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Shotguns
Dec 29, 2015 22:07:53 GMT -5
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Post by dunsparceflinch on Dec 29, 2015 22:07:53 GMT -5
Whatever unit the RedDevs spreadsheet uses, assuming it's accurate. It says max range is 15, and the mid damage range is from 10 to 12. On another note, how do headshot multipliers work on the brecci with the new damage mechanics? There are five possibilities for the Brecci headshots: - Per pellet damage is affected and is only rounded down AFTER all pellet damage is added together AND the multiplier is only applied to pellets that hit the head. - Same as the first possibility, only the headshot multi gets applied to all pellets that hit rather than just the ones that hit the head. - Just the base damage gets the multiplier. - The base damage and all pellets that hit the head get affected. - The base damage and all pellets that hit get the multiplier. Edit: Okay the way it would work for each possibility is: First one: 2HK in the second range with 5 regular pellet hits per shot, 4 pellets if at least 3 hit the head. 8 pellets at the third range if at least 2 hit the head, 7 pellets if at least 4 hit the head. Second one: 2HK in the second range with 5 regular pellets, 4 if at least 1 hits the head. 2HK in the third range with 7 or 8 pellets if at least 1 hits the head. Third one: 2HK in second range with 5 regular pellets, only 1 pellet needs to hit if you hit the head. 2HK in the third range if you hit the head and hit the enemy with a total of at least 2 pellets. Fourth one and Fifth one: Same results as the Third one.
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Post by Marvel4 on Dec 30, 2015 18:33:27 GMT -5
Assuming damage per pellet works like it did in previous games, headshots have no effect on it, because 2 * 1.4 = 2.8, which is rounded down.
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Shotguns
Dec 30, 2015 18:44:58 GMT -5
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Post by dunsparceflinch on Dec 30, 2015 18:44:58 GMT -5
Assuming damage per pellet works like it did in previous games, headshots have no effect on it, because 2 * 1.4 = 2.8, which is rounded down. That's why I said in the first possibility that the rounding would have to happen after the pellets are added together. The new damage system as well as the lack of multipliers for previous games' shotguns makes it hard to know how it would work. Did the code say anything about added damage being applied AFTER everything else? Because if it not then wouldn't it be safe to assume that it applies to added damage?
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Post by Marvel4 on Dec 30, 2015 19:18:50 GMT -5
That's why I said in the first possibility that the rounding would have to happen after the pellets are added together. The new damage system as well as the lack of multipliers for previous games' shotguns makes it hard to know how it would work. Not really. Previous games can be modded and have damage logs. The damage was not added together. Example of three pellets hitting in one shot: winchester1200_mp;20;MOD_PISTOL_BULLET;right_hand winchester1200_mp;40;MOD_HEAD_SHOT;head winchester1200_mp;40;MOD_HEAD_SHOT;head
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Shotguns
Dec 30, 2015 19:33:18 GMT -5
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Post by dunsparceflinch on Dec 30, 2015 19:33:18 GMT -5
What about the added damage? Does the game apply the added damage after the multipliers or before? Does it get added to whatever pellet is first in the code or does it prioritize headshot pellets?
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Post by Marvel4 on Dec 30, 2015 19:58:16 GMT -5
No idea. Headshots should affect it, but if it's added to the first (or last) pellet, getting headshot damage would be random if not all pellets hit the head.
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Shotguns
Dec 30, 2015 23:09:44 GMT -5
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Post by RageHulkSmash on Dec 30, 2015 23:09:44 GMT -5
2HK is possible with headshots at max range, so added damage does get multiplied at some point. I didn't test how many pellets must hit the head and/or body though.
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Post by MoopusMaximus on Dec 31, 2015 6:34:16 GMT -5
I miss MW3 shotguns where Damage + SPAS/Model/KSG could consistently one shot from 20 feet away.
):
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Shotguns
Dec 31, 2015 12:16:49 GMT -5
via mobile
Post by dunsparceflinch on Dec 31, 2015 12:16:49 GMT -5
2HK is possible with headshots at max range, so added damage does get multiplied at some point. I didn't test how many pellets must hit the head and/or body though. It would be pretty hard to test. In theory if the added damage gets multiplied, then it would take 2 pellets to kills, which means you could get a nonlethal hitmarker at half health, then finish them off with 2 tac nades. In fact, if the added damage AND the pellets get multiplied AFTER being added together, then a headshot would do 49 damage minimum with 1 pellet hit, meaning a non-lethal hitmarker at half health would be finished off by 1 tac nade.
