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Post by Deleted on Nov 23, 2013 22:11:46 GMT -5
According to a recent test by XfactorGaming I've noticed that the "Armor" defensive field upgrade might not specifically decrease damage intake by 10%, or even [100 / (100+10)]% for that matter.
In the video xFactor has two friends in front of him, one with Armor and one without. Both targets had 100 health upon being fired at and were shot once during each test. [0:48] 870 Slug - Unarmored target died, armored target lived with 7HP, this test was done twice and showed consistent results. [1:23] M26 Dart - Armored target died, meaning both targets would have died anyway. [1:41] AK-12 - Unarmored target took 25 damage, Armored target took 24 damage. [2:14] SCAR-H - Unarmored target took 34 damage, Armored target took 32 damage. [2:42] M26 MASS - Both targets died. [2:57] SRR-61 - Unarmored target died, armored target took 93 damage. [3:11] LSAT - Results similar to the AK-12's. [3:27] P226 - Unarmored target took 27 damage, armored target took 26.
Assuming no previous knowledge of how much damage the bolt action snipers and slug 870 deals, one could suggest that these weapons actually deal 104/103 damage. However, Looking at the SCAR-H's results there's no way that this upgrade reduces damage by 10%. It could deal 31 or 30 damage to an armored opponent, but not 32.
EDIT: Assuming a damage values will always rounds UP to the nearest integer upon taking damage, this would explain the smaller-than-expected decrease in damage. 25 x .93 = 23.25, or 24 damage 34 x .93 = 31.32, or 32. 27 x .93 = 25.11, or 26.
Any further information on this matter would be appreciated; I clearly did not do my research.
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tiesieman
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Post by tiesieman on Nov 24, 2013 4:54:23 GMT -5
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Post by Deleted on Nov 24, 2013 5:16:34 GMT -5
Thanks; I can't believe I didn't check to see if the damage values check out when rounded UP instead of down.
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Post by didjeridu on Nov 24, 2013 9:52:56 GMT -5
Still enough to make close range bolts and slugs not worth it. Also given the presence of chokes, I can't see myself ever using slugs again.
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mmacola
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Post by mmacola on Nov 25, 2013 5:35:12 GMT -5
What you said about slugs not worth it? I remember semi autos having 75 damage
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Post by didjeridu on Nov 25, 2013 9:09:00 GMT -5
You are correct sir, I meant to say pump slugs.
On the topic of slugs, I'm still waiting to find out what the hell the choke even does with slugs. Battlelog claims that chokes and slugs are a bad idea, but you can't trust anything it says. If the chokes reduce ADS spread for pellets, I can't see why it wouldn't help slugs too. Semi-auto slugs with full choke could theoretically put DMRs to shame at close to medium range.
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tiesieman
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Post by tiesieman on Nov 25, 2013 13:52:04 GMT -5
Duckbill is a modifier for vertical and horizontal pellet spread, so I assume the chokes work the same way by multiplying horizontal and vertical values by a number <1. So that means slugs get no benefit from it since it's not ADS spread or whatever that changes
In fact, if there's an actual hipfire penalty that chokes give you they might actually be detrimental (right now the description says so, but that could either be interpreted as a penalty or just as the spread being harder to hit with since it's tighter. It's vague)
But yeah, just dont bother with slugs pumps. Unreliable at close range and zero range advantage over semis (especially since the sights on pumps seem to be misaligned for a long time after shooting and while strafing). Buckshot is where it's at and flechette can be pretty decent too.
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Post by didjeridu on Nov 25, 2013 14:24:51 GMT -5
Well, the way pellet spread in BF3 works is not the spread of the individual pellets in the cone, but the spread of the cone itself. That's basically the same thing as ADS spread, so I don't see why slugs would be exempt. But then again the chokes could be coded to only work with pellets for whatever reason, or BF4 could just work differently. I'm sure that the downside is indeed hip spread, which is a serious thing to consider. That's why I don't like using a choke on the Shorty, since that thing is never going to get ranged kills anyway. As a finisher, you don't need a tight cone, but rather a guaranteed hit. It would be neat if the modified choke winds up having less of a penalty as opposed to the full choke. Would be a good middle ground between ADS and hipfire.
I used the Duckbill once. Never again. It's cute, but way too situational. I really don't like how flechette is so far down the unlock line; actually, all the ammo types really. And why can't pump shotguns use grips? Seems silly to give them to semi-autos but not pumps.
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tiesieman
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Post by tiesieman on Nov 25, 2013 15:15:51 GMT -5
ads spread + pellet spread both work simultaneously though
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Post by bucket415 on Dec 5, 2013 15:11:20 GMT -5
Is there a point to any of the shotguns after the 1st one? Other than higher magazine counts, they offer no other benefits.
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tiesieman
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Post by tiesieman on Dec 6, 2013 6:12:05 GMT -5
Yes they do
Each of 'm has a different base spread (yes, spreads are different even without chokes), likely pellet spread increase per shot and recoil (recoil isn't that important, but it's still helpfull) From having like 3k shotgun kills (I think), I found that chinese one actually to be the worst of 'm all
In terms of spread
From smallest to largest UTS-15 > SPAS-12 > 870 > HAWK-12
I think the UTS sits at 2.0 base spread, SPAS at 2.5, 870 at 3.0 and the hawk either matches the 870 or is slightly worse
not sure but I think semis is: DBV-12 (note: this shotgun doesn't have fast ads walk) > M1014 = SAIGA > QBS There's some secret modifier that makes the pumps have much better spread (for example, the DBV-12 is listed as 2.7 base spread in the files but it's much larger than the 870 in game (this is also the reason why the symthic charts aren't complete yet)). Most of 'm seem to be around 3.5-4ish spread
On top of all that, flechette takes off like 0.5 of your base spread it seems
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Post by bucket415 on Dec 6, 2013 10:14:11 GMT -5
Tighter spread is one thing, but max damage, range, & fire rate, to me, are all more important, especially on a gun that I hip fire more than ADS. And its even more important in BF games, when facing more than 1 enemy. Pumps fire too slow to take out multiple enemies that are facing you and if you don't kill in 1 shot, even 1 enemy is too many. Pumps are more rewarding than spamming a trigger, but I'd rather live than die. I havent used them all in game. Im just going off the in game chart that shows the red and green improvement / worsening of stats & the Smythic chart.
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tiesieman
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Post by tiesieman on Dec 6, 2013 10:29:46 GMT -5
in-game stats are balls as usual
the qbs does like 7 more damage over all pellets. its hardly worth mentioning
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