exaltedvanguard
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Post by exaltedvanguard on Nov 1, 2019 12:46:47 GMT -5
Here's some approximate fire rates for automatic ARs and SMGs. These were tested very quickly (I didn't wanna spend more than an hour on this) and may be slightly off, but should be acceptably close. Of note, the AUG caliber change doesn't state that it affects fire rate, but it does. And the MP5 caliber change states that it does, but it doesn't. Kilo 141 750 M4 800 M4 9mm 990 M4 458 580 Oden 410 M13 880 SCAR 555 AK 540 AK 5.45x39 660 AUG 730 AUG 5.56 655 P90 890 MP5 780 MP5 10mm 780 UZI 550 Bizon 640 MP7 930 And here's the damage numbers for all guns. Credit to the person who made the video. Don't say I never did nothin nice for yall.
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Post by Wonder Showzen on Nov 1, 2019 19:49:13 GMT -5
Thanks for the info!
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exaltedvanguard
True Bro
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Post by exaltedvanguard on Nov 4, 2019 10:29:12 GMT -5
P90 weapon data. Credit to youtuber Warlord. I'd take his frame data (ADS in particular, maybe RPM as well) with a grain of salt. The ADS times he describes with various attachments is not consistent with the ADS behavior XclusiveAce talks about in his video. (He also talks about the solozero sight as if it's a standard reflex sight). This appear's this first video of this type, so I'd assume we go with XA's data over his. That said, for his first attempt at a video of this type, it's very well presented and I suggest y'all keep an eye on his channel! It's nice to see damage dropoffs for the various attachments. Very nice to give an idea of how much (or rather little) difference some of the different attachments make on range. Monolithic supressor only gives you a single meter of extra range. It appears that slight of hand is a 0.85 multiplier on standard reload speed and no difference if you run your gun dry. Most surprising is sprint-out times. What the hell. It honestly matches what my gut instinct was telling me, but I thought for sure I was wrong.
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Post by kylet357 on Nov 5, 2019 10:38:30 GMT -5
So this makes it pretty hilarious that everyone is talking about how fast the TTK is, when the guns typically take 4 shots to kill (depending on the weapon, usually more for guns like the SMGs as the video shows). So the TTK really isn't anything special or particularly fast, it seems.
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exaltedvanguard
True Bro
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Post by exaltedvanguard on Nov 5, 2019 13:09:26 GMT -5
TTK is generally 200-300ms, which is pretty average for modern CoDs, not including BO4.
The feeling that it's fast comes from: 1) Projectiles instead of hitscan exacerbates any netcode/connection issues. Not precisely an issue on it's own but contributes to "mega bullets" on less than ideal connections. 2) Slower movement speed making shots easier to land and giving less chance to react to incoming fire. This is a big one. Even if you die in the same amount of time, less speed means you die before you can reach cover. 3) Awful visibility/lighting making it feel like you get shot out of nowhere. In reality you could "see" him round the corner and there would have been more time to react in other games. In this game you often don't get to react until he's already firing because it's so freaking hard to see anyone through all the lighting effects and other visual clutter.
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Post by hattrick66 on Nov 6, 2019 20:09:00 GMT -5
Thanks for providing the numbers.
Saw this on Reddit today, just passing on the info.
https://www.reddit.com/r/modernwarfare/comments/dslu8z/modern_warfare_2019_weapon_damage_guide_excel/
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Post by TheHawkNY on Nov 6, 2019 21:42:33 GMT -5
Is firerate still tied to framerates? It's still 60 FPS on console I'm assuming. Just wondering if I should be rounding all the firerates I see down to 300, 450, 720, 900 for PS4.
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Post by kylet357 on Nov 7, 2019 6:32:37 GMT -5
TTK is generally 200-300ms, which is pretty average for modern CoDs, not including BO4. The feeling that it's fast comes from: 1) Projectiles instead of hitscan exacerbates any netcode/connection issues. Not precisely an issue on it's own but contributes to "mega bullets" on less than ideal connections. 2) Slower movement speed making shots easier to land and giving less chance to react to incoming fire. This is a big one. Even if you die in the same amount of time, less speed means you die before you can reach cover. 3) Awful visibility/lighting making it feel like you get shot out of nowhere. In reality you could "see" him round the corner and there would have been more time to react in other games. In this game you often don't get to react until he's already firing because it's so freaking hard to see anyone through all the lighting effects and other visual clutter. Per a blog post from IW, basically anything that isn't Ground War you can expect to just be using hitscans. IIRC, the explanation was if the shot would hit its target within 1/60 of a second (i.e. one frame) then it's a hitscan. If it's farther than that, then it's a projectile. So it's a hybrid system.
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Post by kylet357 on Nov 7, 2019 6:33:12 GMT -5
Is firerate still tied to framerates? It's still 60 FPS on console I'm assuming. Just wondering if I should be rounding all the firerates I see down to 300, 450, 720, 900 for PS4. I remember seeing something about them fixing that a while ago now, since like BO3.
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exaltedvanguard
True Bro
Hey look... uh... Over... uh... THERE!
Posts: 10,226
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Post by exaltedvanguard on Nov 7, 2019 11:53:57 GMT -5
TTK is generally 200-300ms, which is pretty average for modern CoDs, not including BO4. The feeling that it's fast comes from: 1) Projectiles instead of hitscan exacerbates any netcode/connection issues. Not precisely an issue on it's own but contributes to "mega bullets" on less than ideal connections. 2) Slower movement speed making shots easier to land and giving less chance to react to incoming fire. This is a big one. Even if you die in the same amount of time, less speed means you die before you can reach cover. 3) Awful visibility/lighting making it feel like you get shot out of nowhere. In reality you could "see" him round the corner and there would have been more time to react in other games. In this game you often don't get to react until he's already firing because it's so freaking hard to see anyone through all the lighting effects and other visual clutter. Per a blog post from IW, basically anything that isn't Ground War you can expect to just be using hitscans. IIRC, the explanation was if the shot would hit its target within 1/60 of a second (i.e. one frame) then it's a hitscan. If it's farther than that, then it's a projectile. So it's a hybrid system. Didn't know that! Good to know. (Assuming it's true, anyway. Almost impossible to actually test.) And yes firerates have been fixed and are not frame rate dependent anymore according to what I've read.
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