wwaa
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Post by wwaa on Nov 24, 2014 14:19:55 GMT -5
btw, just received:
Lynx
Snake Oil [Marksman (300 kills)]: (Handling +2, Fire Rate -1, Mobility -1)
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Post by dunsparceflinch on Nov 24, 2014 14:24:09 GMT -5
Okay I tested some more variants and I can confirm all hip fire differences I noticed with the accuracy variants while handling affects sprintout time even on shotguns. Handling is kinda useless on certain shotguns though, particularly the bulldog which has such a small sprintout time that I literally couldn't tell if the handling bonus of the manowar was reducing it.
Someone should let condry know that fire rate doesn't increase the fire rate on the tac19.
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Will
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Post by Will on Nov 24, 2014 15:11:28 GMT -5
btw, just received: Lynx Snake Oil [Marksman (300 kills)]: (Handling +2, Fire Rate -1, Mobility -1) Thanks, updated that now. I also edited in some of everyone's discoveries about the variables. It really just seems like the variants are their own unique weapons, and SHG just randomly ticked up and down some of their imaginary "stats" to give people a representation of how it performs differently from the base model.
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Post by dunsparceflinch on Nov 24, 2014 16:20:41 GMT -5
btw, just received: Lynx Snake Oil [Marksman (300 kills)]: (Handling +2, Fire Rate -1, Mobility -1) Thanks, updated that now. I also edited in some of everyone's discoveries about the variables. It really just seems like the variants are their own unique weapons, and SHG just randomly ticked up and down some of their imaginary "stats" to give people a representation of how it performs differently from the base model. Or maybe variations do different things for different weapon classes. For shotguns accuracy was consistently changing hip fire spread and for both shotguns and snipers handling affected sprintout time. I just have s hard time believing that 350 unique weapons were made uniquely.
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Will
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Post by Will on Nov 24, 2014 20:20:21 GMT -5
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Will
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Post by Will on Nov 24, 2014 20:39:17 GMT -5
"Damage" can also refer to rate of fire, since a higher rate of fire = more damage over time. Ugh....
Example: EM1 has a higher "Damage" stat than the Assault Rifles.
Currently engaged in a Youtube debate where someone is trying to tell me that the EM1 is overpowered because it does more damage per hit than the Bal.
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Post by dunsparceflinch on Nov 24, 2014 21:06:28 GMT -5
How much recoil does the em1 have?
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Will
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Post by Will on Nov 24, 2014 21:30:38 GMT -5
Quite a bit, more than the submachine guns I would say. It really shines in CQB with it's hipfire and TTK.
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Post by Megaqwerty on Nov 25, 2014 12:52:03 GMT -5
Currently engaged in a Youtube debate where someone is trying to tell me that the EM1 is overpowered because it does more damage per hit than the Bal. Today I learned that the EM1 is a two hit kill. No wonder it's so good.
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Post by mrbone2u on Nov 25, 2014 13:20:37 GMT -5
Currently engaged in a Youtube debate where someone is trying to tell me that the EM1 is overpowered because it does more damage per hit than the Bal. Today I learned that the EM1 is a two hit kill. No wonder it's so good. I guess that super buff hasnt made it to pc yet
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wwaa
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Post by wwaa on Nov 25, 2014 16:59:49 GMT -5
(Fire Rate +1) BAL27 on PC: BAL27: 4 rounds at 571 rpm, next at 780 rpm BAL27: 4 rounds at 650 rpm, next at 900 rpm (.223 version Fire Rate +1) I'd love to test HBRa3 Insanity (Fire Rate +2), but not unlocked yet. more details: here denkirson.proboards.com/post/196132/thread(Fire Rate -2) KF5 on PC: KF5: 40 rounds fired in 3,01 sec, firetime 0,0772: RoF: 777 rpm KF5: 40 rounds fired in 3,83 sec, firetime 0,0982: RoF: 611 rpm (KF5 Spanner, Fire Rate -2) approx: Fire Rate +1 means RoF: +12/14% Fire Rate -2 means RoF: -27% One "Fire Rate" point is "13.5%", well .... Does HBRa3 Insanity (Fire Rate +2) have +27% RoF ? Wow .... get a grip ... -------------------------- btw: BAL27 Obsidian Steed (Fire Rate -1) <4 rounds at 530 rpm, next at 680 rpm> ROF: -11/14% approx
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Post by mrbone2u on Nov 25, 2014 18:38:42 GMT -5
wow shg. A 900 rpm AR and they thought this was balanced?
