probaddie
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Post by probaddie on Mar 25, 2016 18:22:39 GMT -5
Haymaker 12
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probaddie
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Post by probaddie on Mar 25, 2016 18:14:42 GMT -5
Argus
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probaddie
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Post by probaddie on Mar 25, 2016 18:11:42 GMT -5
205 Brecci
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probaddie
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Post by probaddie on Mar 25, 2016 18:07:24 GMT -5
Gorgon21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 18:05:30 GMT -5
Dingo21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 18:03:12 GMT -5
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probaddie
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Post by probaddie on Mar 25, 2016 18:01:39 GMT -5
48 Dredge21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:58:00 GMT -5
Weevil21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:55:35 GMT -5
VMP21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:53:42 GMT -5
Vesper21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:51:11 GMT -5
Razorback21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:48:45 GMT -5
Pharo21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:43:53 GMT -5
Kuda21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:42:06 GMT -5
HG 4021/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:36:02 GMT -5
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Post by probaddie on Mar 25, 2016 17:33:58 GMT -5
Sheiva21/04/2016 25/03/2016
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Post by probaddie on Mar 25, 2016 17:30:48 GMT -5
MX Garand21/04/2016 25/03/2016
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Post by probaddie on Mar 25, 2016 17:27:54 GMT -5
Man-O-War21/04/2016 25/03/2016
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probaddie
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Post by probaddie on Mar 25, 2016 17:24:48 GMT -5
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Post by probaddie on Mar 25, 2016 17:20:11 GMT -5
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Post by probaddie on Mar 25, 2016 17:17:13 GMT -5
ICR-121/04/2016 25/03/2016
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Post by probaddie on Mar 25, 2016 17:13:15 GMT -5
HVK-3021/04/2016 25/03/2016
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Post by probaddie on Mar 25, 2016 17:11:37 GMT -5
Notes- Each plot represents 1000 simulations of the weapon being fired. Each simulation represents a 15-round burst (or fewer if the weapon has a lower capacity). Shots 1 - 3 are in blue, shots 4 - 6 are in green, shots 7 - 9 are in yellow, shots 10 - 12 are in orange, and shots 13 - 15 are in red.
- Grid lines are spaced one degree apart on all plots - this is so you can directly compare them - and the axes indicating zero degrees are drawn in yellow.
- Only attachment combinations which materially affect ViewKick, GunKick (while ADS) and the time between each shot are included. (The Ballistic CPU is included with the sniper rifle plots as an exception.)
- For semi-automatic weapons, the firerate is assumed to be either the firecap itself or 625 RPM, whichever is lower.
- For the burst-fire weapons, the actual delay between the last shot of the previous burst and the next shot is assumed to be the greater of the following:
- 0.096 seconds, less the time since the last trigger pull (assumes the player cannot consistently pull the trigger faster than 625 RPM, the same assumption made for semi-automatic weapons), or
- The actual burst delay of the weapon plus its fireTime and fireDelay.
- The inaccuracy score stated in each plot is a measure of how far from the origin (in degrees) the weapon will take on average over each simulation, not necessarily the "size" of the plot. Lower is better, with zero being a perfect score.
PlotsAssault Rifles Submachine Guns Light Machine Guns Shotguns Sniper Rifles Handguns
AcknowledgementAs always, this work is not possible without the data that Marvel4 provides. Many thanks to him and the work he does.
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probaddie
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Post by probaddie on Mar 21, 2016 22:02:43 GMT -5
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Post by probaddie on Mar 15, 2016 14:01:27 GMT -5
for real though jeb has the social skills of a walrus. hes the kind of guy whod be excited to check his mail every day. He'd probably send everyone cat videos if he was president. Not even: a walrus at least knows how to throw its weight around.
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probaddie
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Post by probaddie on Mar 12, 2016 20:39:17 GMT -5
WhatTheFoxtrotAmIReading.png I normally try to stay out of politics (both here and elsewhere), but... Really?
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probaddie
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Post by probaddie on Mar 9, 2016 8:57:54 GMT -5
I'm not so sure. Note that the Grip confers only a 7.5% reduction to ViewKick, whereas the benefit from this mechanic can be as high as a 50% reduction (M8A7) and the penalty as high as a 30% increase (most handguns) in ViewKick and GunKick. If it's the same scaling to both viewkick and gunkick, it seems that the viewkick scaling would dominate right? I do agree that the developers should notice that their code is doing something unintentional if it is the case. Practically, with the M8 as a burst weapon, I'm not sure if recoil control is practical without using a mouse for input. Not every burst goes upward in the same consistent amount. I also don't see how buffing the ICR opposing kick scaling benefits the gun. Currently, the gun has somewhat uniform and low recoil: up, left, and right. It is impossible to compensate for. I think only the guns that recoil with a directional tendency are helped by this. I take your point about feasibility of recoil control on console. Having only played on PC, I can only say that, with recoil as low as it's been in recent games, it's certainly possible for skilled players on PC to account for it, even in cases where there is no clear directional bias. I only meant to point out the relatively high scalars being used with this mechanic compared to the grip attachment.
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probaddie
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Post by probaddie on Mar 8, 2016 9:19:49 GMT -5
After Marvel4 and I basically spent the whole night testing, we figured out that it doesn't matter, because the grip actually reduces minimum magnitude to zero. HOLY **** Yep. Apparently, adsRecoilReductionRate also reduces adsViewKickMinMagnitude. Hence, you get a 100% reduction to minimum magnitude. Real f***ing neato, huh?
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probaddie
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Post by probaddie on Mar 8, 2016 2:48:41 GMT -5
With the grip, is viewkick minimum magnitude factored in before or after the 7.5% viewkick reduction? After Marvel4 and I basically spent the whole night testing, we figured out that it doesn't matter, because the grip actually reduces minimum magnitude to zero.
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probaddie
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Post by probaddie on Mar 8, 2016 2:44:41 GMT -5
That's what I needed clarified. Thankyou. So then this bug is pretty bad. Not really. My understanding is that in the past few cods, there has not been a lot of gun kick. As the spreadsheet shows, a typical gunkick range is -10 to 10. The minimum magnitude viewkick is 10 or greater for guns in blops3. I think this recoil mechanic is interesting technically, but I don't think it affects gameplay significantly. I'm not so sure. Note that the Grip confers only a 7.5% reduction to ViewKick, whereas the benefit from this mechanic can be as high as a 50% reduction (M8A7) and the penalty as high as a 30% increase (most handguns) in ViewKick and GunKick.
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