asasa
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Post by asasa on Mar 4, 2015 13:26:12 GMT -5
Of course the IMR is totally worthless, if I understand the patch right. Higher overall fire rate than the ARX, better in CQC, prints ammo, and superior in any scenario that requires multiple bursts. Also, super fast reload. The Impact is my try hard gun. It seemed like the ARX Hole Puncher was already better, 2000 unit 3HK, then 4HK, 610RPM vs 200 unit 3HK, then 4HK, 800RPM. Can you really compete with the Obsidian Steed when it's going to kill faster than your IMR? Hole Puncher is now the Obsidian Steed with 13 more rounds, 700u more of 3HK, less recoil, but burst fire. IMR is.. AK12 RIP with a 200 unit 3HK, 14 more rounds, and "prints ammo", burst fire. Doesn't seem very competitive IMO.
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Post by Megaqwerty on Mar 4, 2015 14:46:30 GMT -5
Reddit says that S12 variants with fire rate changes were not modified and thus even fire rate up variants fire slower than the base gun.
These guys are a bunch of jokers.
A similar issue exists with the EPM where damage and range buffs do nothing. This has been known since the very first balance patch.
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cat
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Post by cat on Mar 4, 2015 15:25:40 GMT -5
Yeah, some weapon variants loosing their purpose, like MK14 with +accuracy or EPM3 with +range or +accuracy.
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Post by xFEARtheSHIELDx on Mar 4, 2015 15:53:16 GMT -5
Reddit says that S12 variants with fire rate changes were not modified and thus even fire rate up variants fire slower than the base gun. ...and I just unlocked the Whirlwind
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Post by Megaqwerty on Mar 4, 2015 15:57:41 GMT -5
...or any variant that wasn't buffed, like the AMR Dynamo.
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Post by ktownlegend on Mar 4, 2015 16:05:55 GMT -5
Higher overall fire rate than the ARX, better in CQC, prints ammo, and superior in any scenario that requires multiple bursts. Also, super fast reload. The Impact is my try hard gun. It seemed like the ARX Hole Puncher was already better, 2000 unit 3HK, then 4HK, 610RPM vs 200 unit 3HK, then 4HK, 800RPM. Can you really compete with the Obsidian Steed when it's going to kill faster than your IMR? Hole Puncher is now the Obsidian Steed with 13 more rounds, 700u more of 3HK, less recoil, but burst fire. IMR is.. AK12 RIP with a 200 unit 3HK, 14 more rounds, and "prints ammo", burst fire. Doesn't seem very competitive IMO. Hole Puncher fires at 900 RPM within bursts. Impact fires 1200 rpm within bursts. It takes the exact same amount of time to complete one burst. Therefore, they have the same ttk in all ranges except for extremely close and extremely far ranges. And IMR has infinity ammo. I'll take the Impact over the Hole Puncher any day. Not by much, but i'll take it...
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Post by Megaqwerty on Mar 4, 2015 17:37:49 GMT -5
The S12 is now better than the Bulldog. I don't mean, like, overall: the S12 is literally superior per shot at some ranges.
Akimbo PDWs may be superior to SACs due to higher fire rate. They are definitively superior at point blank.
GG, Sledgehammer.
This shit took four weeks?
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Post by xFEARtheSHIELDx on Mar 4, 2015 18:27:15 GMT -5
It feels weird to be copying this from Reddit, but here goes:
Ohm Dmg 35 - 35 - 33 (512 - 8000). Headshot multiplier x1.1. Penetration - high. Mag. size - 40, Start ammo - 160, Max. ammo - 300. ADS in - 450 ms (Werewolf - 405 ms) ADS out - 550 ms (Werewolf - 495 ms). Sprintout - 250 ms. Drop time - 600 ms. Rise time - 1200 ms. Reload (full and empty) - 3500, (Add time 2500). Quick reload - 2500, (Add time - 1500) Fire time - 90 (666 RPM). Movement speed 84% of max. speed. ADS/Hipfire recoil profile exact same as for Ameli. Hip accuracy same as on Ameli. No info on shotgun part yet.
