Den
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Post by Den on Jun 4, 2011 21:49:16 GMT -5
55 * 2.3 = 126.5
The M24 has a 0.2 second transition time. (as do the other sniper rifles) The M95 has a 0.4 second transition time.
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Den
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Post by Den on Jun 4, 2011 18:28:07 GMT -5
Really? I've never heard so... Den's site still says that F2000 has initial zoom spread. No it doesn't.
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Den
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Post by Den on May 31, 2011 12:54:31 GMT -5
"The Enfield is one of the first guns you get, so it should not be very good because we don't know what the Rank system is supposed to be about. Wait until you get the FAMAS or AUG and then never use the Enfield again."
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Den
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Post by Den on May 30, 2011 20:55:15 GMT -5
Sierra Vs. LucasArts Classic: Quest for Revenge of the Legendary Adventurers Super VGA Turbo
King Graham, Larry Laffer, Gabriel Knight, Sonny Bonds and Roger Wilco up against Guybrush Threepwood, Sam & Max, Ben, Indiana Jones and Manny Calavera.
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Den
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Post by Den on May 29, 2011 14:42:46 GMT -5
UNSTOPPABLE
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Den
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Post by Den on May 29, 2011 10:59:38 GMT -5
Juggerdogs.
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Post by Den on May 21, 2011 13:03:48 GMT -5
BC2 (or rather the Frostbite engine) has specific accuracy and recoil variables for every posture, both unzoomed and sighted.
BF2 (or rather the Refractor Engine) has a few static accuracy settings that is modified by posture and zooming.
There examples are not reflective of any of the games' actual weapons.
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A BC2 weapon could have 2.5 min and 5.0 max spread from the hip while standing. A shot could add 1.0 spread per shot and recover at a rate of 3.0 per second. A 0.1 min and 2.0 max spread when zoomed. A shot could add 1.0 spread per shot and recover at 5.0 per second. A 1.5 and 4.0 spread when crouched. A shot could add 0.8 spread and recover at 4.0 per second. 0.0 and 2.0 spread when zoomed and crouched. 0.8 spread per shot and recover 5.0 per second. Make up some more numbers for prone.
And then there's a min/max for both X axis and Y axis recoil. And then recoil angle, amplitude and recovery for all six postures.
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For BF2:
A base "Up" Recoil with two min-maxes. A base "LeftRight" Recoil with two min-maxes. The recoil is only changed by a single "Zoom Modifier". A few miscalaneous things like a frame count to set low long the recoil would take. No kind of recovery variables.
So a rifle may have 0.4 and 0.8 Up. -0.3 and 0.4 LeftRight. A 0.5 Zoom Modifier cutting those recoil values in half. And it would take 15 frames to complete the travel from the start to end.
Next would be Deviation. First is the base "Min Deviation" or MinDev. Then comes the simple Modifiers for Stand/Crouch/Prone/Zoom. Some things like Fire/Speed to add spread. And a rate of Deviation recovery.
So the rifle has 0.5 MinDev. Moving would add 0.8 spread. Firing would add 1.3 spread per shot.
Stand / Crouch / Prone / Zoom would multiply the MinDev by 1.33 / 1.0 / 0.4 / 0.8 (note: in BF2, going prone was generally several times better at improving accuracy than zooming in, and even then most weapons were pretty inaccurate)
And then a recovery of 2.0 per second. (Another note: in BF2, the deviation would only recover when the player was not holding down the fire button. It wasn't tied to the weapon but the button input itself, so those who knew about it could fire very rapidly with significant improvements in accuracy by releasing the input between every shot compared to someone who would fire in bursts.)
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That's about it. BC2's Frostbite has many variables that are specific as to what they are and can be selectively tuned, giving much more control over a weapon's behavior in any posture.
BF2's Refractor has a few base numbers that are adjusted by a couple all-encompassing multipliers.
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Den
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Post by Den on May 9, 2011 17:41:32 GMT -5
M416 is below the point of aim by a few pixels.
The AN94 is below by a pixel or two. The M14 is also below by a pixel and off to the right so that the shot flies above the left corner of the post.
That's about it, though. A single pixel makes a big difference when you're getting into long distance shootouts on maps like Atacama.
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Den
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Post by Den on May 7, 2011 15:08:43 GMT -5
If I were to set a gun to fire left one and right one, whichever direction it goes first will be the direction it always goes.
That is to say if it is traveling left, a right-shot will only cause it to stop in place rather than go right. Any right-kick will not actually make the view go right until the view returns to the center axis.
And expectedly, with a Centerspeed of one, while the view is off to the left, the right kick will interrupt the Centerspeed and make it stop in place again, requiring the centerspeed to accelerate again.
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Den
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Post by Den on May 4, 2011 2:26:39 GMT -5
What he said, but instead of that particular method, switch the effect around.
