Here are some Blackout gun stats. Took down some stats now that we have custom games for Blackout. (Just did splitscreen with myself and noted damage.) These are obviously with the usual caveats for "hand-testing." Shotguns are point blank, all pellets hitting. This is without armor, obviously. You can extrapolate out for shots to kill from these.
Headshot multipliers are 1.08 for SMG's, rifles, and pistols, 1.71 for sniper rifles, and 1.18 for the SDM. I did not test shotgun or Tac Rifle headshot lethality. SMG
Recoil drops with zoom. Wow. What is wrong with these devs?
It's actually a really good choice. People almost never use acog sights or whatever so having a small bonus to them makes things a tiny bit more interesting.
By reducing recoil? Doesn't make sense. You can now spray with half recoil. There has to be a better way. Higher zoom is.. effectively, a crutch. Battlefield does it alright, presumably thanks to the maps.
unlocked the ARs up to the KN, and the SMGs up to the GKS, played some with the auger, didnt bother with anything else, played mostly with the rampart, only thing i can say is that after playing with the rampart going to other guns feels crap due to slower kills, oh and the GKS sucks
im looking forward to try out the burst rifles, maybe the vapr, other than that TDM kind of suxx, feels way too hectic and too fast/many (close) encounters, even on the bo1 maps, dunno if its due to faster/unlimited sprint or something, the specialist gimmicks add to that, tdm 100 felt a bit better but they removed it lol, why remove any playlist at all?
DOM seems fine, the specialist even add something to this mode, but that first item is way to fast to unlock, either change or remove it totally would be better, its too much stuff in the game, should be more gunplay less other stuff
e playd some more due to doubleXP since friday, unlocked the dameon, ABR and VAPR and played some rounds each to get a feel for it with some of the basic extras like high caliber etc (on chaos domination mainly)
so the more i play the game the more i start to dislike it:
- some of the jumps especially to the side and up are crazy, makes it hard while using burst or single shot weapons - on pc everyone is try hard sweating jumpin strafin round like a retar d, its no big deal but gets a bit boring after a while simply due to repetition - the lag comp system is sort of shi t, the killcam rarely correlates what was going on on my end, my stats and connection are fine so i guess its just like that for everyone which suxx
Last Edit: Jan 26, 2019 20:00:45 GMT -5 by gina: unlocks
Post by exaltedvanguard on Feb 17, 2019 23:24:02 GMT -5
So details of the next patch have been released, with surprising specificity. They actually gave us range values. I wish shooters would take after MMOs and the like and just give us all the hard numbers like this. Note that patch notes are in yards and most sources (such as XAce) use meters. Rather silly.
With the new game balance, as well as plenty of game experience since the last time I analyzed them, I'm going to revisit the topic of best assault rifle. Note that this is for the console build, and that range values are approximated based off the hand testing featured in XAce videos.
Based on gameplay experience, the VAST majority of gunfights happen within 38 meters. Why do I pick 38? Because it's beyond this distance that several of the rifles start to diverge in terms of TTK. Given the fact that almost all gunfights are closer than this coupled with the fact that accuracy is going to be far more pivotal than TTK at these distances, I am going to completely disregard the various differences in TTK past 38 meters. It's also worth mentioning that the TTK of any given rifle is consistent from 0-12 meters, and from 19-38 meters. It's in the 13-18 meter range where weapons experience their damage falloffs. So close range, is 0-12, long range 19+, and I'll discuss the inbetween where relevant. Lastly, I'm assuming that you are using rapid fire and high caliber on the guns that have them. Yes, that means that this only applies to pubs. No, I don't care about competitive as long as specialists are included. Their gimmicks are the antithesis of competitive play. This CoD is a casual game and should be treated as such (and there's nothing wrong with that).
So let's begin. Let's begin by tossing out the ICR because it's trash. And we'll also throw out the swat because it's DLC and not available to all players and because it's simply overshadowed by other weapons. Also, it's a gosh darn golly gee whiz good thing it is because having DLC weapons be better feels reeeeaally bad for any new player.
That leaves us with the Rampart, VAPR, Maddox, and KN-57.
Up to this point, I've done nothing but shit on the KN-57. That changes today. Thanks to the range buff on it combined with the range nerf on the Maddox, the Maddox drops off only 2 meters later than the KN. Outside of this tiny 2 meter window, the KN-57 kills faster. It also, even before the Maddox is further nuked by the nerfs, is more accurate and has less idle sway. And it won't have a nerfed quickdraw or stock. So goodbye Maddox. You served us well. But KN-57/RF is now superior in every single way.
The VAPR is the gun to watch. The comparison between the Rampart and VAPR is much more interesting. Without procing HC, the guns are basically identical in terms of TTK. Procing HC, however, means the Rampart is always faster killing. HC Rampart beats everything at any range. However the VAPR proccing HC is somewhat competitive at close range, but we have no idea of how far this will extend. The patch notes only talk about a 5-shot kill range, but within that range the VAPR actually has 2 damage values. (I never really understood the need to nerf the VAPR's HC like this since a target being farther away naturally makes HC less effective.) In the area that the VAPR can proc HC, it is only slightly slower than the Rampart, but that range is currently quite short (12m)
So the overall breakdown is: Never use the ICR, SWAT, or Maddox Any range without mobility go Rampart. Short range with mobility go KN-57. Long range with mobility go VAPR.
Post by exaltedvanguard on Apr 22, 2019 19:45:43 GMT -5
A lot of SMGs have a 3-4 meter range where they achieve a 5 shot kill. This is extraordinarily close. Outside this range, the only SMG that kills faster than the KN-57+RF is the spitfire, which can beat it out to a (pitiful) 7 meters. So for the vast majority of close-range fights, the KN-57 will out-shoot SMGs. At 17 meters, there's a couple edge-cases which can outshoot the KN-57 for a few meters, but recoil also starts to factor in and realistically the SMGS can't reliably outshoot it.
Meanwhile the KN-57 has almost no meaningful recoil whatsoever.
And next to no idle sway.
And it's got a larger magazine than most of the SMGs. And a slower ROF, which effectively gives you a functionally larger magazine.
In conclusion, our poor man's SMG is now the best SMG. Also, treyarch probably should buff it again. It clearly needs more buffs.
Post by exaltedvanguard on Jun 14, 2019 10:39:31 GMT -5
Just some small updates. Not really that interested in maintaining this thread.
The following is based off of data reports by lesser known YouTubers.
S6 is a 2 shot burst weapon. With op-mod it kills in 2 shots, meaning a 1-burst kill. The flechettes it fires move very slowly and require significantly target leading. Which is kinda funny cause in real life flechette rounds have significantly higher velocities than traditional rounds. And their much lighter so there's no way they fcould be explosive...
Peacekeeper is pretty much the best AR in the game. Hands down. It's only downside is a slightly smaller than average magazine.