Changes that has been made on weapons in recent patch: MK14 Centerspeed 900 -> 1500 (faster recenter after each shot). adsViewKickPitchMin 30 -> -35 (for all variants this value now negative, meaning it will not only kick up but down as well, resulting in less recoil). adsViewKickPitchMax 55 -> 50 (less kick up).
ARX-160 Mag. size 30 -> 45. Max. ammo 180 -> 225. Start ammo 120 -> 180.
AMR9 Max. dmg 33 -> 34. Med. dmg 19 -> 20 (Pro Pipe remains the same - 33). Min. dmg 16 -> 19 (Dynamo, Express, Hipshot, Shorty remains the same - 16, Pro Pipe - 20). Burst delay 100 -> 50 (Dynamo remains the same - 90).
SN6 Centerspeed 1400 -> 1200. adsViewKickPitchMax 58 -> 45 (less kick up). adsViewKickYawMin 58 -> 45 (less kick right). adsViewKickYawMax -58 -> -45 (less kick left).
KF5 Med. range 825 -> 1200 (Sporter, Marxman, Endless - 1380, Spanner - 1440, Genuine - 1020). Initial burst range remains the same. Atlas 45 Med. dmg 33 -> 34 (all variants).
PDW Max. dmg 26 -> 33 (all variants). Med. dmg 20 -> 25 (all variants). Min. dmg 18 -> 20 (Sub Cal, Chucker - 19, Chop-Chop, Crusher - 16).
S-12 Max. dmg 15 -> 20. Med. dmg 10 -> 15. Max. range 150 -> 225 (N - 191.25, Varmint - 258,75). Fire time (Stock, Compliant, Varmint, Galant, Vengeance) 130 -> 100 (461 -> 600 rpm). Max. spread with Gung-Ho 22 -> 15 degrees. adsViewKickPitchMin 40 -> 65 (more kick up). adsViewKickPitchMax 75 -> 95 (more kick up). adsViewKickYawMin -55 -> -45 (less kick left). adsViewKickYawMin 55 -> 45 (less kick right).
EPM3 Haven't got any extra buffs, from what i see. Same kick values and center speed.
Lynx adsViewKickPitchMin 15 -> 0. adsViewKickPitchMax 30 -> 5. adsViewKickYawMin -15 -> 0 (doesn't kick left). adsViewKickYawMax 15 -> 0 (doesn't kick right). Centerspeed 1000 -> 2000 (faster recenter after each shot).
ASM1 Intro fire time 0.06 -> 0.07 (1000 -> 857 rpm).
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fpsdredd
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Post by fpsdredd on Mar 4, 2015 18:33:23 GMT -5
Lynx adsViewKickPitchMin 15 -> 0. adsViewKickPitchMax 30 -> 5. adsViewKickYawMin -15 -> 0 (doesn't kick left). adsViewKickYawMax 15 -> 0 (doesn't kick right). Centerspeed 1000 -> 2000 (faster recenter after each shot).
hope that's true
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Post by LeGitBeeSting on Mar 4, 2015 18:35:13 GMT -5
Akimbo PDWs may be superior to SACs due to higher fire rate. You lie.
