haoz
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Post by haoz on Jun 17, 2016 13:04:08 GMT -5
So, do the grip and sights properly stack now? I have not played since Tuesday so I have not tested anything. According to the patch notes, yes It's interesting that the kn/hvk/Mow got extra nerfs for all 3 sights. I'm assuming it was because they were crazy over performing with them. It's probably safe to assume that they're close to the top of top kd guns without them as well. It's just because they have higher recoil and benefit more from recoil reduction to point of making the ICR and Razorback useless.
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banana
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Post by banana on Jun 17, 2016 15:06:19 GMT -5
They all have relatively low recoil and the LMGs got nerfs too even though they all have basically 0
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Post by UrbaneVirtuoso on Jun 17, 2016 16:50:42 GMT -5
So the BOA wasn't affected? Good for me, I suppose.
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haoz
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Post by haoz on Jun 17, 2016 21:29:43 GMT -5
They all have relatively low recoil and the LMGs got nerfs too even though they all have basically 0 You said relatively, and yet clearly the KN-44, MoW, and HVK are the high recoil ARs. The LMGs do have recoil. I suppose it makes more sense to put a sight on an LMG, and that's a free, recoil-reducing attachment that frees up a slot for many possible other attachments, since LMGs tend to need several to be easier to use. Just a balancing thing.
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banana
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Post by banana on Jun 18, 2016 0:41:11 GMT -5
They all have relatively low recoil and the LMGs got nerfs too even though they all have basically 0 You said relatively, and yet clearly the KN-44, MoW, and HVK are the high recoil ARs. The LMGs do have recoil. I suppose it makes more sense to put a sight on an LMG, and that's a free, recoil-reducing attachment that frees up a slot for many possible other attachments, since LMGs tend to need several to be easier to use. Just a balancing thing. Relative to previous cods. The only automatics besides those is the icr which is made to be a laser and the ffar which is a DLC weapon with a lot of recoil
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Post by Mr Scruffz on Jun 18, 2016 1:31:49 GMT -5
so if patchnotes were right about Foregrip now properly stacking with sights recoil reduction you can technically stack a Recon+Grip with FFAR for 17.5% reduced recoil and 10% centre speed and its insane idle sway reduction. Only issue is you're now dealing with the Recons zoom interesting.
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Post by Marvel4 on Jun 18, 2016 11:04:22 GMT -5
There's an extra calculation in the cell of the Rift's RPM. +0.125. Anyone know what that means? It's the fire time of the second shot. The first shot uses intro fire time.
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haoz
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Post by haoz on Jun 18, 2016 12:46:53 GMT -5
You said relatively, and yet clearly the KN-44, MoW, and HVK are the high recoil ARs. The LMGs do have recoil. I suppose it makes more sense to put a sight on an LMG, and that's a free, recoil-reducing attachment that frees up a slot for many possible other attachments, since LMGs tend to need several to be easier to use. Just a balancing thing. Relative to previous cods. The only automatics besides those is the icr which is made to be a laser and the ffar which is a DLC weapon with a lot of recoil Idk what's the point of comparing to previous games. I haven't played them all, but I'd say Ghosts and AW were low recoil games. AW especially.
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banana
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Post by banana on Jun 19, 2016 20:03:22 GMT -5
Relative to previous cods. The only automatics besides those is the icr which is made to be a laser and the ffar which is a DLC weapon with a lot of recoil Idk what's the point of comparing to previous games. I haven't played them all, but I'd say Ghosts and AW were low recoil games. AW especially. Comparing it to previous cods is the only way to compare that group of ARs. What you said is like comparing every mw2 AR to the mw2 ACR and coming to the conclusion that they all have hugh recoil
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mannon
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Post by mannon on Jun 20, 2016 8:44:51 GMT -5
Honestly I don't put much stock in comparing across games. It can be interesting from a historical perspective, but when it comes down to it really only the weapons within a single game are particularly worth comparing, because those are the options you have. So even if a given weapon is low recoil when compared to other games if it has high recoil for the game that it is in then it's a high recoil gun for all intents and purposes. It's nice to have historical perspective at times, but it's kind of apples to oranges to be honest.
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haoz
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Post by haoz on Jun 20, 2016 13:38:38 GMT -5
Idk what's the point of comparing to previous games. I haven't played them all, but I'd say Ghosts and AW were low recoil games. AW especially. Comparing it to previous cods is the only way to compare that group of ARs. What you said is like comparing every mw2 AR to the mw2 ACR and coming to the conclusion that they all have hugh recoil But we're talking about why the Varix accuracy boost is limited to certain guns. They didn't want the higher recoil guns in this game to be as accurate as the low recoil guns.
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banana
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Post by banana on Jun 21, 2016 11:13:07 GMT -5
I'm trying to say that just because they're higher recoil guns (for this game), doesn't mean they have high recoil. That trio has 3 out of the 5 automatic ARs in BO3. The 4th is the intended laser accurate ICR and the 5th is high recoil FFAR.
Go shoot any of those guns you'll see that they definitely do not have high recoil.
