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Post by Disgruntled Jigglypuff on Oct 29, 2014 16:10:09 GMT -5
I'd volunteer, except I don't have access to my second controller at this time. I'm a peasant so I'm stuck with the PS3 version.
For now though here is some preliminary data: Tac-19: It sucks don't use it S-12: It sucks don't use it Bulldoge: It sucks don't use it
Edit: Courtesy of snakex.
Tac-19: 50-30 x6 (need confirmation) sega genesis: 15-10 x8 Bulldog: 30-18 x8
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Post by dgcool on Oct 29, 2014 17:11:01 GMT -5
I'm going to a friend's store tonight to test as much as I can, it will be very basic (BTK close/long, etc.) and I don't know how much I can cover, but I'll post what I test if the true data acquisition professionals don't post before I do.
EDIT: Didn't have nearly as much time as I'd like, but here are some absolute basics for BTK on a couple classes. Did some stopwatch RPM testing but it's so imprecise that I'm not even going to list it.
Assault Rifles Bal-27: 3-5 AK-12: 4-5 > Not sure why it's so weak, RPM aren't even that high (tested multiple times to be sure) ARX-160: 3rd burst (no data) HBRa3: 3-4 IMR: 4rd burst (no data) > Prints 4 rounds to reserve every 5 seconds or so. MK14: Semi-auto; 3-4 > Sad, was hoping for 2-3 or something similar.
Heavy EM1: Kills surprisingly fast at close range - Kills very slowly at long range and high vertical recoil to boot (qualitative - unlimited ammo, overheats) Pytaek: 3-5 XMG: Hipfire only (no data) > Terrible weapon, even with laser sight and turret mode, only works point blank (Chainsaw craps all over it, and that was a novelty weapon too) EPM3: Semi-auto; 3-4 > can fire over half a dozen shots before overheating into a "reload" animation, more with the heat sink attachment Ameli: 3-4
Shotguns Tested all shotguns with laser sight, advanced rifling (increased range), and extended mags...anyway just my initial impressions here, didn't have time for much else. Tac-19: Your typical "pump action" BO2 Remington style shotgun but with worse range (though OSK potential is decent with ADS). S-12: Full auto, range drops off almost immediately and damage seems poor, I generally needed 8-10+ rounds to kill one dudebro bot at close range. Bulldoge: Almost identical to Ghosts, imho strong for a shotgun all things considered.
SMG KF5: 3/4-5/6 > First 5 rounds in the magazine do extra damage bringing it down one bullet to kill MP11: 4-5 ASM1: 3-5 SN6: 4-6 SAC3: 3-(no data - akimbo, too difficult to test at long range) AMR9: 5rd burst (no data)
Sniper MORS: Groin and higher 1 Shot, all limbs (arms/legs) 2 Shots. Atlas 20MM: 1 shot to all body parts except hands and feet. Lynx: Only headshot is 1 shot kill, rest is 2, functions more like a battle rifle especially with Iron Sights. NA-45: Explosive rounds system, tests were inconclusive.
That's about all I'll be able to do until release, hopefully someone else can get the nitty gritty soon!
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Post by LeGitBeeSting on Oct 29, 2014 18:26:44 GMT -5
For now though here is some preliminary data: Tac-19: It sucks don't use it S-12: It sucks don't use it Bulldoge: It sucks don't use it
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Post by UrbaneVirtuoso on Oct 29, 2014 23:18:20 GMT -5
Don't worry, there's always Hardcore to provide the illusion that they're actually somewhat usable.
:U
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Post by Disgruntled Jigglypuff on Oct 30, 2014 0:58:30 GMT -5
AK-12: 4-5 > Not sure why it's so weak, RPM aren't even that high (tested multiple times to be sure) I take it it isn't much more accurate than the others, no? Wait ttk is fast or slow?
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Post by dgcool on Oct 30, 2014 1:07:19 GMT -5
Wait ttk is fast or slow? Didn't know how to really phrase the statement, it just kills very quickly up close and when you are at range it suffers from low damage and high recoil. As far as the AK, it did seem reasonably accurate, so that is probably the upside (RPM was roughly 700-750 +/-50).
