Will
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Post by Will on Nov 22, 2014 6:58:39 GMT -5
Low handling also makes a slightly worst hipfire spread on the Goliath MP11. When both standing still and moving, or just when moving?
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Post by sixone on Nov 22, 2014 7:04:53 GMT -5
Just unlocked the MORS Penetrator. Same damage profile as vanilla. What about the fire rate difference? I don't notice any difference but I don't have any way of doing significant testing other than eyeballing it in firing range.
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Post by sixone on Nov 22, 2014 7:09:52 GMT -5
Is it possible that the variations do different things depending on the weapon class? I'm only asking because I see no other reason for +3 handling on the Atlas 20mm. Short answer: Yes. Long answer: It might not be locked by class, it could very well be different for each individual weapon. And from everything tested so far, it seems that variations of the "mobility" stat will ONLY effect ADS time, and never run speed. Run speed is locked by weapon class, like other CODs. The MP11 has a higher "Mobility" because it has a faster ADS time. Each of the "stats", like in other COD games, is a combination of multiple variables. So an extra point in any of those stats could be a change in any one or more of the variables. Here are the best guesses so far for what each of the fake "stats" is a combination of: "Damage" variables: - maximum damage - minimum damage - bullet penetration - distance of first damage dropoff "Accuracy" variables: - vertical recoil - horizontal recoil left - horizontal recoil right - centerspeed - hipfire spread (standing still) - ADS spread (shotguns only) "Fire Rate" variables: - maximum rate of fire - minimum rate of fire "Range" variables: - distance of first damage dropoff - distance of second damage dropoff (some weapons only) - distance of shotgun pellets disappearing "Handling" variables: - reload speed - empty reload speed - weapon raise time - weapon drop time - hipfire spread (moving) "Mobility" variables: - run speed - sprint speed - boost speed - ADS time - weapon ready out of sprint time - empty reload speed I really wish they'd stop doing this shit and just show us Den/Symthic-style damage charts in-game. What would "Accuracy" be on a bolt action sniper like the MORS? Idle sway?
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Post by Ironforce92 on Nov 22, 2014 7:35:56 GMT -5
Low handling also makes a slightly worst hipfire spread on the Goliath MP11. When both standing still and moving, or just when moving? I don' t remember. I discovered it on the firing range comparing the crosshairs. The KF5 Breakneck is wrong (fire rate+3) in the wwa's list.
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Will
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Post by Will on Nov 22, 2014 8:21:55 GMT -5
What would "Accuracy" be on a bolt action sniper like the MORS? Idle sway? I really have no idea, that list was just a lot of guesswork with a teensy bit of testing. It's a Klingonian mystery as to what Sledgehammer truly decided each of their "stats" means
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Will
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Post by Will on Nov 22, 2014 9:08:33 GMT -5
Like, their shit is so confusing. Attaching a red dot sight gives +1 accuracy, but attaching a target enhancer does not.
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banana
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Post by banana on Nov 22, 2014 9:19:38 GMT -5
What about the fire rate difference? I don't notice any difference but I don't have any way of doing significant testing other than eyeballing it in firing range. I suppose something simple would be to grab a stopwatch and time how long it takes to empty all of the reserve ammo. It's cool if you don't wanna do it tho
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Post by strokedem on Nov 22, 2014 12:40:15 GMT -5
Awesome list!! I agree that its bs that these unlocks are random. Im on my 3rd prestige and have gotten only one elite assault rifle (mk14 eclipse) and one professional(IMR Hushed). The mk14 eclipse is still about 4 hits to kill. Making it pretty much useless. All the rest of my elite weapons have been NA-45, Atlas 20mm, ameli, and bulldog. The only one I use is the bulldog. To me the supply drops don't seem very random as ive gotten at least 5 different variants of the m14 and ameli and I just keep getting rid of them. Im trying to get royalty on my assault rifles and I have already completed the BAL, AK12, and HBR and now im screwed because all I have to work with is the IMR hushed which takes 8 bullets (2 burst) to kill someone unless its a headshot. And it seems that every game I play in everyone on the other team is raping me with the Obsidian Steed or HBR insanity while im trying to defend myself with a base model ARX or IMR. I had all camos on my AR's and snipers in every cod before this. This game is 100% forsure the worst at weapon balancing. I will be able to get the assault rifles royalty but its gunna be a pain and lower my k/d. The snipers on the other hand... theres no way im getting those royalty unless I play hardcore mode because the NA45 and Lynx are so terrible. I really hope they fix the weapon balancing soon. My guess is they will fix it and then release a new gun in the dlc that rapes everything else so you have to spend more money (just like they did in ghosts). They should just release a remastered version of COD4 with new maps and maybe a few new guns and killstreaks and then never make another COD ever again.
