mannon
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Post by mannon on Jan 2, 2010 18:08:37 GMT -5
I've seen it both ways.
On the HDTV the Holo reticle was practically opaque and the glow around the dot inside the circle made it impossible to see anything at long range that was smaller than the circle.
On my monitor all but that tiny dot's translucent and it becomes awesomely better than the RDS in nearly every way (except the big fat frame still sucks). So it really depends on your display and possibly even your display settings. Try tweaking your settings and if you're on an HDTV try disabling as many filters as you can. (Though you probably can't turn all the image filters off.)
On a good display the holo reticle is actually noticeably less obscuring than the RDS's big fat dot. (Yes, I know it seems small at first, but it's huge when you finally get a well displayed Holo.)
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zeebo
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Post by zeebo on Jan 2, 2010 20:25:54 GMT -5
According to the chart, the holo sight gives the FAL 40 dmg minimum, any range, right? So has anyone tried Bling holo+silencer with the FAL? I'm curious if it uses the silencer dmg numbers or the holo dmg numbers. That could be a very slight buff for an otherwise completely outclasses weapon. What the heck was IW thinking when they decided to give the FAL the lowest range of any of the AR. It's the gun I really want to love, but with it's rather poor iron-sights, low range, and low ammo-per-clip, it's difficult to justify using it. Feels good when you can pull off a few kills in a row with it though. I will test this now. Edit when finished. EDIT: FAL (no attachment): 3 shot kill FAL (holo): 2 shot kill FAL (holo + silencer): 2 shot kill I didn't do exact damage because I honestly don't feel like it. It does seem true that FAL with holo is consistently 2 shot kill, even with a blinged silencer.
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mannon
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Post by mannon on Jan 2, 2010 21:25:24 GMT -5
Looks like the FAL had 40 instead of 35 at some point and they didn't manage to change it for the holo.
Fascinatingly with a Holo+SP this makes it even more of a sniper hybrid.
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zeebo
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Post by zeebo on Jan 2, 2010 21:32:13 GMT -5
Looks like the FAL had 40 instead of 35 at some point and they didn't manage to change it for the holo. Fascinatingly with a Holo+SP this makes it even more of a sniper hybrid. Oh, I'm loving the blinged silence + holo. It's muy muy bueno. That, and using *other* bling exploits, one killing machine class.
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brandon7s
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Post by brandon7s on Jan 2, 2010 22:26:21 GMT -5
[ I will test this now. Edit when finished. EDIT: FAL (no attachment): 3 shot kill FAL (holo): 2 shot kill FAL (holo + silencer): 2 shot kill I didn't do exact damage because I honestly don't feel like it. It does seem true that FAL with holo is consistently 2 shot kill, even with a blinged silencer. That was my experience when I fooled around with it today, in regular online play. Pretty effective, if you don't mind using Bling. I, personally, always use Scavenger, but it has a neat little niche there with that holo+silencer combo.
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Post by snakex on Jan 4, 2010 18:35:45 GMT -5
hm an update came out. by my first try bling holo+silencer don´t work, now it´s work
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scorp
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Post by scorp on Jan 4, 2010 19:38:52 GMT -5
hm an update came out. by my first try bling holo+silencer don´t work, now it´s work I don't know...last night my hand went right though the HBS on the FAL when I kocked it...today it doesn't... ??
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Post by bepo on Jan 4, 2010 20:59:51 GMT -5
can you add the range for the 1887 with bling akimbo + FMJ? It looks like it has the same range as before the patch
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Post by snakex on Jan 4, 2010 21:48:14 GMT -5
i made already a newer chart, with all my tests
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Post by Orske on Jan 4, 2010 22:03:19 GMT -5
i made already a newer chart, with all my tests I finally understand what you were telling me about aim assist... Did not compute the first time around but i finally get it. I read in that in xbox that the RoF is capped, any idea if this is true?
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Post by snakex on Jan 5, 2010 0:09:34 GMT -5
don´t now it´s true, but FAL with Holo deals with higher recoil. i can play with RDS better then Holo. because i can shoot faster and accurater. and don´t know what u mean. i think all systems are capped?
