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Post by -3055- on Nov 12, 2014 10:25:33 GMT -5
Drift0r said that RoF, damage and accuracy (recoil) changes are very noticeable while mobility, handling and range changes are basically negligible. I haven't unlocked a single variant that I would use in place of the standard version yet, very frustrating. HERE HAVE SOME VIRTUAL CLOTHING THANKS And then you get something like the sega genesis Quiet Time ...and then I cry... The S-12 Whirlwind seems amazing. I don't have it, but basicall you get +2 Firerate, +1 mag (2 extra shots) -2 accuracy, -1 handling. The only downside is handling, but as driftor said, that's negligible. Another good one that I don't have is the S-12 Precision. +1 range, -1 mobility. But there aren't really any good ones for the Bulldoge... so... actually that doesn't surprise me at all. Tac-19 Round house is the only one that I would even remotely consider. +1 range, +1 firerate, -1 mobility, -1 handling.
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Post by I Am Hollywood5 on Nov 12, 2014 10:42:57 GMT -5
Wait, you people actually believe the in-game stat charts? Obviously they are sometimes truly reflective of a weapon's properties or changes in properties, but in every COD game they are blatant lies more often than not. I promise you there are some weapon variants that have either decreased damage or range that is NOT reflected in the in-game stat charts, because SHG wants you to believe that you are gaining a competitive advantage when you really aren't. There's no way a gun like the S-12 Whirlwind does not have at least some reduction in either damage or range to keep it balanced with the base model, otherwise there's simply no reason to ever use the base model once the Whirlwind is unlocked.
An example of stat lies I recently found:
The SN6 "Cycled" has +1 or +2 (can't remember) RoF and goes from 720rpm to 900rpm. The only compensation shown on the stat chart is -1 damage, with recoil/accuracy supposedly remaining the same. If you actually use the SN6 Cycled, you'll notice an absolutely colossal increase in recoil compared to the base model (much more than what could be accounted for in higher RoF alone). That's the first lie. The second lie is damage, because it's still a 4-6 shot kill. Don't trust the in-game stat chart.
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Post by -3055- on Nov 12, 2014 11:05:35 GMT -5
720 to 900 RPM is a huge increase. Also, a high centerspeed/high kick weapon will see a much bigger increase in recoil with added firerate than a low centerspeed/low kick weapon with added firerate. Driftor tested these variants and placed all of his findings on his video:
It's just testing so we can't take it as fact, but it's the best we have so far.
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mannon
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Post by mannon on Nov 12, 2014 14:25:30 GMT -5
The relationship between RoF and recoil is very much non-linear and highly dependent upon all the variables involved.
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Post by snakex on Nov 12, 2014 16:19:37 GMT -5
quick test with a different Bal: Bal-27(standard): 40-24 Bal-27(233): 33-18 (-2 damage, +1 fire rate, +1 range)
ASM1(standard): 35-18 ASM1(SWEEPER): 35-20 (+1 damage, -1 fire rate) edit
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Post by ChloeB42 (Alexcalibur42) on Nov 12, 2014 16:25:56 GMT -5
ARX minimum damage is 20, went over that in a different thread
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Post by snakex on Nov 12, 2014 16:34:46 GMT -5
ARX minimum damage is 20, went over that in a different thread seems to be a mistake from my side or a patch, but 20 min dmg is correct. Thanks for the info
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Post by -3055- on Nov 12, 2014 17:32:12 GMT -5
quick test with a different Bal: Bal-27(standard): 40-24 Bal-27(233): 33-18 (-2 damage, +1 fire rate, +1 range) ASM1(standard): 33-18 ASM1(SWEEPER): 35-20 (+1 damage, -1 fire rate) First page you wrote that the ASM1 damage profile was 35-18. waz goin on bro
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Post by snakex on Nov 12, 2014 17:38:44 GMT -5
quick test with a different Bal: Bal-27(standard): 40-24 Bal-27(233): 33-18 (-2 damage, +1 fire rate, +1 range) ASM1(standard): 33-18 ASM1(SWEEPER): 35-20 (+1 damage, -1 fire rate) First page you wrote that the ASM1 damage profile was 35-18. waz goin on bro 33 was typing error
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Post by confuzzled on Nov 12, 2014 17:40:29 GMT -5
they cured quickscoping by curing sniping entirely this time. If you're interested in the snipers your SOL. Do you even have the game?
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Post by ChloeB42 (Alexcalibur42) on Nov 12, 2014 19:49:31 GMT -5
Posted this on Hey Guy, but figured I'd post it here too. When testing the ASM1 I found myself quickly going from 5 BTK to 3 BTK, after ever slight adjustments I found that the ASM1 has a 4 BTK range of just a few inches
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Post by snakex on Nov 12, 2014 20:40:31 GMT -5
range testing anyone? you can try to use this: (Map: Greenband) I've tested the Bal-27 and the AK12: Bal-27: 40dmg - 0-17m 33dmg - 18-36m 24dmg - 37+m AK12: 33dmg - 0-12m 28dmg - 13-41m 24dmg - 42+m This can be off, I've tested this with my viewbob way of testing and it seems to work 17m from my viewbob way testing is the same as 17m from the fence way of testing(8,5 fences).
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Post by I Am Hollywood5 on Nov 12, 2014 23:03:51 GMT -5
ARX minimum damage is 20, went over that in a different thread Lol, well that makes it pretty much trash compared to the IMR then.
