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Post by Marvel4 on May 25, 2017 13:24:52 GMT -5
Updated the Black Ops III spreadsheet.
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Post by tobysi on May 26, 2017 22:13:41 GMT -5
Updated the Black Ops III spreadsheet. Thanks for continually updating all the spreadsheets on here. Just a quick question. The hlx4 in bo3 now has a stock that acts similar to an lmg, aka strafe slows to a crawl when firing. Any chance you know the exact values for the hlx4 stock attachment?
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Post by Marvel4 on May 27, 2017 12:17:48 GMT -5
Since Stock on SMGs doesn't affect adsFiringSpeedScale, it keeps its standard speed when firing, which is the speed of an AR.
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Post by tobysi on May 27, 2017 14:16:43 GMT -5
Since Stock on SMGs doesn't affect adsFiringSpeedScale, it keeps its standard speed when firing, which is the speed of an AR. Ok thanks
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Post by Marvel4 on Jun 27, 2017 16:42:01 GMT -5
Updated the Modern Warfare Remastered spreadsheet.
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Post by kylet357 on Jul 6, 2017 7:13:48 GMT -5
M.2187 has the longest range...by 25 fucking units. Is IW seriously this fucking incompetent when it comes to designing shotguns that are actually good?
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Post by lustindarkness on Jul 6, 2017 16:13:10 GMT -5
Shhh, enjoy it before it gets nerfed.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Jul 7, 2017 12:14:18 GMT -5
M.2187 has the longest range...by 25 Foxtroting units. Is IW seriously this Foxtroting incompetent when it comes to designing shotguns that are actually good? Smart shot boosts the pellets on akimbo from 4 to 8, so 16 total. Something like that, xclusiveace has a video on it. I saw it like 2 days ago
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Post by kylet357 on Jul 9, 2017 14:15:07 GMT -5
M.2187 has the longest range...by 25 Foxtroting units. Is IW seriously this Foxtroting incompetent when it comes to designing shotguns that are actually good? Smart shot boosts the pellets on akimbo from 4 to 8, so 16 total. Something like that, xclusiveace has a video on it. I saw it like 2 days ago wait wat It only has four pellets when Akimbo? My original question still stands (though I'll have to start seeing about this Smart shot thing)
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Post by lustindarkness on Jul 10, 2017 9:07:13 GMT -5
A single M2187 shoots 8 pellets. In Akimbo each one shoots 5 pellets (5x2=10) but Akimbo with Smart Shot it goes back to 8 pellets (8x2=16=fun hate mail).
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Post by Marvel4 on Jul 11, 2017 19:09:00 GMT -5
Updated the Black Ops III spreadsheet.
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Post by tobysi on Jul 11, 2017 22:25:21 GMT -5
Updated the Black Ops III spreadsheet. Sweet, thanks Marvel! Do you know if long barrel works as normal on the kvk-99m? Or is it a lesser multiplier like the kn44?
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Jul 12, 2017 3:02:23 GMT -5
If it does get a normal long barrel then it joins the m16 and ak74u as must have guns
the marshals and ffar are honorable mentions
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Post by tobysi on Jul 12, 2017 11:35:24 GMT -5
If it does get a normal long barrel then it joins the m16 and ak74u as must have guns the marshals and ffar are honorable mentions I got it from my weapon bribe. Doesn't seem like it has the normal long barrel. Feels more like the kn44 long barrel I only used long barrel in a private match against bots though, so we'll have to wait for Marvel to confirm.
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Post by Marvel4 on Jul 12, 2017 14:17:00 GMT -5
Any weapons not specifically mentioned use the standard attachments of their weapon class. If you think there is a mistake, you can check "gamedata\weapons\common\attachmentmappingstable.csv" in the String Tables archive.
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Post by tobysi on Jul 12, 2017 17:20:10 GMT -5
Any weapons not specifically mentioned use the standard attachments of their weapon class. If you think there is a mistake, you can check "gamedata\weapons\common\attachmentmappingstable.csv" in the String Tables archive. Ok thanks for clarifying. Like I said I had only tested in a private match with bots running around so it was hard to judge distance. This gun is gonna be awesome with long barrel in pubs.
