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Post by selarmor on Nov 13, 2011 15:25:18 GMT -5
Summary Charts ARs, SMGs, LMGs, Machine Pistols, HandgunsShotgunsSniper RiflesSome Denizen test results: Rapid FireSight MagnificationHipspreadProficiencies Kick: Reduce recoil 20%. Focus: Reduce flinch 50%. Stability: Reduce idle sway 25%. Melee: Reduce melee recovery delay 35%. Speed: Increase movement speed 10%. Damage: Increase pellet damage 40%. Range: Increase range before damage drop off 25%. Perks Recon: Paints target on the mini map BLACKBIRD style for 12 seconds. Tactical grenades count as explosive damage. Sleight Of Hand: Reload time (normal, empty, add) x0.5 and weapon swap time (raise, drop) x0.5. Blind Eye: Launcher lock-on time x0.5, bullet damage to killstreaks x1.6. Extreme Conditioning: Sprint duration x2. Scavenger: Will replenish throwing knives. Resupplies under-barrel ammo if the person you killed had them and did not use them before dying. Quickdraw: Aim down sight time x0.5 and equipment usage time x0.5. Blast Shield: Explosive damage x0.55 and flashbang/stun duration x0.5. Assassin: Grants immunity to EMP grenades as well. Can not call in killstreaks during EMP. Hardline: One assist will carry over to a new spawn. Overkill: Your movement speed will be that of the lowest of your two primaries. Marksman: Breath hold time for snipers and assault rifles with Breath x2. Stalker: Full movement speed when ADS, adds 2 seconds to claymore, bouncing betty, and IMS timer. Sitrep: Enemy footstep sound x4. Airdrop trap is highlighted. Steady Aim: Hip fire spread x0.65 and sprint out time x0.6. Dead Silence: Halves duration of Recon effect and fall damage x0.
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Post by selarmor on Nov 13, 2011 17:13:02 GMT -5
Added shotguns.
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Post by psijaka on Nov 13, 2011 17:57:29 GMT -5
A good start.
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Post by zuluzuluzulu on Nov 13, 2011 18:54:11 GMT -5
MG36 add time?
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Post by selarmor on Nov 13, 2011 19:28:09 GMT -5
Seems like a typo in the source. Added sniper rifles. I don't actually have the game, but if anyone who does can do some split screen testing to determine sniper rifle movement speed (is it the same as an AR or SMG?) it would be greatly appreciated.
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asasa
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Post by asasa on Nov 13, 2011 22:42:34 GMT -5
Im guessing the USAS 12 and 1887 firerate are off
Also, what is Min/Max range? Why is the min higher than the max?
And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that?
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Post by Disgruntled Jigglypuff on Nov 14, 2011 1:06:27 GMT -5
And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that? Yours has extended mags on.
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Post by selarmor on Nov 14, 2011 7:52:55 GMT -5
Im guessing the USAS 12 and 1887 firerate are off Also, what is Min/Max range? Why is the min higher than the max? And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that? If those firerate numbers are off then they're off in the guide. Max is the range up to which bullets do their maximum damage. Min is the range at which they begin dealing minimum damage. I think. The guide doesn't clarify. I could probably have worded it better.
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Post by selarmor on Nov 14, 2011 20:31:20 GMT -5
Added time to kill and recoil data to the ARs, SMGs, LMGs, Machine Pistols, and Handguns spreadsheet.
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asasa
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Post by asasa on Nov 14, 2011 22:38:42 GMT -5
Thats awesome, as it means the M14 will 2HK up to over 1950 inches
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asasa
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Post by asasa on Nov 14, 2011 23:24:41 GMT -5
And my L118 has 7 rounds... but I spectate a lot of people who only have 5? Whats up with that? Yours has extended mags on. Ext. Mags is 10 isnt it? Or is that really it? Ill feel so stupid xD
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Post by volgon on Nov 14, 2011 23:46:40 GMT -5
It's original magazine size times 1.5. So 5 bullets base x 1.5 = 7.5 rounded down to 7.
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Post by spectral on Nov 15, 2011 2:09:03 GMT -5
Nice job with the stats!
