fpsdredd
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Always working on the FPS metagame
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Post by fpsdredd on Dec 11, 2014 16:23:04 GMT -5
XMG lockdown stats?
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Post by dunsparceflinch on Dec 11, 2014 17:14:04 GMT -5
pre-patch the XMGs apparently didn't have different damage or range in lockdown mode. don't know about post patch.
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Post by DroneASR on Dec 11, 2014 17:46:21 GMT -5
Does anyone know the maximum damage of Ameli?? Marvel4 shows it was 49 before patch 1.07 which says ” Ameli: damage increased”. But when I tried with local testing, I couldn’t get any 2 shot kill (1 head shot + 1 body shot) after the patch. So, I suppose the maximum damage is 35 after the patch. somebody correct me if im wrong, but the patches only affects mutliplayer if you're testing on local it wont work, try on an online private match (or if your on last-gen consoles the patch isnt out yet)
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Post by ksms on Dec 11, 2014 18:29:06 GMT -5
Does anyone know the maximum damage of Ameli?? Marvel4 shows it was 49 before patch 1.07 which says ” Ameli: damage increased”. But when I tried with local testing, I couldn’t get any 2 shot kill (1 head shot + 1 body shot) after the patch. So, I suppose the maximum damage is 35 after the patch. somebody correct me if im wrong, but the patches only affects mutliplayer if you're testing on local it wont work, try on an online private match (or if your on last-gen consoles the patch isnt out yet) IF the patches only affects multiplayer mode, then Ameli should have 2 shot kill (1HS and 1 Body shot) in local mode according to the stats given by Marvel4, but it dose not have 2 shot kill at close range now. I'm PS4 player and I suppose the patches also affects local mode but SHG removed the 2 shot kill from Ameli even they said they increased the damage.
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Post by Megaqwerty on Dec 11, 2014 18:43:32 GMT -5
Sledgehammer could have meant they buffed the ranges of the Pyratek and Ameli.
Sledgehammer is weird like that.
(I say this because the Ameli certainly does not feel like a two hit kill.)
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Post by ChloeB42 (Alexcalibur42) on Dec 11, 2014 19:32:45 GMT -5
Well on last gen they buffed the EM1 to 8 damage, now the patch notes for Xbox 360 say increase damage to EM1, and from what I hear on Current Gen it's 6 damage so....yeah who knows wit SHG
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Post by Megaqwerty on Dec 12, 2014 12:06:02 GMT -5
Simple: they increased the damage by -2.
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Post by dunsparceflinch on Dec 12, 2014 17:06:06 GMT -5
maybe it's like that time they thought the nerved the fmg9s....
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Post by ksms on Dec 13, 2014 3:33:06 GMT -5
I tested again today, and the result is; No 49 damage at close range for ameli. The maximum damage seems be 35 after the patch. And I also tested xmg and confirmed that xmg has 4 shot kill without any head shot or upper torso shot now. Does anybody has actual damage stats for the xmg after the patch?
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Post by dunsparceflinch on Dec 13, 2014 12:33:03 GMT -5
wow, so they screwed up and decreased the damage on the ameli......
sounds like the devs from MW3.... oh wait these are the devs from MW3.
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Post by Marvel4 on Dec 20, 2014 2:15:06 GMT -5
Updated.
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Will
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Post by Will on Dec 20, 2014 2:29:21 GMT -5
I'm liking that range buff. Going to have to pull out my Goliath when I get home and test if that midrange damage (24) is somehow magically pushed over 30. If so, it will be sex in hardcore.
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Will
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Post by Will on Dec 20, 2014 8:33:28 GMT -5
I'm liking that range buff. Going to have to pull out my Goliath when I get home and test if that midrange damage (24) is somehow magically pushed over 30. If so, it will be sex in hard core. CONFIRMED. MEDIUM DAMAGE OF GOLIATH IS AT LEAST 30. This makes the MP11 Goliath have the longest 1HK range of all the SMGs in hard core (850 inches).
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Post by LeGitBeeSting on Dec 20, 2014 16:01:42 GMT -5
SMGs buffed and shotguns unbuffed. Because SMGs where/are worse than shoguns.
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Post by kylet357 on Dec 20, 2014 20:43:11 GMT -5
I got a little question. How much damage does a variant that has increased damage add? Does it add enough damage just to decrease bullets to kill, or does it add a specific damage?
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n1gh7
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Post by n1gh7 on Dec 20, 2014 20:52:16 GMT -5
None of the above.
