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Post by Marvel4 on Mar 17, 2013 7:45:28 GMT -5
Yes.
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Post by ultimate94ninja on Mar 17, 2013 7:58:22 GMT -5
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
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Post by Marvel4 on Mar 17, 2013 8:09:03 GMT -5
Yeah, the bolts are fired at the same time.
You can see the burst delay by clicking on the RPM cell to show the formula.
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Post by ecomni on Mar 17, 2013 13:04:17 GMT -5
What were QBB and HAMR ranges before the latest patch?
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Post by Marvel4 on Mar 17, 2013 13:25:46 GMT -5
QBB LSW 4HK range was 1500, HAMR 3HK range was 1300.
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Post by UrbaneVirtuoso on Mar 17, 2013 20:08:52 GMT -5
Hey Mahvel, think you could do hipspead values with Laser Sight eventually? I'm wondering how practical the XPR-50 would be with one.
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Post by brokenpos on Mar 18, 2013 16:14:39 GMT -5
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.
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Post by kylet357 on Mar 18, 2013 17:05:36 GMT -5
That's only the overall RPM. The RPM within the burst is 1250 RPM. This is lowered to 937.5 RPM in Full-Auto via Select Fire.
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Post by brokenpos on Mar 18, 2013 18:00:37 GMT -5
i get that but can you show me th calculations if the burst delay is 0.12s and 0.048s fire time. I keep getting a different value around 900 rpm.
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Post by kylet357 on Mar 18, 2013 22:38:34 GMT -5
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.
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Post by brokenpos on Mar 19, 2013 5:27:17 GMT -5
rpm over x shots Bullet | Time | RPM | 1 | 0 | n/a | 2 | 0.048 | 1250 | 3 | 0.096 | 1250 | 4 | 0.144 | 1250 | 5 | 0.256 | 937,5 | 6 | 0.304 | 986,8 | 7 | 0.352 | 1022,7 | 8 | 0.4 | 1050 |
am i doing some calculation horribly wrong here?
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Usagi
True Bro
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Post by Usagi on Mar 19, 2013 8:03:36 GMT -5
It looks strange but it makes sense if you think about it.
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phale
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Post by phale on Mar 19, 2013 9:26:47 GMT -5
rpm over x shots Bullet | Time | RPM | 1 | 0 | n/a | 2 | 0.048 | 1250 | 3 | 0.096 | 1250 | 4 | 0.144 | 1250 | 5 | 0.256 | 937,5 | 6 | 0.304 | 986,8 | 7 | 0.352 | 1022,7 | 8 | 0.4 | 1050 |
am i doing some calculation horribly wrong here? You're missing the firetime after the first burst. Instead of 0.256 (which is 0.144+0.112) it should be 0.352 (0.144+0.096+0.112).
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Post by brokenpos on Mar 19, 2013 13:50:31 GMT -5
rpm over x shots Bullet | Time | RPM | 1 | 0 | n/a | 2 | 0.048 | 1250 | 3 | 0.096 | 1250 | 4 | 0.144 | 1250 | 5 | 0.256 | 937,5 | 6 | 0.304 | 986,8 | 7 | 0.352 | 1022,7 | 8 | 0.4 | 1050 |
am i doing some calculation horribly wrong here? You're missing the firetime after the first burst. Instead of 0.256 (which is 0.144+0.112) it should be 0.352 (0.144+0.096+0.112). ah okay didnt know you had to add that fire time too. (0.144+0.0 48+0.112) you mean right? or am i missing something else? and the rpm is still very fast if you look at it this way new table: Bullet | Time | RPM | 1 | 0 | n/a | 2 | 0.048 | 1250 | 3 | 0.096 | 1250 | 4 | 0.144 | 1250 | 5 | 0.256 | 789,5 | 6 | 0.304 | 852,3 | 7 | 0.352 | 900 | 8 | 0.4 | 937,5 |
very high average in first 2 bursts, 789 is basically worst case scenario
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Deleted
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Post by Deleted on Mar 27, 2013 22:36:55 GMT -5
Does the suppressor really increase recoil?
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asasa
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Post by asasa on Mar 27, 2013 22:47:18 GMT -5
Yes, its in the spreadsheet. -3%?
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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)
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Post by Marvel4 on Apr 7, 2013 9:13:22 GMT -5
The Rapid Fire multiplier is 0.75 for LMGs and 0.66 for SMGs.
Most weapons in singleplayer use the 0.66 multiplier (rf_fast) and only the M60 and RPD use the 0.75 multiplier (rf):
weapon_smg.WEAPON_MP7.mp7.menu_mp_weapons_mp7.WEAPON_MP7_DESC.reflex holo rangefinder mms steadyaim silencer extbarrel extclip dualclip grip rf_fast sf.primary
WEAPON_MP5K.mp5k.menu_mp_weapons_mp5.WEAPON_MP5K_DESC.reflex silencer extbarrel extclip dualclip grip rf_fast
weapon_lmg.WEAPON_LSAT.lsat.menu_mp_weapons_lsat.WEAPON_LSAT_DESC.reflex acog holo rangefinder dualoptic ir_lmg vzoom_lmg steadyaim_sniper silencer extclip grip rf_fast
WEAPON_M60.m60.menu_mp_weapons_m60.WEAPON_M60_DESC.reflex acog silencer extclip grip rf.WEAPON_RPD.rpd.menu_mp_weapons_rpd.WEAPON_RPD_DESC
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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?
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mmacola
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Post by mmacola on Apr 7, 2013 16:00:43 GMT -5
Never calculate rof according to the ammo counter.
If you use rapid fire + extended mags QBB LSW on the campaign, you will ran out of bullets before the ammo counter reaches zero. Not sure if the issue remains on the multiplayer (even if you're host).
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Post by guardian5621 on Apr 10, 2013 3:27:58 GMT -5
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banana
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Post by banana on Apr 21, 2013 11:59:12 GMT -5
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?
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Post by Marvel4 on Apr 21, 2013 12:48:31 GMT -5
Yes.
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Post by sillyb on Apr 27, 2013 10:03:34 GMT -5
Hey thanks for providing these charts Marvel. Was just wondering... what does the Min Magn stat represent in the viewkick numbers?
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Post by APOCALYPSE on Apr 27, 2013 10:52:46 GMT -5
Hey thanks for providing these charts Marvel. Was just wondering... what does the Min Magn stat represent in the viewkick numbers? I believe that's the number the game picks if it rolls a number below that.
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Post by sillyb on Apr 27, 2013 11:03:35 GMT -5
Hey thanks for providing these charts Marvel. Was just wondering... what does the Min Magn stat represent in the viewkick numbers? I believe that's the number the game picks if it rolls a number below that. Thanks. Do you know if it applies to both pitch and yaw? What about something like the M8A1 where the yaw range is [25, -25] but the Min Magn is 35.
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Post by kylet357 on Apr 27, 2013 11:32:18 GMT -5
Could you explain that in more detail? I still don't get it.
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Brick2urface
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Post by Brick2urface on Apr 30, 2013 11:29:16 GMT -5
Hey marv, in your blops 2 table it says the ksg fires 8 pellets.
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Usagi
True Bro
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Post by Usagi on Apr 30, 2013 20:16:31 GMT -5
Holy shit, I can't believe I never noticed that
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Post by nasty on May 1, 2013 2:11:58 GMT -5
in bo2 stats:
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?)
4. what is idle? (is this sway?)
5. what is viewkick min magn?
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