Lexapro
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Post by Lexapro on Feb 9, 2016 14:15:17 GMT -5
PC Patch is available
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lllRL
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Post by lllRL on Feb 11, 2016 3:38:34 GMT -5
"quickdraw_smg --- adsTransInTimeScale 0.7" When was that change snuck in? Either I'm blind or that was never mentioned in any patch notes Also, has anyone found any hard numbers on the rapid fire tweak yet? I noticed my HVK getting a solid 790~rpm but not my Kuda. Thanks for the sheet Marvel.
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Post by RageHulkSmash on Feb 11, 2016 9:06:41 GMT -5
Is the ripper's 1.1 movement speed its lunge speed?
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banana
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Zoro > Law
Posts: 1,577
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Post by banana on Feb 11, 2016 9:55:24 GMT -5
"quickdraw_smg --- adsTransInTimeScale 0.7" When was that change snuck in? Either I'm blind or that was never mentioned in any patch notes Also, has anyone found any hard numbers on the rapid fire tweak yet? I noticed my HVK getting a solid 790~rpm but not my Kuda. Thanks for the sheet Marvel. only affected burst guns according to Marvel4
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Post by kylet357 on Feb 11, 2016 15:59:03 GMT -5
Which Long Barrel mechanics apply to the Marshal 16? The regular or shotgun one?
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Post by djangoraw on Feb 11, 2016 16:06:51 GMT -5
"quickdraw_smg --- adsTransInTimeScale 0.7" When was that change snuck in? Either I'm blind or that was never mentioned in any patch notes They just snuck it in the last patch without putting in the patch notes. Pretty underhanded to leave out such a big change if you ask me.
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Post by Marvel4 on Feb 11, 2016 18:25:04 GMT -5
Is the ripper's 1.1 movement speed its lunge speed? Probably. Which Long Barrel mechanics apply to the Marshal 16? The regular or shotgun one? Any weapons not specifically mentioned use the standard attachments.
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Post by ph0nics on Feb 12, 2016 22:48:08 GMT -5
What is the Marshal 16's base damage? Bc on chart it just says 2 damage which obviously is just per pellet bonus damage
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Usagi
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Grin and Barrett
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Post by Usagi on Feb 12, 2016 23:10:13 GMT -5
What is the Marshal 16's base damage? Bc on chart it just says 2 damage which obviously is just per pellet bonus damage I has the exact same damage and range as the KRM.
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Post by kylet357 on Feb 13, 2016 16:36:30 GMT -5
What is the Marshal 16's base damage? Bc on chart it just says 2 damage which obviously is just per pellet bonus damage I has the exact same damage and range as the KRM. Just fires twice the pellets, right? Or does it fire the added damage of 98-50 twice as well?
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Feb 13, 2016 23:09:00 GMT -5
Added damage only applies once otherwise it would be a guaranteed OHK out to 600u, making it not a worthless piece of garbage. Pellet damage, Add damage, and the ranges at which they change are exactly that same. The double pellets don't change shots or pellets to kill at any range except for 250u-350u where the Marshal only has to hit 8/16 pellets for a OHK as opposed to the KRM's 8/8.
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Lexapro
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PSN: Lexa_pro
Posts: 1,066
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Post by Lexapro on Feb 16, 2016 0:12:05 GMT -5
Any info on FMJ? It seems like the damage multiplier is now calculated on scorestreak side as fmj doesnt actually modify any stats of the weapon.
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Post by primey on Feb 20, 2016 9:15:21 GMT -5
Rumor has it they stealth nerfed the p-06 and drakon. Can anyone confirm with real in-game numbers?
https://www.reddit.com/r/blackops3/comments/46od5d/the_p06_and_drakon_have_been_stealth_nerfed/
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JustABitAgroed
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Post by JustABitAgroed on Feb 20, 2016 15:59:44 GMT -5
Rumor has it they stealth nerfed the p-06 and drakon. Can anyone confirm with real in-game numbers? https://www.reddit.com/r/blackops3/comments/46od5d/the_p06_and_drakon_have_been_stealth_nerfed/ Yup. denkirson.proboards.com/post/226961
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Feb 21, 2016 12:20:01 GMT -5
Marvel4 you should add notes of the console rpms of those guns edit: when you look through the bo3 string tables and don't find any relevant zombie data
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Post by enderwiggin on Feb 21, 2016 20:21:20 GMT -5
A few questions about the Blops 3 sheet.
Do we have a burst delay number for the burst weapons that I'm missing? I see you've implemented it into the calculation for the burst guns but then that's only sustained RPM and doesn't matter when calculating a one burst. Is it possible I could get the numbers for both those things? (I have no idea how the raw numbers work.)
And if I add long barrel to a gun and it would make the range exceed the next range (like on an SMG) how does that interact?
Thanks.
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Post by kylet357 on Feb 21, 2016 20:37:09 GMT -5
A few questions about the Blops 3 sheet. Do we have a burst delay number for the burst weapons that I'm missing? I see you've implemented it into the calculation for the burst guns but then that's only sustained RPM and doesn't matter when calculating a one burst. Is it possible I could get the numbers for both those things? (I have no idea how the raw numbers work.) And if I add long barrel to a gun and it would make the range exceed the next range (like on an SMG) how does that interact? Thanks. If you click the RPM of the burst gun you want, you should see it there (as the RPM for burst guns is the overall, not the per burst). For example, the XR-2 has this; "=INT((60/(AI9+(0.2/3))))". 0.2 is the burst delay. Look in the same spot for the other burst weapons for their delays.