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Will
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Post by Will on Nov 25, 2014 19:10:00 GMT -5
Currently engaged in a Youtube debate where someone is trying to tell me that the EM1 is overpowered because it does more damage per hit than the Bal. Today I learned that the EM1 is a two hit kill. No wonder it's so good. I thought some bros tested it to be a 13-hit kill after the patch? (20 before patch)
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Post by dunsparceflinch on Nov 25, 2014 20:00:34 GMT -5
wow shg. A 900 rpm AR and they thought this was balanced? Hopefully they can patch specific variants and add some recoil to the insanity. Still not able to find any differences with mobility. If someone knows a reliable way to do a "race" that would be awesome. I have a feeling that mobility does something besides ads because otherwise it would be pointless on dual wield weapons. Wouldn't be surprised if it does in fact affect movement speed because why else would they not put it on secondaries. Probably supposed to be something like 2-3%.
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Post by mrbone2u on Nov 25, 2014 20:14:39 GMT -5
(Fire Rate +1) BAL27 on PC: BAL27: 4 rounds at 571 rpm, next at 780 rpm BAL27: 4 rounds at 650 rpm, next at 900 rpm (.223 version Fire Rate +1) I'd love to test HBRa3 Insanity (Fire Rate +2), but not unlocked yet. more details: here denkirson.proboards.com/post/196132/thread(Fire Rate -2) KF5 on PC: KF5: 40 rounds fired in 3,01 sec, firetime 0,0772: RoF: 777 rpm KF5: 40 rounds fired in 3,83 sec, firetime 0,0982: RoF: 611 rpm (KF5 Spanner, Fire Rate -2) approx: Fire Rate +1 means RoF: +12/14% Fire Rate -2 means RoF: -27% One "Fire Rate" point is "13.5%", well .... Does HBRa3 Insanity (Fire Rate +2) have +27% RoF ? Wow .... get a grip ... -------------------------- btw: BAL27 Obsidian Steed (Fire Rate -1) <4 rounds at 530 rpm, next at 680 rpm> ROF: -11/14% approx Is there a way for you to approximate damage according to +1, +2 etc? Is it just 1 more point of damage or a percentage?
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Post by dunsparceflinch on Nov 25, 2014 21:40:35 GMT -5
Is there any possibility that the atlas 20mm isn't a 1HK everywhere. I only ask because why else have a +1 damage variant.
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Post by Megaqwerty on Nov 26, 2014 9:38:43 GMT -5
Penetration.
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wwaa
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Post by wwaa on Nov 26, 2014 13:48:26 GMT -5
Is there a way for you to approximate damage according to +1, +2 etc? Is it just 1 more point of damage or a percentage? BAL27(dmg+2) vs BAL27(std dmg) at longest range in firing range: 30m: head: 3HK both chest: 3HK vs 4HK lower: 3HK vs 4HK arms: 3HK vs 4HK up to 15m: both 3HK. Hard to say much more. My "feeling" is that "distance of first damage dropoff" is x200% at least, so we have longer 3HK area, I do not suppose any max dmg increase on AR, (Dmg+1 would be x150% or sth) both are 3HK in close range, 34+ damage, std BAL27(std) goes below 33 faster, while BAL27(Dmg+2) stays at 34+ a bit longer ... pays for this with lower RoF. In HC in close-mid both are 1HK. SH left 600 rpm MK14 as 4HK semi auto in long range, they do not like high dmg on guns I suppose, probably there is, on some weapons (pistols?), increase in max dmg, why not? BAL27(+2dmg) must be at least 4HK in longer ranges having 680rpm, if we have weak MK14. It is only my "idea", no proof, if anyone tested and has more info, g.a. pls
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Will
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Post by Will on Nov 26, 2014 18:54:01 GMT -5
I really really doubt that "one tick" on their fake stat bars directly applies to "x" amount of difference in a real stat (or even "x" % for that matter), but rather each variant has it's own unique stats, and they just arbitrarily adjusted the fake stat bars in attempt to represent how it differs from the base model. This effectively makes it impossible to know how different the variant is off the fake stat bars alone; only individual testing of each weapon will be able to tell us the true story.
Or if Driftor increases his offer to Marvel to include 3 Thai hookers.
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probaddie
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Post by probaddie on Nov 26, 2014 19:05:05 GMT -5
Who doesnt love some good old fashion penetration? Bed bugs?
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Post by rojoshow13 on Nov 26, 2014 21:42:40 GMT -5
Does anyone know how much each +1 of damage gives you. I know when it shows a magazine ↓ that each one is -4 bullets because my AK12 RIP has -2 mags and 22 bullets. But the AK does 33 damage max and its a 4 shot kill minimum not counting headshots and the RIP has +1 damage but its still a 4 shot kill.
