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Post by findstoicism on Feb 14, 2016 19:53:03 GMT -5
Hello friends, I'm new to this forum and I'm viewing Marvel 4's spreadsheet for the first time (awesome work btw, really appreciate it). I'm having trouble understand what a few of the things mean on it. Could someone explain the whole Viewkick section for me? I'm assuming "pitch" refers to up-and-down kick, "yaw" refers to left-and-right kick, and positive numbers mean up/right while negative numbers mean down/left. Am I correct? Are those numbers indicating the kick per bullet (meaning guns with higher RoF naturally have more kick)? Furthermore, what does "min mag" mean?
Also, what does FOV mean? I'm assuming it stands for Field of View, but how does that relate to ADS? (it's a sub-section under ADS) Is the FOV number under ADS referring to the size, in conical degrees, of your Field of View while ADS? That makes no sense, seeing as how TVs are rectangles and not circles.
If anyone can answer these questions, or if there is some legend to this spreadsheet and someone could direct me to it, I would greatly appreciate it. Thanks!
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Post by kylet357 on Feb 14, 2016 20:32:17 GMT -5
Yes, you are.
Yes, it's kick per every shot fired.
Minimum magnitude. It's a new recoil mechanic that was introduced in BO2.
Yes it does. Your field of view is what you can see, obviously. However, most weapons zoom in a bit when you ADS. This leads to your field of view being smaller, and thus more restricted.
There are several threads or replies to threads on this sub-forum that you can look up through keywords or users on here if you want a more detailed explanation on some of these mechanics or the maths behind them.
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Post by findstoicism on Feb 14, 2016 20:52:22 GMT -5
Great, thanks!
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Post by kylet357 on Feb 14, 2016 21:16:01 GMT -5
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Post by findstoicism on Feb 14, 2016 22:59:40 GMT -5
Awesome, thanks for that explanation and the link Mousey
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haoz
True Bro
Posts: 185
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Post by haoz on Feb 15, 2016 13:02:05 GMT -5
Negative numbers actually mean down/right, not down/left (as explained in the link).
Question related to probaddie's long in-depth. Only viewkick is shown on the main sheet of Marvel4's stats. How much of a role does gunkick play?
Also, I think v_critical \propto a is a key equation. v_critical describes the maximum value of viewkick that will center back in time for the next bullet, and a is the center speed.
If on a certain gun, grip lowers kick such that the gun centers back in time a lot more frequently, then grip is more useful. I say this only because qualitatively the weevil seems to benefit a lot from grip, and it has high centerspeed.
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Feb 15, 2016 18:54:17 GMT -5
Negative numbers actually mean down/right, not down/left (as explained in the link). Question related to probaddie's long in-depth. Only viewkick is shown on the main sheet of Marvel4's stats. How much of a role does gunkick play? Also, I think v_critical \propto a is a key equation. v_critical describes the maximum value of viewkick that will center back in time for the next bullet, and a is the center speed. If on a certain gun, grip lowers kick such that the gun centers back in time a lot more frequently, then grip is more useful. I say this only because qualitatively the weevil seems to benefit a lot from grip, and it has high centerspeed. 1. The coordinate system is not consistent between ViewKick and GunKick, but you have it right for ViewKick. (With GunKick, both coordinates take the opposite sign with respect to the Cartesian convention.) 2. In Black Ops III, not much. For nearly all weapons, the GunKick velocity bounds (adsGunKick[Yaw/Pitch][Min/Max]) are effectively negligible. The only case I can see them making a slight difference is with the shotguns, and even then only for the Brecci and Haymaker while ADS. 3. You are right that ViewKick is much more sensitive to changes in velocity bounds than centerSpeed changes. Edit: aroo
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Post by imrlybord7 on Feb 17, 2016 16:44:47 GMT -5
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Post by kylet357 on Feb 17, 2016 16:47:26 GMT -5
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