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Post by enderwiggin on Feb 21, 2016 21:06:15 GMT -5
A few questions about the Blops 3 sheet. Do we have a burst delay number for the burst weapons that I'm missing? I see you've implemented it into the calculation for the burst guns but then that's only sustained RPM and doesn't matter when calculating a one burst. Is it possible I could get the numbers for both those things? (I have no idea how the raw numbers work.) And if I add long barrel to a gun and it would make the range exceed the next range (like on an SMG) how does that interact? Thanks. If you click the RPM of the burst gun you want, you should see it there (as the RPM for burst guns is the overall, not the per burst). For example, the XR-2 has this; "=INT((60/(AI9+(0.2/3))))". 0.2 is the burst delay. Look in the same spot for the other burst weapons for their delays. I had figured this out and had already started working on it lol. Thanks man.
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Post by kylet357 on Feb 21, 2016 22:29:19 GMT -5
No prob
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Feb 23, 2016 9:54:51 GMT -5
Marvel4 you forgot to put fast mags on the attachments page, it's only on the raw attachments page.
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Post by Marvel4 on Feb 23, 2016 14:30:09 GMT -5
No, it's unnecessary. The exact reload times are on the weapons sheet already.
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Post by pat421h on Feb 24, 2016 0:26:27 GMT -5
Hi, a quick question on viewkick.
What does (Mag - Min) mean on the data chart? It seems to be separate from (Yaw Min/Max) and (Pitch Min/Max)?
And on the recoil value, if a gun has Pitch (Min -5) and (Max 5), does it mean on the worst case scenario, the gun can recoil downwards by (-5) or upwards by (5) - does a negative value pull downwards on Pitch / pull left on Yaw.
For example the MR6 has value
Pitch Min 10 Max 50 So it's either 10 upwards, 50 upwards, or any value in between (what does the engine increment in? 1 or a smaller decimal?)
Min Mag 30 (what is this value?)
Yaw Max 10 Min -50 So it's either 10 right, 50 left or any value in between?
And kick is in degrees right?
Thanks in advance, sorry for noob question.
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battleaxerx
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Post by battleaxerx on Feb 24, 2016 3:22:55 GMT -5
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Post by pat421h on Feb 24, 2016 7:50:47 GMT -5
its the minimum magnitude of the recoil. it cant roll anything lower than that What does minimum magnitude mean? Does that mean minimum recoil value, and the pitch/yaw value is an additional recoil added on top (pitch/yaw is incremented randomly, then added to minimum magnitude for final horizontal/vertical recoil)?
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Post by Marvel4 on Feb 24, 2016 8:30:22 GMT -5
Hi, a quick question on viewkick. What does (Mag - Min) mean on the data chart? It seems to be separate from (Yaw Min/Max) and (Pitch Min/Max)? And on the recoil value, if a gun has Pitch (Min -5) and (Max 5), does it mean on the worst case scenario, the gun can recoil downwards by (-5) or upwards by (5) - does a negative value pull downwards on Pitch / pull left on Yaw. Min Mag is minimum magnitude. Magnitude is √(Pitch²+Yaw²). Negative pitch/yaw means downward/rightward viewkick. Check out this thread for more details. I dont know what alt means, but it looks quick........ Thanks, bro Alt drop/raise means switching from/to the grenade launcher.
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Lexapro
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Post by Lexapro on Feb 24, 2016 9:59:18 GMT -5
Can you confirm that I understand raise/drop times correct? - Throwing a lethal/tactical uses the quick raise and drop times of the currently equipped weapon. - Switching to a pistol uses the quick drop time of the currently equipped weapon and quick raise time of the pistol, which is why pistols don't have normal raise times. - Fast Hands reduces the drop and raise times for all animations, which is why there is a slight speed up of lethal/tactical use i.e. reducing the quick drop before and quick raise after the actual throwing animation.
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Post by Marvel4 on Feb 24, 2016 11:53:50 GMT -5
Correct. Fast Hands does not affect first raise, though.
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Post by pat421h on Feb 24, 2016 13:48:25 GMT -5
Ah, that makes a lot more sense now. Sorry.
So Min Magnitude is the phytagoras theorem when you account for Yaw and Pitch recoil value (displacement from center)?
Edit: negative viewkick means recoil to right? not left?
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probaddie
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Post by probaddie on Feb 25, 2016 21:22:35 GMT -5
Ah, that makes a lot more sense now. Sorry. So Min Magnitude is the phytagoras theorem when you account for Yaw and Pitch recoil value (displacement from center)? Edit: negative viewkick means recoil to right? not left? Yeppers. If the magnitude (read: Pythagorean distance from the origin, Euclidean norm, etc.) of the two drawn velocities is less than minMag, they are both scaled by a constant factor such that their magnitude does match minMag. For example, suppose yaw = 30, pitch = 40, and minMag = 100. Then the magnitude of the two given velocities is sqrt(30^2 + 40^2) = 50 < 100 = minMag. Thus, both yaw and pitched are scaled by factor 2 so that sqrt((30 * 2)^2 + (40 * 2)^2) = sqrt(60^2 + 80^2) = 100 = minMag;
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Post by darkrangeresp on Feb 29, 2016 23:35:15 GMT -5
A quick question for Marvel. This is my first post on this forum, and I do appreciate all the work that you do with gathering the weapon data. I was looking at your chart, and I noticed that the fire rates on the Brecci and Drakon both seem to be reduced from the previous stat chart I was looking at. I am an Xbox one player, I went in game and manually timed them out. I was able to get the Drakon up 268 without rapid fire and 281 with it manually. Likewise, I clocked the Brecci at 208 and 221 with rapid fire respectively. I repeated both of these tests several times and my results were consistent give or take 5 RPM across firing 25 magazines with each weapon.
I saw that these weapons got a stealth nerf in another thread on this board reducing their fire rates. I was wondering if your weapon stat chart is PC specific or if you also take code from the console versions?
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