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Post by LeGitBeeSting on Oct 30, 2014 10:17:50 GMT -5
Don't worry, there's always Touch Football to provide the illusion that they're actually somewhat usable.
:U What? No. Shotguns are even worse in touch football because they still wont get 1 shots while the no recoil AR/SMG will 1hk0 at any range at ~800+ rpm. Also NoonbHammer appears to have balanced the AW shotguns they balanced the MW3 shotguns; as in every shotgun sucks but the one they stole imported directly from a previous tittle(Striker/Bulldoge) sucks the least.
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n1gh7
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Post by n1gh7 on Oct 30, 2014 10:18:47 GMT -5
Don't worry, there's always Touch Football to provide the illusion that they're actually somewhat usable.
:U What? No. Shotguns are even worse in touch football because they still wont get 1 shots while the no recoil AR/SMG will 1hk0 at any range at ~800+ rpm. Also NoonbHammer appears to have balanced the AW shotguns they balanced the MW3 shotguns; as in every shotgun sucks but the one they stole imported directly from a previous tittle(Striker/Bulldoge) sucks the least. And will be nerfed.
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Post by LeGitBeeSting on Oct 30, 2014 10:22:02 GMT -5
You mean "bug fixed"
Edit: I forgot to ask, do shotguns have static hipspreads(MW1/2/3) or reticule bloom from movement(BLOPs1/2)?
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Post by dgcool on Oct 31, 2014 1:44:07 GMT -5
You mean "bug fixed" Edit: I forgot to ask, do shotguns have static hipspreads(MW1/2/3) or reticule bloom from movement(BLOPs1/2)? Didn't remember to check, my apologies. There might be some gameplay footage floating around somewhere.
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Deleted
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Post by Deleted on Oct 31, 2014 8:55:27 GMT -5
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Post by LeGitBeeSting on Oct 31, 2014 10:34:42 GMT -5
Our only hope is that there's a shotgun that comes with free long barrel/lazor and has increased dmg/range at the cost of speed/handling.
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Post by -3055- on Oct 31, 2014 17:09:37 GMT -5
Assault RiflesMK14: Semi-auto; 3-4 > Sad, was hoping for 2-3 or something similar. HeavyEPM3: Semi-auto; 3-4 > can fire over half a dozen shots before overheating into a "reload" animation, more with the heat sink attachment If the MK14 is a 3-4 then it has to have a fast RoF... right? Can you try to test the firerates of both semis? Assuming you don't have a modded controller just use two hands and mash the trigger with your left forefinger like its a keyboard button
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Post by Megaqwerty on Oct 31, 2014 17:44:20 GMT -5
If the MK14 is a 3-4 then it has to have a fast RoF... right? You imply that these developers use logic to formulate weapon balance despite all evidence indicating otherwise.
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Post by dgcool on Oct 31, 2014 18:07:37 GMT -5
If the MK14 is a 3-4 then it has to have a fast RoF... right? You imply that these developers use logic to formulate weapon balance despite all evidence indicating otherwise. I don't have the game and I won't have another opportunity to test it until release unfortunately they seemed to have similar rate of fire, thouh the EMP might have been slightly higher (don't quote me on this)
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Post by sixone on Nov 1, 2014 4:57:20 GMT -5
Edit: Post Patch SAC3: 4-6FYI tested SAC3 by going prone, and equipping Suppressor and Laser Sight. General thoughts from minor testing: All burst weapons are pretty accurate. The ARX 1-burst range is shotgun range so it's meant to 2 burst at a distance imo. The IMR is much longer ~40m but would have to test in MP to see how often all 4 bullets hit. The Foregrip has a significant effect on high recoil weapons like SMGs& the HBRa3. It turns the Pytaek & Ameli into lasers. The AK is the SC-2010/ACR of AW as its a 4-5 BTK laser, no need for Foregrip.
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Post by Blurred Wolf on Nov 1, 2014 7:28:26 GMT -5
You mean "bug fixed" Edit: I forgot to ask, do shotguns have static hipspreads(MW1/2/3) or reticule bloom from movement(BLOPs1/2)? Pretty sure from the gameplay I saw of the Tac-12, it had reticule bloom. So sadfaces all around. What about the pistols? Any of them good?
