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Post by dpkaufman on May 16, 2016 13:21:55 GMT -5
I can't stand the slow movement speeds while ADS with assault rifles (even w/stock), so I basically never use them. The razorback is the only SMG I have very much success with at medium long range, so it's really the only gun I ever use on larger maps.
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lllRL
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Post by lllRL on May 17, 2016 9:39:04 GMT -5
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 Touch Football. It might have been because of its sprint out and ads which are very important in hc Yep. Totally unbelievable that maybe better players gravitate towards certain guns, meaning that KD will obviously be higher. But of course, a skill gap is a bad thing... -_-
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haoz
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Post by haoz on May 17, 2016 13:19:59 GMT -5
I really dislike how the phrase "skill gap" is used everywhere, and it doesn't make any sense here.
Nobody know how they balance the guns, but I'd bet it's not as simple as make every gun 1 kd. There's probably a target range for performance as well as usage rate for each gun, and I'd bet they're happy with a higher k/d and usage of the M8 for instance.
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Post by Marvel4 on May 23, 2016 17:59:43 GMT -5
Updated the Advanced Warfare spreadsheet.
Bal-27: Fire time increased by 21.43% Bal-27 (Marksman, Obsidian Steed): Fire time increased by 6.25% Bal-27 (Inferno): Fire time increased by 16.67% Bal-27 (Inferno): Intro fire time increased by 12.5%
ASM1: Fire time increased by 12.66% ASM1: Intro fire time increased by 14.29% ASM1 (Sweeper, Scout): Fire time increased by 11.24% ASM1 (Reckless): Fire time increased by 14.55% ASM1 (Speakeasy): Fire time increased by 16.95%
Tac-19 (Royalty): ADS spread decreased by 9.09% Tac-19 (Royalty): Maximum damage range increased by 33.33% Tac-19 (Royalty): Minimum damage range increased by 15.38%
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haoz
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Post by haoz on May 23, 2016 18:14:02 GMT -5
Oh wow were these changes made today?
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banana
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Post by banana on May 23, 2016 19:04:31 GMT -5
It's weird that they nerfed the Steed (#4 in KD) and Speakeasy (not even in the top 5) without nerfing the 3 guns above the steed and the gun below it. Treyarch's policy is way better than Sledgehammer's
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haoz
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Post by haoz on May 23, 2016 23:02:36 GMT -5
They probably don't know what balance is anymore with all the new guns anyway. Anyway it doesn't matter because the only game mode available is TDM.
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Post by lustindarkness on May 24, 2016 7:09:57 GMT -5
Enough people still play AW?
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Post by tobysi on May 25, 2016 17:41:38 GMT -5
A little late for a nerf in AW lmao
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Post by LeGitBeeSting on May 25, 2016 20:58:58 GMT -5
I to this day still wait for the Olympia buff.
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Usagi
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Post by Usagi on May 25, 2016 21:23:42 GMT -5
No nerfs to the Insanity? Alrighty then.
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banana
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Post by banana on May 26, 2016 11:14:58 GMT -5
No nerfs to the Insanity? Alrighty then. I'm not trippin
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Post by livingonluck on Jul 22, 2016 7:30:04 GMT -5
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JustABitAgroed
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Post by JustABitAgroed on Jul 22, 2016 8:20:34 GMT -5
In ms: M8A7: 166 XR-2: 200 Pharo: 100 '48 Dredge: 166 P-06: 700 RK5: 100 Not sure about anything else you're talking about though. CQ?
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Post by livingonluck on Jul 22, 2016 8:52:23 GMT -5
Thanks. Pretty much confirm what he has in CQ is ms.
As far as what I meant:
If you go to that spreadsheet and click on the tab at the bottom that say "Raw Weapons" You'll see the top rows say A | B | etc.... Scroll over to CQ, and you'll see "burstFireDelay" and under that is the numbers you've listed. That's all I meant by that.
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JustABitAgroed
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Post by JustABitAgroed on Jul 22, 2016 8:59:06 GMT -5
Thanks. Pretty much confirm what he has in CQ is ms. As far as what I meant: If you go to that spreadsheet and click on the tab at the bottom that say "Raw Weapons" You'll see the top rows say A | B | etc.... Scroll over to CQ, and you'll see "burstFireDelay" and under that is the numbers you've listed. That's all I meant by that. Ah, I see. Didn't realize you were talking about the cell number. My bad.
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JustABitAgroed
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Post by JustABitAgroed on Jul 24, 2016 11:56:58 GMT -5
I had a question for Marvel or anyone else who might know: how can projectile speed be converted into a more useful figure? Or rather, what units are the figures in? Take the Banshii for example. It has a projectile speed of 2250. Assuming that the figure's in inches like everything else, it would result in 57.15 m/s, which from anecdotal experience seems far too fast. Something around 25-30 m/s is more appropriate. Anyway, if any of you know the units of the projectile speed figures then let me know.
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Post by Marvel4 on Jul 25, 2016 9:18:39 GMT -5
Projectile speed is in inches per second. It's not fast at all, a real bullet can be faster than 1000 meters per second.
