Usagi
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Grin and Barrett
Posts: 1,674
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Post by Usagi on Mar 20, 2016 20:17:26 GMT -5
Stock and ELO was good enough for me when I was golding it.
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Post by pat421h on Mar 21, 2016 19:05:03 GMT -5
It says MR6 has been nerfed on the latest patch note. Can we get a detail on what the nerf is? I can only see that the DW RPM is reduced by 100 for each gun, but that's pretty much it. And single is still 600rpm.
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lllRL
True Bro
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Post by lllRL on Mar 22, 2016 0:19:09 GMT -5
It says MR6 has been nerfed on the latest patch note. Can we get a detail on what the nerf is? I can only see that the DW RPM is reduced by 100 for each gun, but that's pretty much it. And single is still 600rpm. I'd like to know this too. People are complaining that they can't fire as fast with it anymore, so it would be downright hilarious if it was only reduced to 450-500rpm.
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Post by I Am Hollywood5 on Mar 22, 2016 18:30:52 GMT -5
HG40 looks pretty cool. When I first heard it coming to BO3 I was hoping for 600rpm 20-round mag with a good 3HK. Looks more like ~520rpm with a 30-round mag and a short 3HK but very good 4HK range. Maybe a little underpowered but that seems to be the trend with supply drop guns, which I certainly don't mind.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Mar 24, 2016 8:56:12 GMT -5
For suppressor on shotguns what does (minimum damage range * 1) mean?
On the Argus what does (Damage Add * 1) mean?
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Post by wat7 on Mar 24, 2016 9:27:32 GMT -5
For suppressor on shotguns what does (minimum damage range * 1) mean? On the Argus what does (Damage Add * 1) mean? The way i understand it (minimum damage range * 1) means that the suppressor doesn't decrease the total range of a shotgun, only the basedamage ranges. (Damage Add * 1) means that the Argus basedamage stays 50, doesn't matter if it's suppressed or not. Only the Pellet damage Drops from 11 to 9 (9.9 gets rounded down i think?) until 300 inches and from 7 to 6 after Effectively this means that a suppressed Argus can't one shot after 300 inches even when shot in ADS because 50+6*8=98 I made some bad weapon charts in paint for myself and friends, maybe it's easier to understand with those imgur.com/a/wSMsc
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on Mar 24, 2016 12:37:15 GMT -5
Hey those charts are pretty nice. Good work, guy.
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banana
True Banana
Zoro > Law
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Post by banana on Mar 24, 2016 15:38:55 GMT -5
now all we need are ttk charts
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mannon
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wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
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Post by mannon on Mar 24, 2016 16:23:03 GMT -5
Recoil charts... mmm... Though, will I still be playing by the time they're ready? heh Who knows. These weapon drops are seriously killing my motivation. If I want random loot I'd probably rather just go play The Division where the game's designed for it, and I don't have to buy it with real cash...
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Post by imrlybord7 on May 1, 2016 14:00:23 GMT -5
Marvel4 How come you don't include burst delays in the spreadsheet? And does an extra firetime have to elapse after the final bullet before the coded delay begins?
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JustABitAgroed
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Post by JustABitAgroed on May 1, 2016 14:08:42 GMT -5
Marvel4 How come you don't include burst delays in the spreadsheet? And does an extra firetime have to elapse after the final bullet before the coded delay begins? Click on the Rate of Fire RPM cells. The burst delays are in there. And what do you mean by "extra" firetime? If you're asking if the firetime of the last bullet in the burst has to elapse before the burst delay (Yes, they're separate. The firetime hasn't been added onto the burst delay.) starts then yes, if you're referring to something else then please specify.
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Post by imrlybord7 on May 1, 2016 14:26:59 GMT -5
Click on the Rate of Fire RPM cells. The burst delays are in there. And what do you mean by "extra" firetime? If you're asking if the firetime of the last bullet in the burst has to elapse before the burst delay (Yes, they're separate. The firetime hasn't been added onto the burst delay.) starts then yes, if you're referring to something else then please specify. The RPM cells have no black mark in the corner and nothing happens when I click on them other than some math popping up underneath View Only. And yeah, that's what I was talking about.
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JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
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Post by JustABitAgroed on May 1, 2016 15:11:16 GMT -5
Click on the Rate of Fire RPM cells. The burst delays are in there. And what do you mean by "extra" firetime? If you're asking if the firetime of the last bullet in the burst has to elapse before the burst delay (Yes, they're separate. The firetime hasn't been added onto the burst delay.) starts then yes, if you're referring to something else then please specify. The RPM cells have no black mark in the corner and nothing happens when I click on them other than some math popping up underneath View Only. And yeah, that's what I was talking about. Click on the cell then look at the fx bar. For example, with the M8 it reads "=INT((60/(AI14+(0.166/4))))". .166 is the burst delay.