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n1gh7
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Post by n1gh7 on Jan 5, 2010 1:33:47 GMT -5
i made already a newer chart, with all my tests I finally understand what you were telling me about aim assist... Did not compute the first time around but i finally get it. I read in that in xbox that the RoF is capped, any idea if this is true? Something with the 60fps cap limits the any RoF to 1200RPM Something liek that
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mannon
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Post by mannon on Jan 5, 2010 2:12:00 GMT -5
Not so much of a hard cap as it simply seems that the game waits for the next frame every time your gun needs to fire. So the slower the frames are rendered and the more hitscans it needs to perform the more time it spends waiting on the frame, and thus high ROF guns suffer more.
It could easily be fixed if they would simply allow the wait for frame, but not allow the delays to become cumulative. In other words waiting for this hitscan shouldn't make me wait even longer before trying to do the next hitscan. But alas... it's a heavily modded Quake 3 engine game so it's likely something buried deep in the code by John Carmack and not necessarily easy to modify.
Hell wasn't the original Quake 3 renderer still written in C instead of C++? I think I recall him commenting on liking it the way it was layed out and not wanting to convert it to C++. heh
ID does license their engines, but they are made for themselves, not built from the ground up to be licensed out like Unreal. So games tend to inherit a lot of quirks. Of course the Unreal games inherit quirks too, but I think the developers have an easier time modifying the engine to their needs.
Of course, IW has been kicking around this heavily modded engine for a long long time with many versions and probably does know their way around it pretty well by now.
BTW That's at best a theory. I don't know if we actually know why the ROF drops with framerate, but the correlation has been tested and it also does seem to have a stronger affect on higher ROF weapons. So the 60 FPS cap on consoles is a bit of a hindrance.
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Post by snakex on Jan 5, 2010 7:02:57 GMT -5
big update on weapon chart!!! all stats were new tested and and new things has been add!
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Post by Orske on Jan 5, 2010 9:11:57 GMT -5
thankyou mannon, so how much do high RoF guns suffer? not much or enough to worry about it?
snake I like the new chart, it keeps getting better and better
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Post by razor555 on Jan 5, 2010 9:50:38 GMT -5
big update on weapon chart!!! all stats were new tested and and new things has been add! Excellent work on the chart, I must say.
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neem
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Post by neem on Jan 5, 2010 18:42:13 GMT -5
should this not be stickied?
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Post by Protolisk on Jan 5, 2010 19:02:43 GMT -5
Nice work on the update.
Apparently Holo sights on spas 12 increases range, do you think you can test it? and by how much?
Also you have it spelt as "thumber" should be thumper
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Post by ice597 on Jan 5, 2010 21:59:32 GMT -5
i still would like to get an idea of the distance as what it appears in game though, like how far does 20m, 60m, etc. appear in game.
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Post by snakex on Jan 5, 2010 22:14:15 GMT -5
also by me the spas don´t get more range. but i think the Holo sight gives your weapon a special thing. example FAL get a higher min dmg, don´t know it´s true also a higher recoil. and i think, the L86 LSW get a lower recoil with Holo. can anyone test it? i haven´t a capture card to test it u can test it by your self, with the range. look the aim assists range. the hip fire range is the range where it begins u see his name in red sry for my bad gramma lol the heart beat sensor in ffa is bugged. when an enemy is in the same fraction and have ninja. it will display on the heart beat sensor IW no beta needed?
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scorp
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Post by scorp on Jan 5, 2010 23:16:18 GMT -5
Yeah Ninja, the HBS, Sitrep - all screwed up in FFA... Wonder if simple stuff like Cold-Blooded or Stopping Power is too... ??
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Post by snakex on Jan 5, 2010 23:19:36 GMT -5
my newest project: range of stun + dmg (direct impact)
range of flash + dmg (direct Impact)
range of frag + dmg(direct Impact) + dmg explosion
range of semtex + dmg (direct Impact) + dmg exlposion
range of claymores and C4 + dmg
(needs help with frag, semtex, claymores and C4 dmg. anyone with the pc version, can help me?)
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Post by snakex on Jan 5, 2010 23:21:06 GMT -5
Yeah Ninja, the HBS, Sitrep - all screwed up in FFA... Wonder if simple stuff like Cold-Blooded or Stopping Power is too... ?? IW don´t like us xD joke
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Post by snakex on Jan 5, 2010 23:36:37 GMT -5
lol frag grenades have a multiplier to the neck not to the head 2 grenades on the head, 30health 1 grenade on the neck, 30 health
here a confusing thing by testing dmg: flash and frags needs 2 direct impact to kill but it´s also needs 1 direct impact + 16flash explosion and u need 30 flash grenades explosions to kill
that´s say to me miniscule health means 29,5 health and a direct impact makes a dmg of 14,8
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Post by ssog on Jan 5, 2010 23:54:50 GMT -5
Yeah Ninja, the HBS, Sitrep - all screwed up in FFA... Wonder if simple stuff like Cold-Blooded or Stopping Power is too... ?? Don't forget claymores.
