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Post by Marvel4 on Jul 23, 2017 12:03:00 GMT -5
10% increase in damage...to the head and neck And to the arms, hands and legs.
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Post by Marvel4 on Jul 23, 2017 11:03:59 GMT -5
Check the base weapon associated with that variant. For some "passives", you also have to check in "mp\passivetable.csv" if there is a corresponding attachment. In this case, the higher damage comes from increased multipliers, but with slightly different ranges.
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Post by Marvel4 on Jul 21, 2017 12:21:57 GMT -5
For the M.2187, "iw7_mod2187_mp" is the base weapon for most variants and "iw7_mod2187_mpl" is the base weapon for the epic variant. However, there is no consistent naming convention. For other weapons, you have to check the corresponding csv file in "mp\loot\weapon" in the String Tables archive.
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Post by Marvel4 on Jul 17, 2017 9:50:28 GMT -5
They always round down.
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Post by Marvel4 on Jul 15, 2017 0:03:00 GMT -5
Damage values are integers, so you need 17 for a 6HK. You can see the formula by clicking on the cell.
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Post by Marvel4 on Jul 12, 2017 14:17:00 GMT -5
Any weapons not specifically mentioned use the standard attachments of their weapon class. If you think there is a mistake, you can check "gamedata\weapons\common\attachmentmappingstable.csv" in the String Tables archive.
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Post by Marvel4 on Jul 11, 2017 19:09:00 GMT -5
Updated the Black Ops III spreadsheet.
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Post by Marvel4 on Jul 9, 2017 11:48:38 GMT -5
It's 40. Check adsZoomFovMain.
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Post by Marvel4 on Jul 6, 2017 11:18:01 GMT -5
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Post by Marvel4 on Jun 27, 2017 16:42:01 GMT -5
Updated the Modern Warfare Remastered spreadsheet.
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Post by Marvel4 on May 27, 2017 12:17:48 GMT -5
Since Stock on SMGs doesn't affect adsFiringSpeedScale, it keeps its standard speed when firing, which is the speed of an AR.
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Post by Marvel4 on May 25, 2017 13:24:52 GMT -5
Updated the Black Ops III spreadsheet.
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Post by Marvel4 on May 7, 2017 11:54:06 GMT -5
Updated the Modern Warfare Remastered spreadsheet. Also, I found another difference to the original and added it to this post.
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Post by Marvel4 on Apr 12, 2017 1:10:01 GMT -5
Weapons with a different fire time when ADS:
NV4 (Chaos): 84 * 1.24 = 104 X-Eon: 120 * 0.7 = 84
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Post by Marvel4 on Apr 11, 2017 16:59:58 GMT -5
I uploaded the Infinite Warfare data. Check the thread in my signature.
I'm sure Mxtive will copy it eventually and claim he did it himself again, like he did when I uploaded the Modern Warfare Remastered data. Keep in mind he messed up a lot, even when just copying from the app. So, to make sure the stats are accurate, check the source data.
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Post by Marvel4 on Apr 11, 2017 16:43:17 GMT -5
Added Infinite Warfare.
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Post by Marvel4 on Apr 4, 2017 9:35:52 GMT -5
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Post by Marvel4 on Mar 25, 2017 22:00:49 GMT -5
USP Akimbo has standard melee times, it just always uses the stab animation.
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Post by Marvel4 on Mar 24, 2017 12:28:52 GMT -5
Its ammoName is .357 Magnum, though.
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Post by Marvel4 on Mar 19, 2017 16:55:31 GMT -5
Updated the Modern Warfare Remastered spreadsheet.
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Music
Mar 19, 2017 10:39:17 GMT -5
Post by Marvel4 on Mar 19, 2017 10:39:17 GMT -5
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Post by Marvel4 on Mar 19, 2017 10:23:03 GMT -5
Yes.
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Post by Marvel4 on Mar 1, 2017 17:06:59 GMT -5
Nope, they're the same.
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Post by Marvel4 on Feb 15, 2017 17:24:01 GMT -5
Added Modern Warfare Remastered.
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Post by Marvel4 on Feb 9, 2017 19:14:07 GMT -5
The burst delay is in the formula for RPM.
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Post by Marvel4 on Jan 30, 2017 12:18:16 GMT -5
Modern Warfare Remastered contains code from Modern Warfare 3, which means sniper rifles have decreased recoil while crouching (-30%) or prone (-60%). LMGs are in the "weapon_heavy" class, like in Advanced Warfare, so they are not affected. Also, there's still a bug that lets you retain the decrease while standing by going prone with the change stance key and standing up with the prone key. Recoil scale codeBug explanation
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Post by Marvel4 on Jan 23, 2017 13:06:00 GMT -5
(Final?) Update: This mod now requires CoD4X to allow more weapons and models without crashing the game. Here are some of the changes since the first release: Added MW2 animations for the P90, M1014, M82A1 and USP. Added the Suppressor for the M1014, Intervention and M82A1. Added the ACOG and Snub Nose for the Python. Added the PM-63, WA 2000, ASP and Makarov. Replaced the Commando with the M16A1. Replaced the Frag x 3 perk with the M72 LAW x 1 perk. Changed a lot of weapon stats and increased overall recoil. Fixed bugs, improved models and increased texture quality.
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Post by Marvel4 on Jan 20, 2017 9:52:01 GMT -5
The spawns suck ass (the fact that spawn trap on Crash still exists is mind boggling) The spawns are not like in the original. You get shot in the back constantly, just like in Advanced Warfare. Good thing that they fixed some of the bugged weapons (specifically the M40A3 w/ ACOG thing) Nope. Who said that?
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Post by Marvel4 on Jan 11, 2017 17:23:01 GMT -5
The G3, M14 and handguns have a fire time of 0.096 (625 RPM). Sniper rifles still have a fire time of 0.05 (1200 RPM). Rounding errors were fixed, which means some of the original times are not decreased by one millisecond anymore (fire and rechamber times of 0.065, 0.08, 0.283 and 0.866). The sprint duration scales of the M14 with ACOG, P90 and M21 were corrected, like in the original game on consoles. The AKS-74U has the same movement speed as other SMGs. The RPD has a reload add time of 6 seconds instead of 7.13 seconds. Switching from the Grenade Launcher to the M14 takes 0.7 seconds instead of 0.6 seconds. Recoil Decrease and Bug
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Post by Marvel4 on Jan 3, 2017 17:51:36 GMT -5
That spreadsheet is full of mistakes. Many people on reddit have been posting that Ripper fire rate bonus doesn't actually apply to AR mode for whatever reason. Yeah, that's true.
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