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BO3 Flinch
Dec 12, 2015 19:56:52 GMT -5
via mobile
Post by RageHulkSmash on Dec 12, 2015 19:56:52 GMT -5
Aim assist works while strafing as well.
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Post by RageHulkSmash on Dec 12, 2015 14:32:19 GMT -5
Is the spreadsheet updated? I'm still seeing old values on my phone. The weapon names don't freeze on the left side either.
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Post by RageHulkSmash on Dec 12, 2015 2:19:35 GMT -5
So wtf is "increased ability to control recoil"? Is it lies?
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Post by RageHulkSmash on Dec 11, 2015 18:39:50 GMT -5
When you say range increased by 40% for suppressed ARs, is that additive or multiplicative to the 25% range? He means from a 75% penalty to a 65% penalty. Also either shotgun suppressor wasn't changed at all, it's now a 18% penalty, or it was a 40% penalty before (instead of the 30% that void's spreadsheet said it was). I guess suppressor is still shit then. The change to laser sight is strange. HVK with laser had less hipspread than SMGs with laser iirc, now it will be even more pronounced.
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Post by RageHulkSmash on Dec 11, 2015 17:28:45 GMT -5
hey Marvel4 thanks for the info, but just for clarification does fire time = rate of fire? and if so what does the m8a7's new rate of fire for a point of reference? Firetime is the time between each bullet. Increasing it means decreasing rpm.
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Post by RageHulkSmash on Dec 11, 2015 17:27:25 GMT -5
When you say range increased by 40% for suppressed ARs, is that additive or multiplicative to the 25% range?
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Post by RageHulkSmash on Dec 11, 2015 17:10:30 GMT -5
Amazing
ARs aren't shit with suppressors anymore? @_@
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Post by RageHulkSmash on Dec 11, 2015 9:07:58 GMT -5
What the hell is increased ability to control recoil? Reduced horizontal recoil but increased vertical is my guess. It doesn't explicitly say "recoil reduced." I was thinking the first couple bullets get less kick maybe?
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Post by RageHulkSmash on Dec 9, 2015 19:56:47 GMT -5
"Almost instantly" sounds faster than 50% reduced time lol.
This would probably only matter for smgs though. It seems like sprint out times are almost equal to ads times from the weapons we already know, so I assume that's the case for most weapons. Smgs are the only weapons that gain more than 50% benefit from QD. If fast hands does a flat 50% sprint out time reduction, the only tome sprint out time becomes the bottleneck is with QD SMGs.
Right?
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Post by RageHulkSmash on Dec 8, 2015 20:51:49 GMT -5
I think you're reading the chart wrong, xp stays the same regardless of prestige level.
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Post by RageHulkSmash on Dec 8, 2015 20:09:15 GMT -5
Gung-Ho shouldn't affect these in Black Ops III (in Advanced Warfare, it lets you shoot instantly while sprinting). Thanks Marvel4, that's all I wanted to know. That perk is trash if it doesn't reduce sprint out time.
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Post by RageHulkSmash on Dec 6, 2015 12:55:20 GMT -5
What ads trick/glitch are you talking about?
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Post by RageHulkSmash on Dec 6, 2015 1:30:25 GMT -5
I've been messing around with gung ho and I'm not so sure it even affects sprint out time? It might reduce it a little, but it's definitely present. You can easily see it when you tap-fire full-auto weapons in full sprint.
Seems pointless if that's the case.
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Post by RageHulkSmash on Dec 5, 2015 18:16:21 GMT -5
So I played with snipers for a couple days after I found out they don't get aim assist to see how it functions... it's painful. I hate tactical loitering so I play aggressively, some might even call it "quickscoping"? Regardless, the locus is my lowest spm and kdr weapon in all of bo3 right now.
How do you guys deal with it? Are there any scopes/attachments/perks that re-enables aim assist for these snipers?
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Post by RageHulkSmash on Dec 5, 2015 18:08:02 GMT -5
You must not get into many gun fights then lol. Obviously fast hands has other benefits as well, but I consider realistic ttk more important than destroying a scorestreak 300 ms faster. You'll still destroy streaks even without fast hands.
