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Post by citrus on Feb 10, 2013 19:40:01 GMT -5
It'd be interesting to know why the M4A1, SCAR-L, and G36C on the Wii fire at 600 RPM at 30 FPS and not 900.
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Post by RageHulkSmash on Feb 11, 2013 21:57:51 GMT -5
Don't the type 25 and m27 have 30-damage ranges? Where are the attachment centerspeed stats for mw3?
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asasa
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Post by asasa on Feb 12, 2013 1:19:13 GMT -5
Maybe this doesnt belong here.. but, knowing the recoil values now...
MP7 vs Vector?
Originally I thought Vector, as it really is a low recoil weapon... but then I did a doubletake today when I noticed the Vector only 3HKs out to 550 while the MP7 can out to 750 [36% more], while having 4 more bullets per magazine, slightly faster reload times, and slightly faster swap times. Irons/firing anim/recoil the vector wins.. but... eh.
Ive tried the MP7 so many times and always end up finding it to be one of the worse weapons in the game.
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Post by bigal093 on Feb 12, 2013 11:33:37 GMT -5
The centerspeed boost(or penalty) from select fire only affects the burst fire mode right? It would ridiculous if it affect the fully auto mode as well.
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Post by Marvel4 on Feb 12, 2013 11:36:32 GMT -5
Yes, the Select Fire stats are only for the second fire mode.
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Post by jaedrik on Feb 12, 2013 12:18:02 GMT -5
Hey Marvel you should totally add TTK in the files because I'm too lazy to calculate it myself/I do not have the knowledge to do so myself :3
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Post by bigal093 on Feb 12, 2013 14:36:21 GMT -5
If TTK were irrelevant, then everyone and their mother would use the m27. Its certainly irrelevant as an end-all be-all statistic to measure a weapon's effectiveness, but its definately a good measure of a gun's raw power. Just like any stat, it can be useful when you consider it along with other factors when choosing a weapon for a specific role. I understand why you say that because of the large amount of lag in the game, but if killing power meant nothing, then we wouldn't give a shit about damage or fire rate
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asasa
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Post by asasa on Feb 12, 2013 14:54:54 GMT -5
I cant understand the KSG damage profile from the spreadsheet. Explain?
Looks like
000-550 200 damage 550-551 75 damage 551-1250 75 damage 1250-1251 45 damage
ignore the overlying damages, i understand thats not right and dont care.
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Post by bigal093 on Feb 12, 2013 15:39:12 GMT -5
it isn't even though. Den had this lovely post on the subject way back. TTK is only a useful stat if damage and RoF carry the same weight; and for anyone with an accuracy of less than 100%, they arent. I mean you can get a general idea from it, but people die so fast that it ends up being such an insignificant part of a fight. But the thing about Den's example is that I can see a situation in which each of those 3 guns could be better in than the others. So if I was looking at weapon stats, i'd see they all have equal TTK. And so i'd compare that TTK to the damages and see that they all have unique Damage/Fire rate combos. But i would probably say that in general those 3 guns would be equally powerful in game. Yes the highest RPM gun(blue was it?) would give you the least accuracy "penalty" for missing shots, but you're looking at that by # of shots. In other words, you would be able to miss more SHOTS with the high RPM gun, but you would have more bullets being shot in a given time frame. So you can miss more shots but you have more shots to spare, if you understand what i'm saying. So for the sake of extremely easy math, lets say you have gun A that does 50 damage and shoots 60rpm. And you have gun B that does 25 damage and shoots 180rpm. So (in this extreme case) they would both have a TTK of 1 second (unless i'm really bad at math, which is possible). Ok, so lets assume you land the first shot on both guns perfectly, but then you start to drift off the target because he's moving(note that you are shooting this whole time). It takes you 1 more whole second to reacquire your target. Within that second you missed 3 shots with gun B and only 1 with gun A. Gun B allowed you to miss triple the # of shots as gun A, so therefore it required less ''accuracy", but realistically you missed with both guns for the same amount of time, and when you got back onto your target it took the same amount of time to reach the number of shots necessary for a kill. So they killed at equal quickness and with the same room for error. Now I am not a stats wizard so if there is a fatal flaw in my logic here, I wouldn't be surprised. But this is how I've always thought of TTK and why I've usually preferred higher damage guns in game(because they usually have quicker ttk's if its a 3hk vs. 4hk or something along those lines)
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asasa
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Post by asasa on Feb 12, 2013 16:08:04 GMT -5
Higher firerate and lower damage = more consistent Lower firerate and higher damage = either very good or very bad depending on the engagement, lots of luck involved.
Just look at KSG vs 870. Having 1 shot ever second that is dead center is technically superior, but its more susceptible to missing than the 870, and in turn is a pretty bad extreme CQ weapon .
