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Post by Marvel4 on Dec 11, 2014 15:15:03 GMT -5
See signature.
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ThatGuy
True Bro
Bal = Life
Posts: 78
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Post by ThatGuy on Dec 11, 2014 15:21:33 GMT -5
Are u gonna make a spreadsheet out of it?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 11, 2014 15:21:43 GMT -5
Just make some videos on SBMM and lag-comp/anti-lag and the dollars will come pouring in.
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fpsdredd
True Bro
Always working on the FPS metagame
Posts: 495
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Post by fpsdredd on Dec 11, 2014 15:29:43 GMT -5
Thank you greatly Marvel4!
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Post by dunsparceflinch on Dec 11, 2014 15:45:13 GMT -5
Awesome work marvel.
If I recall the XMG lockdown mode is a fire time of 0.085 which is an RPM of 705.
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fpsdredd
True Bro
Always working on the FPS metagame
Posts: 495
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Post by fpsdredd on Dec 11, 2014 16:22:53 GMT -5
XMG lockdown stats?
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Post by dunsparceflinch on Dec 11, 2014 17:15:13 GMT -5
Marvel found an alternate XMG fire time of 0.085 (705 RPM) which sounds about right for the lockdown mode.
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fpsdredd
True Bro
Always working on the FPS metagame
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Post by fpsdredd on Dec 11, 2014 17:17:35 GMT -5
thanks
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Post by DroneASR on Dec 11, 2014 17:41:47 GMT -5
Are the fire rate on brust fire weapons within the burst???
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wwaa
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PC / PS4 / X1
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Post by wwaa on Dec 11, 2014 18:02:11 GMT -5
great, thanks.
I knew this bloody SN6 fires like crazy...
Good to know burst delay is 0.1s.
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Post by I Am Hollywood5 on Dec 11, 2014 21:10:09 GMT -5
This game still rounds RoF to FPS right? I just can't believe the game code for the SN6 is actually 1200RPM. It must be borked somehow, or it's firing multiple bullets in the same frame, because I swear on my life the gun doesn't get anywhere close to 1200rpm, neither console 60fps nor PC 91fps. The speedup in the first 4 shots is nearly imperceptible, in fact. Marvel youre stepping in on everyones groove. I'm losing youtube dollars here. Heh. I figured there was something going on with that...
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Post by ksms on Dec 11, 2014 21:28:52 GMT -5
IMR is 0.075 with 800 rpm. Myabe just a typo.
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Post by dunsparceflinch on Dec 11, 2014 22:59:49 GMT -5
it takes the burst delay into account
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banana
True Banana
Zoro > Law
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Post by banana on Dec 11, 2014 23:21:02 GMT -5
Smh @ mors being 47 rpm. dang it sledgehammer
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Will
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K/D below 1.0
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Post by Will on Dec 12, 2014 0:03:51 GMT -5
Marvel youre stepping in on everyones groove. I'm losing youtube dollars here. Thank Drift0r for drawing the line at $10,000. Marvel got fed up
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Post by imrlybord7 on Dec 12, 2014 2:20:33 GMT -5
The HBR shoots at 857 for the first 4? It feels way the fuck slower than that.
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Will
True Bro
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Post by Will on Dec 12, 2014 2:39:17 GMT -5
The HBR shoots at 857 for the first 4? It feels way the Foxtrot slower than that. If you're on console (60 FPS), frame rounding drops it to 720 RPM.
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Post by imrlybord7 on Dec 12, 2014 3:24:16 GMT -5
Thanks meng. That's upsetting. So how does frame rounding affect ammo consumption? Like does everything link up because the non-existent frames just didn't happen?
EDIT: I guess what I'm really asking is if shots are fired that don't actually fire. But I'm assuming that that definitely does not happen and I really hope I'm not giving the CoD machine too much credit on that assumption.
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Post by sixone on Dec 12, 2014 8:18:46 GMT -5
Thanks Marvel.
After the patch, that ASM1 with rapid fire is a monster <15m or so being a 3HK and the first 8 shots @ 1200 rpm. Made me put down the MP11 Goliath.
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wwaa
True Bro
PC / PS4 / X1
Posts: 2,086
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Post by wwaa on Dec 12, 2014 8:53:52 GMT -5
This game still rounds RoF to FPS right? I just can't believe the game code for the SN6 is actually 1200RPM. It must be borked somehow, or it's firing multiple bullets in the same frame, because I swear on my life the gun doesn't get anywhere close to 1200rpm, neither console 60fps nor PC 91fps. 1. no it is ok, it is not broken. SN6 can easily fire at 1000-1050 rpm on PC at 91 fps ... the problem is that a gun programmed to fire at 1200 is inconsistent at 90-91fps in 1050-1200 rpm area, but 1000+ up to 1050 works if framerate stable. if I program SN6 to fire 4 rounds at 1052 rpm it sometimes fires 4 and sometimes 3 only. the highest consistent and reliable (framerate less sensitive) RoF imo is with a 0.060 firetime = 1000 rpm. this "case" would be closed but it really hapens that SN6 fires 2 rounds with a 0.05 delay (on PC at 91 fps, oops I just did it again 10s ago, never swear on your life) and it is 1200 rpm ... and it changes TTK. a gun that has a 1000 rpm firecap cannot fire at 1200 rpm, so it makes a difference. 2. I suppose that it is possible to boost SN6 average RoF using a macro: (4-round burst ~1000 rpm + small delay to reset RoF to 1000 rpm again) x repeat. It was possible with AN94 and in BO2.
