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Post by y260 on Jan 21, 2012 3:46:28 GMT -5
I was going to start a thread for this, but I don't want to clog up the board.
Does anyone have the weapon emblems/perk emblems/proficiency emblems for MW3 in a downloadable picture collection yet? I found them for MW2 and Black Ops, and I could really use them for MW3.
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Post by selarmor on Jan 21, 2012 9:26:08 GMT -5
I was going to start a thread for this, but I don't want to clog up the board. Does anyone have the weapon emblems/perk emblems/proficiency emblems for MW3 in a downloadable picture collection yet? I found them for MW2 and Black Ops, and I could really use them for MW3. Yes, but they were hosted on Megaupload... I've since deleted them, but I'll bet another bro still has them on his computer.
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Post by psijaka on Jan 22, 2012 17:38:11 GMT -5
Does anyone know what the distance units are for range drop off?
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wwaa
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PC / PS4 / X1
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Post by wwaa on Jan 26, 2012 16:10:55 GMT -5
1. I could not make MK46 fire at 859rpm, in 0.14sec only 2 bullets fired, not 3. 3 bullets fired rarely arround 775rpm (= 0.155sec burst) but sometimes only two fired, so effective ROF is a bit below 775. Tested 750rpm (0.16sec burst) and no problems with 3 bullets, so ROF is somewhere between 750 and 775, not 859.
2. P99 ROF=1200rpm. I can fire P99 at 1225rpm, 2 bullets in 0,049sec, I understand that 1200 is the limit and anything above won't be registered by the engine and is a kind of bug?
3. PM-9 (UZI) ROF=1090 ... ?
edit: test results deleted due to some error in calculations.
4. L86 LSW cannot fire at 800rpm. No way to have 3 bullets in 0.15sec = Its TTK is not 0.15 sec.
can anyone confirm pls?
I'll edit that post, testing in the background ...
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Post by RageHulkSmash on Jan 30, 2012 4:58:35 GMT -5
Any chance you can add a specialist row to the shotgun spreadsheet for both damage and range?
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Post by demoncdw on Feb 1, 2012 1:59:11 GMT -5
Does anyone know what the distance units are for range? 500 meters is unbelievable far for mw3 maps.
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Post by randomguy987 on Feb 1, 2012 10:01:17 GMT -5
Does anyone know what the distance units are for range? 500 meters is unbelievable far for mw3 maps. Inches. More or less.
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Post by Megaqwerty on Feb 1, 2012 12:07:00 GMT -5
40 units is 1 meter, so randomguy isn't too far off.
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Post by 8bitasplode on Feb 2, 2012 0:50:04 GMT -5
that rapid fire spreadsheet needs to be updated. At the very least the grip glitch is gone on the MG36.
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Post by shaktazuki on Feb 2, 2012 19:27:16 GMT -5
Are the sniper damages / multipliers correct? If they are, then a silenced L118A should OHK from the belly up, but it doesn't appear to, or was my experience atypical?
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asasa
True Bro
fuck
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Post by asasa on Feb 2, 2012 22:52:58 GMT -5
it used to... unless it was changed
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Doc H.
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Post by Doc H. on Feb 4, 2012 15:29:47 GMT -5
Anyone knows exactly what SitRep Pro does? I'm pretty sure my own and team footsteps make less sound when using it. Is this just SitRep "canceling" out sound to make detecting easier but my footsteps still sounds as high to my enemy, or what?
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asasa
True Bro
fuck
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Post by asasa on Feb 5, 2012 16:29:31 GMT -5
Yeah. No effects to enemies
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Doc H.
True Bro
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Post by Doc H. on Feb 5, 2012 17:24:21 GMT -5
Are the sniper damages / multipliers correct? If they are, then a silenced L118A should OHK from the belly up, but it doesn't appear to, or was my experience atypical? Apparently, Robert B. tweeted the upper chest 1.5 multiplier was not 100% accurate. Maybe bad hit decection.
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Post by Feast on Feb 14, 2012 11:39:53 GMT -5
Hey guys.
I've watched this thread for a week or so now, and noticed that those who tested out the Spas had inconsistent results. I decided to test it myself in private match.
I placed myself approximately 3 meters away from the split screen and had the hipfire crosshair aimed so that the head could only be hit(I'm 99% sure headshots have no multiplier on Shotguns). Also, regeneration was off and Health set to normal(100). Unfortunately for me, a Spas fanboy, I concluded it's a 4 shot/pellet kill. I assume its 30 damage, but most definitely not beyond 33. This was tested on Xbox, but I doubt it's any different on PC or PS3.
Hope this helps.
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mmacola
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the brazilian guy
Posts: 1,995
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Post by mmacola on Feb 14, 2012 12:54:42 GMT -5
Yeah... there's someone who tested it already. Bedlam's tests shows the same results. I believe it's on the very first page that he shows Spas' maximum damage is 30. Fell free to read it, and welcome Bro.
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arcanine2009
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Post by arcanine2009 on Feb 15, 2012 14:03:49 GMT -5
I don't know if someone already explained this already.. But how does the kick recoil work exactly? I know it says 20% reduction. But does it reduce kick by 20% for each direction (left/right/down/up?) How does that work?
