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Post by snakex on Jan 20, 2010 0:30:21 GMT -5
i test in the moment MG4 explosive rounds. it adds nothing, only a other name for FMJ. perhaps after a later update, it get a other effect. anyone knows that it have the explosive rounds since begin or after an update?
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Post by malurth on Jan 20, 2010 1:39:03 GMT -5
The stats on the Model seem to be in direct conflict with the stats Den has shown...
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Post by snakex on Jan 20, 2010 2:45:24 GMT -5
my stats based on the XBOX and Dens on the PC
probs with grenades dmg. i get so many different stats with it: dmg: 122, 138, 142, 144, 146, 150
when i hold the grenade and explode i get often, 144dmg, 146dmg but when i throw it: 122,138, 2times 150dmg
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Post by azrael1911 on Jan 20, 2010 3:08:32 GMT -5
akimbo 87s are patched on PC snake, and will soon be patched on xbox, go ahead and remove that green line already.
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Post by snakex on Jan 20, 2010 3:11:25 GMT -5
i made an new chart already don´t know it´s interesting. but on auto weapons every 2nd shot will be showed as a yellow "laser" for the enemy, burst every 3rd shot and on semi auto, every shot
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mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
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Post by mannon on Jan 20, 2010 3:33:33 GMT -5
The tracers?
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Post by azrael1911 on Jan 20, 2010 3:59:25 GMT -5
i made an new chart already don´t know it´s interesting. but on auto weapons every 2nd shot will be showed as a yellow "laser" for the enemy, burst every 3rd shot and on semi auto, every shot how'd you test that? O__o makes sense anyways.
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Post by snakex on Jan 20, 2010 6:29:13 GMT -5
i test it in splitscreen
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qupie
True Bro
Posts: 12,400
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Post by qupie on Jan 20, 2010 9:42:34 GMT -5
and snipers 2 beams.... verry strange but I noticed it on my first day already. might be so you wont see directly where the shot came from or something...
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Post by chyros on Jan 20, 2010 10:28:27 GMT -5
and snipers 2 beams.... verry strange but I noticed it on my first day already. might be so you wont see directly where the shot came from or something... Yes, probably.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jan 20, 2010 12:21:49 GMT -5
On the topic of the 1887, my current presentation of it is no longer true with the recent patch.
Both single and Akimbo 1887 are 35 damage at point blank and drop to 20.
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Post by chyros on Jan 20, 2010 12:50:33 GMT -5
On the topic of the 1887, my current presentation of it is no longer true with the recent patch. Both single and Akimbo 1887 are 35 damage at point blank and drop to 20. So they nerfed it?
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Post by snakex on Jan 20, 2010 14:02:43 GMT -5
can anyone say me how many health, miniscule make? it´s not 30health.... i think 29,5 my proof: 16 flash explosions + 1direct impact grande= die 2grenade direct impact=die 30flash explosions= die
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jan 20, 2010 14:13:26 GMT -5
Miniscule is 30 health. Those numbers prove 30 health. Flash Blast is 1 damage. Flash and Frag Direct Impact is 15 damage.
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Post by snakex on Jan 20, 2010 14:29:50 GMT -5
perhaps it round up
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Post by snakex on Jan 20, 2010 14:30:42 GMT -5
here beta explosive stats, i have post it also on the 1page
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Post by snakex on Jan 20, 2010 14:35:48 GMT -5
edit: i know what my mistake was. i throw the grenade first then throw the flash. when i throw the flash first, then the grenade it´s still 15 weird.
to find explosive dmg, i use LMGs and flash. because LMGs makes a strict dmg of 40,30,20 and flash 1 that´s a good help
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Post by chyros on Jan 20, 2010 19:27:44 GMT -5
Umm, are you sure these values are correct?
From the values Den came up with, the Frag should be fatal at a radius of 2.75 metres. I can't be arsed to calculate at what range semtex should do 106 damage but it should do 100 at 4.27 metres.
