banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Nov 10, 2014 11:20:45 GMT -5
It's a lot better than nothing tho. Especially since you can check in game testing with it e.g. you got 600 rpm for the hbra3 and the guide says 625 so you know for sure that the devs didn't tweak it. Btw i have no idea what the guide has the hbra3 at
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Post by netherwind on Nov 10, 2014 14:43:52 GMT -5
It's a lot better than nothing tho. Especially since you can check in game testing with it e.g. you got 600 rpm for the hbra3 and the guide says 625 so you know for sure that the devs didn't tweak it. Btw i have no idea what the guide has the hbra3 at I saw the guide once, I think it's close to those number. It also has the best range of auto AR, AK is 4-5HK, Bal 27 has noticeable less range for both 3 and 4HK. Guide didn't seems to have any info on burst fire rate of HBra3 or Bal's increased fire rate.
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Post by TheHawkNY on Dec 12, 2014 16:58:01 GMT -5
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Post by ardheim on Dec 31, 2014 14:04:24 GMT -5
Ooh nice! Where in his posts are the ameli variant stats?
It's nice to see that the differences are actual differences and not just imagined differences based on bars moving left and right.
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Post by ardheim on Dec 31, 2014 17:28:10 GMT -5
Alright. Any ETA on other gun variants?
Been hooked on the real stats since den's BC2 stats.
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Post by ardheim on Jan 1, 2015 9:49:20 GMT -5
Sounds fair to me.
You guys are doing gods work by the way. Hopefully one day accurate stats won't have to be a third party thing.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Jan 7, 2015 18:11:28 GMT -5
Happy birthday fam
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Post by kylet357 on Jan 7, 2015 18:34:32 GMT -5
DC Comics *ding*
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Will
True Bro
K/D below 1.0
Posts: 1,309
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Post by Will on Jan 9, 2015 2:44:30 GMT -5
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Post by Marvel4 on Feb 1, 2015 11:17:27 GMT -5
Added Advanced Warfare. And before anyone asks: No, I will not change the format.
Notes: -The spreadsheet was created automatically. There are no typing errors. -Variables with "?" are new. The actual names are unknown.
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Post by ultimate94ninja on Feb 1, 2015 13:39:05 GMT -5
Added Advanced Warfare. And before anyone asks: No, I will not change the format. Notes: -The spreadsheet was created automatically. There are no typing errors. -Variables with "?" are new. The actual names are unknown. Great! BTW what's the damage of the NA-45's explosion? I can't find it in the spreadsheet.
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Post by Marvel4 on Feb 1, 2015 14:51:09 GMT -5
Great! BTW what's the damage of the NA-45's explosion? I can't find it in the spreadsheet. You can find it in this thread. It's not in the spreadsheet because it's controlled by script.
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Will
True Bro
K/D below 1.0
Posts: 1,309
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Post by Will on Feb 1, 2015 14:59:09 GMT -5
Woah that is a shitload of data. I guess I will update my spreadsheet with the proper recoil, spread, and ADS time numbers later this week.
Reload and raise/drop is consistent across all variants of a certain weapon, it looks like. Might just add the rest of the non-variant data to a separate sheet.
Thanks so much for this Marvel, you Klingonian bro.
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Feb 1, 2015 15:26:31 GMT -5
And uh... yeah, time to make some recoil plots I guess.
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lllRL
True Bro
Posts: 101
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Post by lllRL on Feb 1, 2015 20:00:11 GMT -5
I bow to you, your Ma(rvel)jesty :3
I know the spreadsheet hasn't been edited to include attachments and "alternative weapon" data yet but... has the foregrip been found in the code yet? Unsurprisingly I can't find it in with the weapons. I was just wondering if it gave you -10% viewkick like in Ghosts (or Kick from MW3), or something entirely different.
I'm also trying to get my head around why the HBRa3 kicks very little with a grip attached, while it ends up shooting at birds without; the viewkick numbers show it's doing what the MW3 MP7 did and kicks purely upwards thanks to a positive down viewkick stat, but a viewkick decrease across the board wouldn't prevent that entirely (it would simply take longer for your irons to move away from their original position).
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Will
True Bro
K/D below 1.0
Posts: 1,309
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Post by Will on Feb 2, 2015 0:49:45 GMT -5
I bow to you, your Ma(rvel)jesty :3 I know the spreadsheet hasn't been edited to include attachments and "alternative weapon" data yet but... has the foregrip been found in the code yet? Unsurprisingly I can't find it in with the weapons. I was just wondering if it gave you -10% viewkick like in Ghosts (or Kick from MW3), or something entirely different. I'm also trying to get my head around why the HBRa3 kicks very little with a grip attached, while it ends up shooting at birds without; the viewkick numbers show it's doing what the MW3 MP7 did and kicks purely upwards thanks to a positive down viewkick stat, but a viewkick decrease across the board wouldn't prevent that entirely (it would simply take longer for your irons to move away from their original position). Weapon attachments won't be found in the weapon stats, they are considered as separate modifiers (even when the game gives you the attachment for "free", this is why it still takes up an attachment slot). The grip definitely has a more pronounced effect than in Ghosts. My best guess would be that it changes the centerspeed, which is why it is more noticeable on guns with low RoFs, as they get to feel more of that center pull between shots due to a longer delay. Just a guess, though.
