qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 7, 2014 3:48:11 GMT -5
Hi,
Does anybody have any statistics on the extinction weapons? Especially in Mayday, I don't know what gun to use. As there is no AK or Maverick this time around. I like the Mtar and honey badger, but would really like to know some stats. Anybody has some (raw) data? I am willing to create a chart or something, if somebody can provide me with some data.
Thnx!
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Post by kylet357 on Apr 7, 2014 8:04:32 GMT -5
It's pretty safe to assume that weapons that you find farther into the map are more powerful. At least for the Assault Rifles, because from what I can tell the Honey Badger seems to be the strongest of them all. I'm not sure about the MTAR, I've never used it on Extinction (pretty much because I don't know where to get it besides on Point of Contact).
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Post by ChloeB42 (Alexcalibur42) on Apr 7, 2014 10:44:08 GMT -5
Usually the stats for these type of game modes are difficult to get, I don't think BO2 zombies was ever gotten. Pretty much guns get better as you go. And your weapon choice depends on class/role in the game. LMGs are more useful for Weapons Specialist because faster ADS and reload. SMGs are better for medic because they get faster movement speed and ARs and LMGs will slow you down. Shotguns are better for tanks because they do immense damage close range and the tanks' extra health let's him get close ARs are better for engis because they're overall neutral. Faster than LMGs bit more kick than SMGs.
Other than that avoid Snipers and DMRs are pretty useless as well. Good damage way too slow when things are jumping, exploding, gassing and what not. Also Sentry with the Armory upgrade and fully maxed out is really good to.
Also AP ammo especially with the armory upgrade is best ammo because Rhinos. A weapon specialist upgrade to 50% more damage and AP ammo can 1v1 a Rhino and win
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Post by kylet357 on Apr 7, 2014 11:00:39 GMT -5
I have to disagree with you on the Marksman rifle part. The MR-28 with Burst Fire is actually a damn good gun. Sure, it has a small magazine, but with a fully upgraded Weapon Specialist, it can be lethal (should only use it on the Scouts, Scorpions, Seekers, and Hunters though. Leave anything else to bigger guns).
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qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 7, 2014 11:57:27 GMT -5
The AK and maverick were the best guns in the previous maps if you ask me... And you got it at the very start, so that logic doesn't sound that good to me. YouTube seems to agree on those two guns as far as I have seen. Also, in one map you get to the lsat before the chainsaw, on another it is the otter way around.
Another thing is That i dont thrust the designers to make the most balanced decisions, which is where your theory comes from I think. Take a look at the weapons in zombie mode for example
For now I think I will go with the Mtar so I can not run weapon specialist once in a while (I need stalker on non smg)
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Post by ChloeB42 (Alexcalibur42) on Apr 7, 2014 13:10:23 GMT -5
I have to disagree with you on the Marksman rifle part. The MR-28 with Burst Fire is actually a gosh darn golly gee whiz good gun. Sure, it has a small magazine, but with a fully upgraded Weapon Specialist, it can be lethal (should only use it on the Scouts, Scorpions, Seekers, and Hunters though. Leave anything else to bigger guns). LMG RF > DMR BF. If you upgrade the pistol to carry 2 primaries I'd say yeah on the DMR, but an LMG RF is overall better and more versatile. Plus 500 rounds of ammunition
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Post by ChloeB42 (Alexcalibur42) on Apr 7, 2014 13:29:26 GMT -5
The AK and maverick were the best guns in the previous maps if you ask me... And you got it at the very start, so that logic doesn't sound that good to me. YouTube seems to agree on those two guns as far as I have seen. Also, in one map you get to the lsat before the chainsaw, on another it is the otter way around. Another thing is That i dont thrust the designers to make the most balanced decisions, which is where your theory comes from I think. Take a look at the weapons in zombie mode for example For now I think I will go with the Mtar so I can not run weapon specialist once in a while (I need stalker on non smg) The AK and Maverick are good early on, but lose their appeal after not too long, they also have crippling empty reload times on non weapon specialist class. I also don't see more than one weapons specialist as being necessary in teams of 4. 2 engis one medic and one WS seems to well, maybe two medics. Engis activate traps and throw down sentries, WS throws ammo and Medic throws armor. Tanks really need more love, melee bonus does very little and the extra health does little to benefit, especially because all armor upgrades are 1 skill point and benefit everyone.