I'd probably only consider fast hands for sniper classes with handgun secondaries. But with snipers not benefiting from aim assist, I'm staying the hell away from them.
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Post by RageHulkSmash on Dec 5, 2015 16:12:20 GMT -5
I like this Xclusive Ace guy, he has very informative videos.
If fast hands does not let you ads faster, then gung ho is just flat out better in that regard. I think I'll try dropping awareness for this perk and using another perk 2.
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Post by RageHulkSmash on Dec 1, 2015 22:57:09 GMT -5
When the handguns are just as good as the primaries, you know balance is in a good place.
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Post by RageHulkSmash on Nov 29, 2015 2:18:02 GMT -5
It's the same ttk as the weevil, which I find to be mediocre.
Does anyone know if the HVK hip spread is the same as SMG or in between the two? According to Void's spreadsheet, ARs get a bigger bonus from laser sight than SMGs so the HVK might have the tightest spread with that attachment? And likewise for the Dingo?
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Post by RageHulkSmash on Nov 28, 2015 12:41:18 GMT -5
It would be nice to have some sort of reference for recoil, as long as it isn't as inaccurate as in game weapon stats... the weevil does not have a faster fire rate than the vmp lol.
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Post by RageHulkSmash on Nov 27, 2015 0:08:25 GMT -5
So according to driftor the high caliber attachment raises headshot multipliers to 1.6 (except for the shieva which gets a 1.8 headshot multi with high caliber). For reference: 40 * 2.6 (1 headshot + 1 body shot) = 104 30 * 3.6 (1 headshot + 2 body shots) = 108 22 * 4.6 (1 headshot + 3 body shots) = 101.2 56 * 1.8 (1 headshot) = 100.8 So if you use high caliber it will always take one less bullet to kill if you get even 1 headshot. What a wonderfully stupid attachment. Let's make your gun have stopping power - but only at total random (since no human player can truly aim for the head, intentionally, with any consistency, for a period more than, "let's headshot this use mind bulletser", this is more or less a totally random stopping power perk) Im gonna take a guess and say that one headshot will not always or even usually lead to less shots to kill if its the killing shot, though. They essentially made headshots worthless on ARS and pistols and turned it into an attachment. I think this can be a good change because gun fights won't be determined by lucky headshots as often now.
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Post by RageHulkSmash on Nov 26, 2015 23:59:41 GMT -5
So QD brings SMG ADS time down to 70ms (80ms for vesper/weevil)? Looks like I've been missing out... @_@
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Post by RageHulkSmash on Nov 26, 2015 21:42:26 GMT -5
I still feel like stock is almost required on ARS and LMGs. I don't mind slowing down while firing, it happens even without stock and it probably increases my accuracy with the reduced movement sway. Turning corners while adsing is too good of a benefit to pass up imo.
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Post by RageHulkSmash on Nov 24, 2015 21:26:34 GMT -5
Drift0r's new video says 75%.
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Post by RageHulkSmash on Nov 24, 2015 16:43:02 GMT -5
I've switched over to the darkside. Vesper/Pharo > all. Dredge is great and all but I won't get any spm using that in KC.
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Post by RageHulkSmash on Nov 24, 2015 14:36:05 GMT -5
It looked like about 75% reduction on most ARs. So 50% with LB?
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Post by RageHulkSmash on Nov 24, 2015 14:32:28 GMT -5
Have two of the same class, one with HW and another without. Dilemma solved.
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Post by RageHulkSmash on Nov 20, 2015 10:14:25 GMT -5
The Charlie Intel patch notes state "Increased ability to control recoil" for the HVK and the Dingo. I hope drift0r explains this new mechanic soon.
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Post by RageHulkSmash on Nov 19, 2015 15:12:59 GMT -5
So how does LB and suppressor work on those ARs? Will it be 25% * 200% = 50% range nerf?
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Post by RageHulkSmash on Nov 19, 2015 10:08:01 GMT -5
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Post by RageHulkSmash on Nov 17, 2015 9:01:35 GMT -5
BM mentioned the vmp ads time was nerfed from 183ms to 200ms.
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