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Post by yomomma on Dec 31, 2015 23:19:07 GMT -5
Long barrel on shotguns icreases minimum damage on all shottys by 13%. The max damage range increases by 5% per latest patch!
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Post by UrbaneVirtuoso on Dec 31, 2015 23:25:50 GMT -5
I miss MW3 shotguns where Damage + SPAS/Model/KSG could consistently one shot from 20 feet away. ): Clearly, you haven't witnessed the glory that was MW2 shotguns.
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Post by doctoryes on Dec 31, 2015 23:27:39 GMT -5
Is long barrel useless on Argus and KRM? Haven't been following the spreadsheet updates recently. Long barrel increases min damage range by 13% and decreases max damage range by 13%. So it's even worse on argus and krm than on haymaker/brecci cuz followup shots with the krm/arg is way more punishing than haymaker/brecci. The best shotgun to consider it on is the haymaker since the haymakers 3sk range is so piss poor. But even then i don't recommend it at all. 3055, unless you can site something, anything, I'm calling BS about the 13% decrease in max damage range. I see it on no spreadsheets, nor have I seen this mentioned by anyone anywhere but here.
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Post by LeGitBeeSting on Dec 31, 2015 23:37:20 GMT -5
I miss MW3 shotguns where Damage + SPAS/Model/KSG could consistently one shot from 20 feet away. ): Clearly, you haven't witnessed the glory that was MW2 shotguns.Well admittedly the 9 pellet Striker (RIP, buck you Roberta/o) was probably better than any MW2 shotgun.
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Shotguns
Dec 31, 2015 23:57:50 GMT -5
via mobile
Post by RageHulkSmash on Dec 31, 2015 23:57:50 GMT -5
Pre-nerf striker with damage and specialist... heaven @_@
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Post by Blurred Wolf on Jan 1, 2016 14:15:22 GMT -5
Didn't the USAS have the same stats just with a lower fire rate but with Ex-Con-Lite built in?
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Shotguns
Jan 1, 2016 14:41:29 GMT -5
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Post by dunsparceflinch on Jan 1, 2016 14:41:29 GMT -5
Didn't the USAS have the same stats just with a lower fire rate but with Ex-Con-Lite built in? Not quite. USAS 12 was originally 6 pellets too but it was 25-5 damage per pellet. The prepatch striker with mags and damage was ridiculous. Literally made it like a semi-auto MW2 spas12 without stopping power in a game with smaller maps.
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Shotguns
Jan 1, 2016 19:17:40 GMT -5
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Post by -3055- on Jan 1, 2016 19:17:40 GMT -5
Long barrel increases min damage range by 13% and decreases max damage range by 13%. So it's even worse on argus and krm than on haymaker/brecci cuz followup shots with the krm/arg is way more punishing than haymaker/brecci. The best shotgun to consider it on is the haymaker since the haymakers 3sk range is so piss poor. But even then i don't recommend it at all. 3055, unless you can site something, anything, I'm calling BS about the 13% decrease in max damage range. I see it on no spreadsheets, nor have I seen this mentioned by anyone anywhere but here. This was what i was told since week 2 of cod from multiple people on this site, i just haven't updated that post. The actual effect of LB has been stated by marvel earlier
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Shotguns
Jan 2, 2016 7:43:01 GMT -5
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Post by MoopusMaximus on Jan 2, 2016 7:43:01 GMT -5
I miss MW3 shotguns where Damage + SPAS/Model/KSG could consistently one shot from 20 feet away. ): Clearly, you haven't witnessed the glory that was MW2 shotguns.Extendomag pre-patch Damage shotties were way better.
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Shotguns
Jan 2, 2016 10:55:50 GMT -5
via mobile
Post by dunsparceflinch on Jan 2, 2016 10:55:50 GMT -5
Clearly, you haven't witnessed the glory that was MW2 shotguns. Extendomag pre-patch Damage shotties were way better. Striker yes. Everything else, god no. Extended mag damage MW3 spas12 had less potential 1HK range than MW2 spas12 without stopping power. KSG with the combo was just an MW2 spas12 without SP. AA12 was the worst primary ever in MW3.