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Post by TheHawkNY on Apr 7, 2014 14:31:04 GMT -5
I'd be interested to know the weapon stats as well. I had sort of assumed the damage values were the same as they were in multiplayer, with maybe the Snipers and MR-28 having been buffed, but that obviously may not be the case.
I'm more interested to know the values of some of the items in the Armory, as you can't simply test them out and Teeth are hard to come by. I'd love to know: -How much do the ammo upgrades increase the damage? -Are scouts a 2-melee kill when using both the Do Less Damage relic and the Damage Upgrade? -How much does the Sentry Armor upgrade boost? Faster revive? Faster health regen? Seeker explosion protection?
Anyone made any armory purchases that can give an idea of how good they are? I'm hesitant to make any purchases without knowing.
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Post by TheHawkNY on Apr 7, 2014 14:47:53 GMT -5
The AK and maverick were the best guns in the previous maps if you ask me... And you got it at the very start, so that logic doesn't sound that good to me. YouTube seems to agree on those two guns as far as I have seen. Also, in one map you get to the lsat before the chainsaw, on another it is the otter way around. Another thing is That i dont thrust the designers to make the most balanced decisions, which is where your theory comes from I think. Take a look at the weapons in zombie mode for example For now I think I will go with the Mtar so I can not run weapon specialist once in a while (I need stalker on non smg) The AK and Maverick are good early on, but lose their appeal after not too long, they also have crippling empty reload times on non weapon specialist class. I also don't see more than one weapons specialist as being necessary in teams of 4. 2 engis one medic and one WS seems to well, maybe two medics. Engis activate traps and throw down sentries, WS throws ammo and Medic throws armor. Tanks really need more love, melee bonus does very little and the extra health does little to benefit, especially because all armor upgrades are 1 skill point and benefit everyone. I can't speak to Mayday, being on PS3, but you run with 2 engineers? What's the benefit of having 2? I wouldn't say the extra health for Tanks is of very little benefit. I'd say it's pretty noticeable. But Tank isn't designed for experienced players, it's designed for inexperienced players. It's unlocked at level 3 - that way you play your first game or two before unlocking it, and then have something to help you out. In a co-op game, if there's a player you expect to go down a lot, have them run Tank and level it up.
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Post by -3055- on Apr 7, 2014 15:07:12 GMT -5
2 specialist and 2 medics is my preferred setup. Medics use SMGs and one puts down ammo (usually explosive) and the other puts down armor. The specialist usually spend money on the big things, like turrets, handing out money, traps, etc.
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Post by TheHawkNY on Apr 7, 2014 15:59:59 GMT -5
2 specialist and 2 medics is my preferred setup. Medics use SMGs and one puts down ammo (usually explosive) and the other puts down armor. The specialist usually spend money on the big things, like turrets, handing out money, traps, etc. I generally play as Engineer, and you definitely want one on Nightfall. I don't even bother leveling up my sentry gun, I just place it on the electric trap closest to the hive and keep the trap on (the sentry attracts them to the trap). Doing this I'll end up with somewhere around 450-550 kills. With the bigger wallet and cash constantly flowing in from kills from the traps, I can usually keep dropping money for teammates to buy whatever we need.
