toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
|
Post by toysrme on Jul 29, 2009 2:04:40 GMT -5
For W@W: - In the original version are 550rpm +/- some.
- It can be triggered in as few as 2 bullets
- It looks at the avg number of bullets fired over X amount of time
- It looks for trigger cycle time values that repeate. AKA "A cycle being "trigger down enough to fire" "trigger released enough to stop firing", or more dumbly "trigger down trime-ms, trigger up time-ms"
The patched versions of the game have lowered the fire rate cap to 444rpm +/-. The trigger cycle time patterns are also much more strict. Firing 441rpm with the same cycle times will not result in even a box-mag m1a1 locking your fire rate. Firing > 441-452rpm without randomly generated values will result in a lockout. From what Ive been testing, repeating even a paltry 500rpm in sustained bursts will lead to a lockout. FWIW: The absolute maximum possible fire rates on the xbox360 (using a faster wired usb controller @ 125htz cycle times) run 1920rpm, but lowers depending on what other signals the controller is outputting. This value is not attainable. The consol begins to have trouble seeing value changes at < 45ms +/-. While it will read down to < 25ms cycles; the farther away from 45ms you get, there is an increasing chance of the xbox not interpeting a button down/button release / trigger % value change. There-for the maximum "perfect" fire rate (as in not skipping) would be around 666rpm+/-, tho the value will easily increase into the 900rpm range provided you dont mind it skipping some bullet firings. Just thought I would say that.
|
|
|
Post by noscreenname on Jul 29, 2009 14:09:15 GMT -5
Are you saying this is for semi auto's only? Is this only on x-bocks or are you assuming the ps3 patch is the same?
|
|
|
Post by imrlybord7 on Jul 29, 2009 22:59:43 GMT -5
PS3 and 360 get the same patches.
|
|
toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
|
Post by toysrme on Aug 1, 2009 16:02:08 GMT -5
same patches & USB limitations on both.
|
|
|
Post by noscreenname on Aug 4, 2009 14:11:17 GMT -5
I still feel as if I am in the dark on this topic.
Let me get this straight. If I have an M1A1 and I am unloading the entire clip as fast as I can that as long as the system decides they are random then all of the bullets are being registered?
If I were to fire at the same pattern for say,, 1000 rpm then some of the hits on the controller are just stopped? or the round will have been ejected but no hit will register?
|
|
toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
|
Post by toysrme on Aug 4, 2009 16:03:00 GMT -5
1) no, the bullets will not be registered. The "HARD" fire rate cap is currently 444rpm +/-. if you exceed 444rpm it will lock your fire rate down. the exception is that you can "bearly" exceed 444rpm at a time provided you dont exceed it very much, its only afew bullets at a time, and they are not perfectly spaced.
pre-patches the hard limit was 550. higher end programming could get you 680-720rpm, and tip top programming could get you 720-750rpm. example of higher end fire programming (but not the fastest i had programmed to a 100% working level)
it can exceed the 550rpm hard limit because of the tricks stated. the timing numbers are varriable - not repeating, every so often it has a small extra pauses addeed every so often it has medium extra pauses addeed to keep the average total fire rate down LONG pauses to keep the fire from cycling after it shoudl have stopped (for example during a reload) this one also had recoil compensation (downward aim) to keep the muzzle rise to a minimum, and actually recoil compensation-compensation (upward aim) to raise the barrel back up after firing because the recoil compensation (down) does not re-center by itself with the emulataors/converters we were using.
2) strictly speaking, if you tried to fire 1000rpm it wouldn't happen. the consoles are not able to pick up what the controllers are doing that fast. (wireless controlers especially, but still true for wired controllers)
if you watch some people with rapid fire controllers. (instead of say, a 100% programable script working off a computer emulating a controller). you will notice that the guys with "slower" auto-fire speeds. 400-500-600rpm fire perfectly evenly spaced bullets pow-pow-pow-pow-pow-pow-pow-pow-pow-pow
the "faster" auto-fires "skip" in their firing because they are sending controller events faster than the console can read them pow-pow-skip-pow-skip-pow-pow-pow-skip-pow its uneven
|
|
|
Post by noscreenname on Aug 5, 2009 13:26:36 GMT -5
I am starting to understand your argument, but are you saying that using the keyboard/mouse combo like in your video are producing higher results than if someone had a turbo controller?
So then how would you suggest I shoot, pattern wise with my wireless on ps3? Should I just try and space the shots ever so slightly?
|
|
toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
|
Post by toysrme on Aug 6, 2009 9:15:27 GMT -5
yes you get better results because of the output programmability. is your controller modified? if so, then you need to look-up what the controller modifying people are doing lately that gets around the fire rate caps.
if not then you simply dont need to shoot faster than 444rpm.
|
|
n1gh7
True Bro
Black Market Dealer
Posts: 11,718
|
Post by n1gh7 on Aug 6, 2009 13:11:30 GMT -5
Is it possible to Shoot a Full auto gun faster than the programmed RPM if you fire single shot rather than holding down the trigger?
|
|
|
Post by noscreenname on Aug 6, 2009 13:13:25 GMT -5
Yeah Im just using a regular Dualshock6. I have never seemed to have a problem unloading an entire clip from a m1a1 in less than a couple seconds though.
|
|
toysrme
True Bro
"Even at normal Health, there's no other choice than the Vector" Den Kirson
Posts: 1,339
|
Post by toysrme on Aug 8, 2009 3:56:47 GMT -5
yes, you can unload an auto-gun in semi auto. you can also hit the fire rate cap using an automatic gun. remember that the game is counting the controller inputs. what you're using at the time is meaningless.
infact, you can trigger the fire rate cap sitting at the pick a class screen.
you can also still bypass the fire rate cap by various methods.
|
|