JustABitAgroed
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Post by JustABitAgroed on Apr 27, 2015 16:47:56 GMT -5
All from personal in-game testing: It looks like the S12 variants were fixed. AMR9 variants don't appear to be fixed. The Pytaek variants seem to now have the same Damage model as the Loophole, Exploit, and Hasty. If true, I may rest my loophole and start using the Pytaek LR. Edit: Not indicated from the patch notes, oh well. The new best Pytaek is the Methodic since it only loses the Headshot multiplier. Odd decision on Sledgehammer's part but now it's very good.
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Will
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Post by Will on Apr 27, 2015 16:50:55 GMT -5
If true, I may rest my loophole and start using the Pytaek LR. Edit: Not indicated from the patch notes, oh well. The new best Pytaek is the Methodic since it only loses the Headshot multiplier. Odd decision on Sledgehammer's part but now it's very good. Eradicator is 35 minimum damage. Your methodic has nuthin on that.
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JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
Posts: 345
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Post by JustABitAgroed on Apr 27, 2015 16:51:03 GMT -5
If true, I may rest my loophole and start using the Pytaek LR. Edit: Not indicated from the patch notes, oh well. The new best Pytaek is the Methodic since it only loses the Headshot multiplier. Odd decision on Sledgehammer's part but now it's very good. My bad. Didn't even see the Eradicator. The Accuracy just barely isn't worth the extra STK. Especially when it drops down to that 4SK at such a low range.
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JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
Posts: 345
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Post by JustABitAgroed on Apr 27, 2015 16:52:53 GMT -5
The new best Pytaek is the Methodic since it only loses the Headshot multiplier. Odd decision on Sledgehammer's part but now it's very good. Eradicator is 35 minimum damage. Your methodic has nuthin on that. JW, did the S-12 variants not get fixed or have just not gotten to that yet?
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Will
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Post by Will on Apr 27, 2015 16:58:37 GMT -5
Eradicator is 35 minimum damage. Your methodic has nuthin on that. JW, did the S-12 variants not get fixed or have just not gotten to that yet? S-12 firetimes did get fixed, Marvel's threads are both fully updated: denkirson.proboards.com/thread/7510/advanced-warfare-fire-ratesCat is updating the spreadsheets right now and he's flying fast like lightning
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Post by dunsparceflinch on Apr 28, 2015 11:09:57 GMT -5
The route SHG is taking with the marksman rifles is interesting. Now, with the headshot multiplier, the marksman rifles are always a 2hk if you get at least 1 headshot and that one headshot is really high damage (2.9*34 is rounded down to 98 while 2.9*33 is rounded down to 95). The problem of course is that you can't rely on headshots all the time.
They could easily fix this by doing the following:
- increase the mk14 recoil and increase the chest and neck multiplier to a 1.5 torso and neck multiplier - increase the epm3 recoil and change its damage back to 34-34-33, but add a 1.5 torso and neck multiplier - give the exterminator a 3.0 headshot multiplier - give epm3 (-1 dmg) 34-34-25 damage - give epm3 (-2 dmg) 34-33-25 damage
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Post by Megaqwerty on Apr 28, 2015 11:56:37 GMT -5
One shot Exterminator would be so sweet.
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Post by dunsparceflinch on Apr 28, 2015 14:25:22 GMT -5
One shot Exterminator would be so sweet. It would only one headshot kill up to 1040 units, making the Lynx still useful at long range headshots.
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Post by Megaqwerty on Apr 28, 2015 14:34:03 GMT -5
Not if the head multiplier was ten thousand.
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Post by hard1ine on Apr 28, 2015 16:56:45 GMT -5
It's time for me to revisit the EPM3. Don't bother, it's still a turd.
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fpsdredd
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Post by fpsdredd on Apr 28, 2015 17:46:17 GMT -5
It's time for me to revisit the EPM3. Don't bother, it's still a turd. I've been doing well with it actually. The overheat was holding me back quite some.
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Post by Megaqwerty on Apr 28, 2015 18:04:44 GMT -5
How is it advantageous to your play style over an Ameli or the new Pytaek?
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Post by Disgruntled Jigglypuff on Apr 28, 2015 22:47:25 GMT -5
The route SHG is taking with the marksman rifles is interesting. Now, with the headshot multiplier, the marksman rifles are always a 2hk if you get at least 1 headshot and that one headshot is really high damage (2.9*34 is rounded down to 98 while 2.9*33 is rounded down to 95). The problem of course is that you can't rely on headshots all the time. They could easily fix this by doing the following: - increase the mk14 recoil and increase the chest and neck multiplier to a 1.5 torso and neck multiplier - increase the epm3 recoil and change its damage back to 34-34-33, but add a 1.5 torso and neck multiplier - give the exterminator a 3.0 headshot multiplier - give epm3 (-1 dmg) 34-34-25 damage - give epm3 (-2 dmg) 34-33-25 damage Stop with the stupid multiplier bull doo-doo and just make the EPM3 do 50-50-49 damage. It would still suck.