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Post by ChloeB42 (Alexcalibur42) on Apr 7, 2014 18:10:59 GMT -5
The AK and Maverick are good early on, but lose their appeal after not too long, they also have crippling empty reload times on non weapon specialist class. I also don't see more than one weapons specialist as being necessary in teams of 4. 2 engis one medic and one WS seems to well, maybe two medics. Engis activate traps and throw down sentries, WS throws ammo and Medic throws armor. Tanks really need more love, melee bonus does very little and the extra health does little to benefit, especially because all armor upgrades are 1 skill point and benefit everyone. I can't speak to Mayday, being on PS3, but you run with 2 engineers? What's the benefit of having 2? I wouldn't say the extra health for Tanks is of very little benefit. I'd say it's pretty noticeable. But Tank isn't designed for experienced players, it's designed for inexperienced players. It's unlocked at level 3 - that way you play your first game or two before unlocking it, and then have something to help you out. In a co-op game, if there's a player you expect to go down a lot, have them run Tank and level it up. Sentry guns, especially upgraded to two, costs a lot of money, the added wallet and cash back from traps allows engis to lay down massive amounts of traps and sentries. Which can help against Rhinos and what not and help cover you when fighting the breeder (also PS3 so I don't know about Mayday either). Also they can share points if anyone one needs any. I don't know how the class upgrades work in the armory, but I will say the Tank upgrade looks like it makes Tanks more viable, unless it's only usable once. But yeah I guess Tank isn't useless, just less beneficial to a team, I just feel Armor 3-4 is more beneficial for even bad players and have them run weapon specialist so they can stand a chance.
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Ill-lll
True Bro
Core is swell as well
Posts: 30
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Post by Ill-lll on Apr 8, 2014 1:13:56 GMT -5
Not sure why everyone makes such a big deal about rhino. Riot shield upgraded once buys more than enough time for your teammates to put it down before it hurts anyone. Don't need to build strategies around that mob, just have one person tank it. By the time they come in pairs on Nightfall, you have Venom-X and they only last seconds. If you play with clueless people then this is where the tank class actually has a use. Flame shield + max tank can solo two rhinos in the corner while everyone else focuses on more pressing matters.
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Post by TheHawkNY on Apr 8, 2014 9:25:17 GMT -5
I can't speak to Mayday, being on PS3, but you run with 2 engineers? What's the benefit of having 2? I wouldn't say the extra health for Tanks is of very little benefit. I'd say it's pretty noticeable. But Tank isn't designed for experienced players, it's designed for inexperienced players. It's unlocked at level 3 - that way you play your first game or two before unlocking it, and then have something to help you out. In a co-op game, if there's a player you expect to go down a lot, have them run Tank and level it up. Sentry guns, especially upgraded to two, costs a lot of money, the added wallet and cash back from traps allows engis to lay down massive amounts of traps and sentries. Which can help against Rhinos and what not and help cover you when fighting the breeder (also PS3 so I don't know about Mayday either). Also they can share points if anyone one needs any. I don't know how the class upgrades work in the armory, but I will say the Tank upgrade looks like it makes Tanks more viable, unless it's only usable once. But yeah I guess Tank isn't useless, just less beneficial to a team, I just feel Armor 3-4 is more beneficial for even bad players and have them run weapon specialist so they can stand a chance. I still am not sure why 2 Engineers is necessary. Having 2 leveled up Engineers is almost completely duplicative. Only one person can plant the drill. You only need one person to activate traps, and you'll generally be ok on drill repairs. 2 people activating the traps instead of one doesn't mean that more money is earned, it just redistributes how it is allocated. Because you can share money between players fairly easily, having a second maxed-out Engineer to some extent just raises the amount of cash your group can carry from $26k to $28k. It just seems like using those points to level up something else or choosing a different class would be more effective than having 2 Engineers. I'd say Tank is more beneficial for bad players than leveled up armor, because the armor doesn't regen, and you can only drop armor so frequently. That said, I'd rather have both. Send me a friend request (TheHawkNY on PSN), hopefully we can get in a lobby soon. I don't have many people on my list who play Extinction.