Any ideas about how they're affected by proficiencies?
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tooros
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Post by tooros on Nov 15, 2011 3:32:47 GMT -5
Wow - is the t95 ttk right?
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Post by MastaQ on Nov 15, 2011 3:43:17 GMT -5
Wow - is the t95 ttk right? 2HK at 1000 RPM, seems right to me. IMO, no weapon other than semi-autos and the M60 should be able to 2HK.
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arcanine2009
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Post by arcanine2009 on Nov 15, 2011 4:16:07 GMT -5
^^that doesn't even include rapid fire attachment, right?
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Post by selarmor on Nov 15, 2011 8:27:03 GMT -5
Provided some clarity on range values and added effective range column.
The AK-47 suddenly looks viable.
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Post by selarmor on Nov 15, 2011 8:55:39 GMT -5
Nice job with the stats! Any ideas about how they're affected by proficiencies? Kick is 20% less recoil. I don't know if it affects recoil numbers or center speed. Focus is 50% less flinch (as opposed to 80% from Hardened Pro in Black Ops). Stability is 25% less sway. Melee is 35% faster melee recovery. Speed is 10% faster movement speed. Damage is Stopping Power (40% more damage). Range is 25% increase to damage drop off range.
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tooros
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Post by tooros on Nov 15, 2011 9:07:26 GMT -5
What is the consensus for the range decrease, before damage drop off, for a suppressor? Half? 'Seem to remember it being that way for Blops.
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Post by wcparker on Nov 15, 2011 11:50:47 GMT -5
I had a feeling there was something noteworthy about the AK-47. I unlocked it before I read the damage and ROF, and thought "this thing has monstrous DPS!" I was very surprised to see that the ACR was looking stronger. But even so the AK's effective range is only 200 units longer, so maybe it was largely a new gun placebo effect.
Edit: Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one?
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Post by reganmil on Nov 15, 2011 12:39:59 GMT -5
What is the consensus for the range decrease, before damage drop off, for a suppressor? Half? 'Seem to remember it being that way for Blops. Thank you. This is exactly what I would like to know. Silencers are a must on almost all maps, only reason I prefer ACR over T95. Someone please post the damage drop off of silencers. I'm a lil shocked if this is not touched on in the 'guide'.
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Post by banchi on Nov 15, 2011 12:56:18 GMT -5
I'm pretty sure the guide notes a 25% reduction in range when equipping silencers...
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Post by selarmor on Nov 15, 2011 13:05:51 GMT -5
I had a feeling there was something noteworthy about the AK-47. I unlocked it before I read the damage and ROF, and thought "this thing has monstrous DPS!" I was very surprised to see that the ACR was looking stronger. But even so the AK's effective range is only 200 units longer, so maybe it was largely a new gun placebo effect. Edit: Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one? Done.
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Post by reganmil on Nov 15, 2011 14:41:55 GMT -5
I'm pretty sure the guide notes a 25% reduction in range when equipping silencers... well that would make alot of sense... thanks broskie
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asasa
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Post by asasa on Nov 15, 2011 16:33:02 GMT -5
25%? Oh jeez... looks like silencers are more OP than ever before.
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Post by wcparker on Nov 15, 2011 19:33:47 GMT -5
Some guns go from 3 bullets to 5. Is their effective range the 3-4 point, or the 4-5 point? And would it be possible to add a column including the other one? Done. Thanks!
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Post by selarmor on Nov 15, 2011 19:48:56 GMT -5
No problem. Expanded time to kill and effective range to a per bullet basis. Added sniper rifle recoil data.
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Post by H8ters2 on Nov 15, 2011 23:36:40 GMT -5
The RSASS isnt a OSK to the chest
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Post by shatt3r on Nov 16, 2011 4:04:25 GMT -5
Thanks for all the data. Extremely useful. Can we sticky this thread? While a spreadsheet isn't as asthetically pleasing as one of Den's charts, it certainly provides almost all the data you could want
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tooros
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Post by tooros on Nov 16, 2011 4:31:03 GMT -5
Anyone got any true game experience of the FAD? As it's so late an unlock I wonder how much knowledge there is. I haven't even seen anyone using it at all.
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