markopolo
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Once a LMG Camper, Then a Voidlock, Now a Lexington 25-8-366 Runner
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Post by markopolo on Jan 14, 2013 15:35:53 GMT -5
I'm always confused about the range of x to kill
So, if (as an example) the QBB has no value at 2, if the oppoant is within 750, it will kill in 3 bullets.... at 1500, it will kill them in 4 and something at 5.... that means that the QBB will never be a 2 shot kills, kill in 3 if the opponant is close, kill somone at 1500 in 4 bullets, and will kill in 5 at a very far far distance?
Is that correct?
And furthermore, how does this relate to time to kill. It was my understanding that the QBB is one of the quickest (tied with the LSAT) in TTK because it shot so fast?
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Post by RageHulkSmash on Jan 14, 2013 17:28:43 GMT -5
I'm always confused about the range of x to kill So, if (as an example) the QBB has no value at 2, if the oppoant is within 750, it will kill in 3 bullets.... at 1500, it will kill them in 4 and something at 5.... that means that the QBB will never be a 2 shot kills, kill in 3 if the opponant is close, kill somone at 1500 in 4 bullets, and will kill in 5 at a very far far distance? Is that correct? And furthermore, how does this relate to time to kill. It was my understanding that the QBB is one of the quickest (tied with the LSAT) in TTK because it shot so fast? Ya. The QBB kills in 3 bullets from 0-750 units, 4 bullets from 751-1500 units and 5 bullets beyond 1500 units. Time to kill only relates to bullets to kill and rpm. You can do TTK for different ranges but all you're really doing is changing the bullets to kill value. And thanks for linking the SS, Marvel4.
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Post by ultimate94ninja on Jan 21, 2013 13:53:53 GMT -5
In the singleplayer mode of Black Ops II, the B23R's bursts can be fired faster than in multiplayer. I want to make sure if the total rate of fire overall is either 1022 RPM (340.9 bursts per minute) in which case there would be no delay between bursts, or 937.5 RPM (312.5 bursts per minute) in which case the delay would be very small (0.016 sec). Any idea?
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Post by jeszkar on Jan 21, 2013 14:00:21 GMT -5
I like to ask a question. How accurate the recoil numbers from MW2?
Because I found a few strange things:
For example according the stats the recoil of MG4 from MW2 is the same as the recoil of MK46 from MW3. I'm sure that's not true. The MK46 have more recoil than the MG4 and the direction of the recoil difference too (the MK46 have vertical the MG4 have horizontal recoil)
Of course I can only test this with wall testing (on the Terminal because both MW2 and MW3 have terminal)
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banana
True Banana
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Post by banana on Jan 21, 2013 14:19:49 GMT -5
The mw2 recoil numbers are 100% accurate because they are pulled from the game code. The mk46 also has gunkick so that could be why that's happening.
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Post by jeszkar on Jan 21, 2013 14:59:37 GMT -5
But the visual kick doesn't really affect the actual recoil. I can see less while I shooting but nothing else.
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banana
True Banana
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Post by banana on Jan 21, 2013 15:10:26 GMT -5
gunkick is different from visual kick just like viewkick is different from visual kick start at 3:35
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Post by jeszkar on Jan 21, 2013 15:32:10 GMT -5
So actually without the exact stats about the gun kick we can't know the exact recoil values of a guns from MW3?
EDIT: I tried out MK46 with thermal to remove gunkick (also put the grip on the gun to countering the decrased centerspeed) and now the recoil represent the recoil of MG4.
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banana
True Banana
Zoro > Law
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Post by banana on Jan 23, 2013 10:05:29 GMT -5
Well it's only the lmgs and the ak47 that have significant gunkick values in mw3
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Post by Marvel4 on Feb 1, 2013 13:28:17 GMT -5
Updated the Black Ops II spreadsheet.
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Feb 1, 2013 14:00:52 GMT -5
Updated the Black Ops II spreadsheet. Thank you! As far as I can make it, the following are new: 1) SWAT: damage 40/33. 3HK at 2000, 4HK at infinity. Headshot multiplier: 1.4 (was 1.2). The last increase is significant because with one bullet hitting the head the weapon is one burst kill at all ranges. I imagine that this would make the weapon a head-glitch er killer. 2) SCAR: damage 45/33. 3HK at 2000, 4HK at infinity (was ~3000). 3) Death Machine: 3HK up to 726. 4) M27 headshot multiplier: 1.2 (was 1.1). 5) MTAR; 3HK up to 650 (was ~530) 6) SMG: damage now 59/49 (was 50/40). 7) FAL: hip spread now 4/8, 3/6, 2/5 8) LMG ADS time: 0.48 -> 0.45 (does this even make a difference?)
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Post by jipa on Feb 5, 2013 8:34:54 GMT -5
Updated the Black Ops II spreadsheet. Thank you! As far as I can make it, the following are new: 1) SWAT: damage 40/33. 3HK at 2000, 4HK at infinity. Headshot multiplier: 1.4 (was 1.2). The last increase is significant because with one bullet hitting the head the weapon is one burst kill at all ranges. I imagine that this would make the weapon a head-glitch er killer. 2) SCAR: damage 45/33. 3HK at 2000, 4HK at infinity (was ~3000). 3) Death Machine: 3HK up to 726. 4) M27 headshot multiplier: 1.2 (was 1.1). 5) MTAR; 3HK up to 650 (was ~530) 6) SMG: damage now 59/49 (was 50/40). 7) FAL: hip spread now 4/8, 3/6, 2/5 8) LMG ADS time: 0.48 -> 0.45 (does this even make a difference?) Wasn't the ADS time reduced to 0.40? And what about the QBB time? Thought it was faster than others. No solid data, but this is what I've heard. Anyone know? Also, anyone know what the new type 25 hip fire numbers are? Needs to be fixed too.