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Post by vizikk on Jul 14, 2017 17:32:11 GMT -5
Can I ask how you calculated "Range of x hits to Kill"? I was using slope formulas to find the range at which 7th bullet would no longer kill (I know, I know just wait) with the PPSh. Realizing I was an idiot because you cannot get less than 16 of damage I stopped. Though I went crazy with trying to calculate stuff and I noticed based on the slope formulas the Ranges were wrong even when rounding. Now I'm sure my math was right because I triple checked it with answers I got and everything worked out, but there has got to be something I'm not getting because that would mean that every one of them on each weapon is wrong. This is the math I initially used to find the problem along with my understanding of the stat sheet (which could be the issue):
So the PPSh starts at 23 damage at 1000u then drops off to 16 by 1500u.
Graphing that creates a slope of -0.014.
So using m = (y2-y1)/(x2-x1) I noticed that using 1429u (last distance 6 bullets will kill from my understanding) I got that at 1429u you will be doing 16.994 damage according to the slope.
So taking that and multiplying it by 6 get you 101.964 which means a kill.
Now like I said this math started to show patterned with everything. So again either I'm not getting something, there is some serious rounding going on, or all of the distances are wrong. I'm not trying to discredit you but I just want to know wth is going on.
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Post by Marvel4 on Jul 15, 2017 0:03:00 GMT -5
Damage values are integers, so you need 17 for a 6HK. You can see the formula by clicking on the cell.
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Post by vizikk on Jul 16, 2017 7:31:03 GMT -5
Damage values are integers, so you need 17 for a 6HK. You can see the formula by clicking on the cell. Ah, I see no floats. Do they round up(0.49 < x < 1) and/or down(0 < x < 0.5) based on range? Obviously recreational-use has no purpose for that but for next time I try and fool with something mathematically.
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Post by Marvel4 on Jul 17, 2017 9:50:28 GMT -5
They always round down.
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Post by kylet357 on Jul 20, 2017 15:40:12 GMT -5
In game, what exactly is the 'iw7_mod2187_mp'? I can see that out of the two versions of the M2187 you have listed that this one has different range values (higher max range, lower 2nd range). Is this a specific variant of the weapon?
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Post by Marvel4 on Jul 21, 2017 12:21:57 GMT -5
For the M.2187, "iw7_mod2187_mp" is the base weapon for most variants and "iw7_mod2187_mpl" is the base weapon for the epic variant. However, there is no consistent naming convention. For other weapons, you have to check the corresponding csv file in "mp\loot\weapon" in the String Tables archive.
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Post by kylet357 on Jul 22, 2017 9:19:52 GMT -5
For the M.2187, "iw7_mod2187_mp" is the base weapon for most variants and "iw7_mod2187_mpl" is the base weapon for the epic variant. However, there is no consistent naming convention. For other weapons, you have to check the corresponding csv file in "mp\loot\weapon" in the String Tables archive. Thanks, got that now. But is there anyway to observe the stats for the specific weapon variants? For example, the Epic variant has 'passive high damage' but I want to know exactly what that damage is.
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Post by Marvel4 on Jul 23, 2017 11:03:59 GMT -5
Check the base weapon associated with that variant. For some "passives", you also have to check in "mp\passivetable.csv" if there is a corresponding attachment. In this case, the higher damage comes from increased multipliers, but with slightly different ranges.
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Post by kylet357 on Jul 23, 2017 11:24:59 GMT -5
10% increase in damage...to the head and neck...thank you, Marv. I have more reasons to be angry at IW now.
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Post by Marvel4 on Jul 23, 2017 12:03:00 GMT -5
10% increase in damage...to the head and neck And to the arms, hands and legs.
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Post by kylet357 on Jul 23, 2017 13:21:20 GMT -5
That still upsets me. Why the hell didn't they put any on the torso?
And one last thing, I noticed that the Volk has a figure in the 'accelFireTime' of 0.135. So it actually has a different fire rate for (from what I can tell) the first two shots?
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Post by Marvel4 on Jul 23, 2017 15:14:59 GMT -5
Only the ballistic variants.
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Post by tobysi on Jul 23, 2017 21:06:57 GMT -5
In bo3, is it possible for different weapons in the same class (ie assault rifles) to have different aim assist ranges/values? If so how would you be able to tell?
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Post by Marvel4 on Jul 25, 2017 11:36:56 GMT -5
It's possible, but they are usually the same. Check aimAssistRange and aimAssistRangeAds.
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