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Post by I Am Hollywood5 on Dec 21, 2014 0:48:43 GMT -5
I'm liking that range buff. Going to have to pull out my Goliath when I get home and test if that midrange damage (24) is somehow magically pushed over 30. If so, it will be sex in hard core. CONFIRMED. MEDIUM DAMAGE OF GOLIATH IS AT LEAST 30. This makes the MP11 Goliath have the longest 1HK range of all the SMGs in hard core (850 inches). So the damage is 30-30-20? Or something like that? I still haven't unlocked the Goliath, but I would imagine the Goliath + Advanced Rifling + Grip is a ton of fun to use now. I knew ever since they revealed variants that there would be no way they'd keep the variants balanced with each other, and I don't really care given how weak all the base guns are, but it's really frustrating that it's completely based on luck, especially when you're at a competitive disadvantage to someone who's been luckier than you.
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Post by kylet357 on Dec 21, 2014 11:14:36 GMT -5
To be fair, the Goliath has monstrous hipfire. Especially when you have Rapid Fire on. But that incredible range of the 4 hit kill more than makes up for it. It can kill the farthest target in the firing range in 4 hits with AR equipped. I use Grip, Rapid Fire, and Advanced Rifling on it.
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Post by dunsparceflinch on Dec 21, 2014 16:35:23 GMT -5
This is why they should have had a development team specifically for balancing variants.
BTW, was the ameli damage buff technically a nerf?
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Post by hulk2k10 on Dec 22, 2014 11:49:50 GMT -5
How does the variants range attribute affect the guns? Gun dependent or is still a static formula (kind of like fire rate)?
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Usagi
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Post by Usagi on Dec 22, 2014 12:04:41 GMT -5
This is why they should have had a development team specifically for balancing variants. BTW, was the ameli damage buff technically a nerf? Since it's 34-33 now I'm hoping that any variant with +damage makes it a 3HK at any range, that would be fantastic.
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Post by mrbone2u on Dec 22, 2014 12:08:10 GMT -5
How does the variants range attribute affect the guns? Gun dependent or is still a static formula (kind of like fire rate)? increases the range of your minimum damage
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Post by mrbone2u on Dec 22, 2014 12:09:05 GMT -5
This is why they should have had a development team specifically for balancing variants. BTW, was the ameli damage buff technically a nerf? Since it's 34-33 now I'm hoping that any variant with +damage makes it a 3HK at any range, that would be fantastic. i have the subverter (+2) damage and i can confirm it is a 3hk at any range in core
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Usagi
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Post by Usagi on Dec 22, 2014 12:11:16 GMT -5
Since it's 34-33 now I'm hoping that any variant with +damage makes it a 3HK at any range, that would be fantastic. i have the subverter (+2) damage and i can confirm it is a 3hk at any range in core oh shit nigga If the Ameli Heavy with +1 damage is a 3HK at all ranges it will be the best variant because it doesn't have the huge clipazine penalty.
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Post by Megaqwerty on Dec 22, 2014 12:47:59 GMT -5
If so, I think it's about to get Heavy in here.
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Post by Megaqwerty on Dec 22, 2014 13:07:34 GMT -5
Well, are you a three hit kill at all ranges?
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Will
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Post by Will on Dec 22, 2014 13:19:38 GMT -5
How does the variants range attribute affect the guns? Gun dependent or is still a static formula (kind of like fire rate)? increases the range of your minimum damage I'm thinkin it can reference a difference in either of the range dropoffs, or both. Remember, each variant is it's own unique weapon, those stat bars are just a reference to give you a rough idea of how they differ.
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Post by hulk2k10 on Dec 22, 2014 13:28:24 GMT -5
How does the variants range attribute affect the guns? Gun dependent or is still a static formula (kind of like fire rate)? increases the range of your minimum damage Is it know how far it pushes out the minimum damage range?
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Post by hulk2k10 on Dec 22, 2014 13:43:18 GMT -5
Also, is it know how the variant damage attribute affects the Bal-27, AK, or ASM1? For example +1 = +1 to the minimum damage, +2 = +1 to the medium and minimum damages, etc.?
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Will
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Post by Will on Dec 22, 2014 15:07:28 GMT -5
Also, is it know how the variant damage attribute affects the Bal-27, AK, or ASM1? For example +1 = +1 to the minimum damage, +2 = +1 to the medium and minimum damages, etc.? Again, it's different depending on each variant. Think of each variant as it's own unique weapon. The "modifiers" aren't actually modifiers at all, but just graphical representations of multiple variables, as the fake stat bars have always been in COD games.
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