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Post by TheHawkNY on Apr 8, 2014 9:26:27 GMT -5
Not sure why everyone makes such a big deal about rhino. Riot shield upgraded once buys more than enough time for your teammates to put it down before it hurts anyone. Don't need to build strategies around that mob, just have one person tank it. By the time they come in pairs on Nightfall, you have Venom-X and they only last seconds. If you play with clueless people then this is where the tank class actually has a use. Flame shield + max tank can solo two rhinos in the corner while everyone else focuses on more pressing matters. As someone that generally finds myself playing with clueless people, it's because when you play with clueless people, a Rhino will mess you up.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 8, 2014 10:04:52 GMT -5
I've also just assumed the stats were like mp. I'm pretty sure we won't get the stats tho because it takes a long time to find.
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Post by ChloeB42 (Alexcalibur42) on Apr 9, 2014 13:29:22 GMT -5
Sentry guns, especially upgraded to two, costs a lot of money, the added wallet and cash back from traps allows engis to lay down massive amounts of traps and sentries. Which can help against Rhinos and what not and help cover you when fighting the breeder (also PS3 so I don't know about Mayday either). Also they can share points if anyone one needs any. I don't know how the class upgrades work in the armory, but I will say the Tank upgrade looks like it makes Tanks more viable, unless it's only usable once. But yeah I guess Tank isn't useless, just less beneficial to a team, I just feel Armor 3-4 is more beneficial for even bad players and have them run weapon specialist so they can stand a chance. I still am not sure why 2 Engineers is necessary. Having 2 leveled up Engineers is almost completely duplicative. Only one person can plant the drill. You only need one person to activate traps, and you'll generally be ok on drill repairs. 2 people activating the traps instead of one doesn't mean that more money is earned, it just redistributes how it is allocated. Because you can share money between players fairly easily, having a second maxed-out Engineer to some extent just raises the amount of cash your group can carry from $26k to $28k. It just seems like using those points to level up something else or choosing a different class would be more effective than having 2 Engineers. I'd say Tank is more beneficial for bad players than leveled up armor, because the armor doesn't regen, and you can only drop armor so frequently. That said, I'd rather have both. Send me a friend request (TheHawkNY on PSN), hopefully we can get in a lobby soon. I don't have many people on my list who play Extinction. I'll shoot you an invite tonight
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Post by TheHawkNY on Apr 9, 2014 15:11:19 GMT -5
So I found some old filedump someone posted, dug through, found some health values...do these look correct to you guys? Scout: 275 Hunter: 1200 Scorpion: 1000 Seeker: 175 Rhino: 8000 Leper: 500
If those are correct and the damage values for the guns are largely the same as the multiplayer, then here are the bullets to kill a Scout for some of the guns at max damage range (Default, Weapon Specialist +0 to +3, Weapon Specialist +4): 9,7,6 - ChainSAW 8,7,6 - SC-2010, Vepr, CBJ-MS 8,7,5 - LSAT 7,6,5 - SA-805, MTAR-X, Honey Badger, Bizon, ARX, Vector 6,5,4 - M27, AK-12 5,4,3 - IA-2, SVU
If anyone wants to check the bullets to kill and report back, it would be much appreciated. Please make sure to use Armor Piercing ammo and make sure that you are well within maximum damage range.
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Post by -3055- on Apr 9, 2014 15:19:28 GMT -5
What's the knife damage again?
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Post by TheHawkNY on Apr 9, 2014 15:32:11 GMT -5
What's the knife damage again? Haha, I actually just asked that in the IRC and got no answer. Marvel's sheet has Combat Knife at 200 and Riot Shield at 50; probaddie said in the Ripper thread its melee damage is 135. Scouts are by default a 2-knife kill, so either their health is not 275 or the knife is not 135 in Extinction. Anyone know how many melee kills it takes to kill the other enemies? I've tried googling this, and the bullets to kill, and come up empty.
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Post by ChloeB42 (Alexcalibur42) on Apr 9, 2014 17:44:49 GMT -5
Tank with 25% melee increase is a 1HK to Scouts. So Scout health is 136-168 if melee is 135 or 201-250 if melee is 200.
