wwaa
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Post by wwaa on Dec 13, 2014 15:07:34 GMT -5
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. ~edit note: well, it might be interesting to boost KF5 inserting 0.1sec delay after 5 shots so it stays in "higher dmg" pattern all the time....
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Post by mrbone2u on Dec 13, 2014 15:32:55 GMT -5
could also work with the hbr
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Post by bmac39 on Dec 13, 2014 15:50:17 GMT -5
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. ~edit note: well, it might be interesting to boost KF5 inserting 0.1sec delay after 5 shots so it stays in "higher dmg" pattern all the time.... IIRC that's for the first 5 rounds in the mag, not in a burst
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Post by I Am Hollywood5 on Dec 13, 2014 16:16:07 GMT -5
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. ~edit note: well, it might be interesting to boost KF5 inserting 0.1sec delay after 5 shots so it stays in "higher dmg" pattern all the time.... First 5 rounds of a full mag, not first 5 rounds of a burst. Which, can I say, is one of the silliest and un-realistic things I've ever heard? I mean, COD is not meant to be a realistic game, but that's just non-sensical. The idea that the first 5 bullets out of a mag inflict more damage on a target than the remaining 35 isn't even close to plausible. /rant
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wwaa
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Post by wwaa on Dec 13, 2014 18:39:21 GMT -5
First 5 rounds of a full mag, not first 5 rounds of a burst. ah, ok, tx, well, it is not dat bad, bonus on first rounds promotes accuracy, so if you spray - you rcv nth. not a bad idea, better than "if you do not move - your on the minimap" : ) or a dog that kills you with one bite. fully realistic game, when you can die, I mean real life, ... it would be 100% hard tactical loitering, so if devs figtht tactical loitering - they push the game away from reality anyway : )
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Post by Marvel4 on Dec 20, 2014 2:15:24 GMT -5
Updated.
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Will
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Post by Will on Dec 20, 2014 2:22:23 GMT -5
At 60 FPS that puts it at 450 RPM, just like Driftor found through testing, right? This is a very pleasing number because it means a +1 fire rate variant will probably push us over the edge to 512 RPM (or whatever the next tier is), making the gun a HELL of a lot better.
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Post by ultimate94ninja on Dec 20, 2014 6:41:41 GMT -5
So with rapid fire, the RoF for the first rounds of the ASM1 and SN6 (as well as the Bal-27 and HBRa3 in Exo Survival) doesn't increase?
Additionally, I tested some weapons whose RoF differs in campaign. Correct me is something is wrong/missing: *Bal-27: 857 RPM (at all times; RoF for first rounds doesn't change) *HBRa3: 625 RPM (at all times) *IMR: 1200 RPM (since here it's full-auto) *ASM1: 1000 RPM (at all times) *SN6: 800 RPM (at all times) *MDL: 150 RPM *MORS (special semi-auto version in "Crash"): 40 RPM (lower (!) than the single-shot variant) *MP443 Grach (semi-auto version in "Sentinel"): firecap remains 800 ? *KF5 (semi-auto version at the start of "Sentinel"): firecap remains 869 ?
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Will
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Post by Will on Dec 20, 2014 8:09:14 GMT -5
Weapon variants with Fire Rate +/- x generally have a fire time decreased/increased by 0.01 * x compared to the base weapon. Does this mean what we guessed - that every variant is it's own unique weapon with it's own set of "files"? Or are they just modifier variables applied to the basic versions
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Post by ultimate94ninja on Jan 3, 2015 6:01:37 GMT -5
I know that firing sounds are not synced properly, but I've noticed that the first fired rounds of the SN6 are implied to be shot faster with rapid fire (from the sounds), while they're not supposed to.
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Post by ultimate94ninja on Jan 3, 2015 11:28:45 GMT -5
Wait... the ASM1 "Reckless" has integrated Rapid Fire, then how come its fire rate is 869 and not 949 RPM?
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Post by ardheim on Jan 3, 2015 14:54:41 GMT -5
~edit note: well, it might be interesting to boost KF5 inserting 0.1sec delay after 5 shots so it stays in "higher dmg" pattern all the time.... First 5 rounds of a full mag, not first 5 rounds of a burst. Which, can I say, is one of the silliest and un-realistic things I've ever heard? I mean, COD is not meant to be a realistic game, but that's just non-sensical. The idea that the first 5 bullets out of a mag inflict more damage on a target than the remaining 35 isn't even close to plausible. /rant The first five rounds having higher damage is a lot more realistic than the first five rounds of a burst. First five rounds of the mag are simply higher pressure ammo.
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Post by sixone on Jan 3, 2015 15:21:53 GMT -5
ASM1: 0.079, 759 RPM (first 8 rounds: 0.06, 1000 RPM) -Sweeper: 0.089, 674 RPM -Scout: 0.089, 674 RPM -Reckless: 0.069, 869 RPM -Speakeasy: 0.059, 1016 RPM Was hoping that the since the Speakeasy was Fire Rate +2 it would affect the first shots as well. No worries that's one less RNG to worry about...