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Post by Marvel4 on Feb 7, 2013 22:16:55 GMT -5
Updated the Black Ops II spreadsheet.
Added 100% accurate stats from the game's fast files (including recoil).
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Post by APOCALYPSE on Feb 7, 2013 23:41:17 GMT -5
MARVEL I LOVE YOU. ALL HOMO. Also, dat M8 CS
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Post by bigal093 on Feb 8, 2013 13:20:24 GMT -5
Sorry if this is a stupid question, but what is the "Magn" recoil value? I don't remember ever hearing this term.
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Post by bigal093 on Feb 8, 2013 13:34:35 GMT -5
Min magnitude. If the recoil rolls a number lower than the minimum magnitude, then it'll jump up to that value, iirc. So what you're saying is that the game assigns a given recoil "roll" a total magnitude, basically how good or bad that shot will recoil, and then if it is lower then the minimum magnitude assigned to that gun then the magnitude will jump to that minimum number? So essentially, the lower the minimum magnitude, the lower the best possible recoil pattern would be for that gun? Or would it be the higher magnitude value that would be better?
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danoski666
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Post by danoski666 on Feb 8, 2013 13:37:50 GMT -5
Updated the Black Ops II spreadsheet. Added 100% accurate stats from the game's fast files (including recoil). MARVEL BROKE THE FUCKING GAME.
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probaddie
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You're triggering my intelligence
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Post by probaddie on Feb 8, 2013 16:03:55 GMT -5
Min magnitude. If the recoil rolls a number lower than the minimum magnitude, then it'll jump up to that value, iirc. So what you're saying is that the game assigns a given recoil "roll" a total magnitude, basically how good or bad that shot will recoil, and then if it is lower then the minimum magnitude assigned to that gun then the magnitude will jump to that minimum number? So essentially, the lower the minimum magnitude, the lower the best possible recoil pattern would be for that gun? Or would it be the higher magnitude value that would be better? Well, "better" is a bit subjective. Yes, a lower minimum magnitude will mean a lower average vertical deflection. But with a higher minimum magnitude, the range of possible vertical velocities to choose from on each shot shrinks. This means that the performance of the gun is more consistent and predictable
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Post by KingVaroon on Feb 9, 2013 7:34:10 GMT -5
Hey marvel, now that you have access to the multiplayer weapon files, what about the explosive and killstreak damages and blast radius?
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Post by Marvel4 on Feb 9, 2013 8:56:05 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)
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banana
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Post by banana on Feb 9, 2013 12:18:58 GMT -5
Will it be hard to get the zombie files?
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wittyscorpion
True Brorange
All warfare is based on deception.
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Post by wittyscorpion on Feb 9, 2013 14:17:47 GMT -5
@marvel: I have been wondering about a few things if you are accepting requests :-)
1) "rang to kill": when RF is attached, when Silencer is attached, (and maybe when both are attached at the same time?)
2) Effective radius of tactical equipments: tac grenades (especially EMP), Trophy, Blackhat...
3) Duration of Smoke grenade
4) Burst delay for SF on automatic weapons (0 for SMG? what about AR?)
For data regarding tactical and lethal equipments, you probably already have them published in various threads. Would be awesome if you can add a sheet to your weapon stats spreadsheet for easy reference :-)
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Post by KingVaroon on Feb 9, 2013 16:28:35 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) Wow.. so a frag grenade has the same range as C4 and only 5 less damage.. I feel bad for everyone who used their unlock tokens on C4s Is the damage drop linear like the good old days or step like they are now? Also, any possible info on the hellstorm missile and lightning strike payloads?? Thank you kind sir
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Post by Marvel4 on Feb 9, 2013 21:49:27 GMT -5
Will it be hard to get the zombie files? Unfortunately, yes. 1) "rang to kill": when RF is attached, when Silencer is attached, (and maybe when both are attached at the same time?) You just have to multiply the range by 0.4 (Rapid Fire on SMGs), 0.6 (Rapid Fire on LMGs), 0.7 (Suppressor) or 0.9 (Suppressor on Shotguns and Handguns). Concussion, Flash and EMP Grenades all have an explosion radius of 512 inches. However, the radius of the effects could be different and I don't have any info about that. If it's the same as in previous games, 11 seconds. Added Select Fire stats (rate of fire and centerspeed).
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Post by citrus on Feb 10, 2013 2:10:49 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) What da fuq, betty does more damage than claymore?
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Post by ecomni on Feb 10, 2013 2:58:28 GMT -5
Wow.. so a frag grenade has the same range as C4 and only 5 less damage.. I feel bad for everyone who used their unlock tokens on C4s Eh? Though it has been more powerful in the past IIRC, C4 has never been about raw damage. It's been about on demand explosions. It's extremely valuable to have a short-range explosion that you can detonate in less than a second versus having to cook a grenade for several.
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Post by citrus on Feb 10, 2013 11:24:33 GMT -5
The same could be said for situations fitted for frag grenades.
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Post by ecomni on Feb 10, 2013 12:03:37 GMT -5
The same could be said for situations fitted for frag grenades. True, you choose the right tool for the situation. He implied based on damage alone that frag grenades trump C4. Which is like saying stun grenades are better than shock charges or smokes. It depends.
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Post by Marvel4 on Feb 10, 2013 15:11:39 GMT -5
Updated the Modern Warfare 3 spreadsheet with stats from the game's fast files.
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danoski666
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Post by danoski666 on Feb 10, 2013 15:38:18 GMT -5
Updated the Modern Warfare 3 spreadsheet with stats from the game's fast files. You sneaky little devil you.
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