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lllRL
True Bro
Posts: 101
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Post by lllRL on Feb 2, 2015 1:56:41 GMT -5
I bow to you, your Ma(rvel)jesty :3 I know the spreadsheet hasn't been edited to include attachments and "alternative weapon" data yet but... has the foregrip been found in the code yet? Unsurprisingly I can't find it in with the weapons. I was just wondering if it gave you -10% viewkick like in Ghosts (or Kick from MW3), or something entirely different. I'm also trying to get my head around why the HBRa3 kicks very little with a grip attached, while it ends up shooting at birds without; the viewkick numbers show it's doing what the MW3 MP7 did and kicks purely upwards thanks to a positive down viewkick stat, but a viewkick decrease across the board wouldn't prevent that entirely (it would simply take longer for your irons to move away from their original position). Weapon attachments won't be found in the weapon stats, they are considered as separate modifiers (even when the game gives you the attachment for "free", this is why it still takes up an attachment slot). The grip definitely has a more pronounced effect than in Ghosts. My best guess would be that it changes the centerspeed, which is why it is more noticeable on guns with low RoFs, as they get to feel more of that center pull between shots due to a longer delay. Just a guess, though. Yeah I'm almost certain there's something else going on rather than a viewkick decrease. I tortured myself with the SN6 in order to unlock the Magistrate variant because I thought its "+1 accuracy" would stack with the grip to give it the low recoil it needs, but the -10% viewkick doesn't do much alone and it certainly doesn't replace the grip. Shame, because the SN6 *should* be the precise option in the SMG category (it most definitely does not have the "highest accuracy in class") and if the grip reduced viewkick, pairing it with the Magistrate would work wonders thanks to the SN6's high viewkick and fairly high centerspeed.
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Feb 2, 2015 2:06:36 GMT -5
Marv just figured out (told me) that the Grip increases CenterSpeed by 10% and decreases ViewKick by 10%. So yes, it's more potent that the Ghosts version, which only conferred the latter benefit.
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Post by ultimate94ninja on Feb 2, 2015 5:51:15 GMT -5
Funny to see how the completely fictional underbarrel grenade launcher is referred to as "M203" in the game files.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Feb 2, 2015 14:19:45 GMT -5
Marv just figured out (told me) that the Grip increases CenterSpeed by 10% and decreases ViewKick by 10%. So yes, it's more potent that the Ghosts version, which only conferred the latter benefit. Wow, that's pretty small numbers-wise.
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lllRL
True Bro
Posts: 101
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Post by lllRL on Feb 2, 2015 14:51:56 GMT -5
Marv just figured out (told me) that the Grip increases CenterSpeed by 10% and decreases ViewKick by 10%. So yes, it's more potent that the Ghosts version, which only conferred the latter benefit. Sweet! So not quite the MW3 (LMG) grip but better than the Ghosts grip. Not bad
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Feb 3, 2015 9:35:32 GMT -5
Ha, Ghosts. Remember the BO1 grip? +100cs (~7%), except a few guns that got ~15%. To be honest, that seems the best to me since it isn't mandatory. I know some of you disagree that grip is critical even now, and I think that is true for some guns and classes, but it still screws up balance. The grip has enough power to negate recoil almost entirely. How do you balance guns with that? Very carefully, well thought out recoil numbers. This is not something these devs are capable of.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Feb 3, 2015 10:33:20 GMT -5
Ha, Ghosts. Remember the BO1 grip? +100cs (~7%), except a few guns that got ~15%. To be honest, that seems the best to me since it isn't mandatory. I know some of you disagree that grip is critical even now, and I think that is true for some guns and classes, but it still screws up balance. The grip has enough power to negate recoil almost entirely. How do you balance guns with that? Very carefully, well thought out recoil numbers. This is not something these devs are capable of. Grip in MW2 gave +400cs to LMGs.
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Feb 21, 2015 19:36:39 GMT -5
Posting this for myself for future reference.
Tac19 Standing: 6, while moving 10 Crouched: 5, while moving 7 Prone: 5, while moving 6 GungHo: 15 ADS: 5.5
S12 Standing: 6, while moving 12 Crouched: 5, while moving 7 Prone: 5, while moving 6 GungHo: 22 ADS: 5
Bulldog Standing: 6, while moving 10 Crouched: 5, while moving 7 Prone: 5, while moving 6 GungHo: 20 ADS: 5
EDIT: These are spreads btw if you couldn't tell.
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Post by Megaqwerty on Feb 23, 2015 3:10:26 GMT -5
Does laser affect Gungho spread on shotguns?
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Post by Marvel4 on Feb 23, 2015 7:37:34 GMT -5
Nope.
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Post by LeGitBeeSting on Feb 23, 2015 9:33:55 GMT -5
At 15% hip accuracy bonus would be too op with the S-12's 22 GH spread.
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Feb 23, 2015 11:21:55 GMT -5
At 15% hip accuracy bonus would be too op with the S-12's 22 GH spread. A hipspread of 22 seems a little too generous to me. I expect that's going to get nerfed in the next weapon balance patch.
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Post by Megaqwerty on Feb 23, 2015 17:06:40 GMT -5
I'm a little surprised Gungho shotgun spread isn't just 60 degrees. As in, the player's entire field of view.
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lllRL
True Bro
Posts: 101
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Post by lllRL on Mar 5, 2015 9:53:18 GMT -5
Good to see the SN6 actually has low recoil now. It's weak AF and should have had low recoil at launch, considering its low damage, low range and average fire rate. The Magistrate variant looks like it'll become my AK12 for smaller maps.
Nice to see the AMR9 can actually get 3hks now, considering it's a burst weapon that was weaker at every range than even the weak SN6. I don't like the new burst delay though; burst weapons should reward accuracy with power, as opposed to rewarding the opposite as they do in AW.
Some of the ASM1 variants are awful now. The Scout drops off to 674rpm yet gets nothing but 20ms (or 1¼ frames) faster ADS time? And the ARX-160? Yes, all it needed was more ammo LOL
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