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Post by sabre on Nov 1, 2013 11:54:04 GMT -5
Can someone find out what max health is in hard core mode? In previous COD games it was 30, but in ghosts it may possibly be 50. Us hard core players need to know what health is in hard core mode in order to be able to use the damage numbers of these weapons properly. Thank you very much
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Post by sabre on Nov 1, 2013 11:55:36 GMT -5
There is an error for the ak-12 ttk min. The math does not work out.
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Post by sabre on Nov 1, 2013 11:58:45 GMT -5
Can someone test the grenade launcher and its damage? Does it fire instantly? Does it kill in 1 hit without danger close in hard core like it has in previous call of duties?
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Post by pwnsweet on Nov 1, 2013 16:39:18 GMT -5
Can someone find out what max health is in hard core mode? In previous COD games it was 30, but in ghosts it may possibly be 50. Us hard core players need to know what health is in hard core mode in order to be able to use the damage numbers of these weapons properly. Thank you very much enabling hard core in a local splitscreen match sets health to "miniscule" which is confirmed to be 30 health
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Post by pwnsweet on Nov 1, 2013 16:43:10 GMT -5
...perhaps test to see if bullets can pierce multiple body parts? It's not that. It seems to be a glitch with the way damage is calculated with respect to range. When the range to target is less than 'one unit', the damage of the weapon increases dramatically. I'll make a video of it today and put it up.
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Post by sabre on Nov 1, 2013 17:06:42 GMT -5
Can someone find out what max health is in hard core mode? In previous COD games it was 30, but in ghosts it may possibly be 50. Us hard core players need to know what health is in hard core mode in order to be able to use the damage numbers of these weapons properly. Thank you very much enabling hard core in a local splitscreen match sets health to "miniscule" which is confirmed to be 30 health Confirmed in Ghosts, or confirmed in previous Call of Duties? Are we absolutely sure that hard core = 30 hp in Ghosts? Thank you for confirmation
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Post by pwnsweet on Nov 1, 2013 17:20:30 GMT -5
yes. 30 health in ghosts on hard core confirmed
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Post by lackingdamage on Nov 1, 2013 17:31:47 GMT -5
Wow you guys work fast, wonder how bad the shotguns are for range.
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Post by sabre on Nov 1, 2013 17:44:23 GMT -5
Do we have any idea how muzzle brake works yet? Does it boost the range of the weapon across the board? Does it simply raise its minimum damage but do nothing to change the weapons other range values? This could be one of the best attachments in the game, or nearly useless depending on the gun you put it on and the way it works. Any testing?
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Post by corpsecreate on Nov 1, 2013 18:01:38 GMT -5
There is an error for the ak-12 ttk min. The math does not work out. Well spotted. Fixed it now.
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Post by sabre on Nov 1, 2013 18:20:34 GMT -5
Several things do not make sense on this chart. For example, why does the FAD have a higher minimum damage at maximum range then the Remington R5 which is described as the assault rifle with the longest range? The only explanation is that the FAD hits its minimum damage at a much shorter range than the Remington R5RGP does.
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Post by corpsecreate on Nov 1, 2013 18:26:18 GMT -5
ask IW. The max/min damage is correct.
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Post by ChloeB42 (Alexcalibur42) on Nov 1, 2013 18:40:19 GMT -5
Several things do not make sense on this chart. For example, why does the FAD have a higher minimum damage at maximum range then the Remington R5 which is described as the assault rifle with the longest range? The only explanation is that the FAD hits its minimum damage at a much shorter range than the Remington R5RGP does. Maybe they mean range for 3HK range, once the FAD starts to drop it immediately would become a 4HK, whereas the Remington would still be 3HK. Can't test so I can't tell ya
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Post by sabre on Nov 1, 2013 19:40:01 GMT -5
Exactly. The FAD probably reaches its minimum damage far before the R5RGP reaches its minimum damage. But it's still silly that the longer range gun has the lower minimum damage. Even though the R5RGP will have more damage at practical ranges, once at each weapons max range the FAD will actually outrange the R5RGP. Who knows why they did this.
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Post by pwnsweet on Nov 1, 2013 20:02:50 GMT -5
Do we have any idea how muzzle brake works yet? Does it boost the range of the weapon across the board? Does it simply raise its minimum damage but do nothing to change the weapons other range values? This could be one of the best attachments in the game, or nearly useless depending on the gun you put it on and the way it works. Any testing? The only thing I've tested with Muzzle Brake is that it DOESN"T AFFECT DAMAGE VALUES in any way. All it does (I think) is delay the damage drop-off.
