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Post by Marvel4 on Sept 24, 2012 19:44:46 GMT -5
Added Black Ops.
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Tyzerra
True Bro
Stay sharp.
Posts: 10,989
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Post by Tyzerra on Sept 25, 2012 3:19:07 GMT -5
Ah, thank you Marvel! What would this forum do without you? *Studies spreadsheet for a while* Wow, you weren't joking when you said that the Black Ops weapons are just clones of each other. I knew a lot of guns had the same ROF, damage, etc, but even the recoil numbers are identical! M16 and AK-47 still hold #1 for me though
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Post by Marvel4 on Sept 27, 2012 6:03:32 GMT -5
Updated the World at War spreadsheet.
All bolt-action rifles without scope have head and neck multipliers of 2 and upper torso and lower torso mulipliers of 1.5. They have extremely high range, so most of the time you can kill in one hit.
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Post by MoopusMaximus on Sept 28, 2012 22:48:43 GMT -5
So it seems the MP40 in Black Ops was going to be 59 - 29.
Cool.
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Post by Marvel4 on Sept 28, 2012 22:59:14 GMT -5
Nice find. That must be its damage in World at War on consoles.
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Post by MoopusMaximus on Sept 28, 2012 23:04:38 GMT -5
Nice find. That must be its damage in World at War on consoles. Negative. Damage on consoles was 55 - 29. It would be slightly stronger, functionally giving it a teensy bit of extra range.
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Post by Marvel4 on Sept 28, 2012 23:19:04 GMT -5
Did you test the damage on console? It doesn't make sense that they would increase the damage from 55 to 59.
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Post by MoopusMaximus on Sept 29, 2012 0:22:21 GMT -5
No, but Den's World at War sheet states so.
Actually, his says the MP40's damage on consoles was 50.
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Post by Marvel4 on Sept 29, 2012 2:51:47 GMT -5
Which can't be correct, because you can kill in one headshot with Stopping Power.
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Post by MoopusMaximus on Sept 29, 2012 3:10:55 GMT -5
Really? How the hell do you remember that?
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Post by MoopusMaximus on Sept 29, 2012 3:25:38 GMT -5
Oh, and it seems the KS-23 was going to be in multiplayer, too.
Damage: 40 - 10 x 8 (320 - 80)
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Post by Marvel4 on Oct 12, 2012 21:28:49 GMT -5
Measured the viewkick of the patched PM9 and Dragunov in Modern Warfare 3 and the FAMAS and AKS-74U in Black Ops.
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eLantern
True Bro
"Oh, cruel fate, to be thusly boned! Ask not for whom the bone bones, it bones for thee!" - Bender
Posts: 10,761
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Post by eLantern on Oct 31, 2012 10:35:16 GMT -5
Question for Marvel4 -
Under MW3 you have a note associated with Handguns that reads, "Switching to a Handgun uses quick drop and quick raise". I'm curious as to what is being implied by this phrase... if all Handguns used quick drop and quick raise, why list the normal drop time and perhaps this is just a column mistake, but I don't see a listed normal raise time - blank (I see a quick raise time and a first). Is the reason you list a normal drop time because if you add an attachment such as akimbo or extended mag or something else does that change it from receiving a default quick drop / raise time to the normal times?
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Post by Marvel4 on Oct 31, 2012 17:51:12 GMT -5
if all Handguns used quick drop and quick raise, why list the normal drop time Because only switching to a handgun uses quick drop and quick raise. Switching from a handgun uses the normal drop and raise (except if you switch to another handgun). I didn't list it because it's never used. Raising a handgun (when switching, after knifing, using equipment and climbing) always uses quick raise.
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eLantern
True Bro
"Oh, cruel fate, to be thusly boned! Ask not for whom the bone bones, it bones for thee!" - Bender
Posts: 10,761
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Post by eLantern on Oct 31, 2012 18:43:25 GMT -5
if all Handguns used quick drop and quick raise, why list the normal drop time Because only switching to a handgun uses quick drop and quick raise. Switching from a handgun uses the normal drop and raise (except if you switch to another handgun). I didn't list it because it's never used. Raising a handgun (when switching, after knifing, using equipment and climbing) always uses quick raise. Just out of curiosity and clarification purposes... I thought that switching to a handgun used whatever the drop time is for the weapon in hand (likely a drop time for a primary weapon), and it would be associated with the lowering animation of that particular (primary) weapon, then the game would use the raise time for the weapon (handgun) you were switching to... in effect within this scenario, the overall switch time would only be using the "quick" raise time for the handgun, as you indicate, but not the handgun's "quick" drop time because it's only being raised and not dropped at this point in time. However, in following that logic going forward, I thought that when switching from a handgun the drop time that would be used would belong again to the weapon in hand, aka the handgun, but the raise time would then be associated back to whatever the weapon you were switching to... likely a primary weapon and it's specific raise time. Also, within this logic, the only time a player could make use of the "quick" drop time of the handgun is if they were carrying two handguns... correct? Otherwise, the only way to get the quick drop time is if you were using the Slight of Hand Pro perk... right? As that perk also grants the player access to the specific "quick" raise and lower times that are associated to any particular weapon... yes?
