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Post by Marvel4 on Jan 7, 2015 18:38:44 GMT -5
See signature.
These are all known variables that the in-game stats of weapon variants can refer to and the general increase/decrease compared to the base weapon.
Damage: Damage, Penetration (ARX-160, MK14 EBR, Sniper Rifles), Multipliers (XMG, Sniper Rifles, RW1), Pellets (Shotguns) Accuracy: Viewkick (10%), Idle Amount and/or Idle Speed (Sniper Rifles, RW1), Hipspread (Shotguns: 10%) Fire Rate: Fire Time, Intro Fire Time, Burst Delay, Overheat (AE4, EM1, EPM3), Reload Time (MORS) Range: Max Damage Range and/or Min Damage Range (15%) Handling: Hipspread (10%), Sprint Out Time (Sniper Rifles, Shotguns, RW1: 10%) Mobility: ADS Time (10%), Movement Speed (SAC3, Sniper Rifles, Shotguns: 2%)
Note: The in-game stats can often be inconsistent or wrong, so there are exceptions.
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Post by thegentleman on Jan 8, 2015 5:52:12 GMT -5
Yet another dude who's appreciative of your time and work, Marvel. Thank you so much.
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Post by kylet357 on Jan 8, 2015 21:49:01 GMT -5
Nice Marv
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Will
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Post by Will on Jan 8, 2015 23:34:16 GMT -5
So from the stats it looks like damage changes the bodypart multipliers for all MORS variants, and the Atlas 20mm Carnage. Does this mean for all the other snipers it changes material penetration? I thought it COD games snipers were all set to "High" penetration by default...
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Post by kylet357 on Jan 9, 2015 0:37:47 GMT -5
So from the stats it looks like damage changes the bodypart multipliers for all MORS variants, and the Atlas 20mm Carnage. Does this mean for all the other snipers it changes material penetration? I thought it COD games snipers were all set to "High" penetration by default... Well the multipliers are better, meaning that there's no change in one shot kill area, but in how much damage is produced when a shot hits that body part. It basically means it's more likely to get a one hit kill when shooting through cover. So technically, it makes penetration better.
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Will
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Post by Will on Jan 9, 2015 1:04:47 GMT -5
So from the stats it looks like damage changes the bodypart multipliers for all MORS variants, and the Atlas 20mm Carnage. Does this mean for all the other snipers it changes material penetration? I thought it COD games snipers were all set to "High" penetration by default... Well the multipliers are better, meaning that there's no change in one shot kill area, but in how much damage is produced when a shot hits that body part. It basically means it's more likely to get a one hit kill when shooting through cover. So technically, it makes penetration better. I'm asking about the variants that do not have different body multipliers, but show a + or - to "damage" in-game.
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Post by kylet357 on Jan 9, 2015 1:34:28 GMT -5
oic
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Will
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Post by Will on Jan 9, 2015 5:34:42 GMT -5
I'm seeing a lot of evidence that the Pytaek Loophole, despite having "-3 handling", actually has much tighter hip spread than the default Pytaek. I haven't unlocked it myself, but I'm just going off of gameplay videos on youtube.
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Post by Megaqwerty on Jan 9, 2015 10:33:20 GMT -5
So the is Loophole just a straight upgrade over the base gun?
...there's a pun here to be made.
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Post by kylet357 on Jan 9, 2015 21:21:14 GMT -5
I much prefer the Methodic over the Loophole. It has shit long range damage, sure. But it also barely has recoil for those first shots, unlike the other variants. /sarcasmbegin/ But the Expanse is obviously the best variant /sarcasmend/
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fpsdredd
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Post by fpsdredd on Jan 14, 2015 13:27:11 GMT -5
Do sniper rifles get the Viewkick (10%) from accuracy? Or just the idle amount / speed?
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Post by thegentleman on Jan 14, 2015 13:52:57 GMT -5
Additional question: what's going on with the NA-45 variants? How does the +damage work there, and does it expand blast radius?
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asasa
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Post by asasa on Jan 14, 2015 14:13:13 GMT -5
Do sniper rifles get the Viewkick (10%) from accuracy? Or just the idle amount / speed? I was also curious, is it amount and sway speed, or just speed?