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Post by ultimate94ninja on Jan 4, 2015 5:15:58 GMT -5
Because its not actually integrated rapid fire The create-a-class states that it is integrated. So it's wrong? (like the wrongfully stated Atlas 20mm "Snapper" +1 mag size and the Atlas 45 "Woo" -1 mag size)
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Post by ChloeB42 (Alexcalibur42) on Jan 4, 2015 10:28:42 GMT -5
Because its not actually integrated rapid fire The create-a-class states that it is integrated. So it's wrong? If CaC was right, this forum wouldn't exist
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ThatGuy
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Post by ThatGuy on Jan 4, 2015 11:01:47 GMT -5
The create-a-class states that it is integrated. So it's wrong? If CaC was right, this forum wouldn't exist maybe the rpm That marv got is without the rapidfire (the variant is w/ +1 Fire Rate AND rapidfire)
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Will
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Post by Will on Jan 4, 2015 13:48:10 GMT -5
If CaC was right, this forum wouldn't exist maybe the rpm That marv got is without the rapidfire (the variant is w/ +1 Fire Rate AND rapidfire) Does the variant fill up one of the attachment slots with the rapid fire attachment, like variants with free optics? If it does, then yes you are probably right.
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Post by Megaqwerty on Jan 4, 2015 17:32:21 GMT -5
The Ameli variant stats show that the Advanced Rifling bonus is incorporated by changing the gun's actual stats.
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Post by ultimate94ninja on Jan 4, 2015 17:52:19 GMT -5
maybe the rpm That marv got is without the rapidfire (the variant is w/ +1 Fire Rate AND rapidfire) I was thinking about that, and now I realize that it's surely the case, because: - the ASM1 "Reckless" indicates both RoF +1 and integrated Rapid Fire - for the Ameli "Chicanery", Marvel4 didn't state the increased range (640-1750) caused by the integrated Advanced Rifling; thus, he most likely didn't either put the increased RoF caused by the integrated Rapid Fire on the ASM1 "Reckless".
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asasa
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Post by asasa on Jan 4, 2015 22:01:18 GMT -5
Tac 19 roundhouse only a 2Rpm increase? Sad... 89RPM is already excessive.
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Post by r00stad00ks on Jan 5, 2015 3:27:50 GMT -5
So the KF5 breakneck only shoots at 1016? I guess I should have figured the +3 fire rate was off. Oh well still really like the gun.
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Post by ultimate94ninja on Jan 5, 2015 8:08:46 GMT -5
If CaC was right, this forum wouldn't exist Eh, right, the inaccuracies include the CaC stating that the MP443 Grach "Feeling Lucky" (the one with ACOG) increases range by +2, whereas it actually increases it by +1 (since the range 100-1035 is that of the +1 increase).
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Post by cashmoves on Jan 5, 2015 8:46:08 GMT -5
does anyone feel like the akimbo pdw doesnt have 2x single pdw firerate? did they effectively slow the firerate on akimbo? or is framerate wonkiness? or is it just me?
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Post by wantonRULE on Jan 5, 2015 11:30:40 GMT -5
"Raider: 0.086, 697 RPM (first 4 rounds: 0.06, 1000 RPM) -Insanity: 0.08, 750 RPM (first 4 rounds: 0.06, 1000 RPM)"
Does this mean that the Raider is good with that rof?
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asasa
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Post by asasa on Jan 5, 2015 22:08:29 GMT -5
"doesn't affect intro fire time"
What does that mean?
Is that when the first few shots fire a different rate? It seems ASM regular vs ASM rapid fire - the only difference is that the firerate is stable on the RF version; but the burst fires the same rate?
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Post by sixone on Jan 6, 2015 17:49:03 GMT -5
SAC3: 0.1, 600 RPM -Rapid: 0.09, 666 RPM -Misery & Company: 0.09, 666 RPM -Crime and Punishment: 0.11, 545 RPM -Fire & Brimstone: 0.12, 500 RPM -Blood & Glory: 0.09, 666 RPM Rapid Fire: Decreases fire time by 20% (doesn't affect intro fire time), increases hipspread by 20% and increases viewkick by 15% Question about the SAC3 & Rapid Fire. If I slap RF on the base variant will each gun shoot @ 720 rpm thus essentially shooting at 1440 rpm? Trying to see if the increased rpm is worth the hipspread hit...
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Post by sixone on Jan 6, 2015 17:53:10 GMT -5
"doesn't affect intro fire time" What does that mean? Is that when the first few shots fire a different rate? It seems ASM regular vs ASM rapid fire - the only difference is that the firerate is stable on the RF version; but the burst fires the same rate? That's my understanding. That's why I now use the Sweeper variant. Since I consistently burst it, the Fire Rate -1 never comes into play and I get the advantage of the Damage +1 needing one less bullet at range.
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banana
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Post by banana on Jan 6, 2015 18:19:51 GMT -5
SAC3: 0.1, 600 RPM -Rapid: 0.09, 666 RPM -Misery & Company: 0.09, 666 RPM -Crime and Punishment: 0.11, 545 RPM -Fire & Brimstone: 0.12, 500 RPM -Blood & Glory: 0.09, 666 RPM Rapid Fire: Decreases fire time by 20% (doesn't affect intro fire time), increases hipspread by 20% and increases viewkick by 15% Question about the SAC3 & Rapid Fire. If I slap RF on the base variant will each gun shoot @ 720 rpm thus essentially shooting at 1440 rpm? Trying to see if the increased rpm is worth the hipspread hit... Considering it bumps both guns idk but on single guns rapid fire is worse for hip fire
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asasa
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Post by asasa on Jan 6, 2015 19:37:16 GMT -5
Only slightly worse hipfire, but I wouldnt recommend it at all for the dual smgs since you are reducing your effective range by widening the hipspread.
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Will
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Post by Will on Jan 7, 2015 1:28:06 GMT -5
So the KF5 Breakneck ("+3 Fire Rate") gets the exact same RoF at the KF5 Single Stack ("+1 Fire Rate"). gg
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