I'll try and do some testing later, but any testing is going to require a flare because the Cryptids have an armor of sorts and weak spots. Which by the icons I'd assume work like Ballistic Vests and Deadeye.
Maverick is a 4HK. 3 with one "deadeye" hit.
Factoring the Tank melee and this info(assuming Maverick does 50) It's safe to say health is between 150 to 168 If anyone knows any better way to figure it out be my guest, but looking at max damage of all the guns, it's gonna be difficult determining real health. Also this is all tested on Scouts. I'll continue onward.
Oh duh, Weapon Specialist adds 20% damage brb.
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Post by ChloeB42 (Alexcalibur42) on Apr 9, 2014 19:30:28 GMT -5
Seekers died in 2 Hits from Vector on a weapon specialist class. (108 damage) so I'm guessing they're around 100 Scout died in 3 hits from Vector with WS class (162 damage) So scout health is 150-162. Shits difficult to do lol.
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Post by TheHawkNY on Apr 9, 2014 20:44:44 GMT -5
Are you testing this solo? I think the health values change depending on the number of players.
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Post by TheHawkNY on Apr 15, 2014 15:39:37 GMT -5
I've been told by good sources Extinction weapon stats are different from multiplayer. No further details as of now.
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Apr 15, 2014 18:23:24 GMT -5
probaddies on the prowl stats will come whenever Yeap. In fact, I already have the offsets I need to get the data. I just have to find the time to do it and/or delegate the task to someone else who wants to do it. Here's a little teaser that I'm sure will get your motors running: AK-12: DB2119
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Apr 16, 2014 9:00:47 GMT -5
So it's good? Lol
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Post by Marvel4 on Apr 16, 2014 15:36:59 GMT -5
Here's some info I got a while ago. It's not that much, since I'm not really interested in Extinction.
Handguns: Max Ammo, Start Ammo, Mag Size, Damage, Range, Fire Time, Reload Time, Reload Empty Time, Reload Add Time, Reload Empty Add Time M9A1: 288, 144, 18, 80-50, 500-800, 0.08, 1.63, 1.9, 1, 1.367 MP-443 Grach: 240, 120, 15, 75-35, 250-500, 0.075, 1.8, 2.1, 0.967, 1.367 P226: 192, 96, 12, 85-60, 900-1200, 0.085, 2.2, 2.2, 1.53, 1.767 .44 Magnum: 108, 54, 6, 250-75, 125-500, 0.2, 3.133, 3.367, 2.367, 2.6
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Post by TheHawkNY on Apr 16, 2014 16:13:59 GMT -5
Awesome, thanks Marvel! Reposted in table form: Handguns | Max Ammo | Start Ammo | Mag Size | Damage Max | Damage Min | Range Max | Range Min | Fire Time | Reload Time | Reload Empty Time | Reload Add Time | Reload Empty Add Time | M9A1 | 288 | 144 | 18 | 80 | 50 | 500 | 800 | 0.08 | 1.63 | 1.9 | 1 | 1.367 | MP-443 Grach | 240 | 120 | 15 | 75 | 35 | 250 | 500 | 0.075 | 1.8 | 2.1 | 0.967 | 1.367 | P226 | 192 | 96 | 12 | 85 | 60 | 900 | 1200 | 0.085 | 2.2 | 2.2 | 1.53 | 1.767 | .44 Magnum | 108 | 54 | 6 | 250 | 75 | 125 | 500 | 0.2 | 3.133 | 3.367 | 2.367 | 2.6 |
Is that just for Point of Contact, or all maps?
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Post by UrbaneVirtuoso on Apr 16, 2014 16:34:03 GMT -5
All the more reason to stick with the P226, anyway.
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Post by TheHawkNY on Apr 16, 2014 17:06:53 GMT -5
Quick and dirty graph of pistol damage over range:
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