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Post by snakex on Jan 20, 2010 19:35:34 GMT -5
i can´t say u it´s 4,2m, 4,3m... etc. and when semtex gets 100dmg, it´s between 5-6m, i can say only full metres, like 4m,5m...etc. and i use Dens method to find range and made it practicable on my own method. so for me it´s confirm this ranges and i´m on xbox
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Post by chyros on Jan 20, 2010 19:50:52 GMT -5
OK then, because there is an obvious discrepancy between your results and Den's and I'm trying to pin down where it came from. For reference: From the MP Logs, the Frag has a maximum center damage of 150 and a edge of 50. The Semtex, though, has a maximum of 200 and a minimum of 50. The Frag also has a smaller blast radius. A line in one of the .gsc files makes a reference to it's MP version - 220 inches, a 30 inch window of safety in the grenade indicator range. Unlike the Frag, both the Semtex and C4 have a 256 radius with 200-50 damage. Now it may be a little bit more difficult to measure with just empirical tests but the difference between 4 and 2.75 metres is rather big xD . It may be that I'm assuming things incorrectly here though - Den, does damage drop off exponentially or in a linear fashion?
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Post by snakex on Jan 20, 2010 20:28:13 GMT -5
perhaps the grenades has beeen updatet, because there were too weak or such an thing, don´t know. but i´m trust my stats and when it gives difference to other tests, i will test it again
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Post by snakex on Jan 20, 2010 20:30:18 GMT -5
the range from flash and stuns are the range where it ends with dmg
edited: now i have modifiy my method and actually frag grenade kill range is 3m
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Post by epicer on Jan 20, 2010 23:20:11 GMT -5
Correction: Stun grenades to 40 damage on impact.
Question: Flash grenades are more effective at doing increments of 1 damage, due to their longer ranges?
It has come to my understanding that tagging a limb with the Intervention or Barret with Stopping Power and without a Suppressor leaves the target on 2 health left. I've had multiple instances when I've throw two stun grenades to finish them off, but I'd like to know if flashbangs are more effective at doing that particular job due to their larger blast radius, and whether that advantage is worth the longer throw time.
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Post by snakex on Jan 20, 2010 23:37:06 GMT -5
oh thx forgot to edit it lol i made a funny mistake, grenades haven´t a multiplier. it´s only when u hit the enemy in front on the neck it will be a double hit^^, don´t know why and flash are a little bit buggy, when u shoot an enemy with any weapon then throw a flash, sometimes u made 0,5dmg instead of 1dmg
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Post by epicer on Jan 20, 2010 23:50:57 GMT -5
All grenades can bounce once and still deal impact damage. Therefore you bounce a stun grenade off the ground at the right angle and still deal impact damage.
Because of this, if you hit someone at the right angle in the right area, you can hit them twice with impact damage. Areas such as the underarm and between the legs are examples. What you saw when you tested the grenade against the neck was the grenade possibly bouncing off the chin and onto the chest, or vice versa.
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Post by snakex on Jan 21, 2010 0:02:32 GMT -5
it makes sense. but what about the flash dmg? on several tests the flash makes 1time or 2times 0,5dmg only when i shoot at him first, with an another weapon
on a test with half health, i made 3direct impacts with frags that are 45dmg, and i need 9Flash to kill. that are 8times, 0,5dmg
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Post by snakex on Jan 22, 2010 15:31:15 GMT -5
and the new chart.... i don´t work on it until the new patch comes out.
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Post by fuloser on Jan 23, 2010 14:30:19 GMT -5
Can we add a grenade launcher attachment to the grenade chart?
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Post by fuloser on Jan 23, 2010 14:33:06 GMT -5
Also, could we be looking forward to air suort making this chart? Would be very interesting to see the stats of the bombs and guns for air suort.
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Post by snakex on Jan 23, 2010 18:22:30 GMT -5
too hard for XBOX to find it out. the problem for me is with the range from stealth bomber, airstrike and harrier airstrike and DMG for helicopter/harrier etc.... but grenade launcher no problem
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