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Post by kylet357 on Jan 2, 2016 13:38:10 GMT -5
Extendomag pre-patch Damage shotties were way better. Striker yes. Everything else, god no. Extended mag damage MW3 spas12 had less potential 1HK range than MW2 spas12 without stopping power. KSG with the combo was just an MW2 spas12 without SP. AA12 was the worst primary ever in MW3. You're wrong on the SPAS-12 part. Higher overall damage per shot (not per pellet) due to the extra pellets, at both min and max ranges, and they have the same range values. So yeah, SPAS-12 w/ Ext Mags Glitch and Damage > MW2 SPAS-12 (with or without Stopping Power).
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Post by illram on Jan 2, 2016 14:45:37 GMT -5
In the non-glitched, post-patch world, the MW2 SPAS-12 still reigns supreme.
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Shotguns
Jan 2, 2016 16:19:57 GMT -5
via mobile
Post by dunsparceflinch on Jan 2, 2016 16:19:57 GMT -5
Striker yes. Everything else, god no. Extended mag damage MW3 spas12 had less potential 1HK range than MW2 spas12 without stopping power. KSG with the combo was just an MW2 spas12 without SP. AA12 was the worst primary ever in MW3. You're wrong on the SPAS-12 part. Higher overall damage per shot (not per pellet) due to the extra pellets, at both min and max ranges, and they have the same range values. So yeah, SPAS-12 w/ Ext Mags Glitch and Damage > MW2 SPAS-12 (with or without Stopping Power). Except the damage per pellet of the MW3 spas12 was 25-5 until they patched the extended mags glitch while the MW2 spas12 was 40-25 per pellet. 25-5 * 1.4 = 35-7. 35-7 * 12pellets = 420-84. For Reference: 40-25 * 1.4 = 56-35 56-35 * 8pellets = 448-280 So while the closest range damage ended up similar, the SPAS-12 from MW2 had much better 1HK range.
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Post by kylet357 on Jan 2, 2016 18:03:26 GMT -5
You're wrong on the SPAS-12 part. Higher overall damage per shot (not per pellet) due to the extra pellets, at both min and max ranges, and they have the same range values. So yeah, SPAS-12 w/ Ext Mags Glitch and Damage > MW2 SPAS-12 (with or without Stopping Power). Except the damage per pellet of the MW3 spas12 was 25-5 until they patched the extended mags glitch while the MW2 spas12 was 40-25 per pellet. 25-5 * 1.4 = 35-7. 35-7 * 12pellets = 420-84. For Reference: 40-25 * 1.4 = 56-35 56-35 * 8pellets = 448-280 So while the closest range damage ended up similar, the SPAS-12 from MW2 had much better 1HK range. Wrong damage figures bruh. MW3 SPAS-12 is 30-14 and MW2 SPAS-12 did 40-20, not 40-25.
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Post by kylet357 on Jan 2, 2016 18:03:50 GMT -5
In the non-glitched, post-patch world, the MW2 SPAS-12 still reigns supreme. Yeah, I'll agree with that.
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Shotguns
Jan 2, 2016 18:11:09 GMT -5
via mobile
Post by dunsparceflinch on Jan 2, 2016 18:11:09 GMT -5
Except the damage per pellet of the MW3 spas12 was 25-5 until they patched the extended mags glitch while the MW2 spas12 was 40-25 per pellet. 25-5 * 1.4 = 35-7. 35-7 * 12pellets = 420-84. For Reference: 40-25 * 1.4 = 56-35 56-35 * 8pellets = 448-280 So while the closest range damage ended up similar, the SPAS-12 from MW2 had much better 1HK range. Wrong damage figures bruh. MW3 SPAS-12 is 30-14 and MW2 SPAS-12 did 40-20, not 40-25. Already told you, it wasn't 30-14 until they patched the damage and extended mags on shotguns. Before that patch, it was 25-5. That's why Driftor's old in MW3 in depth video on the spas-12 says 25-5 damage.
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Post by kylet357 on Jan 2, 2016 18:47:46 GMT -5
Wrong damage figures bruh. MW3 SPAS-12 is 30-14 and MW2 SPAS-12 did 40-20, not 40-25. Already told you, it wasn't 30-14 until they patched the damage and extended mags on shotguns. Before that patch, it was 25-5. That's why Driftor's old in MW3 in depth video on the spas-12 says 25-5 damage. ah, yeah. I forgot they buffed it.
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Post by Marvel4 on Jul 22, 2016 16:30:28 GMT -5
205 Brecci with Long Barrel: Minimum Base Damage: 33 * 0.8 = 26 Head Minimum Base Damage: 26 * 1.4 = 36
You need to hit at least 7 pellets for a 2HK.
2 * 7 + 36 = 50
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