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Post by snakex on Jan 6, 2010 1:32:46 GMT -5
i add a mini map to give a clue about weapon range. this map is accuracy now
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link0
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Post by link0 on Jan 6, 2010 3:14:42 GMT -5
Mini map was very useful. Thanks!
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Post by azrael1911 on Jan 6, 2010 3:36:17 GMT -5
lol frag grenades have a multiplier to the neck not to the head 2 grenades on the head, 30health 1 grenade on the neck, 30 health here a confusing thing by testing dmg: flash and frags needs 2 direct impact to kill but it´s also needs 1 direct impact + 16flash explosion and u need 30 flash grenades explosions to kill that´s say to me miniscule health means 29,5 health and a direct impact makes a dmg of 14,8 i'll give you the CoD4 PC figures for the nades, they might be the same, these were taken out of the game files, so they're what you call "absolute accuracy" frag Damage 50-200 (SP), 70-300 (MP),15 for direct hit Maximum Ammunition 4 (SP), 3 (MP) Range 256m flash Damage 15 for direct impact Maximum Ammunition 4 rounds (SP), 3 rounds (MP) Range 0-1000m (SP), 200-800m (MP) also in mw2 it does 1 damage, for it triggers the X but it can't kill a last stand player (who has 5hp) stun Damage 1(40 for direct impact) Maximum Ammunition 3 grenades Range 0-512m stuns in mw2 might do up to 5 dmg
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neverlast74
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Post by neverlast74 on Jan 6, 2010 7:55:40 GMT -5
snakex - Du bist mein Held! Grossartig gemacht. (translation: You'r my hero - very well done!) I have done also some "research" on PC version regarding the weapon speed and the rate of fire without reloading. In some few occasions you might want to know how fast does your weapon deliver the bullets. This is not as important compared what you did - from your tests I have learned much more than from mine. Anyhow.... img229.imageshack.us/img229/5676/test3q.jpgI measured the time how long does it take to empty the magazine. The column kill shows how long it would take - based on my calculations to reach 100 damage when full auto. Which is only important for close range battles. SP= stopping power kill= time to reach at least 100 dmg kill SP = time to reach at least 100 dmg with stopping power rapid fire = time to reach at least 100 dmg with stopping power and rapid fire Column "Kick" is my personal view of how bad (1=good 5= bad) the kick/recoil of the weapon behaves looking at the marks on a wall. (no attachments) (question: who says hit-marks on wall are the same on a player... anyhow - lets assume they are) Theoretically, just looking at damage and speed, best assault (non burst like m16,famas) rifle is TAR - if you can handle the recoil - which I cant, so bursts and single tapping for far distances is probably a good idea. so summing up... this shows not which is the best weapon - because it depends on play style / skill. they all have their places and pros. Summary what I have learned from my data: 1. SMG have an edge over assault rifes in close combat - only when you use Rapid Fire + Stopping Power - but shotties are proabably still better. 2. Given that you use stopping power the difference of ROF of each AR is negletable. (Accuracy is more important.) (just the f2000 I found very useless in all the testings, high recoil and low base dmg (30)..... but maybe IW change it) Some might say my test results and seconds vary much to other test results - that might be the case - but does not matter as I have a proably the same "error" in all my testings. I tested on 2 days everything twice with the same method - shooting in the same direction. So whatever I doing wrong I did wrong in all cases. All this testing is pretty useless if I hear AKIMBO +FMJ has more range on M1887 than without. Who knows maybe Glock18 has a sniper range with Fall Camouflage if you have Killstreak X waiting ? test done a PC game - version 1.0.174 img229.imageshack.us/img229/5676/test3q.jpg
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battleaxerx
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Post by battleaxerx on Jan 6, 2010 15:22:49 GMT -5
Nice map pic! Thanks for that snakex Uhm, since these stats are based of XBOX 360, once you all decide on RoF numbers for xbox360, maybe you could add those right in the picture column? Not integral, but might be cool!!!!! =) edit: or put those numbers in the headshot column... Don't want to over do the chart and make it cluttered, as it is it's beautiful
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