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Post by unworthythor on Aug 14, 2016 19:38:37 GMT -5
Yes, I know. Why are you responding to an old thread...and for a game that is way past its prime! I'm one of those who loves Advanced Warfare...mostly I think it is because it is the very 1st COD game I've played. I've been primarily a Halo and Gears of War player, and the new movement introduced in Advanced Warfare got me intrigued. Much respect to those who simply don't like the movement...I understand.
OK, that out of the way...my favorite gun (NO SUPRISE) was the Speakeasy, bar none. I have been so lucky that over time I have received both a Speakeasy and the ASM1 Royalty and have used both. Other than these guns, the high fire rate weapons were my go to ones (MP11, KF5 breakneck and single stack, SAC3, the aforementioned SpeakEasy and ASM1 Royalty, Bal Inferno....yes, I actually got all these guns over time...I have been lucky; the ASD Gods smiled upon me greatly).
The recent nerf to the Speakeasy was sad for me, but it was needed. I have noted from Marvel4 stats that there is a note regarding the ASM1 Royalty was not affected it seems; only the Speakeasy. The original fire rate, according to the spreadsheet was still 1016 after the first 8 shots.
I think this is not completely accurate. I believe the Royalty and Speakeasy both got a nerf to a fire rate to 869 from 1016 based upon my own rather unscientific testing. From an audible standpoint, firing both the Speakeasy and Royalty today sounds like they have exactly the same fire rate. Comparing the audible sound of the ASM1 Royalty with the Breakneck or Single Stack (KF5), those guns sound and fire WAY faster. This is on XBox1....maybe it is different on PS4, but most likely not.
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banana
True Banana
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Post by banana on Aug 14, 2016 20:48:06 GMT -5
The hole puncher, heavy, insanity, and loophole are hella top tier
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JustABitAgroed
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Post by JustABitAgroed on Aug 15, 2016 5:36:13 GMT -5
So, what's this dude babbling about again?
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Post by unworthythor on Aug 15, 2016 19:39:06 GMT -5
So, what's this dude babbling about again? If you are referring to my post, let me put it more succinctly: From Marvel4 excellent spreadsheet: ASM1 Speakeasy fire rate (RPM) = 869 after first 8 shots lerping from 750 ASM1 Royalty fire rate (RPM) = 1016 after first 8 shots lerping from 857 I'm saying from some unscientific stop watch and audible testing on my own, I believe the ASM1 Royalty actually mimics the Speakeasy exactly; its RPM = 869, not 1016. Marvel4, you are amazing. Thanks for the hard work you have put into that stat sheet.
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banana
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Post by banana on Aug 15, 2016 22:22:18 GMT -5
Marvel4 might have messed up. Or maybe human testing is worse than we thought lol
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haoz
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Post by haoz on Aug 16, 2016 11:52:13 GMT -5
i think fire rate is tied to frame rate for AW. this was fixed in blops3.
the sound effects appear not to be tied to frame rate however, which can be deceiving.
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Usagi
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Post by Usagi on Aug 16, 2016 21:32:09 GMT -5
At least they said they fixed it in BO3, dunno if that's actually true or not.
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banana
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Post by banana on Aug 16, 2016 23:40:39 GMT -5
At least they said they fixed it in BO3, dunno if that's actually true or not. They did, I shot the Peacekeeper and icr side by side (splitscreen) and the Peacekeeper finished first every single time). It's kinda noticeable too
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Post by gr1ngo on Aug 30, 2016 3:13:39 GMT -5
hi guys
i'm trying to understand marvel4's BO3 stats, can you guys clarify on a couple of points below? TIA.
1. Looking at the 'Attachments' sheet for Long Barrel (SMG), which parameter does this increase - "5th Damage Range * 1.25, Minimum Damage Range * 1.25"? I'm confused because there are different columns for damage and range so i'm not sure which should be multiplied by 1.25.
2. What is the unit of measurement for the numbers under 'Range'? I assume that when you divide if by 40 then it converts it to feet. Is this correct?
Thanks
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Post by gr1ngo on Aug 31, 2016 1:13:01 GMT -5
got it now. thanks, mousey!
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Post by imrlybord7 on Sept 7, 2016 11:04:35 GMT -5
Does anyone know the exact numbers for the silencer range reductions in CoD4? range is in inches (which is also the base unit of distance the game uses in the code for these sort of things). the ranges are basically cutoff points for particular damage values. e.g. the KN-44 deals 40 damage out to 700 inches. Then it scales from 40 to 30 between 700-701 (so basically an instant drop) then it does 30 damage out to 2000 inches, then drops to 29 for distances of 2001 or more. multiplying the ranges multiplies the distances for when these damage values change. so the KN with the long barrel (1.13 multiplier) would deal 40 damage out to 1130 inches. Uh... you mean 791 inches?
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probaddie
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You're triggering my intelligence
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Post by probaddie on Sept 7, 2016 17:52:44 GMT -5
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