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Post by wantonRULE on Dec 12, 2014 9:22:31 GMT -5
Thanks Marvel. After the patch, that ASM1 with rapid fire is a monster <15m or so being a 3HK and the first 8 shots @ 1200 rpm. Made me put down the MP11 Goliath. This, no reason to use the other smgs imo. I've always liked the SN6 and KF5 but I can't see a benefit in using them over the ASM. Dare I say the ASM is kinda sorta OP?...
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Post by I Am Hollywood5 on Dec 12, 2014 10:17:09 GMT -5
This game still rounds RoF to FPS right? I just can't believe the game code for the SN6 is actually 1200RPM. It must be borked somehow, or it's firing multiple bullets in the same frame, because I swear on my life the gun doesn't get anywhere close to 1200rpm, neither console 60fps nor PC 91fps. 1. no it is ok, it is not broken. SN6 can easily fire at 1000-1050 rpm on PC at 91 fps ... the problem is that a gun programmed to fire at 1200 is inconsistent at 90-91fps in 1050-1200 rpm area, but 1000+ up to 1050 works if framerate stable. if I program SN6 to fire 4 rounds at 1052 rpm it sometimes fires 4 and sometimes 3 only. the highest consistent and reliable (framerate less sensitive) RoF imo is with a 0.060 firetime = 1000 rpm. this "case" would be closed but it really hapens that SN6 fires 2 rounds with a 0.05 delay (on PC at 91 fps, oops I just did it again 10s ago, never swear on your life) and it is 1200 rpm ... and it changes TTK. a gun that has a 1000 rpm firecap cannot fire at 1200 rpm, so it makes a difference. 2. I suppose that it is possible to boost SN6 average RoF using a macro: (4-round burst ~1000 rpm + small delay to reset RoF to 1000 rpm again) x repeat. It was possible with AN94 and in BO2. I'll have to capture some footage of it to demonstrate, because I'm definitely running at a solid 91 fps and while I can perceive the RoF changes on the ASM1, BAL, and HBRA3, I cannot perceive any change in RoF on the SN6 whatsoever. Thanks Marvel. After the patch, that ASM1 with rapid fire is a monster <15m or so being a 3HK and the first 8 shots @ 1200 rpm. Made me put down the MP11 Goliath. This, no reason to use the other smgs imo. I've always liked the SN6 and KF5 but I can't see a benefit in using them over the ASM. Dare I say the ASM is kinda sorta OP?... OP compared to any of the assault rifles? No. Compared to other SMGs, maybe, but it's more that the other SMGs (except the MP11) are still underpowered.
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Post by TheHawkNY on Dec 12, 2014 10:41:25 GMT -5
FYI:
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Post by sixone on Dec 12, 2014 12:41:59 GMT -5
Thanks TheHawkNY, so rapid fire just makes it a consistent 900 rpm, good to know. A bummer, but the 3HK & mag size still makes it my goto rushing weapon.
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Post by sixone on Dec 12, 2014 13:51:09 GMT -5
What about the Fire Rate modifiers for the variants? Do they affect the first shots?
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wwaa
True Bro
PC / PS4 / X1
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Post by wwaa on Dec 12, 2014 16:54:32 GMT -5
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Post by I Am Hollywood5 on Dec 12, 2014 19:35:59 GMT -5
BROS.
omg.
I just found something. The game LIES!!!! With audio. Gun shot sounds are not synced and they are deceiving. I just recorded a 240 fps video (of the screen, not a screen capture), watched it in 8x slow-mo, and figured out why the SN6 doesn't sound like it has a variable RoF. Basically, if you shoot a 3-round burst, the gun will actually fire 3 bullets, but you will only hear 2 gun shots. You'll see the gun kick 3 times, and your ammo count will decrease by 1 with every kick, completely in sync. But the game will only make 2 gun shot sounds, and they aren't in sync with the actual rounds fired. The audible gun shot sounds occur at 720rpm constantly, even though the gun is firing at 900rpm in reality.
I tried the same thing with the BAL and found the same problem. The audio tells you the gun is shooting faster than it is. Fire a 2-round burst and you will hear 3 gun shots. Audible gun shot sounds occur at 720rpm for the first 3 shots while the gun is actually firing bullets at 600rpm. Idk about y'all, but I personally use the sound of my gun's shots to help me with my aim, especially with slower-RoF guns, so this kinda throws me off a bit.
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Post by ChloeB42 (Alexcalibur42) on Dec 12, 2014 19:52:45 GMT -5
Burst guns are always the easiest to notice and especially in Killcams. Burap, rap, rap,rap, rap, rap. Cuz you know, 3 round burst guns fire 6 times.
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Post by sixone on Dec 13, 2014 7:02:29 GMT -5
Thanks. So assuming a Fire Rate +1 is ~14% for the ASM1, that alone won't push the first shots to 1200 rpm. However, the 2 variants with Fire Rate + for the ASM1 are the Reckless (+1 w/ integrated Rapid Fire) and the Speakeasy w/ +2. Since RF doesn't effect the first shots, the Reckless +1 may have no effect. Assuming ~25% for Fire Rate +2, the Speakeasy may be the only variant to achieve 1200 rpm for the first shots.
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Post by I Am Hollywood5 on Dec 13, 2014 13:25:20 GMT -5
I don't understand why IW and SHG continue to set wonky RoF values when it basically doesn't make any difference at all. If they program a gun to fire at 834 RPM, do they balance the other stats of the gun around the assumption that the gun will actually shoot 834 RPM? Or do they balance it around the knowledge that it will still be shooting at 720 RPM in reality? I mean MAYBE it will reach 740 RPM because of the internal frame rate, but are these devs even aware of how their own engine works? Do they just not know its pointless to set RoF values outside of 1200, 900, 720, 600, etc?
I also don't understand why it's so damn hard for at least 1 of these devs to sit down and take a little bit of time tying RoF to an independent timer instead of FPS like any competent dev would do.
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