wings
True Bro
Posts: 3,776
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Post by wings on Feb 26, 2014 8:46:19 GMT -5
It's just that the thing with Akimbo had ludicrous range with immense power (due to the doubled pellet count). However, after the nerf the SPAS-12 became the best thing ever. So it was only Akimbo that made them overly ridiculous but then the single Model got nerfed regardless? I'm just after a numerical figure of the Model's OHK range as part of looking at previous nerfs. A lot of them appear to be catering towards vocal (stubborn/bad) players rather than objective balancing. And I do find it a bit weird that it's much less acceptable for shotguns and SMGs to have generous range, whilst ARs are nearly immune to criticism if they get superb range.
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Post by kylet357 on Feb 26, 2014 11:20:11 GMT -5
Yep. The single was a shitty SPAS-12 that fired at an impressive 41 RPM.
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wings
True Bro
Posts: 3,776
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Post by wings on Feb 26, 2014 11:38:08 GMT -5
41 PRM? Jeez, that's like using Torgue shotguns in BL2 with a fire rate slower than my launchers.
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Post by kylet357 on Feb 27, 2014 18:10:52 GMT -5
Technically the MW3 SPAS is a realistic interpretation of how the gun works. It's just that it's not OUR reality. Wait, what are you talking about?
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Deleted
Deleted Member
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Post by Deleted on Feb 27, 2014 18:40:38 GMT -5
Technically the MW3 SPAS is a realistic interpretation of how the gun works. It's just that it's not OUR reality. Wait, what are you talking about? Technically the Drum Mag on the WaW Thompson makes it the worst-performing SMG in the game. Here's my video evidence
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Post by kylet357 on Feb 27, 2014 23:04:47 GMT -5
God dammit Sweet.
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Post by ultimate94ninja on Feb 28, 2014 16:14:03 GMT -5
Can you add the stats for the variant of the Lynx that is used in the Helo Scout killstreak? These includes its 4-round mag (as opposed to the standard 8), its lower recoil and its ability to always kill in one shot.
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Post by UrbaneVirtuoso on Feb 28, 2014 18:26:56 GMT -5
Nope, can't say that it does OHK everywhere. From my experience even the insatiably bad pointstreak isn't safe from hitmarkers.
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Post by Ironforce92 on Mar 23, 2014 10:20:09 GMT -5
I can t see spreadsheets charts and i don t know why
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Post by TheHawkNY on Apr 3, 2014 16:40:26 GMT -5
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Post by xx27xx on Apr 4, 2014 11:34:48 GMT -5
Is it possible to request a spreadsheet quantifying Ghost perk values, similar to the one made for BO2? And maybe which ones are ineffective in hardcore (i.e. takedown)?
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Post by -3055- on Apr 7, 2014 16:33:17 GMT -5
What do you mean quantifying ghost perk values? Like "takedown costs 1 and incog costs 3"? Or do you want like a subjective rating?
Useless perks in HC: Takedown ICU Deadeye
Arguable perks in HC: Recon: If your goal is to use a wide-radius tactical to light up potential enemies in an area, just use thermobaric. Instakill in HC. Focus: Most guns are 1SK. Meaning it's truly a matter of who shot first. Marksman rifles can still benefit from the reduced sway, but I honestly don't see a purpose for this perk in HC otherwise. Danger close: This perk amplifies damage only, not radius. A huge portion of the radius is already within killing range in HC, so spending 4 points on containing a little extra range isn't worth it. Gambler: It doesn't tell you what perk you get, so unless it's something noticeable like stalker or quickdraw, your playstyle won't change and you won't be able to properly utilize the perk you received. Ping: This perk only works if someone has a satcom up. So it's incredibly situational, more so than it already is. Scavenger: if you're confident enough to set up a class that requires extra ammo, use fully loaded instead. It doesn't require compromising positions like scavenger does, and positioning is everything in HC.
Recommended perks in HC: Ready up: Reaction time is incredibly important in HC, and this helps a lot. Steady aim: If all you need is one shot, then rapid fire steady aim SMGs are much better than shotguns in this game for CQC. Dead silence: This is recommended in all games, HC or not, but HC variants tend to have less actions per minute than core modes. Incog: If you're a stealth person in core that uses OtG often, switch it out for incog. Lots of campers, lots of snipers, lots of thermals. SItrep: Again, tactical loitering is extremely prevalent in HC variants, so there's a much higher rate of equipment users. Resilience: A few single story hops and you'll die in HC. Exrta tactical: Use thermobaric.
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Post by TheHawkNY on Apr 7, 2014 16:50:06 GMT -5
I assume he meant the numbers for quantifiable perks, like Ready Up decreasing sprint out by 40%.
Also I don't remember for certain, but I believe in HC, Ping will alert you with the noise to nearby enemies even if you do not have a Satcom deployed. Subjectively, I find Wiretap to be more useful than normal, as more players deploy Satcoms and more enemies run Dead Silence.
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Post by Marvel4 on Apr 23, 2014 12:55:40 GMT -5
Updated the Ghosts spreadsheet.