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haoz
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Post by haoz on Jun 21, 2016 14:50:10 GMT -5
I said "higher recoil" originally as well. I still don't see the relevance of the older games.
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mannon
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Post by mannon on Jun 21, 2016 19:11:54 GMT -5
"High recoil" isn't really a quantitative figure, though. All descriptions of "high recoil" are going to be relative to something else. So I guess it comes down to context. Generally, unless explicitly stated otherwise or explicitly discussing multiple games or multiple weapons from multiple games, I always assume the context to be limited to the game being discussed.
After all if we were attempting to describe something as somehow objectively being "high recoil" or not then why even limit the context to the CoD franchise. Why not compare all games, or even real life? In fact if we were attempting to classify a game weapon as to whether it was objectively "high recoil" or not I think comparing it to real life weapons would be the only useful comparison... even though that would actually be quite tricky. (For example what we call "recoil" in games I believe is actually only a byproduct. In real life the recoil is the force of the gun kicking back against the shooter, but an awful lot of variables other than the amount of force go into how the weapon actually behaves when a shot has been fired. First person shooters don't really simulate all that.)
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banana
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Post by banana on Jun 22, 2016 22:48:44 GMT -5
"High recoil" isn't really a quantitative figure, though. All descriptions of "high recoil" are going to be relative to something else. So I guess it comes down to context. Generally, unless explicitly stated otherwise or explicitly discussing multiple games or multiple weapons from multiple games, I always assume the context to be limited to the game being discussed. After all if we were attempting to describe something as somehow objectively being "high recoil" or not then why even limit the context to the CoD franchise. Why not compare all games, or even real life? In fact if we were attempting to classify a game weapon as to whether it was objectively "high recoil" or not I think comparing it to real life weapons would be the only useful comparison... even though that would actually be quite tricky. (For example what we call "recoil" in games I believe is actually only a byproduct. In real life the recoil is the force of the gun kicking back against the shooter, but an awful lot of variables other than the amount of force go into how the weapon actually behaves when a shot has been fired. First person shooters don't really simulate all that.) Or we can just see how it performs in mid to long range. The trio perform satisfactorly. The kn in particular always reminds me why the icr is trash
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Post by tobysi on Jul 27, 2016 13:53:20 GMT -5
Couple weapon changes just dropped today can't wait to find out the real details!
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lllRL
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Post by lllRL on Jul 27, 2016 16:13:16 GMT -5
Couple weapon changes just dropped today can't wait to find out the real details! The Kuda got a lol3hk range nerf and "Added various stability fixes for Theater Mode" means games no longer load in theatre. Oh and they buffed the HG40 and FFAR. I couldn't be bothered to read on.
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Post by tobysi on Jul 27, 2016 18:12:13 GMT -5
Couple weapon changes just dropped today can't wait to find out the real details! The Kuda got a lol3hk range nerf and "Added various stability fixes for Theater Mode" means games no longer load in theatre. Oh and they buffed the HG40 and FFAR. I couldn't be bothered to read on. Yeah I saw those Im just waiting for official stats from marvel!
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PSIII
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Post by PSIII on Jul 27, 2016 23:55:44 GMT -5
They totally bent over the Kuda.
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Post by UrbaneVirtuoso on Jul 28, 2016 4:46:53 GMT -5
Since when did they haven't?
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haoz
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Post by haoz on Jul 28, 2016 11:32:29 GMT -5
How is reduced three shot kill and five shot kill range a bent over? The four shot kill range of the kuda is still good.
They gave the VMP more recoil, but it's not too noticeable.
Vesper recoil not as low as way back before, but it's controllable.
I think the MoW was hurt the most. ADS time is probably 0.35 s now. The only reason I think MoW gets poor handling is because they don't want it to do well at close range engagements. But they're totally ignoring the KN, which I think is too easy to use.
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PSIII
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Post by PSIII on Jul 28, 2016 11:50:22 GMT -5
It has a three shot kill, so why do you care about the four shot range? Regardless, the difference from before is major. Takes much longer to kill at mid and long range now.
Treyarch's retarded (not news there). Patching the wrong guns for no reason. If they want to increase the usage of others, just buff a couple first. The Vesper is much better now. All they had to do then was increase the Razorback damage some and they should have been done. There would have been a reason to try out any of the subs.
The HG-40 is still trash though.
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Post by thexclusiveace on Jul 28, 2016 12:56:49 GMT -5
It has a three shot kill, so why do you care about the four shot range? Regardless, the difference from before is major. Takes much longer to kill at mid and long range now. The 3 shot kill range was only 200 inches (5m) pre-patch so it helped in a couple situations but it's not your average SMG range. Similarly, the 5 shot kill range was 2000 inches (50m) and it's rare you'd be challenging gunfights consistently at that range with the Kuda since this isn't where is excels. The 4 shot kill range, on the other hand, (which wasn't touched according to the patch notes) is 1000 inches (25m) and most SMG gunfights fall somewhere within 25m. The nerf on the Kuda will only impact a very small percentage of your gunfights assuming you treat it like an SMG.
