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Post by Marvel4 on Feb 16, 2015 21:17:31 GMT -5
See signature.
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Post by broth3r on Feb 16, 2015 21:27:11 GMT -5
Pretty heavy penalties for most opticals, actually. I already preferred the RDS for its simplicity in the weapons I use optics in, and I suspect everyone will revert to it as well.
Baller as usual.
Side note: I could swear the default/RDS FOV was smaller than in previous games from experience, but I just realized playing at 90 on my first PC CoD makes the ADS transition far more noticeable than I was used to.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Feb 17, 2015 18:22:08 GMT -5
The thermal reduces sniper ads which is good; hopefully frame rounding doesn't mess it up. Other than that, only the rds and auto focus sight don't have any negative effects.
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Post by ktownlegend on Feb 17, 2015 18:49:52 GMT -5
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Post by ktownlegend on Apr 1, 2015 14:39:33 GMT -5
So do Hybrid and Thermal Sight actually decrease ADS time for Heavy Weapons?
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cat
True Bro
domestic cats master race
Posts: 136
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Post by cat on Apr 1, 2015 19:44:12 GMT -5
Yeah, it's faster. About ads time with snipers - it's the same for all. Adstransin times are different in spreadsheet but i don't think they even used.
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Will
True Bro
K/D below 1.0
Posts: 1,309
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Post by Will on Apr 1, 2015 20:21:19 GMT -5
Yeah, it's faster. About ads time with snipers - it's the same for all. Adstransin times are different in spreadsheet but i don't think they even used. Iron sights.
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cat
True Bro
domestic cats master race
Posts: 136
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Post by cat on Apr 1, 2015 20:35:12 GMT -5
Good point. I had to figure it out.
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Post by Megaqwerty on Apr 2, 2015 13:43:55 GMT -5
Yeah, it's faster. About ads time with snipers - it's the same for all. Adstransin times are different in spreadsheet but i don't think they even used. Iron sights. I didn't know this. I would add a note or comment to the sniper sheet.
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cat
True Bro
domestic cats master race
Posts: 136
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Post by cat on Apr 8, 2015 16:31:54 GMT -5
A person on reddit asked if Rapid Fire kills the range of the gun. After some quick tests i can tell it is true. Range factor seems to be 0.85. I tested it in firing range presuming that distance between doors is 688" and maximum distance between player and door just a little bit more than 640" (i believe it's 642 or 644). Grid on the floor is 64x64". SN6 w/ adv. rifling and rapid fire changes max. range from 640 to 544, SAC3 from 650 to ~560 (could be 552.5 actually). All based on built-in range indicators.
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Usagi
True Bro
Grin and Barrett
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Post by Usagi on Apr 10, 2015 21:59:27 GMT -5
Rapid Fire: Max Damage Range * 0.85 This is a little unclear. Does this affect both range values or only the second range value?
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Will
True Bro
K/D below 1.0
Posts: 1,309
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Post by Will on Apr 10, 2015 22:27:04 GMT -5
Rapid Fire: Max Damage Range * 0.85 This is a little unclear. Does this affect both range values or only the second range value? only the first range value (the one where you stop doing max damage at). For example, it nerfs the 3 shot range of your ASM1.
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Post by Megaqwerty on Apr 11, 2015 12:17:40 GMT -5
Rapid fire clearly was overpowered. I am quite glad Sledgehammer was proactive by nerfing it further.
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Post by kylet357 on Apr 11, 2015 12:45:06 GMT -5
Rapid fire clearly was overpowered. I am quite glad Sledgehammer was proactive by nerfing it further. I can't tell if you were being sarcastic or not.
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Post by Megaqwerty on Apr 11, 2015 17:09:42 GMT -5
Absolutely and wholly. At this point, adding rapid fire should give you a class point.
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Post by kylet357 on Apr 11, 2015 20:59:06 GMT -5
Rapid fires been incredibly powerful in every implementation Except in Black Ops 2 and maybe Ghosts (just because how small the increase in fire rate was). In BO2, there was definitely more of a downside than upside to using it (range loss, hipfire and recoil increase, for a fire rate increase).
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asasa
True Bro
fuck
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Post by asasa on Apr 11, 2015 21:01:09 GMT -5
Rapid fires been incredibly powerful in every implementation The only time I can remember it being incredibly powerful was BO1. What other ones was it actually good in?
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Post by kylet357 on Apr 11, 2015 21:01:55 GMT -5
In all honesty, I don't mind the recoil increase. I don't mind the range loss. I do mind the hipfire increase. That's the only annoying part I find about Rapid Fire.
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fpsdredd
True Bro
Always working on the FPS metagame
Posts: 495
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Post by fpsdredd on Apr 27, 2015 13:22:10 GMT -5
In MW3 it was really strong. I used it on every SMG class. You never used the MP7?
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Post by Megaqwerty on Apr 27, 2015 14:16:21 GMT -5
On PC rapid fire was god on the MP7. Fixed.
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Post by Megaqwerty on Apr 30, 2015 18:07:19 GMT -5
Do advanced rifling and suppressor affect the KF5's intro shots?
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Post by kylet357 on Apr 30, 2015 20:28:25 GMT -5
Do advanced rifling and suppressor affect the KF5's intro shots? I imagine so. I don't know why it wouldn't.
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Post by Disgruntled Jigglypuff on Apr 30, 2015 22:13:40 GMT -5
Do advanced rifling and suppressor affect the KF5's intro shots? I imagine so. I don't know why it wouldn't. Need I remind you? We are dealing with sledgehammer games here.
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Post by Marvel4 on May 1, 2015 9:10:13 GMT -5
Do advanced rifling and suppressor affect the KF5's intro shots? Nope.
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Post by Megaqwerty on May 1, 2015 10:02:27 GMT -5
That's what I thought. Thanks!
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Post by ninopettis on May 1, 2015 15:59:16 GMT -5
I had no idea the KF5's intro shots aren't affected by silencer and advanced rifling. Thanks for clearing that up. Are they also not affected by the rapid fire range 0.85 multiplier?
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Usagi
True Bro
Grin and Barrett
Posts: 1,674
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Post by Usagi on May 1, 2015 16:04:32 GMT -5
Do advanced rifling and suppressor affect the KF5's intro shots? Nope. Wow, that's foxtrotting stupid.
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Post by Megaqwerty on May 6, 2015 10:02:20 GMT -5
Do attachments affect the XMG lock down mode?
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Post by kylet357 on May 6, 2015 12:04:24 GMT -5
Do attachments affect the XMG lock down mode? I don't think Rapid Fire affects the fire ratw (except for the new range loss, but I'm not sure).
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Post by Megaqwerty on May 6, 2015 12:14:50 GMT -5
I don't trust you. You were wrong about the KF5.
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