the additional recoil in the first shot of the AK-12 makes it unsuitable for semi-auto/burst, not because of any differences in range. That, and the semi-auto/burst attachments are pretty bad as is.
|
|
|
Post by atheistadam on Jul 8, 2014 10:29:37 GMT -5
Gosh darn it, it was late but still how the hell did I think that 49 was the min damage required to 2hk with a 1.1x multiplier.... If you want to calculate the range for a given damage: Range of X damage = ((((MaxDamage-X)/(MaxDamage-MinDamage))*(MinRange-MaxRange))+MaxRange) Of course I knew about his charts but "What is that?! What the foxtrot is that?!" This is so cool, I never thought about it in that way, my AM brain and me messing around in split screen failed to see anything of logic, it seems so damn obvious now. With regards to the ak with semi I meant that compared to the Remi it still had a small use with it's irons and mag/ammo plus better damage at range (despite the notable higher recoil), but I was under the impression before that the maverick dropped down to 49 damage for a similair distance that the AK12 does, and so the AK12 would have virtually no reason to use it at all. To be honest for some reason I never questioned the use of the range max/min stats in the chart based on how the snipers whose damage never drops would still have a max/min range.
|
|