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Post by imrlybord7 on Apr 8, 2015 20:43:17 GMT -5
In AW the tightest ADS spread is the same as standing still hip fire. Does spread go from value A to value B at a rate, or does it just go from value A at a rate and hit value B before the animation completes?
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cat
True Bro
domestic cats master race
Posts: 136
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Post by cat on Apr 8, 2015 21:04:47 GMT -5
From what i know it either ADS spread (upon reaching adstransin time) or hip spread. Spread does not decreases linearly from hip accuracy to ads accuracy however depending on movement hipspread alone may lenearly increase/decrease from min/max to max/min during ads transition. Same for sniper rifles.
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Post by LeGitBeeSting on Apr 8, 2015 21:10:50 GMT -5
Hmm you mean something like this? How would it happen if I start ADS while standing, but immediately moving after ADS starting while ADS animation. For example, ADS with an AR. 0.00s Standing 0.01s Start ADS(hold right mouse button) 0.02s Start Moving(press W key) 0.26s Finish ADS animation 0.26s The hipspread should be 0 or 1? If you're playing BOII or Ghosts then you will have ADS accuracy at 0.26s in all circumstances. (Remember that BOII "fixed" functional ADS delay because it made the KSG ass-on-a-stick). Otherwise, if you're playing an older game it will depend on the value of "hipSpreadMoveAdd" for that weapon, since that determines how much hipspread you still have at the end of the ADS animation. For example, take a gun with the following stats (and assume we are doing with it exactly what you described in your post): ADS In Time: 0.25s Hip Spread Decay Rate: 4 Hip Spread Move Add Rate: 2 Move Speed Scale: 1 With this gun, it takes 0.5s to go from minimum to maximum hipspread due to movement and only 0.25s to recover from maximum hipspread to minimum. Because we start the ADS animation while standing, we start at minimum hipspread. We have only 0.24s over which the weapon increases hipspread, meaning you will be at 0.24s / 0.5s = 0.48 hipspread when the ADS animation finishes. To recover this spread, you will need a further 0.48 / 4 = 0.12s. This makes the total time needed to get to ADS accuracy (starting from the moment you ADS) equal to 0.25s + 0.12s = 0.37s. Not sure if this doggy quote applies to AW or shotguns however. However according to Drifor ADS does nothing on shotguns :^)"Knowledge is Pwr!"
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cat
True Bro
domestic cats master race
Posts: 136
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Post by cat on Apr 8, 2015 21:14:28 GMT -5
I believe they got rid of ADS delay.
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Post by kylet357 on Apr 9, 2015 2:31:12 GMT -5
According to Drift0r, the Vector from Black Ops 2 also has bad iron sights.
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Post by imrlybord7 on Apr 14, 2015 9:57:51 GMT -5
Does a shorter SprintOut Time make transitioning from Gung-Ho hip spread to ADS faster, or does Gung-Ho remove SprintOut Time? I'm assuming the latter.
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Post by Megaqwerty on Apr 14, 2015 12:06:24 GMT -5
Latter. Sprint out time is literally zero.
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Post by UrbaneVirtuoso on Apr 14, 2015 15:55:03 GMT -5
So Gung-ho acts as this game's Ready Up as far as ADS goes? Looks like a worthy substitute to Quickdraw Handle.
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Post by Megaqwerty on Apr 14, 2015 16:25:42 GMT -5
Well, Gungho and quick draw are complementary. The shotguns sprint out in 150 ms and aim down sight in 250 ms. Thus, Gungho isn't effectual for ADS shots as you would ADS after the sprint out.
However, if quick draw is used, then the ADS In becomes 125 ms and then the sprint out becomes a detriment.
Even if quick draw is not used, Gungho is still useful by allowing hip firing during the ADS In time.
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