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asasa
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Post by asasa on Mar 4, 2015 20:41:15 GMT -5
Cool, marksman rifles that are weak and have no recoil, but enough sway to negate that recoil advantage, and then some. Dumdumdum
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fpsdredd
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Post by fpsdredd on Mar 4, 2015 23:40:49 GMT -5
Just curious -- what would you say the top 3-5 things are that should have been fixed by now? 1. Select IMR variants and the range typo. 2. LMGs (and snipers, was it?) do not offer any benefit to recoil when going prone. 3. EMP grenades, upon destroying a scorestreak, offer no points for a reward. Anything else major like one of those? I have not had a chance to test the weapon balancing(on PS4). At face value it looks good and they hit some weapons that I thought needed it. Few things on my fix list in no particular order: - Laying prone on the tops of ramps will occasionally bug your character and prevent you from standing. Have not been able to replicate. - Laying prone grants accuracy bonus(e.g. lynx, atlas sniper). Sometimes the accuracy bonus is not granted and can only be granted if the player goes to a full standing position and then back to prone. Going to crouching position then back to prone does not fix. - Uneven areas of the maps, edges of land masses or ramps causes the prone position to push your view in some random direction. - Bullets have a max range (hold over from previous CoDs). You cannot hit air units when they are across the map because they exceed this range. Bullets disappear after a point. You can mitigate this by hovering at the top of a double jump (have used this to kill paladins) - heavy shield attachment Shock plant has no use. - Stun and Emp grenades are under powered. - animation/camera bugs when mantling. sometimes if you just barely grab the ledge it'll instantly teleport your view to the top - [personal annoyance] regular vs double XP in game match medals are not the same. Seems the addition of the 2xp on the bottom right of the medals was added to an image file saved in a lossy format and then saved again resulting in minor artifacts. this affects nobody, just something that bugs me. would like to be able to turn off double XP (i don't prestige). - damage direction indicator (that bit of red that shows where the enemy fire comes from) is sometimes wrong. thorough reworking of this mechanic is necessary. - bullet penetration needs to increase dramatically. rarity of seeing enemy outlines combined with the TTK when shooting through walls keeps this in check. my experience says that this is safe to do. - exo boost in certain directions while in mid air whiffs(read: does nothing) on occasion. nothing worse when I use an exo boost and it makes the sound but my movement vector does not change. - exo dashing on the ground is disrupted far too much. if I see a tiny bump in the ground I avoid dashing. not good. - pre-match timers need to be fixed - [major annoyance] unable to bring up scoreboard at the end of the match. need to do this to mute folks and sometimes i'm forced to listen to the mouth breathers. - [major annoyance] would like to mute just my team during matches. i enjoy hearing the enemy after I kill them. voice chat is off all other times. I find a large amount of my time is muting people. feels like work. - after copying and pasting a slot it gives the warning message when you try and edit any slot. this message needs to apply only if you haven't pasted. - after ending a match there is a timer that prevents backing out of the lobby for a short period of time. heavy handed for the rest of us. - audio/video cues on some weapons don't match up with the reload add times - uav is hard to hit with bullets - uav doesn't show on the minimap - hard to see the sky - very funny for a game where we can jump 15 feet in the air.
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lllRL
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Post by lllRL on Mar 5, 2015 9:55:49 GMT -5
Of course the IMR is totally worthless, if I understand the patch right. Higher overall fire rate than the ARX, better in CQC, prints ammo, and superior in any scenario that requires multiple bursts. Also, super fast reload. The Impact is my try hard gun. I want that Impact! I'm jelly and mad bro.
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lllRL
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Post by lllRL on Mar 5, 2015 10:01:34 GMT -5
With the ASM1 nerf, maybe things will be more even. The KF5 and ASM1 still are much better. Especialy with the KF5 buff who wasnt needed. I think it could have benefitted from a "bonus swap" with the ASM1 - higher damage on the first 8 rounds for the KF5, and the 1000rpm intro fire rate for the first 5 rounds on the ASM1. The KF5 is still outclassed unless you have insane accuracy (and 80% accuracy at range if you want a 4hk), when all the damage bonus does is bring the TTK down in line with the ASM1, which can 3hk always at the "same" fire rate. It's not really a bonus when it gives you merely average TTK compared with any SMG from any other game. You also have to reload after every kill (in CQC?) with no Sleight of Hand (dual mags don't cut it for obvious reasons), otherwise TTK is slow even in its max damage range.
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Post by Megaqwerty on Mar 5, 2015 10:07:18 GMT -5
uav is hard to hit with bullets lol git gud Penetration is fine, but objects need to be tagged as being penetrable, which they are not. The enemy hit indicator is actually configurable and is free to edit on PC: I always changed it to a sharp point versus the twenty degree arc that is default. The double XP indicator being made in five seconds is perfectly emblematic of Sledgehammer and its operations. Lack of alignment between animations/audio and add times has been in the game since CoD 2. I reload cancel every time, all the time, but I think add times are stupid and needlessly increase the skill ceiling.