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Post by sixone on Nov 22, 2014 13:47:56 GMT -5
I don't notice any difference but I don't have any way of doing significant testing other than eyeballing it in firing range. I suppose something simple would be to grab a stopwatch and time how long it takes to empty all of the reserve ammo. It's cool if you don't wanna do it tho I actually did that in firing range, it looked to be the same.
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Post by sixone on Nov 22, 2014 13:48:38 GMT -5
MK14 Hardtip - Despite Damage +1, still a 2-4HK .
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Post by dunsparceflinch on Nov 22, 2014 21:20:00 GMT -5
Some things I discovered tonight, pretty important because of its implications: ' 1) the +3 handling on the Virtuosity Atlas 20mm affects sprint out time. basically, the point of the +3 handling and -3 damage is to make an Atlas 20mm that is meant for quickscoping at the cost of damage
2) The tiger blood variant has worse hip fire than the normal s-12 in spite of not negative handling attributes. It DOES however, have negative accuracy attributes (-2 accuracy).
3) The sledgehammer has significantly tighter spread than a normal Tac 19, yet the stats say -1 handling. They do however also say +2 accuracy.
This means one of the following regarding variations.
A) What the variations mean vary greatly depending on weapon and/or weapon class.
B) The stats are all bullshit and sledgehammer games made different variations then decided to write BS "variation" stats for each.
I'm leaning towards A only because B would be way too much work.
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Post by ChloeB42 (Alexcalibur42) on Nov 22, 2014 21:35:07 GMT -5
Also, where's B I see 1,2,3 and A and C...
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Post by dunsparceflinch on Nov 22, 2014 21:41:20 GMT -5
I had a third idea of variations doing multiple things but realized that's just another version of theory A.
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Will
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Post by Will on Nov 22, 2014 22:06:04 GMT -5
Im trying to get royalty on my assault rifles and I have already completed the BAL, AK12, and HBR and now im screwed because all I have to work with is the IMR hushed which takes 8 bullets (2 burst) to kill someone unless its a headshot. The easiest way to unlock the AR camos is in Hard core gamemodes (Kill confirmed or Domination). 2 bullets across the map = longshot medal, or 1 bullet to the head = headshot medal.
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Will
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Post by Will on Nov 22, 2014 22:08:58 GMT -5
so the stat bars are wrong? sounds like call of duty to me. OKokok Driftor is increasing his offer to Marvel4 to $10,000 + a 20minute 1-on-1 Skype date for dem statz.
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Post by ChloeB42 (Alexcalibur42) on Nov 22, 2014 22:13:12 GMT -5
Wut
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Post by monkit on Nov 22, 2014 22:29:13 GMT -5
Fire rate on EPM3 Exterminator is mag capacity. lel
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n1gh7
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Post by n1gh7 on Nov 22, 2014 22:37:29 GMT -5
so the stat bars are wrong? sounds like call of duty to me. OKokok Driftor is increasing his offer to Marvel4 to $10,000 + a 20minute 1-on-1 Skype date for dem statz. He wants to see that native american part too.
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fpsdredd
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Post by fpsdredd on Nov 23, 2014 0:44:53 GMT -5
I was trying to reverse engineer their thought process with the mobility stat and I think mobility means "how well a gun can perform while mobile". I haven't done any testing regarding stats myself but drift0r's video on mobility claiming improved ADS time and dunsparceflinch's post above can lend to the theory. My idea is that a high mobility reduces the penalties that would affect a mobile playstyle (ads, sprint out and possibly more).