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Will
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Post by Will on Jan 14, 2015 14:31:44 GMT -5
Do sniper rifles get the Viewkick (10%) from accuracy? Or just the idle amount / speed? I was also curious, is it amount and sway speed, or just speed? Marvel's post says "idle amount and idle speed".
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asasa
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Post by asasa on Jan 14, 2015 16:02:59 GMT -5
I was also curious, is it amount and sway speed, or just speed? Marvel's post says "idle amount and idle speed". I'm a derp, overlooked that. It seems the effect on idle speed is much larger than idle amount. Also, is the retarded looking sniper overpowered relative to the rest of the sniper class? Seems like it. No var.zoom though
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Post by ChloeB42 (Alexcalibur42) on Jan 14, 2015 16:25:03 GMT -5
Atlas has best damage and body multipliers, but it's a pain in the ass to use. The recoil makes the 300 RPM useless, the scope is bad and the empty reload is brutal.
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fpsdredd
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Post by fpsdredd on Jan 14, 2015 16:59:08 GMT -5
Atlas is very strong. The RPM and kick forces you to get good with the gun to master how fast you can shoot. It can shoot faster than the mors. The scope has the amazing red highlight when you aim on a target. This highlight reduces the calculations your brain requires to aim on target - it mitigates the random sway they added to the rifles. This will result in faster usage by the player.
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asasa
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Post by asasa on Jan 14, 2015 17:20:24 GMT -5
Never knew about the red highlight. Hopefully cold blooded makes you immune, lol.
Do all of the sniper variants have the same ADS time? (because mobility is ADS movement instead? or can it be both)
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Post by ktownlegend on Jan 14, 2015 17:27:06 GMT -5
Do we know the zoom for thermal? seems like its almost nothing.
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Post by ChloeB42 (Alexcalibur42) on Jan 15, 2015 14:31:12 GMT -5
Atlas is very strong. The RPM and kick forces you to get good with the gun to master how fast you can shoot. It can shoot faster than the mors. The scope has the amazing red highlight when you aim on a target. This highlight reduces the calculations your brain requires to aim on target - it mitigates the random sway they added to the rifles. This will result in faster usage by the player. A lot of guns have that, if not all. I know for a fact SN6, ASM1, BAL and Tac19 do that because I've used those and noticed it.
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Post by rojoshow13 on Mar 23, 2015 4:34:13 GMT -5
I got a professional variant of the PDW this morning called the Flogger with an integrated red dot sight,+1 fire rate and -1 range. But it was semi auto so I got rid of it because even though it had +1 fire rate there's no way anyone could fire it as fast as the full auto PDW. But now as I'm looking at all the variants I don't see it anywhere. I don't see it on the COD Wiki page either. I see a professional version called Rage with integrated acog but it doesn't say semi auto and mine was a red dot.Did they change the name of the Rage to Flogger and change the sight from Acog to Red Dot in the last update?
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cat
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Post by cat on Mar 23, 2015 5:22:32 GMT -5
Flogger is a variant of Atlas 45.
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Will
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Post by Will on Mar 24, 2015 18:06:44 GMT -5
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Post by krapeh on Mar 26, 2015 9:29:00 GMT -5
Sometimes I lose faith in humanity.
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cat
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Post by cat on Mar 26, 2015 11:13:07 GMT -5
This kinda trivial question, but isn't it safe to say that there's no such thing as +10% recoil or 10% tighter spread? I see people using these terms every now and then.
+10% viewkick inreases both pitch and yaw making area of rectangle 1.1 x 1.1 = 1.21, 21% bigger. Same with diameter of the circle, inreasing it by 10% will make area 21% wider.
So it's + 21%, +44%, +69%
or - 19%, -36%, -51%
spread and recoil.
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probaddie
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Post by probaddie on Mar 26, 2015 15:11:57 GMT -5
thats not how angles work. EDIT: to elaborate, the projected cartesian plane only changes the same way as anglechange^2 when the angle is close to zero. It gets larger as the angle increases. Also to note, viewkick is an angular velocity thats constantly being counteracted by an angular acceleration which doesnt change with the accuracy mod, which means that the actual accuracy change depends on the fire rate and centerspeed of the gun as well and is probably lower than what youd expect. I'm probaddie, and I approve this message. Also, for more on how ViewKick parameters affect overall deflection, see this.
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