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Post by sixone on Mar 5, 2015 11:10:11 GMT -5
My SMG evolution has been MP11 Goliath ---> ASM1 Magnitude --> KF5. I quickly hit ~2900 kills with the Goliath with no other gun over 400. But once they gave the ASM1 an actual 3HK range with the already 900rpm on the first 8 bullets it made the Goliath questionable at best (I haven't hit 3K with it yet). There was also no reason to use the KF5 as it had less range on those first 5 bullets than the Magnitude and afaik Advanced Rifling had no effect.
But now that those first 8 bullets fire at 720rpm I started to pick up the Goliath again but I'm stuck on having 3HK weapons so I've gone over to the KF5. I've slapped rapid fire & grip for 900rpm on the vanilla weapon which basically gives me a worse Magnitude pre-patch due to added recoil and having to reload. Holding out hope that the RNG grant me the Single Stack so I can do the same and get 1200rpm. Now mind you if I'm consistently having engagements past the optimum range I'd just use the absurd Obsidian Steed anyway.
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fpsdredd
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Post by fpsdredd on Mar 5, 2015 11:17:19 GMT -5
My SMG evolution has been MP11 Goliath ---> ASM1 Magnitude --> KF5. I quickly hit ~2900 kills with the Goliath with no other gun over 400. But once they gave the ASM1 an actual 3HK range with the already 900rpm on the first 8 bullets it made the Goliath questionable at best (I haven't hit 3K with it yet). There was also no reason to use the KF5 as it had less range on those first 5 bullets than the Magnitude and afaik Advanced Rifling had no effect. But now that those first 8 bullets fire at 720rpm I started to pick up the Goliath again but I'm stuck on having 3HK weapons so I've gone over to the KF5. I've slapped rapid fire & grip for 900rpm on the vanilla weapon which basically gives me a worse Magnitude pre-patch due to added recoil and having to reload. Holding out hope that the RNG grant me the Single Stack so I can do the same and get 1200rpm. Now mind you if I'm consistently having engagements past the optimum range I'd just use the absurd Obsidian Steed anyway. I always do the same thing with SMGs. Trying to shoot just beyond range.
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fpsdredd
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Post by fpsdredd on Mar 5, 2015 11:27:18 GMT -5
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banana
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Post by banana on Mar 5, 2015 11:33:49 GMT -5
My SMG evolution has been MP11 Goliath ---> ASM1 Magnitude --> KF5. I quickly hit ~2900 kills with the Goliath with no other gun over 400. But once they gave the ASM1 an actual 3HK range with the already 900rpm on the first 8 bullets it made the Goliath questionable at best (I haven't hit 3K with it yet). There was also no reason to use the KF5 as it had less range on those first 5 bullets than the Magnitude and afaik Advanced Rifling had no effect. But now that those first 8 bullets fire at 720rpm I started to pick up the Goliath again but I'm stuck on having 3HK weapons so I've gone over to the KF5. I've slapped rapid fire & grip for 900rpm on the vanilla weapon which basically gives me a worse Magnitude pre-patch due to added recoil and having to reload. Holding out hope that the RNG grant me the Single Stack so I can do the same and get 1200rpm. Now mind you if I'm consistently having engagements past the optimum range I'd just use the absurd Obsidian Steed anyway. Wait so you'd rather use the base kf5 then the magnitude? I feel like relying on the first 5 bullets is bad
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Post by Rampage on Mar 5, 2015 12:03:45 GMT -5
I have always had more success with the ASM1 Reckless(rapid fire) then adding rapid fire to the Magnitude or the Competence for short to mid range battles. I have looked at the chart but is there any statistical reasons for this or just personal preference? Post patch, wouldn't rapid fire be even more useful and with the Reckless you save a point.
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Post by sixone on Mar 5, 2015 12:27:47 GMT -5
Wait so you'd rather use the base kf5 then the magnitude? I feel like relying on the first 5 bullets is bad It is bad, lol. The Magnitude is a 720 3HK ~20yds while the RF KF5 is 900 rpm 3HK ~14yds. And of course the Magnitude does this without the need to reload,burst fire, or use attachments. So for ease of use & flexibility the Magnitude wins hands down. But damn if I don't like a 3HK high ROF weapon, lol. I've played 3 games with it so far and you have to do more "work" (constantly reload,get in your range, & land 1 of those first 5) so I wouldn't say it's "worth" it, just a different way to play.
