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Post by MoopusMaximus on Sept 12, 2012 1:53:43 GMT -5
In his latest video, ( ) He says the more damage a gun has, the more flinch it causes. Tsk tsk. For those who don't know, flinch is calculated by angle, and range. That's it.
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Post by Disgruntled Jigglypuff on Sept 12, 2012 1:59:14 GMT -5
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Post by Marvel4 on Sept 12, 2012 2:05:09 GMT -5
I'm more concered with his ranges. The M4A1 has a range of 800-1400 inches (20-35 meters), but he said 14-26 meters.
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Lexapro
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Post by Lexapro on Sept 12, 2012 8:28:40 GMT -5
Pretty sure we've proven that DVK is affected by damage as well.
Not sure where everyone got the idea otherwise but the video above is pretty definitive proof.
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Robospy
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Post by Robospy on Sept 12, 2012 15:06:17 GMT -5
It was Den who told us in the first place that DVK was static, I'm pretty sure. Which generally means its true.
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danoski666
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Post by danoski666 on Sept 12, 2012 15:14:05 GMT -5
Den is like Optimus Prime, but can't turn into a truck. Oh wait a minute.
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Post by blues27xx on Sept 12, 2012 15:14:06 GMT -5
Which might not technically be wrong, it could just be dated information.
Testing it in a private match shows static DVK to be wrong, but I only tested in MW3.
Edit: Fack you ninja
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Den
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Post by Den on Sept 12, 2012 16:30:49 GMT -5
Remember Marvel finding a nice dump of MW2 raw data recently? Check it out. Notice something specific in the "/shock/" folder.
Namely a unique .shock file specifically for the Barrett. Longer viewkick and greater lookcontrol variables than the normal damage_mp.shock.
Highly likely that MW3 copied and pasted it right on over.
I transform into a snow plow.
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Post by Marvel4 on Sept 12, 2012 17:37:56 GMT -5
Flinch is controlled by these dvars: bg_viewKickMax "90" bg_viewKickMin "5" bg_viewKickRandom "0.4" bg_viewKickScale "0.2"
Description for bg_viewKickScale from CoD4: The scale to apply to the damage done to calculate damage view kick.
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Post by MoopusMaximus on Sept 13, 2012 14:17:12 GMT -5
Marvel 4 Seat #3.
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cmck
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Post by cmck on Sept 13, 2012 14:20:39 GMT -5
So... am I the only one who has difficulty reading the code you guys put up? Maybe I'm just codeically challenged.
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cmck
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Post by cmck on Sept 13, 2012 14:27:14 GMT -5
Oh good I'm not the only one. So how does marvel and den read it then?
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danoski666
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Post by danoski666 on Sept 13, 2012 14:30:30 GMT -5
It's not that hard, you can usually guess what it means. But i guess they have some expertise in coding and therefore don't have too much trouble reading them.
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cmck
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Post by cmck on Sept 14, 2012 12:00:55 GMT -5
oh thats what those are? Maybe I should stop spacing out and actually look at it more closely. When I see something weird I just skip to the explanation.
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cmck
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Post by cmck on Sept 14, 2012 12:07:28 GMT -5
Ah good to know. Reading is so much easier when you know what the symbols stand for.
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Post by drift0r on Oct 15, 2012 9:58:31 GMT -5
In his latest video, ( ) He says the more damage a gun has, the more flinch it causes. Tsk tsk. For those who don't know, flinch is calculated by angle, and range. That's it. Just browsing through here, looking in the "conclusion reached" threads, see this one, WTF? Sorry I got this wrong, but I could have sworn that I read on here somewhere that more damage increased flinch. Since it seems this is not the case, which angle causes the increased flinch and were is it measured from? Range I've got, but what angle? Shooting from the side? Shooting up into their nose?
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Post by MoopusMaximus on Oct 15, 2012 14:00:26 GMT -5
Oh, just to let you know Driftor, not trying to be a dick, but you said the Skorpion Akimbo was nerfed by giving it more recoil. I've never heard of this. And in your Skorpion vs. MP9 video, you say that the Skorpion has the advantage over the MP9 in terms of sway, desppite them both having 0 sway.
Just letting you know.
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Post by Disgruntled Jigglypuff on Oct 15, 2012 14:16:24 GMT -5
In his latest video, ( ) He says the more damage a gun has, the more flinch it causes. Tsk tsk. For those who don't know, flinch is calculated by angle, and range. That's it. Just browsing through here, looking in the "conclusion reached" threads, see this one, WTF? Sorry I got this wrong, but I could have sworn that I read on here somewhere that more damage increased flinch. Since it seems this is not the case, which angle causes the increased flinch and were is it measured from? Range I've got, but what angle? Shooting from the side? Shooting up into their nose? The conversation starts around here: denkirson.proboards.com/index.cgi?action=display&board=nonsense&thread=4866&page=2#96230But yes, damage does in fact influence DVK.
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Post by MoopusMaximus on Oct 15, 2012 14:24:00 GMT -5
I once made a post about why the CM901 is good, and I got ripped for saying the higher damage made you flinch more when hit.