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Post by LeGitBeeSting on Apr 28, 2015 22:59:14 GMT -5
Still waiting on the Dogebull buff.
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Post by UrbaneVirtuoso on Apr 28, 2015 23:36:21 GMT -5
Not any time soon, I imagine; people are still reeling from their virginity loss from Ghosts' Bulldog.
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Will
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Post by Will on Apr 29, 2015 6:40:55 GMT -5
How is it advantageous to your play style over an Ameli or the new Pytaek? Cause it shoots fukkin laser beamz Pew pew pew
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Post by -3055- on Apr 29, 2015 7:44:46 GMT -5
That pytaek sprintout time mmmmmmm
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Post by dunsparceflinch on Apr 29, 2015 8:56:46 GMT -5
The route SHG is taking with the marksman rifles is interesting. Now, with the headshot multiplier, the marksman rifles are always a 2hk if you get at least 1 headshot and that one headshot is really high damage (2.9*34 is rounded down to 98 while 2.9*33 is rounded down to 95). The problem of course is that you can't rely on headshots all the time. They could easily fix this by doing the following: - increase the mk14 recoil and increase the chest and neck multiplier to a 1.5 torso and neck multiplier - increase the epm3 recoil and change its damage back to 34-34-33, but add a 1.5 torso and neck multiplier - give the exterminator a 3.0 headshot multiplier - give epm3 (-1 dmg) 34-34-25 damage - give epm3 (-2 dmg) 34-33-25 damage Stop with the stupid multiplier bull doo-doo and just make the EPM3 do 50-50-49 damage. It would still suck. i'd suggest that if it weren't for the new headshot multipliers. Btw, u don't like the fact that they gave the pytaek the 35-35-33 damage, they should have just given the loophole the regular pytaek damage.
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fpsdredd
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Post by fpsdredd on Apr 29, 2015 9:39:29 GMT -5
How is it advantageous to your play style over an Ameli or the new Pytaek? RoF
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Post by Disgruntled Jigglypuff on Apr 29, 2015 9:59:37 GMT -5
Stop with the stupid multiplier bull doo-doo and just make the EPM3 do 50-50-49 damage. It would still suck. i'd suggest that if it weren't for the new headshot multipliers. Btw, u don't like the fact that they gave the pytaek the 35-35-33 damage, they should have just given the loophole the regular pytaek damage. Nothing is stopping them from making its head shot multiplier 1.1x. Oh wait, logic. Never mind. How is it advantageous to your play style over an Ameli or the new Pytaek? RoF I have my doubts that you can fire the EPM3 at a RoF exceeds 600 RPM while maintaining an acceptable degree of accuracy. But I'm just a Jigglypuff. What do I know?
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fpsdredd
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Post by fpsdredd on Apr 29, 2015 10:27:43 GMT -5
Killerpuffbacon do you think that high rate of fire is unusable by everyone? Or just me? If the former, should it be removed?
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Post by Megaqwerty on Apr 29, 2015 13:15:07 GMT -5
I personally opposed to high fire caps on semi autos as I believe the ultimate efficacy of a weapon shouldn't be tied to how fast the player can click. By having a lower and more realistic fire cap, the gun becomes easier to balance and the justification for high power per shot is more present as the rate at which the shots come out is more controlled. This is also tied to my opinion that semi autos should have low recoil (i.e. lower than any automatic or burst gun in the same class). Generally, Call of Duty semi autos have higher recoil per shot precisely to prevent them from being fired with precision at the fire cap. Take something like this: -Assault rifle, semi auto -80-75-70, 800-1600 -Head: 2, Upper Torso: 1.4, Lower Torso: 1.3 -No recoil At a fire cap of like 240 RPM, the above would be a relatively balanced weapon (and also very interesting to play). With a fire cap any higher than that, it risks being ludicrously overpowered. (That said, I would to see the M1 Garand brought back with stats like the above. You could perhaps raise the fire cap a little, like, 320, if the gun had an eight round magazine.) I have my doubts that you can fire the EPM3 at a RoF exceeds 600 RPM while maintaining an acceptable degree of accuracy. I have no doubt that some players can fire at or close to 1200 RPM, but generally only for bursts. However, a fast burst from most semi autos is more than sufficient to kill. With the buffs, the EPM certainly has low enough recoil that the three shots you need should be easy enough to stay on target during.
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Post by Disgruntled Jigglypuff on Apr 29, 2015 14:42:43 GMT -5
The difficulty comes from accurately tracking targets is what I meant to say. I didnt play ghosts but the SVU is the only gun that comes to my mind that remotly comes close to that. Would definitly be interesting but hard to use. I heard a lot of bad things about the SVU. Yet, I quite enjoyed using it.