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Post by sixone on Mar 5, 2015 12:34:40 GMT -5
I have always had more success with the ASM1 Reckless(rapid fire) then adding rapid fire to the Magnitude or the Competence for short to mid range battles. I have looked at the chart but is there any statistical reasons for this or just personal preference? Post patch, wouldn't rapid fire be even more useful and with the Reckless you save a point. First off, assuming you're on console @ 60fps the rpm gets rounded down (in this case, 720 rpm)so the Reckless does't shoot any faster than vanilla. So if u put RF on vanilla it now goes to the next rpm tier (900 rpm) but the recoil increases so maybe that's what u experienced.
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Post by Megaqwerty on Mar 5, 2015 12:56:11 GMT -5
Statistically, the KF5 was always good, but I could never use it because of the combination of bad irons plus horrible muzzle flash.
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asasa
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Post by asasa on Mar 5, 2015 13:04:46 GMT -5
This whole frame rounding thing needs to stop being seen as a certainty... We already know real gameplay firerates are between the two. Guns will fire faster than the frame rounded prediction, presumably always, but never above the coded rate.
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Post by Megaqwerty on Mar 5, 2015 14:11:06 GMT -5
While that is true, it seems that the fire rate fluctuations are caused by frame rate instability.
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asasa
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Post by asasa on Mar 5, 2015 14:21:06 GMT -5
I'm not aware of any investigation into stability. Jitter is a real problem, but as far as I can tell, CoD does not have it. So, this fluctuation is definitely caused by some background task that isn't tied to, but related to, framerate. Considering that the framerate is almost entirely stable at 60FPS, and guns are not firing at frame rounded 60FPS firerates, it's clear that it isn't a valid statement that guns will round down predictably.
Basically meaning, 60FPS "actual" may perform like 57, 56, 59, or possibly even fractional numbers when it comes to firerate.
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lllRL
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Post by lllRL on Mar 5, 2015 16:45:40 GMT -5
I think it could have benefitted from a "bonus swap" with the ASM1 - higher damage on the first 8 rounds for the KF5, and the 1000rpm intro fire rate for the first 5 rounds on the ASM1. The KF5 is still outclassed unless you have insane accuracy (and 80% accuracy at range if you want a 4hk), when all the damage bonus does is bring the TTK down in line with the ASM1, which can 3hk always at the "same" fire rate. It's not really a bonus when it gives you merely average TTK compared with any SMG from any other game. You also have to reload after every kill (in CQC?) with no Sleight of Hand (dual mags don't cut it for obvious reasons), otherwise TTK is slow even in its max damage range. Its not like the KF5 was bad. The ASM1 is just too strong. Eh, every CoD's had a 3hk 900rpm SMG (ignoring BO2). It doesn't even maintain that intro fire rate (not that it has that anymore), and it's a 5hk at 13m. On the other hand, the KF5 (ignoring the first few rounds of a mag) is a 4-6hk SMG firing at 720rpm~... and that is poor CQC TTK. The ASM1 is overrated thanks to poor competition. The Bal was absolutely the same, and now there's no reason to use the Bal unless you have a good variant or find yourself 5m from enemies most of the time.
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Post by kylet357 on Mar 5, 2015 20:40:24 GMT -5
Higher overall fire rate than the ARX, better in CQC, prints ammo, and superior in any scenario that requires multiple bursts. Also, super fast reload. The Impact is my try hard gun. I want that Impact! I'm jelly and mad bro. I accidentally traded mine off. I was pissing myself so much when that happened.
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Post by kylet357 on Mar 5, 2015 20:42:46 GMT -5
Just connection stuff. Big patch still pending.
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fpsdredd
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Post by fpsdredd on Mar 5, 2015 22:20:46 GMT -5
Just connection stuff. Big patch still pending. yup saw that after on twitter
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