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Post by nicoarg on Aug 10, 2018 18:39:35 GMT -5
if you get the stats in the beta it would be awesome
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Aug 12, 2018 12:13:46 GMT -5
As always, will try my best to pull weapon stats for the latest game (no promises). Already partially dumped stringtables and rawfiles in BO4 (ignore filenames, they're hashed), haven't found weapon structs yet but that's probably because I can't go farther than the main menu until the beta begins. any updates?
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Post by ultimate94ninja on Aug 19, 2018 10:54:25 GMT -5
That's always been the rapid fire value for snipers, there isn't a separate one for the semi-autos and bolt-actions. The fire time on Snipers is only one part of their fire rate. The other part is their rechamber time. (Massively delayed response, completely forgot about that) I know about the part for the rechamber time, but there is actually a different value for the bolt-action sniper rifles: it's *0.68 plus the rechamber time, while for the semi-auto ones it's *0.76 as a whole. So logically, the De Lisle w/ rapid fire should get a firetime of 0.2*0.68 + 1 = 1.136 and not 0.912; the mistake is that it's attributed with the semi-auto snipers value (without the rechamber time part). e.g. The Enfield fire time is 0.2, but it also has a rechamber time of 1. So its total time between shots is 1.2 (50 RPM). With rapid fire, the fire time is (0.2*0.76) = 0.152 but the rechamber time is untouched and thus the total time is 1.152 (52 RPM). So it's a lot, but it's still shit. Per my comment above, the Lee Enfield gets 0.2*0.68 + 1 = 1.136 (just like what the De Lisle is supposed to get), not 1.152. As for the magazine stats, he's talking about total ammunition (which includes the loaded mag/shot). So the Bazooka has 1 + 2 reserve shots, or 3 in total. Yeah, but only the startAmmo value includes the loaded mag/shot. The maxAmmo is for the number of rounds without the loaded ones. e.g. The starting ammo for STG44 is 4 magazines in total, thus 30+90 rounds, but the maximum ammo is 6 magazines in reserve, therefore 30+180 rounds (and not 30+150 as Lacking's sheet currently states).
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Oct 12, 2018 22:53:10 GMT -5
So how are the bo4 stats going to be handled?
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asasa
True Bro
fuck
Posts: 4,255
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Post by asasa on Oct 13, 2018 22:04:55 GMT -5
looks like another shite cod
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Post by flatulentmonkeys on Oct 14, 2018 0:47:39 GMT -5
So how are the bo4 stats going to be handled? Someone will pay for them, hoard them, create a terrible app, and chaos will ensue for 10 months. Or was that question rhetorical?
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Post by illram on Oct 14, 2018 17:10:23 GMT -5
I'd love to know Blackout gun stats. Seem very different from normal MP mode guns.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Oct 15, 2018 14:54:55 GMT -5
I'd love to know Blackout gun stats. Seem very different from normal MP mode guns. I'd love to know the ray gun's, galil's. mp40's, and the zwei LMG's. Even though I dont play blackout
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Post by illram on Oct 18, 2018 22:30:58 GMT -5
Can we buy it for him? I'll chip in. Plus tip!
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Apr 21, 2019 14:15:46 GMT -5
Neat. Hopefully somebody on reddit will make a spreadsheet because I'm too lazy.
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Post by Pie on May 15, 2019 0:46:45 GMT -5
Why do they make it so hard just to get in depth weapon stats?
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Post by kylet357 on May 15, 2020 22:48:39 GMT -5
So with the numbers from Ace's video on the R9-0, I've been able to do some calculations in regards to damage per pellet plus bonus damage.
As a reminder, shotguns work on a damage per pellet basis as in past (pre-BO3) games - however, they also have the twist of adding additional damage per every two pellets hit.
Ace in his video said the maximum damage for the R9-0 (and I believe this is also the case with the Origin-12) is 204 at point blank range with all pellets hitting, and a minimum of 18 damage assuming only one pellet hits. All shotguns fire 8 pellets it seems, so there's no difference in that regard.
So, my attempt at this was honestly just guest work. At first I assumed that IW would make the bonus damage incredibly small - something like plus 2 per two pellets. However, it didn't seem to be the case because the base damage figures would always be halves (e.g. 24.5 or something). So instead of guessing what the bonus damage was, I tried guessing the base damage. My first guess seemed to match pretty well.
I guesstimated it to be 20 base damage per pellet, putting it at a maximum of 160 damage before bonus damage is applied. That just leaves the bonus damage which seems to be 11 damage per every two pellets.
This means that the damage of the R9-0 is 20 to 18, with a range of about 4m to 22m (or 160 to 880) based on the graphs that Ace shows. Which explains why it's so consistent but that damage is fucking shite.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on May 21, 2020 5:43:07 GMT -5
I will pay money for someone to get the real game code numbers for the attachments in this game, followed by paying money for recoil plots to be made
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Post by kylet357 on May 21, 2020 13:06:26 GMT -5
I will pay money for someone to get the real game code numbers for the attachments in this game, followed by paying money for recoil plots to be made Don't care much for the recoil plots myself, but yeah the actual in-game stats would be amazing at this point especially for all of the attachments. Knowing how attachments affect centerspeed would be incredibly useful.
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