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Post by I Am Hollywood5 on May 6, 2016 19:05:36 GMT -5
Looking forward to the FFAR stats, looks like one beast of a gun
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banana
True Banana
Zoro > Law
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Post by banana on May 6, 2016 19:23:50 GMT -5
Looking forward to the FFAR stats, looks like one beast of a gun it's 4hk to a decent range and 900ish rpm. High recoil. Basically an AR VMP I don't have it but I played like 5 games where I found it on the ground. I love the gun tbh.
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lllRL
True Bro
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Post by lllRL on May 6, 2016 23:40:00 GMT -5
Great. The VMP is already a poor AR with those tragic handling stats. The FFAR will undoubtedly be better with probably triple the 4hk range and no drop off to 6hk, meaning a powerful RnG weapon and so Treyarch guarantees a spot on my developer blacklist.
Meanwhile 6 months later EU servers are still flooded with middle easterns. Priorities...
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haoz
True Bro
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Post by haoz on May 9, 2016 17:30:54 GMT -5
FFAR stats were added yesterday btw.
The Weevil is shown as having an ADS movement speed of 0.76, like the VMP and Kuda. I assume this isn't an error since the raw stats page assigns the same adsMoveSpeedScale to the Weevil, Kuda, and VMP. But is it true that the Weevil gets stalker_smg_fast as opposed to just stalker_smg?
Also. I just noticed the Kuda was changed up a bit. It deals 32 damage between 201 and 1000 inches. 32 damage means two headshot will reduce bullets to kill from 4 to 3. (And a single headshot lead to a 3HK if the enemy is at all damaged.) Why they don't help the Weevil with stuff like this is a mystery to me.
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Post by wat7 on May 10, 2016 15:02:14 GMT -5
Also. I just noticed the Kuda was changed up a bit. It deals 32 damage between 201 and 1000 inches. 32 damage means two headshot will reduce bullets to kill from 4 to 3. (And a single headshot lead to a 3HK if the enemy is at all damaged.) Why they don't help the Weevil with stuff like this is a mystery to me. It does 32 damage at 201 and 29 damage at 1000 inches meaning it has damage falloff over range now. It's most likely something for hardcore as the 30 damage range ends somewhere around 750 inches, i'm guessing there's only room for 6 damage numbers so they decided to give it the dropoff instead of a separate 30 damage range.
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haoz
True Bro
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Post by haoz on May 10, 2016 23:31:30 GMT -5
Also. I just noticed the Kuda was changed up a bit. It deals 32 damage between 201 and 1000 inches. 32 damage means two headshot will reduce bullets to kill from 4 to 3. (And a single headshot lead to a 3HK if the enemy is at all damaged.) Why they don't help the Weevil with stuff like this is a mystery to me. It does 32 damage at 201 and 29 damage at 1000 inches meaning it has damage falloff over range now. It's most likely something for Touch Football as the 30 damage range ends somewhere around 750 inches, i'm guessing there's only room for 6 damage numbers so they decided to give it the dropoff instead of a separate 30 damage range. Oh I see. Now the stat chart makes more sense for me. Is health and damage always an integer (and rounded down)?
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mannon
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Post by mannon on May 11, 2016 7:54:07 GMT -5
Yes
As far as I know any damage gets truncated down to an integer before being subtracted from health. So if there's any fractional amount it almost always comes out of damage rather than health.
Back in the MW2 days there was at least 1 edge case where damage could round up, however. I believe that was something to do with penetration damage, but it was pretty esoteric. I don't honestly remember the details either.
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lllRL
True Bro
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Post by lllRL on May 14, 2016 11:26:23 GMT -5
Also. I just noticed the Kuda was changed up a bit. It deals 32 damage between 201 and 1000 inches. 32 damage means two headshot will reduce bullets to kill from 4 to 3. (And a single headshot lead to a 3HK if the enemy is at all damaged.) Why they don't help the Weevil with stuff like this is a mystery to me. It does 32 damage at 201 and 29 damage at 1000 inches meaning it has damage falloff over range now. It's most likely something for Touch Football as the 30 damage range ends somewhere around 750 inches, i'm guessing there's only room for 6 damage numbers so they decided to give it the dropoff instead of a separate 30 damage range. I won't pretend that I care much for HC, but the Kuda now has 250u 1hk range while the Razorback, arguably the weakest "regular" primary of all time in CoD, now matches the Pharo's. Oh and the Weevil now has the best 1hk range of any SMG that isn't the HG40 (why should that have the best range? It's an RnG weapon). Why would the Weevil have longer 1hk range than the pathetic Razorback? It only had a few metres over the Kuda to start with, and even that doesn't really make up for the Kuda's constant fire rate advantage. Idiots... this game gets worse with every patch (and almost daily 'hotfix').