A Class with OMA can not have a Grenade Launcher attached to a weapon. Therefore, no way to repeatedly replenish underbarrel grenades.
And in addition, the Grenade Launcher will take the Equipment Slot so a player will not have ordinary hand grenades or C4 or Claymores or whatever. Only one or the other.
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Den
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Rage
May 3, 2011 18:39:55 GMT -5
Post by Den on May 3, 2011 18:39:55 GMT -5
According to treyarch, the Spectre was made to be better than the other fast SMGs because you unlock it later. Also the Kiparis is super duper, a really cool guy and or awesome (no it isn't)
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Den
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Post by Den on May 3, 2011 18:24:29 GMT -5
It doesn't appear that there's any delay, outside of latency. The instant the claymore is triggered, the sound is called to play.
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Den
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Post by Den on May 3, 2011 3:24:44 GMT -5
While I can't confirm the Black Ops Claymore sound (it's in one of the .ff files), the sound for the Claymore Click in COD4 comes in at 0.18 seconds. So that's at least three human reaction times to get out of the way. The way the "deedalee" of the Black Ops Claymore sounds off, it is as though the sound only just finishes before the claymore detonates.
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Den
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Post by Den on May 2, 2011 20:07:46 GMT -5
Yeah. A minimum of 1550 and a max of 3200.
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Post by Den on May 2, 2011 19:06:34 GMT -5
It's always Radius. That 90 on the COD4 image is definitely a typo or a 6 that has been mysteriously flipped upside down. It should also be 60.
As for Claymores and Monkeys:
// make claymores scale like the bouncing betties used to { if ( IsDefined( self.zombie_damage_claymore_func ) ) { self [[ self.zombie_damage_claymore_func ]]( mod, hit_location, hit_origin, player ); } else if ( isdefined( player ) && isalive( player ) ) { self DoDamage( level.round_number * randomintrange( 100, 200 ), self.origin, player); } else { self DoDamage( level.round_number * randomintrange( 100, 200 ), self.origin, undefined ); } }
So on top of the Claymore's 200-50 damage, it has extra bonus damage between 100 and 200 multiplied by the round number. So Round 15, Claymores and Monkey Bombs would do up to 1500 and 3000 damage.
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Den
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Post by Den on Apr 28, 2011 22:12:33 GMT -5
Woah is that the guy from Machete? Yeah. Danny Trejo. And Buffy the Vampire Slayer. And (the guy who played) Freddy Kruger. And a guy from a new zombie TV series "Walking Dead". They're the playable characters.
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Den
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Post by Den on Apr 26, 2011 19:10:15 GMT -5
Well, people can't do too much with name/address/phone/email except deliver spam mail to you or impersonate you for petty things that you can easily wave off.
Like signing up to some website with your actual name and address for reasons that don't involve money/billing addresses (in which they would also need bank account info that matches the address) isn't that much different from putting "Frank Farts, 1234 Butts Lane".
Someone having your Playstation Network password/ID isn't much of a problem (unless that password is identical/similar to other passwords you have); once PSN does come back up, everyone should change their password to something different as soon as possible.
Whether or not it is revealed that card information was actually compromised, if you bought anything with a credit/debit card through PSN, you might want to pay attention to any fraudulent activity on your bank account and/or request a new card from your bank.
For example, IF bank account info was compromised, my one and only PSN purchase of Bionic Commando years ago would be a very bad thing. Lucky for me, that card expired and my new one has a different number, so I really should have nothing to worry about.
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Den
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Post by Den on Apr 25, 2011 4:42:26 GMT -5
More like a "I should really get on making the change from den dot xanga to den dot something else including The Dencyclopedia."
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Post by Den on Apr 22, 2011 20:32:28 GMT -5
But of course.
There were aimbots and ESP hacks within days of the PC beta/demo.
You're going to run into cheaters frequently on the PC.
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Post by Den on Apr 21, 2011 23:15:35 GMT -5
It takes 35 seconds from the time the second MCOM is destroyed to when the Attacker's Holdback space shifts.
So players who charge out into the fog just after 25 seconds can get a big lead.
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Den
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Post by Den on Apr 17, 2011 13:04:41 GMT -5
No delay. The M16 could fire just as fast as the AEK-971.
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Den
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Post by Den on Apr 16, 2011 11:45:14 GMT -5
Den saying that some maps encourage more "direct confrontation" Indirect.There are few places where you didn't have at least three angles to attack from and more than one way to actually approach/enter. Like the office structure on Derail. The wide stairs are often a death trap and the hallway is easy to cover for enemies hiding up in there. But there's always the windows.On three sides of the building. A barrage of grenades chucked in there can clear them out or at least rattle them just before you or others charge up the stairs to get at them. Or Favela, every single building and place in that map can be approached from pretty much every direction. Most Black Ops maps consist of a bunch of overwatch locations (with one facing out into an open space) with a single entry point and enough space inside to back off and avoid grenades or hallway fighting in alleys and cliffsides. A few maps have interesting alternate routes (like WMD) but those routes are generally completely exposed, leaving the person WIDE open. The only reason there is any "flankey" actions at all is because the enemy literally spawns behind you.