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Post by Marvel4 on Oct 31, 2012 20:15:47 GMT -5
Also, within this logic, the only time a player could make use of the "quick" drop time of the handgun is if they were carrying two handguns... correct? Yes, and also when using equipment. No, Sleight of Hand Pro just halves all raise and drop times when switching.
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Post by ultimate94ninja on Dec 24, 2012 5:45:35 GMT -5
The compressed game files for Call of Duty 4 and Modern Warfare 2 do not work, where can we find proper ones?
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Post by Marvel4 on Dec 24, 2012 10:54:54 GMT -5
You can open the archives with 7-zip.
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Post by KingVaroon on Dec 25, 2012 0:27:40 GMT -5
Wow! You actually managed to get your hands on the MW2 game files..
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Post by ultimate94ninja on Dec 26, 2012 7:19:58 GMT -5
You can open the archives with 7-zip. Thanks But the singleplayer files for MW2 are not present; btw didn't you manage to get the MW3 game files yet?
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Post by Marvel4 on Dec 26, 2012 9:17:27 GMT -5
Unfortunately, I don't think anyone extracted them yet.
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Post by RageHulkSmash on Jan 11, 2013 2:20:42 GMT -5
When will you link the BO2 SS?
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danoski666
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Post by danoski666 on Jan 11, 2013 11:48:15 GMT -5
When will you link the BO2 SS? He finished it besides War & Death Machine ranges.
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Post by RageHulkSmash on Jan 11, 2013 13:03:56 GMT -5
When will you link the BO2 SS? He finished it besides War & Death Machine ranges. Am I blind? Is there a link?
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danoski666
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Post by danoski666 on Jan 11, 2013 13:04:45 GMT -5
He finished it besides War & Death Machine ranges. Am I blind? Is there a link? I dont think there is. He linked in in the IRC yesterday. He will definietely finish it soon, since he said he was going to need someone to help him with testing.
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Post by RageHulkSmash on Jan 12, 2013 9:15:28 GMT -5
Am I blind? Is there a link? I dont think there is. He linked in in the IRC yesterday. He will definietely finish it soon, since he said he was going to need someone to help him with testing. Ya he linked it like a month ago on irc but I didn't bookmark it lol.
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Post by Marvel4 on Jan 14, 2013 14:00:15 GMT -5
Added Black Ops II.
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wittyscorpion
True Brorange
All warfare is based on deception.
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Post by wittyscorpion on Jan 14, 2013 14:23:56 GMT -5
Added Black Ops II. Great, thanks! Questions: 1) SWAT's RPM = 459 and M8A1's RPM = 769. I assume that this takes into consideration of the delay between bursts, right? If yes: what is the RPM within burst, and what is the burst delay? 2) Vector w/SF has a fire rate of 1250RPM. This is surprising. I assume that there is no burst delay, same as Chicom?
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Post by Marvel4 on Jan 14, 2013 15:20:45 GMT -5
The time between shots is listed and you can see the burst delay by clicking on the RPM cell to show the formula.
I don't know about burst delays with Select Fire but they seem to be different for every weapon.
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Jan 14, 2013 15:35:53 GMT -5
The time between shots is listed and you can see the burst delay by clicking on the RPM cell to show the formula. I don't know about burst delays with Select Fire but they seem to be different for every weapon. To make sure I understand: 1) for SWAT: standard rate of fire (cell U13) = 0.064 formula for RPM (cell U14): 60 / (U13 + 0.2 / 3) If I understand correctly: 0.064 is # seconds between bullets within a burst, 0.2 is # seconds between bursts (divide by 3 to itemize across the 3 bullet burst). In other words, for kill within a burst, the RPM is actually 60/0.064 = 937 RPM. The 200 milli second delay produces an observed RPM of 459 (result of cell U14). SF eliminated the 200 ms delay, but to trade off it also reduces the range of 3HK to 100 (was 2000) and 4HK to 1300 (was 4000). 2) For M8A1: standard rate of fire (cell U18) = 0.048 formula for RPM (cell U19): 60 / (U18 + 0.12 / 4) If I understand correctly: 0.048 is # seconds between bullets within a burst, 0.12 is # seconds between bursts (divide by 4 to itemize across the 4 bullet burst). For kill within a burst, the RPM is actually 60/0.048 = 1250 RPM. The 120 ms delay produces an observed RPM of 769 (result of cell U19). SF reduces the fire rate to 937RPM.
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