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
Last Edit: Sept 25, 2012 3:20:00 GMT -5 by Tyzerra
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?
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).
and perhaps this is just a column mistake, but I don't see a listed normal raise time
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?
Last Edit: Oct 31, 2012 18:46:23 GMT -5 by eLantern
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.
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?
No, Sleight of Hand Pro just halves all raise and drop times when switching.
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.
Marvel4: "The random direction scale view kick"
May 31, 2019 14:02:25 GMT -5
probaddie: Yeah. And the direction your point of aim is kicked in is exactly the compass direction from which you were shot. Total deflection in degrees is damage * bg_viewKickScale. The time to recover (no matter the amount of kick) is 0.5 seconds.
Jun 7, 2019 6:37:20 GMT -5
probaddie: Was gonna post about this at some point, but... meh?
Jun 7, 2019 6:37:47 GMT -5
probaddie: Oh yeah. That random bit doesn't seem to work, btw.
Jun 7, 2019 7:15:35 GMT -5
drdoom: How the hell did u find all this stuff out?
Jun 7, 2019 11:20:39 GMT -5
probaddie: Handtesting and maffs.
Jun 8, 2019 16:25:04 GMT -5
drdoom: Hitscan gone in MW?
Aug 2, 2019 11:08:11 GMT -5
prioc: only for marshmallow gun
Aug 6, 2019 21:15:21 GMT -5