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Post by radicaldisconnect on Aug 26, 2014 14:29:50 GMT -5
I recall the MW3 striker getting a nerf. Was it simply a fix to the E-mags glitch, or did they nerf it further?
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Post by kylet357 on Aug 26, 2014 15:58:28 GMT -5
I recall the MW3 striker getting a nerf. Was it simply a fix to the E-mags glitch, or did they nerf it further? I think its damage was nerfed, but don't quote me on that.
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Post by sillyb on Aug 26, 2014 18:16:46 GMT -5
Is the burst delay for Marksman rifles with the 3-round burst attachment 0.2s? If so, can someone verify my calculation for the rounds per minute of the burst fire MR-28? x = base firetime = 0.1 y = marksman rifle burst fire firetime multipler = 0.8 z = burst delay = 0.2 3*60/(3xy+z) = 409 round per minute Thanks in advance. Yeah, that's right. Thanks, appreciate it
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Post by ChloeB42 (Alexcalibur42) on Aug 26, 2014 19:11:48 GMT -5
Was the Striker pellet count always 6? I thought part of its nerf was a pellet reduction. Maybe I'm remembering incorrectly, I did stop playing right before Terminal dropped
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Post by kylet357 on Aug 26, 2014 19:33:06 GMT -5
Was the Striker pellet count always 6? I thought part of its nerf was a pellet reduction. Maybe I'm remembering incorrectly, I did stop playing right before Terminal dropped I think that was just the Ext. Mags glitch.
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Post by ChloeB42 (Alexcalibur42) on Aug 26, 2014 19:43:30 GMT -5
I dunno, I thought it might have been 12 with Emags putting it at 8...then again I stopped using even before the patch when I unlocked the 1887. I'm looking at Marvel's stats and I don't see how it was nerfed besides a pellet reduction. Unless the range was the same as the SPAS pre patch. It does 25-15 damage, which is good over 300-600 units. I'm not seeing a nerf besides it's the only shotgun to be at 6 pellets anymore.
Just checked the "wiki" and they said "On the January 25th update for Xbox 360 (February 3 for PS3), the Striker had a reduction in the maximum number of pellets per shell from 9 pellets to 6."
So...take that with a grain of salt.
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Post by radicaldisconnect on Aug 26, 2014 19:58:28 GMT -5
Also, what did range exactly do to the shotgun damage profile? Did it increase both maximum and minimum damage range? According to the wikia (not really a reliable site), it says +25% to minimum damage.
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Post by ChloeB42 (Alexcalibur42) on Aug 26, 2014 20:08:46 GMT -5
Also, what did range exactly do to the shotgun damage profile? Did it increase both maximum and minimum damage range? According to the wikia (not really a reliable site), it says +25% to minimum damage. That's in the charts. Go to the Attachments tab.
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Post by kylet357 on Aug 27, 2014 0:29:24 GMT -5
Also, what did range exactly do to the shotgun damage profile? Did it increase both maximum and minimum damage range? According to the wikia (not really a reliable site), it says +25% to minimum damage. That's in the charts. Go to the Attachments tab. I checked the wiki. It said it's a 25% increase to overall range but also increases maximum range for a shotgun 25%.
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Post by ChloeB42 (Alexcalibur42) on Aug 27, 2014 1:42:36 GMT -5
It's range*1.25 on Marvel's chart, which is 25% to start and stop of the range dropoff. So the SPAS would be (400*1.25) and (700*1.25) Leaving the range 500-875 with Range. It's also super easy to test in a private match which is what I did before discovering Drift0r and this place.
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Post by radicaldisconnect on Aug 27, 2014 2:44:27 GMT -5
Got it, didn't see that until now. Thanks.
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Post by kylet357 on Aug 27, 2014 5:01:40 GMT -5
Unfortunately, Range is pretty much shit once you have Damage (the only time I use range is on the Striker and that's because I use it in a sweeper class). If you're good enough at the game to use Specialist and get the streaks, then you can just get Range via Specialist Bonus.
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Post by UrbaneVirtuoso on Aug 27, 2014 10:21:55 GMT -5
Range was pretty legit on the USAS-12, actually. Rage-induced snipes for days.
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Post by ChloeB42 (Alexcalibur42) on Aug 27, 2014 17:56:28 GMT -5
Damage was better within 400 but range wins out overall. Of course with it being fully automatic range gave better chances with follow up.
Of course 1887 damage was more fun IMO.
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Post by radicaldisconnect on Sept 8, 2014 0:09:41 GMT -5
The firerate in BO2 is supposedly tied to framerate, so they are usually multiples of 60, like how the MP7 has 900 rpm firerate, MSMC has 720 rpm firerate. Does this hold true for other CODs like COD4 and MW2?
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Post by ChloeB42 (Alexcalibur42) on Sept 8, 2014 0:42:26 GMT -5
The firerate in BO2 is supposedly tied to framerate, so they are usually multiples of 60, like how the MP7 has 900 rpm firerate, MSMC has 720 rpm firerate. Does this hold true for other CODs like COD4 and MW2? Mousey, or someone, pretty sure it was Mousey, did an in depth explanation on firerates and framrates. And yes every single CoD does this because Quake III engine and programmers not wanting to deal with it.