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Post by I Am Hollywood5 on Feb 12, 2013 23:28:40 GMT -5
Looking at the BOII chart, I noticed that it says the MK48 and HAMR but fire at 833 with rapid fire? How is this possible? I thought 833 rpm wasn't one of those magical fire rates allowed by 60fps...
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Dumien
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Post by Dumien on Feb 13, 2013 2:29:02 GMT -5
Thank you again marvel.
So this is why I have been having more success in long rangey stuffs with AN94 SF+Acog.
At one point I had even tried the PDW SF and couldn't figure out why I liked it so much when there was not statistical reason (at the time) for any benefit. Now I'm definitely going to reconsider that.
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Post by RageHulkSmash on Feb 13, 2013 5:21:01 GMT -5
I don't care if the ACOG gave 100x multiplier to centerspeed, I can't use that PoS sight at all and blocks all my comfort views.
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Usagi
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Post by Usagi on Feb 13, 2013 15:51:49 GMT -5
I don't care if the ACOG gave 100x multiplier to centerspeed, I can't use that PoS sight at all and blocks all my comfort views.
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Post by kylet357 on Feb 15, 2013 21:23:19 GMT -5
What's the percentage increase and decrease in center speed when you use Select Fire?
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Post by kylet357 on Feb 15, 2013 21:31:05 GMT -5
I actually meant Rapid Fire. I tried working it out on the MP7, and I got around a 18% decrease in center speed. Is this correct, or no?
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Post by Marvel4 on Feb 15, 2013 22:23:18 GMT -5
Rapid Fire decreases centerspeed by 15%.
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Post by kylet357 on Feb 15, 2013 23:34:18 GMT -5
Thanks Marvel. You get a brownie and two separate bottles of Chuck Norris' and Bear Grylls piss respectively.
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asasa
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Post by asasa on Feb 15, 2013 23:50:19 GMT -5
Rapid Fire decreases centerspeed by 15%. This and a slight hipfire nerf was all it really needed, not ruined hipfire and range :/
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Post by Marvel4 on Feb 16, 2013 2:41:07 GMT -5
Corrected ADS spread on the Black Ops II spreadsheet (see SMGs and Handguns).
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Post by volgon on Feb 16, 2013 11:41:10 GMT -5
Rapid Fire decreases centerspeed by 15%. This and a slight hipfire nerf was all it really needed, not ruined hipfire and range :/ I am just legitimately curious, no sarcasm meant. Do you think traditional RF would actually work for BO2? I see lots of people complaining about how it sucks. I don't think they realize how ridiculous SMGs would be in the stock maps if RF wasn't garbage. 50 mag PDW firing at 900rpm? It would be like the BO1 Famas in CQC. With how tight the maps and pathways are, I'd prefer having a useless RF attachment than a functional one.
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asasa
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Post by asasa on Feb 16, 2013 11:46:57 GMT -5
50 mag PDW with worse hipfire and more recoil? RF didnt do anything but increase RoF and make recoil more manageable in the past. Higher RoF->More consistent
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asasa
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Post by asasa on Feb 16, 2013 12:07:37 GMT -5
I guess I mean the only time RF was used was in Black Ops, where it did nothing but increase RoF.
And higher RoF -> consistent recoil
15% CS reduc and 15% wider hipfire = fixed
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banana
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Post by banana on Feb 16, 2013 22:06:16 GMT -5
Is .3 spread significant?
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asasa
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Post by asasa on Feb 16, 2013 23:09:59 GMT -5
Not sure why thats a question, but not really.
The max spread of SMGs is 5, so its +.75 spread @15%,
increasing the area from a bit under 20 to 26 [>30% increase]
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Post by UrbaneVirtuoso on Feb 17, 2013 3:28:13 GMT -5
So Frags do more damage than Semtex? Damn, no wonder the latter feels like hitmarker toys.
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banana
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Post by banana on Feb 17, 2013 12:28:30 GMT -5
Not sure why thats a question, but not really. The max spread of SMGs is 5, so its +.75 spread @15%, increasing the area from a bit under 20 to 26 [>30% increase] Im talking about the ads spread of smgs not hipfire
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asasa
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Post by asasa on Feb 17, 2013 14:45:04 GMT -5
What the fuck no one made a point of that? Why the hell didnt someone else mention that? Its not like everyone analyses each and every fucking box.
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Post by Marvel4 on Feb 17, 2013 14:51:54 GMT -5
Uh, I did mention it... Corrected ADS spread on the Black Ops II spreadsheet (see SMGs and Handguns).
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asasa
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Post by asasa on Feb 17, 2013 14:53:45 GMT -5
I dont see that written anywhere it would make sense for it to be...
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