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Post by sixone on Nov 1, 2014 7:53:43 GMT -5
Didn't realize the patch that came thru this morning changed some gun values. For example, the HBRa3 is now 3-5 BHK.
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Post by sixone on Nov 1, 2014 7:56:50 GMT -5
How big is the spread on the sac3? I want it to be good. Looks like a fun weapon to use. Not sure how to accurately describe this but it's "OK?". As stated above the spread increases with movement. I plan to use it like did the EVA-8 in Titanfall and see how it works out. Rapid fire on it has heavy upward recoil tho. Edit: Tested in Private match w/ Guest, if that makes a difference.
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Post by Disgruntled Jigglypuff on Nov 1, 2014 14:01:09 GMT -5
By any chance do you have an estimate as to how fast the Lynx ads speed is? There must also be a reason not to use the atlas, that beast sounds too good to be true.
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Post by ChloeB42 (Alexcalibur42) on Nov 1, 2014 14:45:05 GMT -5
Well you can't hipfire the Atlas so that's one negative.
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Post by sixone on Nov 1, 2014 15:12:46 GMT -5
By any chance do you have an estimate as to how fast the Lynx ads speed is? There must also be a reason not to use the atlas, that beast sounds too good to be true. Hard to judge, but Lynx & Atlas ADS seem the same to me.
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fpsdredd
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Post by fpsdredd on Nov 1, 2014 16:08:38 GMT -5
mk14 fire rate looks closer to 750 to 800 rpm. I was watching a stream and a guy spammed it for a short moment.
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Post by LeGitBeeSting on Nov 1, 2014 18:52:31 GMT -5
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Post by netherwind on Nov 1, 2014 22:42:41 GMT -5
I noticed that now you lose all remaining ammo when reloading... WTF? I know other games do it, but in other game you also carry realistic amount of ammo, not 3 extra mags.
BTW I saw them from video uploaded today on youtube, this was not the case from older videos.
Same gun early video vs today's video...
And this is not just for KF5 to prevent abuse the first 5 shot thing.
I am really considering cancel my preorder now.
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Post by UrbaneVirtuoso on Nov 1, 2014 23:00:02 GMT -5
Immediately turned off the first video. Man, that voice is grating. People need to let the gameplay speak for itself.
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Post by netherwind on Nov 1, 2014 23:18:06 GMT -5
I watch them muted, just went back and eve optic's stream on Tuesday didn't have it.
No idea why SH would pull something so close to release that could destroy the game.
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Post by dbrown on Nov 1, 2014 23:28:38 GMT -5
If you tap reload button once, you do a normal reload. Double tapping reload does a "speed reload" that is faster but at the cost of burning remaining bullets in clip. I think it's a great variation to help the skill gap. If you look at the one magazine attachment it says you only lose bullets on every other speed reload, so even more to it. Scavanger would perhaps pnegate the need to run a dual mag type attachment.
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Post by ChloeB42 (Alexcalibur42) on Nov 1, 2014 23:29:18 GMT -5
I noticed that now you lose all remaining ammo when reloading... WTF? I know other games do it, but in other game you also carry realistic amount of ammo, not 3 extra mags. BTW I saw them from video uploaded today on youtube, this was not the case from older videos. Same gun early video vs today's video... And this is not just for KF5 to prevent abuse the first 5 shot thing. I am really considering cancel my preorder now. It'll probably be fixed on day one patch, IIRC Battlefield 4 had a similar thing. If not, meh...Scavenger is usually my favorite perk in any CoD so...
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Post by ChloeB42 (Alexcalibur42) on Nov 1, 2014 23:30:59 GMT -5
If you tap reload button once, you do a normal reload. Double tapping reload does a "speed reload" that is faster but at the cost of burning remaining bullets in clip. I think it's a great variation to help the skill gap. If you look at the one magazine attachment it says you only lose bullets on every other speed reload, so even more to it. Scavanger would perhaps pnegate the need to run a dual mag type attachment. If this is the case, holy shit, 11/10.
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