Post by ultimate94ninja on Mar 17, 2013 7:58:22 GMT -5
Since you have to reload after each shot, it's around 56 RPM (last fire time is 0.32 and reload time is 2.85).
No, I mean the RoF between the 3 fired bolts during each burst (w/ Tri Bolt) (unless they are fired exactly at the same time). Also, what's the exact delay between he bursts for the M1216? (I know it is between 0.55 and 0.554 s) And for the M8A1, several sources state that the total RoF is 769... just wanna make sure if it's truly 789
I keep on getting higher rpms when calculating the rpm on the m8a1.
Could someone help me with how fast the m8a1 fires after 5/6/7 or 9/10/11 bullets. I personally think the 789 rpm in the chart doesnt tell the whole story. It feels way stronger than the m27 when my shot is on.
The overall 789 RPM is worked out like so on the spreadsheet: (60/(0.048+0.112/4)) (0.048) is the delay between shots and (0.112) is the delay between bursts. This is on the spreadsheet. Click the RPM and look in the formula box, the calculation is right there.
Dii rax los zahkrii, dii jusk los niigol, dii viing los suraghol.
Post by ultimate94ninja on Apr 7, 2013 7:35:45 GMT -5
Is it confirmed that Rapid Fire multiplies the RoF by exactly 33% for LMGs and 51% for SMGs? I tested the RoF for these weapons with Rapid fire on XBox 360, and I obtained values that are normally allowed in the Black Ops series (and not multiplied fire rates seen in the chart): 625 RPM → becomes 750 RPM (and not 833) 750 → 937 (and not 1000 or 1136) 937 → 1250 (and not 1420) 1250 → most likely 1875 (for the Skorpion EVO) Also, the Death Machine's RoF is listed to be 1666 RPM, but when I tested it, it turned out to be 1200 RPM (in both campaign and multiplayer) like its Black Ops counterpart. Then what's going on? Something with the frame rate? (Also when I tested the Mk 48's RoF (which is normally 625), with Rapid Fire I got 750 RPM in multiplayer, but 937 in campaign (however in campaign the M60's RoF becomes 750, the original being also 625). Would this imply that Rapid Fire gives the values normally allowed? (750 / 937 / 1250 / 1875 TPM) (if it's not the case in multiplayer, at least maybe it is in singleplayer)
Post by ultimate94ninja on Apr 7, 2013 9:29:43 GMT -5
I see... But does the death machine use some kind of multiplier? Because as I stated, when I timed it I got 1200 RPM (like the one in the 1st BO) instead of 1666, both in campaign & multiplayer (most likely due to my frame rate). And there's 2 things I wanna make sure: in campaign all burst firing weapons (including those w/ select fire) have no delay between bursts, is it true? (and of course I'm excluding the M1216). And in multiplayer when select-fire SMGs are paired with rapid fire, does the delay between bursts remain the same, like the ARs in the previous titles?
Grenade Launcher: 256 inches, 135-50 damage (smaller radius and different damage than in Black Ops)
Frag Grenade: 256 inches, 200-75 damage (same as in Black Ops) Semtex: 256 inches, 185-50 damage (less damage than in Black Ops) C4: 256 inches, 205-75 damage (more damage than in Black Ops) Bouncing Betty: 256 inches, 200-70 damage Claymore: 256 inches, 200-50 damage (same as in Black Ops)
Marvel is the damage drop off linear? Like for the frag grenade is it like this?
1. what is reload quick (first) and quick (second)?
2. is the reload add time the same for reloads with empty mags and reloads with partial full mags? i've noticed the lsat has a quicker add time for reloads with empty mags vs reloads with partial mags.
3. what is first switch time? (is that when you first pick it up off the ground?)