At the end of the day though, not having stats makes some things in game just silly e.g. I saw a variant that added 1 range at the cost of 1 damage. How are you supposed to make decisions based on that?
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Will
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Post by Will on Nov 23, 2014 0:56:22 GMT -5
We could take up a collection to send Mousey to school to learn Klingon. I'd chip in a few bucks.
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Post by -3055- on Nov 23, 2014 13:02:33 GMT -5
I can say for a fact that firerate has 0 effect on the Tac-19. So it's a safe assumption it has no effect on the MORS
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Post by dunsparceflinch on Nov 23, 2014 13:16:09 GMT -5
Fire rate may be doing nothing because of the frame rate conflict, so don't be too hasty. It definitely needs to be checked individually. Or because "pump time"/"bolt time" has always been separate from fire time
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Post by dunsparceflinch on Nov 23, 2014 14:36:46 GMT -5
Foxtrot it I'm probably misremembering, but I thought black ops 2 had a separate rechamber and firetime for the ballista and DSR. I could have sworn vonderhaar posted the actual numbers to each in tweets. It would explain why the lite-trigger I have seems to have no Fire rate bonus.
As for the MORS, technically the rechamber is a reload, unless they have it programmed as infinite ammo with a rechamber.
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Post by dunsparceflinch on Nov 23, 2014 14:56:52 GMT -5
You're probably right about the firetime thing, but the field of view, bonus medals, attachments, perks, sound engine, etc. are all very BO2ish as opposed to Ghostsish or MW3ish.
You even have the same shiny plastic look of BO2. So I'm not so sure that IWs games are the best reference this time.
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Post by dunsparceflinch on Nov 23, 2014 15:31:51 GMT -5
Agreed on testing things individually. The easiest thing to test is hip fire, don't even have to do any movement just need to switch weapon classes and compare differences between normal and variants.
It seems accuracy affects shotgun spread more than handling, so the next thing I'll test is what the actual benefits of the man-o-war (bulldog w/+2handling -2damage) are. I suspect that it'll be sprint out time or recoil.
I'll next test the jab and runner against the lite trigger to see if maybe mobility DOES affect other things on shotguns.
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Post by sixone on Nov 24, 2014 6:40:49 GMT -5
Got Bal Obsidian. Did some quick testing in firing range. Fire rate & recoil is the same despite the -1. 3HK longer than HBRa3's which is 30m. So on paper it seems the top AR in the <40m range, with only the MP11 Goliath being the only gun to compete with it in say the <30m range.
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Post by sixone on Nov 24, 2014 7:27:26 GMT -5
What would "Accuracy" be on a bolt action sniper like the MORS? Idle sway? I really have no idea, that list was just a lot of guesswork with a teensy bit of testing. It's a Klingonian mystery as to what Sledgehammer truly decided each of their "stats" means Accuracy affects the idle sway speed. Tested using an ACOG on the MORS Long Rifle (Accuracy +1) and MORS Pummeler (Accuracy -1). While the range of the sway was ~ the same, it moved slower on the Long Rifle.
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Post by I Am Hollywood5 on Nov 24, 2014 10:59:57 GMT -5
Just got the S12 Whirlwind last night. Holy crap, it's almost the MW2 AA12! I think it might actually be worthy of being a primary weapon. It's definitely fun to use.
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Will
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Post by Will on Nov 24, 2014 11:36:21 GMT -5
Just got the S12 Whirlwind last night. Holy crap, it's almost the MW2 AA12! I think it might actually be worthy of being a primary weapon. It's definitely fun to use. Let's not get carried away here I have that variant as well. The +2 magazine size is nice, it's actually able to get 1 kill before reloading now!
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Post by dunsparceflinch on Nov 24, 2014 12:37:28 GMT -5
The tiger blood is also good. Especially with extended mags.
Honestly the only things the s12 needs for a buff are better max damage, smg handling, and tighter ads spread. That way the 10 damage min per pellet goes a long way. I find that right now I always get the long shot kill on the very last round in the magazine.
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