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Post by snakex on Dec 25, 2009 6:11:44 GMT -5
snakexI'm interested in the method you use to test the weapons. How do you do it? i use my method to find out weapon range and found the aim assists for the shotgun is amazing^^ u must only hold the lower bar of the crosshair on the head of the enemy. u will never miss, but only 1from 8/6 pellet hits. on closer range it´s harder to find them out, but on longer range, no problem
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Post by snakex on Dec 25, 2009 9:36:24 GMT -5
UPDATE: Masterkey finished
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Post by snakex on Dec 25, 2009 11:14:18 GMT -5
is it useful, when i find the dmg between the max, mid and close range? example FAL 55,54,53,etc...
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acidsnow
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Post by acidsnow on Dec 25, 2009 11:15:19 GMT -5
UPDATE: Masterkey finished lolololol ;D snakex don't you think the excessive dmg# values given for the Masterkey (from 25 all the way down to 1) is a bit ridiculous looking? ...When driving in a car speed-signs at the side of the road never say "13mph" or "66mph" You need to drastically reduce those values to be in increments of 3 or something... You need moar sleep! Oh and its interesting to learn that with the recent nerf to the 1887 that they rebalanced it by giving it an additional 2 pellets (same overall dmg).
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Post by snakex on Dec 25, 2009 11:31:33 GMT -5
i test the masterkey chart and it´s correct
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Post by snakex on Dec 25, 2009 11:32:52 GMT -5
when it´s too much i can decrease the masterkey to 5/6
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acidsnow
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Post by acidsnow on Dec 25, 2009 11:43:32 GMT -5
I'm just saying you should adjust the Masterkey chart to better fit the rest of the chart, try to only have 6 or 7 values that range from 25 to 1 with a line though them. Because the masterkey looks out of place.
25 20 15 10 5 1
Also, you should write ON your chart that the values are for the Xbox 360 version, because people are copy-pasting your info all over the net!
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Post by snakex on Dec 25, 2009 11:51:16 GMT -5
k, i made 6 values like normal weapons
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Post by snakex on Dec 25, 2009 12:21:44 GMT -5
so finished, is it better?
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gus
True Bro
Posts: 10,097
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Post by gus on Dec 25, 2009 13:06:31 GMT -5
Yeah, good work. What about the bling 1887 with Akimbo+FMJ? I heard it's different.
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Post by snakex on Dec 25, 2009 13:20:24 GMT -5
i need a good free programm to make a flash chart, like Den anyone know one?
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Post by snakex on Dec 25, 2009 17:47:50 GMT -5
i finished my first flash chart it´s not so good, but will update later
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Post by Protolisk on Dec 25, 2009 17:55:32 GMT -5
how do you test the range of guns and where their damage drops?
Any tips on using shotguns, aiming wise?
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Post by snakex on Dec 25, 2009 17:59:46 GMT -5
i use an ghetto method xD u must stand beside the enemy, then walk straight forward. u see your player swing his weapon. i made it so, when he swing the weapon to the left side, i count it a 1. on the right side it´s a 0,5. and shotguns are harder half right 0,25 right 0,5 half left 0,75 left 1
u must always play with double health, to feel the dmg drop my method is too find out first the min dmg and max dmg, then i start to find out the dmg drop
shotguns have always a very good aim assist. when u aim the crosshair to the enemy, it will hit instantly
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Post by Protolisk on Dec 25, 2009 22:29:26 GMT -5
nice!
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Post by snakex on Dec 27, 2009 20:20:27 GMT -5
ok that was my last update, all stats are very accurate, the flash chart don´t work so good with this stats, because it´s only range and dmg. i have a very well flash chart, not uploaded. but looks well. when anyone have question write it
i have limited source, no capture card or something, so i can only find out dmg and range stat
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Post by Orske on Dec 27, 2009 20:25:59 GMT -5
ok that was my last update, all stats are very accurate, the flash chart don´t work so good with this stats, because it´s only range and dmg. i have a very well flash chart, not uploaded. but looks well. when anyone have question write it *hug*
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Post by snakex on Dec 28, 2009 0:34:07 GMT -5
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playn
True Bro
Posts: 10,088
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Post by playn on Dec 28, 2009 2:18:05 GMT -5
the flash chart is good as snakex much easier to see whats what now
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Post by snakex on Dec 28, 2009 2:48:48 GMT -5
i add too the normal chart knife and riot shield
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Post by azrael1911 on Dec 28, 2009 2:50:30 GMT -5
wait.
i'm given to understand the Spaz has a greater range than the god87s, even stock with no akimbo? O__o
also, why would IW make the ACR have more range than the M4A1? that gun is literally completely outplayed out.
and i would say this ends the m16 v. FAMAS question, they were close before, but now that we know FAMAS actually has a greater range, it's pretty much settled.
also, was the change to given a 1887 8 pellets recent?
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Post by pugi on Dec 28, 2009 4:30:42 GMT -5
I like these charts, but the only thing i cannot understand is why you put the 23 damage step in there? In every normal graph the values on each axis increase linear (or logarithmical), which it does in most of your cases (increase by 5). But with this added 23 damage step the damage increases by 5 each step except with the 23 damage, where it increases by 2/3 to the next value. I would suggest you simple remove the 23 damage step and skip it, so you have one value for 20 damage and one for 25 damage. PS: You are by bro, bro
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Post by snakex on Dec 28, 2009 5:20:36 GMT -5
it´s because of the noticeable damage drop 20=10 shots 23/24=9 shots (i use 23 it´s better) 25=8 shots on 200 health
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playn
True Bro
Posts: 10,088
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Post by playn on Dec 28, 2009 5:38:54 GMT -5
wow so judging by the chart, commando does very little for the riot shield. hardly worth it, it seems
DMG knife = 135 throwing knife = 135 tac knife = 135
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Post by snakex on Dec 28, 2009 5:59:28 GMT -5
is 135 correct? i can´t test it on the xbox and with commando, the riot shield and the knife have the same range Update: i made a new flash chart on the first page now
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playn
True Bro
Posts: 10,088
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Post by playn on Dec 28, 2009 6:27:45 GMT -5
yep dug up some posts by den and checked out the MP Log dumps on this site, their correct
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Post by snakex on Dec 28, 2009 6:36:32 GMT -5
but why they make IW them 135? it gives no sense
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playn
True Bro
Posts: 10,088
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Post by playn on Dec 28, 2009 6:52:07 GMT -5
im not sure either, probably just to ensure a death Den said it "carry's floating damage"
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Post by snakex on Dec 28, 2009 7:25:33 GMT -5
but 135? makes no sense for me. knife haven´t any drop for dmg and with 100 it killed instantly too. whatever, mw2 is crap this gosh darn golly gee whiz anti lag, makes me angry lol filter
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Post by chyros on Dec 28, 2009 8:28:09 GMT -5
but 135? makes no sense for me. knife haven´t any drop for dmg and with 100 it killed instantly too. whatever, mw2 is crap this gosh darn golly gee whiz anti lag, makes me angry lol filter 135 damage is a relic from MW1 which used this value to ensure it would kill Juggernauts too. Reverse-calculated, Juggernauts had 133+1/3 health, so they took 135 as a value for "killing damage no matter what". They simply used this for MW2 as well, even though it's not necessary.
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