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Will
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Post by Will on Nov 26, 2014 21:56:28 GMT -5
Does anyone know how much each +1 of damage gives you. I know when it shows a magazine ↓ that each one is -4 bullets because my AK12 RIP has -2 mags and 22 bullets. But the AK does 33 damage max and its a 4 shot kill minimum not counting headshots and the RIP has +1 damage but its still a 4 shot kill. It is not a set number or percentage change, it is a rough representation of how the weapon differs from it's base model. For some weapons it represents a difference in the minimum damage, for others it represents the maximum damage. Heck, for some it might even be representing body multipliers or penetration. It can even be their way of representing a change in Fire Rate, since that means the weapon can do more damage per second. It's a really stupid way of going about it, but it wouldn't be COD if they weren't dumb about the stats. +1 damage = "this gun will do a little bit more damage over time or over a range or up close or through a wall than the base model" +2 damage = "this gun will do a lot more damage over time or over a range or up close or through a wall than the base model" +3 damage = "this gun will do a heck of a lot more damage over time or over a range or up close or through a wall than the base model"
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banana
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Post by banana on Nov 27, 2014 11:04:52 GMT -5
What are the fire rates at 60 fps again?
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wwaa
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Post by wwaa on Nov 27, 2014 14:33:41 GMT -5
I really really doubt that "one tick" on their fake stat bars directly applies to "x" amount of difference in a real stat (or even "x" % for that matter), but rather each variant has it's own unique stats ... Well, it is not about doubts but facts : ) ... and ... at 91 fps on PC facts are as follows: MP11 32 rounds in 2.06 sec, firetime 0.665, 903 rpm [12 bars] Fire rate +1 (Toxic): 32 rounds in 1.86 sec, firetime 0.600, 1000 rpm (+10.7%) [13 bars] SN6 32 rounds in 2.34 sec, firetime 0.755, 795 rpm [13 bars] Fire rate+1 (Cycled): 32 rounds in 2.04 sec, firetime 0.658, 912 rpm (+14.7%) [14 bars] SAC3 2x32 rounds in 3.35 sec, firetime 0.108, 2x555 rpm [17 bars] Fire rate +1 (Blood&Glory): 2x32 rounds in 3.06 sec, firetime 0.987, 2x608 rpm (+9,5%) [18 bars] KF5 40 rounds fired in 3,01 sec, firetime 0.0772, 777 rpm [9 bars] Fire rate -2 (Spanner): 40 rounds fired in 3,83 sec, firetime 0,0982, 611 rpm (-27.1%) [7 bars] BAL27 4 rounds at 571 rpm, next at 780 rpm [14 bars] Fire rate +1 (223) 4 rounds at 650 rpm, next at 900 rpm (+13,8%, +15.3%) [15 bars] Fire rate -1 (Obsidian Steed) 4 rounds at 530 rpm, next at 680 rpm (-7.7%, -14.7%): avg -11,2% [13 bars] I have no other variants with Fire Rate modification. Please bear in mind it is an estimation at 91 fps, error in firetime arr. 0.001s (20rpm) possible. More: 91fps influences diff rates of fire differently, so in fact, arithmetical modification applied by AW does not equal to any number I might have, regardless how precise estimated. (that is why I am satisfied with results above, btw.) Statisticians would say: go average, and using 5 results (+1) from above: Fire rate +1 = + 12,8%Then, I suggest/assume that: Fire Rate +2 = +25%, Fire Rate -1 = -12.8% and Fire rate -2 = -25%, using KF5 Spanner and BAL27 Obsidian Steed results. Of course variants might have its own unique stats, it is not about how is it called, but what does it mean in practice.
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Post by mrbone2u on Nov 27, 2014 15:09:18 GMT -5
ya but what about +1 for damage? 12% as well?
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wwaa
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Post by wwaa on Nov 27, 2014 15:32:17 GMT -5
^ Really hard to say, I think that short answer is: no.
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Post by sixone on Nov 28, 2014 5:39:59 GMT -5
wow shg. A 900 rpm AR and they thought this was balanced? Tested the Bal-27 223 in a Private Match. It's a 4-6HK. So it loses its 3HK at the expense of Fire Rate. The MP11 Goliath still a better choice in that close-mid range imo due to the mobility. Anyone unlock the AK12 Bleeder (Damage +2, Fire Rate -2) yet? I wonder if the opposite holds true for this gun, i.e., becomes a 3HK at close range?
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Post by sixone on Nov 28, 2014 6:00:15 GMT -5
Unlocked the HBRa3 Lead Launcher (Accuracy +1, Handling +1, Fire Rate -2). Basically it' removes the need for a Foregrip (actually it's more accurate than using Foregrip on the vanilla version) at the expense of decreased rpm (from 600 to 514?). Can't see what the role this variant would play. At <600 rpm the damage profile doesn't change from vanilla (3-5HK) so it seems to lose at all ranges to the guns you most see in the lobbies.
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Post by dunsparceflinch on Nov 28, 2014 19:09:19 GMT -5
Something new I discovered: Damage for shotguns adds or removes a pellet per shot per variation. So for example the Man-O-War only fires 6 pellets per shot because of its -2 damage.
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Will
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Post by Will on Nov 28, 2014 20:55:25 GMT -5
Something new I discovered: Damage for shotguns adds or removes a pellet per shot per variation. So for example the Man-O-War only fires 6 pellets per shot because of its -2 damage. That is great information, thanks!
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