#liarseverywhere
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asasa
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Post by asasa on Oct 15, 2012 14:36:58 GMT -5
But the CM901 isnt good...
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danoski666
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Post by danoski666 on Oct 15, 2012 14:42:05 GMT -5
Well, according to some people the Type 95 was "balanced" when it's hipfire spread was nerfed, so... yeah, I guess the CM901 being good isn't all that weird either.
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Post by MoopusMaximus on Oct 15, 2012 15:04:59 GMT -5
But the CM901 isnt good... But I remember you saying it was pretty ok, just out classed. Why the change of heart?
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asasa
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Post by asasa on Oct 15, 2012 15:20:42 GMT -5
But the CM901 isnt good... But I remember you saying it was pretty ok, just out classed. Why the change of heart? Yeah, its still stupidly powerful and takes no skill to use, like all MW3 weapons, but its not as good as the other ARs.
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kittymulcher
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Post by kittymulcher on Oct 15, 2012 20:00:52 GMT -5
You hardly see anyone use the Type-95, so I'd say it's balanced for the majority of players. Think about it. Accuracy would be about say 30%? I'm being generous with that btw, my accuracy is 20%, but I know I use less bullets with a burst weapon. 30% 1/3 bullets hitting on average, the type 95 becomes an average ttk weapon.
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Post by Disgruntled Jigglypuff on Oct 15, 2012 21:11:16 GMT -5
You hardly see anyone use the Type-95, so I'd say it's balanced for the majority of players. Think about it. Accuracy would be about say 30%? I'm being generous with that btw, my accuracy is 20%, but I know I use less bullets with a burst weapon. 30% 1/3 bullets hitting on average, the type 95 becomes an average ttk weapon. A weapon can't just be "balanced" for the majority of players. If a weapon is Op, it is Op regardless of the skill required to use it. And I wouldn't use usage alone stats to determine if a weapon is OP or not. I'm gonna say remember the G11 and how no one used it, again.
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kittymulcher
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Post by kittymulcher on Oct 15, 2012 22:17:46 GMT -5
Ok mousey, but say most fights in 20 metres end on average after someone fires 6 bullets, regardless of the gun. It's more or less close to what it is. I think you'll find that if that's the case then ttk would not differ much or at all between the type 95 and other guns. The type 95 has a better than SMG advantage if the first burst hits, but as the fight goes on the advantage goes to the player who has an ACR or an MP7, because they can make use of the flinch whereas the type 95 user doesn't even have time to let an opponent be affected by flinch. If the type 96 guy doesn't mop you up in 2 bursts it's not looking like he's going to win that gun fight.
Flanking works with the type 95, aim helps the type 95, and since the hipfire has been nerfed it's not good in a pinch, not compared to an ACR. Good players do well with the type 95, but bad players wouldn't have any more advantage than with an MP7 or ACR. Funnily enough, it's biggest strength is in taking down multiple enemies with surgical precision. The Famas was good at this, I'd 3 piece uh-huh people fer dayz in MW2, when I was on with the Famas people said I had an aimbot. As much as the Type 95 acts like a AR, it pretty much plays as a SMG.
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Post by blues27xx on Oct 15, 2012 23:58:34 GMT -5
I think it's funny when people say that the type 95 is terrible if you miss, and then act like the other gun doesn't miss at all, especially when you consider that as soon as the type 95 guy gets on target, the enemy is garunteed dead due to the non-existent recoil and crazy damage. Also hipfire is totally dependent on luck, and you could just use SA to un-nerf it anyways. docs.google.com/spreadsheet/ccc?key=0AlQvn6XaEsuqdEp2SGxjT1lWdU1WVGVrbm03M0NBQ3c#gid=1Here's a speadsheet that compares the type to everyone's beloved ACR under more realistic circumstances.
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kittymulcher
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Post by kittymulcher on Oct 16, 2012 0:49:48 GMT -5
You have a lot of margin of error for the type 95, but it's rate of fire is punishing. All things equal, rate of fire wins gun fights. You forget that the type 95 only has crazy dps inside the burst, and that there is a time between bursts that means you could be shot at by 2-3 bullets. A guy with a pp90m1 is going to mop the floor with a type-95 user because of the better dps, because of flinch, because they can hip fire. IMO type 95 beats ARs up close like an SMG loses at a distance like an SMG, beats SMGs at a distance but not up close like an Assault rifle. It's not a hybrid of SMG and AR, but it's niche is mimicing an SMG.
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Post by blues27xx on Oct 16, 2012 8:17:57 GMT -5
Again with the assuming that the type-95 misses while the other gun is hitting.
That is in no way a fair comparison.
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asasa
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Post by asasa on Oct 16, 2012 17:17:58 GMT -5
You hardly see anyone use the Type-95, so I'd say it's balanced for the majority of players. Think about it. Accuracy would be about say 30%? I'm being generous with that btw, my accuracy is 20%, but I know I use less bullets with a burst weapon. 30% 1/3 bullets hitting on average, the type 95 becomes an average ttk weapon. you're extrapolating wrong. What happens often is that a player hits either 2/3 or 3/3 bullets with a burst, but will miss a different one entirely. You mean just like shotguns?
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