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Post by brooks777 on Dec 26, 2009 4:32:22 GMT -5
What exactly happens if you equip a Silencer and an Acog at the same time? The Acog is suppose to increase range while the silencer decreases it. Do they cancel each other out? Thanks ^-^,
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Post by xenon on Dec 26, 2009 4:38:14 GMT -5
ACOG = more zoom. longer time to ADS. increase recoil per bullet. (might also give aim assist for a longer range if you are on a console...?) Silencer = reduce max damage range. reduce sound volume and radius. reduce muzzle flash. shooting does not show up on UI.
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Post by chyros on Dec 26, 2009 4:41:42 GMT -5
What exactly happens if you equip a Silencer and an Acog at the same time? The Acog is suppose to increase range while the silencer decreases it. Do they cancel each other out? Thanks ^-^, ACOGs do not actually increase range. They just increase your zoom level. So they don't cancel out.
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Post by brooks777 on Dec 26, 2009 13:56:07 GMT -5
Oh, I thought Acogs actually increased the max & min range on the guns.. sorry & thanks
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Post by xenon on Dec 26, 2009 14:36:23 GMT -5
all weapons, except shotguns but including even weak handguns or machine pistols, goes all the way to the map edge (sniper range). however, all weapons, except sniper rifles and light machine guns, have an optimal range and after this range damage will decrease to a lower value and stay this lower value until it hit the edge of the map. ACOG does not increase this range until damage decrease to the lower value, but ACOG have higher level of zoom, making it easier (for most people anyway) to hit targets far away (this is why weapons get a longer "range" bar when you select the attachment at class creation - but i would not put too much trust in the bars if i were you). I think ACOG also increase the range where you get aim assist if you are on console. Silencer reduce the range where damage start to drop to the lower value, but at long+ range weapons do the same damage with or without silencer anyway. silencer does not reduce weapon damage any more than iron sights do, just reduce the range to where damage start to drop to the lower value. At class creation this is illustrated by a shorter range bar or even a shorter damage bar (don't remember really - i don't pay too much attention to them). denkirson.xanga.com/715966769/modern-warfare-2/
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mannon
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Post by mannon on Dec 26, 2009 17:08:29 GMT -5
The bars are merely meta statistics that IW put in there to give people some idea about the differences between weapons and how to use them without having to manually test each and every one. That and they didn't want to give the real statistics, probably to cut down on "theorycrafting" to borrow a word. ;p That and they don't want to come out and say exactly how everything works, because let's face it, when you look under the hood of a game it does lose a bit of it's immersion and feel less real the same way knowing how they do all the special effects in a movie can. Personally, I'm the type that likes to know exactly how all the little details fit together and see all the behind the scenes stuff. I find that I actually appreciate good movies and games even more when I'm able to learn about that kind of stuff.
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mdnl
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Post by mdnl on Dec 26, 2009 17:40:59 GMT -5
A friend on PSN recently said to me
'Use FMJ on that gun 'cause it's weak'
IW need to get rid of this silly system because it really does mislead a lot of folks.
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mannon
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Post by mannon on Dec 26, 2009 18:26:17 GMT -5
Or at least use better descriptions rather than relying on mystical metastat shit to attempt to communicate what things do in an overgeneralized and misleading way. ;p Seriously FMJ shouldn't alter the stats on the weapon at all and should merely have a text description saying "higher penetration damage". How hard is that? But then, noobs don't read anymore do they? ;p
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Post by chyros on Dec 26, 2009 18:46:46 GMT -5
Or at least use better descriptions rather than relying on mystical metastat doo-doo to attempt to communicate what things do in an overgeneralized and misleading way. ;p Seriously FMJ shouldn't alter the stats on the weapon at all and should merely have a text description saying "higher penetration damage". How hard is that? But then, noobs don't read anymore do they? ;p IW purposely made the graphs overly simplified because if they would show true stats nobody could ever defend the statement that assault rifles and comparable weapons are not overpowered. IW want these weapons to be the best in the game so that snipers and the like never have a chance. If the true stats were known, a lot more people would cry in outrage.
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mannon
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Post by mannon on Dec 26, 2009 19:46:59 GMT -5
Snipers do have a chance when they get off the first shot without being seen and don't miss. It's called sniping.
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Post by brooks777 on Dec 26, 2009 21:14:56 GMT -5
Nah, I've been looking at the weapon stat graphs people have created since CoD4, . The graphs alone have added 1000's of kills to my stats by convincing me to try new combos. Didn't the ACOG add actual range to the weapons in CoD4? Thanks for the info ppl & keep up the good work!
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Post by cptmacmillan on Dec 26, 2009 21:25:49 GMT -5
Generalized statements ftl. As a pro RTS player I just love getting down and dirty with math crunching after memorizing every little statistic in the game code. Being able to access the statistics of RTS games actually adds a lot of immersion for me as I work to find what will help me win the most.
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Post by chyros on Dec 26, 2009 21:38:39 GMT -5
Snipers do have a chance when they get off the first shot without being seen and don't miss. It's called sniping. Everyone else uses assault rifles, which kill at the least 95% of the time when they get off the first shot without being seen and missing a shot doesn't matter in the slightest. Snipers also only work at long range. They don't stand a chance against assault rifles at any range and are ridiculously less powerful.
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