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Feb 15, 2012 23:29:11 GMT -5
No one knows for a fact, but its assumed to be .8x in all directions.
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Post by Voice from the Basement on Feb 16, 2012 6:22:28 GMT -5
I see, nobody has noticed yet, that FAD's add-time is MUCH bigger, than 1.5 seconds. I know it's a POS, comparing to the OP guns, like ACR 6.8 or so, but it's still used often.
So, as I simply calculated, using weird stuff (fraps + … D: … Windows MovieMaker), its add-time is 2.52 ± 0.02 seconds, not 1.5 seconds.
MSR's one is 2.57 seconds and USAS 12's one is 3.04 ± 0.08 seconds.
Ofc, sorry for bad English CUZ MI NOWZ ITZ GUT.
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Doc H.
True Bro
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Post by Doc H. on Feb 16, 2012 19:03:29 GMT -5
What is add time? How long you must wait before you can cancel reload animation, or what?
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slowriot
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Post by slowriot on Feb 16, 2012 19:41:59 GMT -5
@doc H.( as on Doc Holliday i assume? val kilmer was so F*ing bad*** as Doc in tombstone..anyway..) you know to cancel the reload animation as soon as you see the bullets in your mag replenish. as in the bullet icons on the bottom of your screen. once you get used to the animation itself, and how it sounds, you wont have to look at the bullets at the bottom of the screen. obviously in HC you wont see the any of those bullet icons.
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Post by RageHulkSmash on Feb 17, 2012 17:49:05 GMT -5
Are the range figures right for the shotguns? I heard range only increases min and max range by 25% of your max damage range.
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Post by ANBU Cyrus on Feb 17, 2012 18:58:40 GMT -5
This happens to me frequently enough that I assumed it was because the radius at which you receive a hitmarker (for at least slightly flashing someone) is larger than the radius at which your flashbang does actual damage. Just a hypothesis. Is there a way to find out in the PC files or in split screen mode what the blast radius for recon is to get the black bird effect? I have too gotten hit markers but no BB effect on people. I have had the same experience with recon and did some tests to find out if dead silence made a difference. I found that dead silence had no effect (other than reducing the "black bird" time by half). I was able to get the black bird effect at the max flash distance (about 20m) with and without dead silence. The biggest thing that seemed to make a difference was whether or not there was an object between the flash and the target. I tested this on Resistance by the car at the GIGN spawn. I had the target stand against the east wall and bounced the flash against the west wall, behind the car. The target is well within the radius of the flash and you get a hit marker and they get flash but still no recon hit. On a side note, the time for recon seems to have changed. Should be 10 seconds and 5 seconds with dead silence.
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asasa
True Bro
fuck
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Post by asasa on Feb 18, 2012 17:01:12 GMT -5
Figure I'd mention this:
Recoil FN>P99>=USP [Least to greatest] -- the are not the same.
MP9 recoil values must be off, as it is far, far more accurate than any of the handguns, which theoretically should be a slight bit lower shot per shot.
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Post by unforgivenxile on Feb 21, 2012 6:15:12 GMT -5
Is there a reason the 'OSK Range by # of Pellets' chart for the shotguns states the model 1887 and spas 12 can kill in three pellets without damage up until a certain range, even though both shotguns maximum damage (30) suggests it should be a four pellet kill without damage?
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eLantern
True Bro
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Post by eLantern on Feb 21, 2012 17:29:58 GMT -5
I think the statement that the Grip increases the RoF on the SPAS-12 and KSG needs to be re-written. Per Shottytown's testing video... ...it appears that the Grip increases the RoF on the SPAS-12, but not the KSG.
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Post by selarmor on Feb 21, 2012 18:08:19 GMT -5
Is there a reason the 'OSK Range by # of Pellets' chart for the shotguns states the model 1887 and spas 12 can kill in three pellets without damage up until a certain range, even though both shotguns maximum damage (30) suggests it should be a four pellet kill without damage? I forgot to change it back after testing showed that damage wasn't increased to 35/40. I think the statement that the Grip increases the RoF on the SPAS-12 and KSG needs to be re-written. Per Shottytown's testing video... -snip- ...it appears that the Grip increases the RoF on the SPAS-12, but not the KSG. Why did he say that it did in a previous video? The SPAS damage, Model damage, and KSG grip fire rate all came from him, and all were wrong. Regardless, I've fixed the charts. Thank you.
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Post by Marvel4 on Feb 22, 2012 12:10:01 GMT -5
I don't think we should trust this video. The rate of fire increase/decrease seems like a testing error. And the spread patterns are just random, we should only look at the size of the crosshairs.
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adw1983
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Post by adw1983 on Feb 22, 2012 15:26:34 GMT -5
But how much recoil does ACOG add this time?!?!? Edit: What? ACOG isn't less accurate? But... How? Why? Isn't it supposed to be a sick joke for an attachment?? ... Oh well, I guess they figured that the delay when aiming was a big enough penalty
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asasa
True Bro
fuck
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Post by asasa on Feb 22, 2012 23:03:39 GMT -5
There is still some penalty.. but it varies heavily gun by gun.
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