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asasa
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Post by asasa on Apr 29, 2015 14:57:21 GMT -5
I personally opposed to high fire caps on semi autos as I believe the ultimate efficacy of a weapon shouldn't be tied to how fast the player can click. By having a lower and more realistic fire cap, the gun becomes easier to balance and the justification for high power per shot is more present as the rate at which the shots come out is more controlled. This is also tied to my opinion that semi autos should have low recoil (i.e. lower than any automatic or burst gun in the same class). Generally, Call of Duty semi autos have higher recoil per shot precisely to prevent them from being fired with precision at the fire cap. Take something like this: -Assault rifle, semi auto -80-75-70, 800-1600 -Head: 2, Upper Torso: 1.4, Lower Torso: 1.3 -No recoil At a fire cap of like 240 RPM, the above would be a relatively balanced weapon (and also very interesting to play). With a fire cap any higher than that, it risks being ludicrously overpowered. (That said, I would to see the M1 Garand brought back with stats like the above. You could perhaps raise the fire cap a little, like, 320, if the gun had an eight round magazine.) I have my doubts that you can fire the EPM3 at a RoF exceeds 600 RPM while maintaining an acceptable degree of accuracy. I have no doubt that some players can fire at or close to 1200 RPM, but generally only for bursts. However, a fast burst from most semi autos is more than sufficient to kill. With the buffs, the EPM certainly has low enough recoil that the three shots you need should be easy enough to stay on target during. Disagree. High recoil semi autos with high fire caps make sense to me. M14 from Black Ops 1 being the best example of a balanced semi auto I can imagine. The MW3 approach or whichever shit game it was after BO1 with the 3 marksman rifles - every single one of those was garbage because of the low firerate caps. If it fires at 240RPM, it may as well be full auto at 240RPM.
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fpsdredd
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Post by fpsdredd on Apr 29, 2015 14:58:49 GMT -5
mw3 had 1200rpm on rsass and dragunov.
mk14 was about half that
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Post by Megaqwerty on Apr 29, 2015 17:20:00 GMT -5
I didnt play ghosts but the SVU is the only gun that comes to my mind that remotly comes close to that. Would definitly be interesting but hard to use. If my gun here were an assault rifle, it would be able to use quick draw and have potential to overpowered in CQC. The numbers I wrote there would give it the same one hit kill zone as the MORS up to 800 inches. Disagree. High recoil semi autos with high fire caps make sense to me. M14 from Black Ops 1 being the best example of a balanced semi auto I can imagine. The MW3 approach or whichever shit game it was after BO1 with the 3 marksman rifles - every single one of those was garbage because of the low firerate caps. If it fires at 240RPM, it may as well be full auto at 240RPM. Again, I don't like high recoil, high fire cap because it makes it hard to balance the weapon. The MW3 Mk14 was potentially overpowered, but wasn't in practice purely because most players (myself included) aren't skilled enough to properly exploit it. The problem with high fire cap semi autos is that the developer lacks direct control of the rate of fire. If the gun is powerful at a low fire rate, it risks being too powerful when fired quickly. If it is powerful only when fired quickly and too weak when fired slowly, it risks being useless for most players. You're referring to Ghosts and the problem there wasn't the low fire caps per se but rather that the guns were too weak for the fire caps that they had. Either damage or fire cap needed to be raised for those weapons to be viable. Ultimately, both styles of semi auto can be justified and coexist, even in the same game, but the damage of the weapon should be inversely proportional to its fire cap.
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fpsdredd
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Post by fpsdredd on Apr 30, 2015 4:12:39 GMT -5
Disgruntled JigglypuffHere's me using the EMP3 for my first match with it tonight(the time stamp will be wrong after it's done encoding from live stream to save video, i'll update once I see it is done encoding): edit:YouTube refuses to encode the video... Darn There's a point where I get a 2 hit kill with it and get legitimately surprised at the speed.
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Post by Megaqwerty on Apr 30, 2015 13:18:10 GMT -5
If you were surprised, what do you think the other guy felt?
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Post by Ragequitter92 on Apr 30, 2015 17:14:09 GMT -5
Disgruntled JigglypuffHere's me using the EMP3 for my first match with it tonight(the time stamp will be wrong after it's done encoding from live stream to save video, i'll update once I see it is done encoding): There's a point where I get a 2 hit kill with it and get legitimately surprised at the speed. You are my Bro, Bro. fpsdredd, I was there watching the stream when you hit the EPM3 two shot melty kill. The base version seems amazing now with good aim and trigger finger Question: Have you experimented with other sights on the weapon besides the tracker? And why use the tracker over the other choices for your play style? (too bad there is no thermal sight option)
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fpsdredd
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Post by fpsdredd on Apr 30, 2015 17:39:17 GMT -5
Ragequitter92 I've tried all the sights and this let's you see the enemy through the bullet trails. Makes aiming and maintaining the target easier.
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