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Post by Den on Apr 15, 2011 12:53:56 GMT -5
You stop getting points after performing team actions on the same person a few times in a short amount of time.
Ammo, Meds, Reviving, Spotting and Sensors. Usually no more than three or four per half minute or full minute.
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Den
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Post by Den on Apr 13, 2011 21:18:28 GMT -5
I only fired up Heroes since you mentioned the Punk Heroes weapons. I probably haven't touched the game since whenever I last updated the page.
I tried out the MGL. It's range isn't much better than the normal grenade and its damage leaves a lot to be desired. I went back to TNT since the MGL does almost nothing against tanks.
Though I don't use Grenade Spam either, I'd sooner put five points into that for a better explosive cluster attack than drop my TNT for the MGL.
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Den
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Post by Den on Apr 13, 2011 16:19:21 GMT -5
The Commando.
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Post by Den on Apr 13, 2011 5:13:59 GMT -5
TEC-9 / Uzi Damage 1-5 All Range
Critical Chance / Damage 40% / +8
Reload Time / Capacity 2.0 Seconds / 15
Rate of Fire 1800 RPM
Inaccuracy Cone of Fire 2.5
870 / 590 Close Damage x8 4 - 7
Mid Damage / Range x8 3 - 7 / 15m
Long Damage / Range x8 3 - 7 / 24m
Critical Chance 0
Reload Time / Capacity 3.5 Seconds / 6
Rate of Fire 50 RPM
Inaccuracy 0.65
MGL Explosion Damage / Radius / Enemy Detection Trigger 15 / 5m / 1.5m
Critical Chance 10% / ...But no extra damage
Reload Time / Capacity 4.0 Seconds / 6
Rate of Fire 180 RPM
Inaccuracy 0.15
Recoil 0.8 - 1.5 Up 0.45 Right
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Den
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Post by Den on Apr 7, 2011 11:35:43 GMT -5
Just to see: is there any PC bro that has problems with Ghost? Nope. Ghost is pretty much a non-factor. I used Cold-Blooded almost exclusively in MW2 because the killstreaks were exceptionally threatening and as a dedicated anti-air jack of all trades sneaky flank attack guy, I needed Cold-Blooded to have enough time to shoot things down with the Stinger and to hide my location. In Black Ops, I can usually stand in the open and clear the skies of slow moving aircraft with no problem. No need for Ghost. The increased default player capacity (from 12 to a surprisingly cramped 18, let alone the expected 32 player average if PC gamers had more control over the servers) led to an weakening of stealth gameplay and most other indirect tactics due to the extra eyes on the field. Because of that lesser ability to effectively hide or flank in the first place, Spy Planes showing your position isn't a big deal.
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Den
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Post by Den on Apr 5, 2011 17:57:49 GMT -5
It's pretty weak.
All the gun stuff is easily readable with Notepad in "Battlefield Play4Free\mods\main\Objects\Weapons_Server.zip".
They're no different from BF Heroes.
Example being the G3A4, it has two random damage ranges for three distances each and two numbers determining where its "medium" and "long" range start. 18~22 up close. 17~21 after 20 meters. 14~20 after 38 meters.
Material Properties show that headshots from weapons with Material 38 (and 39, sniper rifles) are a 2.1x multiplier.
900 Rounds Per Minute. 4.1 Reload Time. Each gun has different speeds for their projectiles. The G3 round moves at 750 m/s.
They use the recoil variables more thoroughly. It will kick between 0.45 and 0.9 degrees up and 0.2 to 0.4 degrees right with each shot. Zooming in will reduce the recoil by 0.6x.
They also use all there is for the Deviation. The Min Deviation is 0.5 of a degree cone of fire. A miscellaneous maximum of 6. The usual stuff like moving and shooting will increase the spread. Standing will multiply that by 1.33x. Crouching will multiply that by 1.05x. Zooming in has two multipliers. The Min Modifier probably reduces the Min Deviation with a 0.37x multiplier. The Misc Deviation of 6 will be narrowed with a 0.7x multiplier.
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Den
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Post by Den on Apr 2, 2011 0:36:23 GMT -5
God, describing heli flying is so weird compared to fixed wing aircraft lol. Indeed, all you need to know with planes is "do a barrel roll".
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Den
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Post by Den on Mar 31, 2011 20:26:57 GMT -5
a way to find out you've been spotted? Someone shooting at you.
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