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Post by radicaldisconnect on Sept 8, 2014 0:56:21 GMT -5
BO2 didn't have much variety in firerate, so on consoles it is generally one of the following:
600 - Mk48, SCAR-H, AN-94, etc 720 - MSMC, M27, LSAT 900 - MP7, Vector, Type 25, QBB LSW, etc 1200 - Skorpion Evo, Chicom
However, firerate in COD4, for instance, seems to have greater variety, i.e. the Mini Uzi has a slightly higher firerate compared to the P90. How does the engine deal with that?
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Usagi
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Post by Usagi on Sept 8, 2014 8:40:33 GMT -5
The firerates were not all multiples of 60. The guns you listed as 900 RPM are actually 937.5 RPM, and the 1200RPM ones are actually 1250 RPM. I forget exactly how it works, but Treyarch picked these fire rates because they do not change when the frame rate changes. IW picks framerates other than these magic numbers because it makes the guns more interesting and unique, however their rate of fire can drop significantly when your frame rate changes. EDIT: I found the thread alexcal was talking about. It's an interesting read if you're into the nitty gritty of how the engine works. Here it is.
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Post by radicaldisconnect on Sept 10, 2014 22:08:53 GMT -5
Is the flinch and aim assist in BO2 any different from the other CODs? Didn't flinch-reducing perks start appearing in BO1?
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Post by kylet357 on Sept 11, 2014 8:54:07 GMT -5
Is the flinch and aim assist in BO2 any different from the other CODs? Didn't flinch-reducing perks start appearing in BO1? Hardened was the first flinch-reduction perk (and it was also the most effective, at 80% reduction compared to Black Ops 2 Toughness at 75%).
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Post by radicaldisconnect on Sept 11, 2014 22:14:14 GMT -5
Got it. There seems to be a lot more crying about flinch in BO2 than in other CODs, so is the flinch in that game different from the other CODS?
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Usagi
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Post by Usagi on Sept 11, 2014 22:50:21 GMT -5
Got it. There seems to be a lot more crying about flinch in BO2 than in other CODs, so is the flinch in that game different from the other CODS? It's not about the flinch, it's about Toughness. Nobody used Hardened Pro in BO1 so it wasn't a problem then, but in BO2 everyone and their grandma used Toughness because most Tier 2 perks sucked. That made Toughness absolutely mandatory if you wanted to actually be able to kill anyone.
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Post by kylet357 on Sept 12, 2014 0:33:13 GMT -5
Got it. There seems to be a lot more crying about flinch in BO2 than in other CODs, so is the flinch in that game different from the other CODS? It's not about the flinch, it's about Toughness. Nobody used Hardened Pro in BO1 so it wasn't a problem then, but in BO2 everyone and their grandma used Toughness because most Tier 2 perks sucked. That made Toughness absolutely mandatory if you wanted to actually be able to kill anyone. It might just be me, but World at War's flinch seems to be a shit ton less. It might be that when I noticed this I was playing Split Screen, so it might not look the same as on full-screen.
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wings
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Post by wings on Sept 17, 2014 18:18:05 GMT -5
I used Hardened Pro in BO1 with my LMG classes.
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Post by kylet357 on Oct 16, 2014 4:30:01 GMT -5
So the Mw2 Ak47 with holo has Fmj penetration? Do these both attachments stack? I don't see how they could. FMJ (if it's the same as all previous penetration abilities) is 2x damage through walls up to a maximum of 95% of damage the weapon does regularly. So if you have a weapon that does 40 damage and you shoot through a wall that makes it do 20 damage, FMJ will increase some of that damage up to 0.95*40=38.
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Post by kylet357 on Oct 16, 2014 15:18:43 GMT -5
I don't see how they could. FMJ (if it's the same as all previous penetration abilities) is 2x damage through walls up to a maximum of 95% of damage the weapon does regularly. So if you have a weapon that does 40 damage and you shoot through a wall that makes it do 20 damage, FMJ will increase some of that damage up to 0.95*40=38. Ok thx. Well im gona use holo on my Ak now. Last time I checked, adding any attachment to the AK-47 gave it sway. However, if you're gonna go with an attachment I'd recommend FMJ just because of the fact that the holographic sight sucks and visual recoil will make it suck more. Irons on the AK are great as they are.
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Post by UrbaneVirtuoso on Oct 16, 2014 21:12:32 GMT -5
Given it's a stupid requirement in order to use Ext Mags, can't say I blame em'.
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Post by netherwind on Nov 3, 2014 16:29:34 GMT -5
Wonder if anyone is doing it this year?
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banana
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Post by banana on Nov 3, 2014 23:28:35 GMT -5
Is marvel getting aw?
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Will
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Post by Will on Nov 4, 2014 8:54:37 GMT -5
Let's all say what we like the most about Marvel. I'll start:
Marvel is marvelous.
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