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Post by ChloeB42 (Alexcalibur42) on Nov 1, 2013 20:18:08 GMT -5
Exactly. The FAD probably reaches its minimum damage far before the R5RGP reaches its minimum damage. But it's still silly that the longer range gun has the lower minimum damage. Even though the R5RGP will have more damage at practical ranges, once at each weapons max range the FAD will actually outrange the R5RGP. Who knows why they did this. This is IW after all, no one knows why they do what they do...including them
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Nov 1, 2013 20:43:53 GMT -5
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Post by LeGitBeeSting on Nov 1, 2013 20:45:48 GMT -5
Rapid Fire silly pants.
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Nov 1, 2013 20:58:33 GMT -5
Did you read the part where I said Bizon/PP90's rapid fire is likely going to be patch to work?
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Post by LeGitBeeSting on Nov 1, 2013 21:03:13 GMT -5
It's probably working as intended.
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Post by android21a on Nov 1, 2013 21:59:54 GMT -5
I'm really curious about the body part modifiers in snipers, and the .44 magnum since 73 is a weird damage to have. Thanks for working so hard on this!
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Nov 1, 2013 22:11:59 GMT -5
I'm really curious about the body part modifiers in snipers, and the .44 magnum since 73 is a weird damage to have. Thanks for working so hard on this! It's probably gonna be like the same multipliers from previous CoD games. 1.5 to chest and up at least. L11 whatever will get 1.1x to the knee. Marksmen rifles will likely get 1.5X to the head(MK14 and SVU at least) and maybe neck, and no 1.1X multipliers. I'm more curious to see what multipliers for every other class will be.
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Post by sabre on Nov 1, 2013 22:24:15 GMT -5
Do silencers effect the damage values at all? (such as lowering the minimums)? Or do they only effect the drop offs for range, meaning you just hit your minimum at a lower range.
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asasa
True Bro
fuck
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Post by asasa on Nov 1, 2013 22:43:05 GMT -5
I'm really curious about the body part modifiers in snipers, and the .44 magnum since 73 is a weird damage to have. Thanks for working so hard on this! It's probably gonna be like the same multipliers from previous CoD games. 1.5 to chest and up at least. L11 whatever will get 1.1x to the knee. Marksmen rifles will likely get 1.5X to the head(MK14 and SVU at least) and maybe neck, and no 1.1X multipliers. I'm more curious to see what multipliers for every other class will be. Hopefully 1.0x everywhere except for snipers and marksmen rifles.
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Post by Judge_St3vo on Nov 1, 2013 23:04:05 GMT -5
...perhaps test to see if bullets can pierce multiple body parts? It's not that. It seems to be a glitch with the way damage is calculated with respect to range. When the range to target is less than 'one unit', the damage of the weapon increases dramatically. I'll make a video of it today and put it up. Maybe its an intentional addition to combat panic knifing. Prevents someone from lunging through bullets to kill you.
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Post by Disgruntled Jigglypuff on Nov 1, 2013 23:38:58 GMT -5
I don't mean do be a dick, but I am highly skeptical about these damage values. How in the world are you testing them?
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arcanine2009
True Bro
the definitely not obsessed with dragunov guy
Posts: 11,792
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Post by arcanine2009 on Nov 1, 2013 23:41:20 GMT -5
It's probably gonna be like the same multipliers from previous CoD games. 1.5 to chest and up at least. L11 whatever will get 1.1x to the knee. Marksmen rifles will likely get 1.5X to the head(MK14 and SVU at least) and maybe neck, and no 1.1X multipliers. I'm more curious to see what multipliers for every other class will be. Hopefully 1.0x everywhere except for snipers and marksmen rifles. Hell no. There needs to be headshot multipliers. I don't care if its 1.4x or less, but there needs to one..
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Post by Disgruntled Jigglypuff on Nov 1, 2013 23:47:47 GMT -5
Hopefully 1.0x everywhere except for snipers and marksmen rifles. Hell no. There needs to be headshot multipliers. I don't care if its 1.4x or less, but there needs to one.. Sorry, but no. We don't need any more randomness as is. Unless of course you want the head shot multiplier to deal with head glitchers. Or they could just make the head shot multiplier 1.00000000001 which is in fact, still greater than one./failed trolling attempt
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42
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Post by 42 on Nov 1, 2013 23:52:09 GMT -5
It's probably gonna be like the same multipliers from previous CoD games. 1.5 to chest and up at least. L11 whatever will get 1.1x to the knee. Marksmen rifles will likely get 1.5X to the head(MK14 and SVU at least) and maybe neck, and no 1.1X multipliers. I'm more curious to see what multipliers for every other class will be. Hopefully 1.0x everywhere except for snipers and marksmen rifles. Headshot multipliers are good, mkay?
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Post by aidsaidsaids on Nov 1, 2013 23:58:48 GMT -5
No they aren't, lol
not with CoD's recoil model anyway
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