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banana
True Banana
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Post by banana on May 15, 2016 10:37:46 GMT -5
It does 32 damage at 201 and 29 damage at 1000 inches meaning it has damage falloff over range now. It's most likely something for Touch Football as the 30 damage range ends somewhere around 750 inches, i'm guessing there's only room for 6 damage numbers so they decided to give it the dropoff instead of a separate 30 damage range. I won't pretend that I care much for HC, but the Kuda now has 250u 1hk range while the Razorback, arguably the weakest "regular" primary of all time in CoD, now matches the Pharo's. Oh and the Weevil now has the best 1hk range of any SMG that isn't the HG40 (why should that have the best range? It's an RnG weapon). Why would the Weevil have longer 1hk range than the pathetic Razorback? It only had a few metres over the Kuda to start with, and even that doesn't really make up for the Kuda's constant fire rate advantage. Idiots... this game gets worse with every patch (and almost daily 'hotfix'). Treyarch balances to make every gun around 1 kd. They don't listen to community. Which is awesome because we have got 0 nerfs to shotguns. For whatever reason the razorback was op in Hardcore. It might have been because of its sprint out and ads which are very important in hc
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Deleted
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Post by Deleted on May 15, 2016 21:48:34 GMT -5
Treyarch balances to make every gun around 1 kd. I sure hope not.
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Post by dpkaufman on May 16, 2016 8:33:15 GMT -5
My guess would be they have lower k/d targets for SMGs and shotguns than on the more defensive long-range guns.
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Post by lustindarkness on May 16, 2016 8:53:04 GMT -5
I'm glad they at least try to balance stuff out all the time. Not very well, but at least they try.
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banana
True Banana
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Post by banana on May 16, 2016 10:34:27 GMT -5
i am the weapon and you are all merely attachments pretty sure they just wing the whole balance thing. theres never been a cod without some guns being absolutely eclipsed by others. And balancing around popularity would probably give them the most positive feedback considering the community. This cod is actually very balanced
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JustABitAgroed
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Post by JustABitAgroed on May 16, 2016 10:57:28 GMT -5
My guess would be they have lower k/d targets for SMGs and shotguns than on the more defensive long-range guns. I don't think they understand their own game that well. Have you seen them play it?
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JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
Posts: 345
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Post by JustABitAgroed on May 16, 2016 10:58:33 GMT -5
i am the weapon and you are all merely attachments pretty sure they just wing the whole balance thing. theres never been a cod without some guns being absolutely eclipsed by others. And balancing around popularity would probably give them the most positive feedback considering the community. This cod is actually very balanced It's definitely close to about as good as it's ever going to get with these devs.
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mannon
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Post by mannon on May 16, 2016 11:06:37 GMT -5
It does seem much more balanced than previous ones I played. It's way way way more balanced than BO1, and prolly even better than MW2. (I was always of the opinion that most weapons in MW2 were viable in core, though some were more niche than others. There were a few standouts that were either slightly better or much worse than most of the others, and HC was not really balanced at all... but then I don't really care about HC. heh To me HC is just CoD pretending to be CS... I'd rather just go play CS. At least in BO3 it looks like they have taken HC into consideration with balancing without screwing up the core balancing.)
I haven't quite decided how I feel about the buffs to the sights, though. On the one hand I do like throwing a varix on something and doing work. On the other hand I can't just pick the sights I like now, because those stats are important. And it really nerfs the crap out of grip in the meta. Also why should BOA get a buff and ELO doesn't? ELO is clearer, but also a later unlock, and already didn't get the color change capability of the BOA. Now the ELO is really inferior unless you just HAVE to have the clearest possible sight. It also means running irons to save a point is going to hurt you. Still, it's better than having them work like the ACOG in MW2 which actually made your recoil worse... O,o
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haoz
True Bro
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Post by haoz on May 16, 2016 11:30:54 GMT -5
It does 32 damage at 201 and 29 damage at 1000 inches meaning it has damage falloff over range now. It's most likely something for Touch Football as the 30 damage range ends somewhere around 750 inches, i'm guessing there's only room for 6 damage numbers so they decided to give it the dropoff instead of a separate 30 damage range. I won't pretend that I care much for HC, but the Kuda now has 250u 1hk range while the Razorback, arguably the weakest "regular" primary of all time in CoD, now matches the Pharo's. Oh and the Weevil now has the best 1hk range of any SMG that isn't the HG40 (why should that have the best range? It's an RnG weapon). Why would the Weevil have longer 1hk range than the pathetic Razorback? It only had a few metres over the Kuda to start with, and even that doesn't really make up for the Kuda's constant fire rate advantage. Idiots... this game gets worse with every patch (and almost daily 'hotfix'). You can't judge everything on just damage to full health players, especially since there's no damage recovery in HC. 29 damage is still pretty potent since it's a 1SK with headshot and a 1SK on a player with even a nick of damage. I don't play HC at all though, this is just speculation. Back to core... even though the razorback is statistically weak, it seems to be really dominant in pubs. Or that I only see good players using it. I'm not sure what the attraction of the gun is; I guess it is versatile and consistent.
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