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Post by I Am Hollywood5 on Nov 12, 2014 23:06:27 GMT -5
Posted this on Hey Guy, but figured I'd post it here too. When testing the ASM1 I found myself quickly going from 5 BTK to 3 BTK, after ever slight adjustments I found that the ASM1 has a 4 BTK range of just a few inches And isn't the 3BTK range basically melee range? That would make the gun a 5-6HK for all intents and purposes. Why would anyone use a gun like that...
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Post by ChloeB42 (Alexcalibur42) on Nov 12, 2014 23:27:12 GMT -5
It's about 6 or so meters, yeah, they broke it. Which explains after hearing "It's like the Thompson" it seemed to take forever to kill people in close range. Maybe it's just PS3, but it's pretty broken
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Post by mrbone2u on Nov 13, 2014 1:02:59 GMT -5
ive been messing around in private matches with smg's and it seems like rapid fire, adv rifling and foregrip is the only thing that will make them anywhere close to viable against the ars
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Post by wantonRULE on Nov 13, 2014 10:49:48 GMT -5
ive been messing around in private matches with smg's and it seems like rapid fire, adv rifling and foregrip is the only thing that will make them anywhere close to viable against the ars I'll have to try this setup tonight. Does rapid fire increase recoil or decrease range in damage? (probably no one knows at the moment )
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Post by noscreenname on Nov 13, 2014 15:10:42 GMT -5
Does rapid fire reduce damage/range?
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Post by kylet357 on Nov 13, 2014 15:31:00 GMT -5
I think all it does is increase your hipfire spread and your recoil (via higher fire rate though).
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Post by mrbone2u on Nov 13, 2014 16:01:09 GMT -5
advanced rifling would offset a range reduction from rapid fire.
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Post by rejectionrole on Nov 14, 2014 7:48:41 GMT -5
First page says AK-12 max damage is 33, but I tested it in private match after getting R.I.P (+1 Damage) and still wasn't getting 3 shot kills up close. Wasn't even getting the kill with 3 shots + stun explosion. Went back to a normal AK-12, same thing. Both variants seem to have a max damage below 33.
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Post by sixone on Nov 14, 2014 9:32:08 GMT -5
From what I've seen Damage doesn't increase the max damage it increases the min damage and in some cases the range of the max damage. For example the MP11 Goliath (Damage +3) goes from a 4-6HKto 4-5HK as well as the 4HK range being greatly extended. The AK12 RIP goes from a 4-5HK to a 4HK at all ranges like the MW3 FAD. For this reason these are my 2 fave guns so far. I use the MP11 for close-mid and the AK for anything past that.
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Post by snakex on Nov 14, 2014 10:39:40 GMT -5
First page says AK-12 max damage is 33, but I tested it in private match after getting R.I.P (+1 Damage) and still wasn't getting 3 shot kills up close. Wasn't even getting the kill with 3 shots + stun explosion. Went back to a normal AK-12, same thing. Both variants seem to have a max damage below 33. I tested the AK on 11.11 and yesterday and i got the result of 3 shots + 1 stun everytime. I can't guarantee the number if they pach it.
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Post by -3055- on Nov 14, 2014 12:36:49 GMT -5
First page says AK-12 max damage is 33, but I tested it in private match after getting R.I.P (+1 Damage) and still wasn't getting 3 shot kills up close. Wasn't even getting the kill with 3 shots + stun explosion. Went back to a normal AK-12, same thing. Both variants seem to have a max damage below 33. Driftor's variant testing video stated that + damage variants will almost always only give bonus minimum damage. Not maximum.
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Post by ChloeB42 (Alexcalibur42) on Nov 14, 2014 13:00:42 GMT -5
First page says AK-12 max damage is 33, but I tested it in private match after getting R.I.P (+1 Damage) and still wasn't getting 3 shot kills up close. Wasn't even getting the kill with 3 shots + stun explosion. Went back to a normal AK-12, same thing. Both variants seem to have a max damage below 33. Did you make health regen was off?
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asasa
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Post by asasa on Nov 17, 2014 11:43:24 GMT -5
MK14: 48-25
lol
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Post by sixone on Nov 17, 2014 13:13:31 GMT -5
Ameli Subverter (Professional) - Damage +2, Ammo Capacity -1
Goes from a 3-5HK to 3-4. So it's consistent with what we've seen as well as Drift0r's video in which Damage affects minimum damage, essentially reducing maximum BTK by 1 bullet.
Ammo cut in half (100 --> 50 in the mag)
Just like the vanilla version, can be a 2HK if one shot is a head shot.
3HK range >30m.
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Post by kylet357 on Nov 18, 2014 12:47:41 GMT -5
Did a range test with the S-12 on the firing range. It can barely reach 15 meters. Piss poor shit right there.
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wwaa
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Post by wwaa on Nov 18, 2014 13:06:13 GMT -5
indeed. 600 rpm semi auto 4HK in long range is a joke. crap semi auto is a very sad and bad thing ... 3HK (Ghosts 3 semis) is crap, 4HK is ... for HC only.
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asasa
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Post by asasa on Nov 18, 2014 14:46:34 GMT -5
Its too bad, since it has the nice M14 recoil style of almost nothing but up :/
Except.. without the strength.
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