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Post by UrbaneVirtuoso on Apr 23, 2014 12:59:37 GMT -5
Welcome back, Marvel! :3
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Post by ultimate94ninja on May 1, 2014 6:25:04 GMT -5
What about the stats of the Venom-X and the Predator Cannon? (both available in multiplayer mode with the Devastation DLC) As well as the variant of the GM6 Lynx in the Helo Scout pointstreak?
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Post by kylet357 on May 3, 2014 18:48:50 GMT -5
What about the stats of the Venom-X and the Predator Cannon? (both available in multiplayer mode with the Devastation DLC) As well as the variant of the GM6 Lynx in the Helo Scout pointstreak? Well, direct impact with Predator Cannon is enough to kill a Juggernaut, so the damage of a direct impact is ≥ to 1250
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Post by ChloeB42 (Alexcalibur42) on May 3, 2014 19:05:00 GMT -5
Or does 100 damage and ignores the damage multiplier.
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Post by kylet357 on May 3, 2014 23:42:57 GMT -5
True dat. As for the Venom-X, Drift0r guessed every explosive was about C4 power (plus the leftover gas burn damage, which I'm guessing is about 5-10 damage per second or something).
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Post by pynkf65 on May 4, 2014 11:08:57 GMT -5
What do you mean quantifying ghost perk values? Like "takedown costs 1 and incog costs 3"? Or do you want like a subjective rating? Useless perks in HC: Takedown ICU Deadeye Arguable perks in HC: Recon: If your goal is to use a wide-radius tactical to light up potential enemies in an area, just use thermobaric. Instakill in HC. Focus: Most guns are 1SK. Meaning it's truly a matter of who shot first. Marksman rifles can still benefit from the reduced sway, but I honestly don't see a purpose for this perk in HC otherwise. Danger close: This perk amplifies damage only, not radius. A huge portion of the radius is already within killing range in HC, so spending 4 points on containing a little extra range isn't worth it. Gambler: It doesn't tell you what perk you get, so unless it's something noticeable like stalker or quickdraw, your playstyle won't change and you won't be able to properly utilize the perk you received. Ping: This perk only works if someone has a satcom up. So it's incredibly situational, more so than it already is. Scavenger: if you're confident enough to set up a class that requires extra ammo, use fully loaded instead. It doesn't require compromising positions like scavenger does, and positioning is everything in HC. Recommended perks in HC: Ready up: Reaction time is incredibly important in HC, and this helps a lot. Steady aim: If all you need is one shot, then rapid fire steady aim SMGs are much better than shotguns in this game for CQC. Dead silence: This is recommended in all games, HC or not, but HC variants tend to have less actions per minute than core modes. Incog: If you're a stealth person in core that uses OtG often, switch it out for incog. Lots of campers, lots of snipers, lots of thermals. SItrep: Again, tactical loitering is extremely prevalent in HC variants, so there's a much higher rate of equipment users. Resilience: A few single story hops and you'll die in HC. Exrta tactical: Use thermobaric. Does Agility speed up any movements other than sprint? What about ADS?
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Post by pynkf65 on May 4, 2014 11:10:13 GMT -5
Does Agility speed up any movements other than sprint? How about ADS?
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Post by -3055- on May 4, 2014 11:56:31 GMT -5
It increases movement by x1.07. So walking, sprinting, adsed movement. All multiplied by 1.07
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Post by pynkf65 on May 5, 2014 22:27:49 GMT -5
Thanks Bro!
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Post by UrbaneVirtuoso on May 6, 2014 6:06:13 GMT -5
... You srs? Agility affects ADS movement, too?
Welp, time to incorporate this perk.
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Post by argentetoile on Jun 3, 2014 17:38:41 GMT -5
Any word on the Gold PDW (fully auto now)? Same stats as before, but fully auto? What's the RPM?
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Post by kylet357 on Jun 3, 2014 22:46:13 GMT -5
Any word on the Gold PDW (fully auto now)? Same stats as before, but fully auto? What's the RPM? Safe to say it's probably the same as what it is in the burst (786 RPM I believe).
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Post by theprocitizen on Jun 7, 2014 13:58:29 GMT -5
Any word on the Gold PDW (fully auto now)? Same stats as before, but fully auto? What's the RPM? Safe to say it's probably the same as what it is in the burst (786 RPM I believe). Not perfectly sure here, but I believe that stats are the same in just about every way, except that the rate of fire is, supposedly, 857rpm, and the base mag is 20.
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Post by ChloeB42 (Alexcalibur42) on Jun 7, 2014 14:16:27 GMT -5
Check the weapon chart. Changes in magazine, headshot multiplier, rate of fire, quick raise, and hipfire
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Post by ultimate94ninja on Jun 12, 2014 2:38:05 GMT -5
Any stats about the Venom-X? (in multiplayer, Unearthed)
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Post by TheHawkNY on Jun 30, 2014 10:36:12 GMT -5
Damn Marvel, you're on top of your stuff. Thanks for updating the headshot multipliers already!
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