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Post by tobysi on Jul 28, 2016 13:24:04 GMT -5
It has a three shot kill, so why do you care about the four shot range? Regardless, the difference from before is major. Takes much longer to kill at mid and long range now. The 3 shot kill range was only 200 inches (5m) pre-patch so it helped in a couple situations but it's not your average SMG range. Similarly, the 5 shot kill range was 2000 inches (50m) and it's rare you'd be challenging gunfights consistently at that range with the Kuda since this isn't where is excels. The 4 shot kill range, on the other hand, (which wasn't touched according to the patch notes) is 1000 inches (25m) and most SMG gunfights fall somewhere within 25m. The nerf on the Kuda will only impact a very small percentage of your gunfights assuming you treat it like an SMG. like you said you'll only notice the kuda nerf at point blank range and we don't know how much they actually decreased the range anyways.
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Post by lustindarkness on Jul 28, 2016 15:31:18 GMT -5
So this evening, if I play I will find Vespers all over the place again? Fun.
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haoz
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Post by haoz on Jul 28, 2016 15:52:52 GMT -5
It has a three shot kill, so why do you care about the four shot range? Regardless, the difference from before is major. Takes much longer to kill at mid and long range now. Treyarch's retarded (not news there). Patching the wrong guns for no reason. If they want to increase the usage of others, just buff a couple first. The Vesper is much better now. All they had to do then was increase the Razorback damage some and they should have been done. There would have been a reason to try out any of the subs. The HG-40 is still trash though. I care about the four-shot range because most kills with the Kuda are four shot kills. As Ace said, the pre-patch 3 shot kill range of the Kuda is very short at 200 inches. I think that's the width of a domination circle or less
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Post by tobysi on Jul 28, 2016 19:12:37 GMT -5
I'm curious to see the stats of the peacekeeper mk2. It's in the assault rifle category. I'm guessing it's going to perform close to the icr from using it in private match.
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Post by Marvel4 on Jul 29, 2016 4:39:53 GMT -5
Man-O-War: Reload time increased by 21.08% Man-O-War: Reload empty time increased by 17.24% Man-O-War: Reload quick time increased by 33% Man-O-War: Reload quick empty time increased by 32.81% Man-O-War: ADS time increased by 16.67% Man-O-War: Reload add time increased by 18.92% Man-O-War: Reload quick add time increased by 100%
MX Garand: Reload empty time decreased by 9.52% MX Garand: Centerspeed increased by 15.38% MX Garand: Fire time decreased by 2.63% MX Garand: Hipspread standing maximum decreased by 9.09% MX Garand: Hipspread crouching maximum decreased by 33.33% MX Garand: Hipspread prone maximum decreased by 25%
FFAR: ADS time decreased by 16.67% FFAR: Hipspread standing maximum decreased by 12.5% FFAR: Viewkick pitch maximum decreased by 4.76% FFAR: Viewkick yaw maximum decreased by 4.76%
Kuda: 3HK range decreased by 50% Kuda: 5HK range decreased by 25%
VMP: Viewkick pitch minimum decreased by 33.33% VMP: Viewkick pitch maximum increased by 3.33% VMP: Viewkick minimum magnitude increased by 22.73% VMP: Viewkick yaw minimum increased by 3.33% VMP: Viewkick yaw maximum increased by 16.67%
Vesper: Viewkick pitch maximum decreased by 4.62% Vesper: Viewkick yaw decreased by 11.43%
HG 40: 3HK range increased by 19.51%
Locus: Lower torso multiplier increased by 100%
RSA Interdiction: Mid torso, upper arm, lower arm and hand multipliers increased by 50%
Sparrow: Fire time decreased by 10% Sparrow: Charge shot maximum time decreased by 12.5% Sparrow: Charge shot minimum time decreased by 66.67%
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JustABitAgroed
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Post by JustABitAgroed on Jul 29, 2016 9:11:16 GMT -5
Thank you very much, Marvel. Outstanding work, as always. I'm kind of surprised how much they buffed the Interdiction. I don't think the Idle amount and 4 extra bullets in the mag on a sniper is worth the same as aim assist. Glad to see the Man-o'-War and Kuda didn't get hit too hard, although RIP the Kuda's close range usefulness. Seems like they didn't do a whole lot to the VMP unless the min mag and min pitch really hurt, which I could see happening. Can't wait to try out the Garand with Laser now. Especially on PC. It's going to be pretty ridiculous. The HG buff is nice but I would've liked a little more. It's still not really worth using. The new guns all, kind of suck. But I guess that's to be expected. Having good or even decent guns in supply drops is a solid recipe for a PR disaster. Like they've cared in the past but, who knows? Maybe they're finally learning.
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Post by mrgrinchz on Jul 29, 2016 9:22:27 GMT -5
I will admit that most the the guns are Side-Grade-Ish but the FFAR is very strong so far as I've been using it. Exact same damage and range parameters as the HVK but 80 RPMs faster and the Recoil was already very controllable and has just been buffed further. Given time, it will probably see a nerf.
The Peacekeeper Mk 2 is almost an exact clone of the HVK, I see no practical desire to use it at the moment except to abuse the fact that it will still get a full scope bonus.
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