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Post by Marvel4 on Feb 24, 2016 8:30:22 GMT -5
Hi, a quick question on viewkick. What does (Mag - Min) mean on the data chart? It seems to be separate from (Yaw Min/Max) and (Pitch Min/Max)? And on the recoil value, if a gun has Pitch (Min -5) and (Max 5), does it mean on the worst case scenario, the gun can recoil downwards by (-5) or upwards by (5) - does a negative value pull downwards on Pitch / pull left on Yaw. Min Mag is minimum magnitude. Magnitude is √(Pitch²+Yaw²). Negative pitch/yaw means downward/rightward viewkick. Check out this thread for more details. I dont know what alt means, but it looks quick........ Thanks, bro Alt drop/raise means switching from/to the grenade launcher.
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Post by Marvel4 on Feb 23, 2016 14:38:57 GMT -5
Except for the drakon which with an ELO is basically an AR with a little sway and no QD. And no aim assist. No, the Drakon and P-06 have aim assist when ADS.
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Post by Marvel4 on Feb 23, 2016 14:30:09 GMT -5
No, it's unnecessary. The exact reload times are on the weapons sheet already.
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Post by Marvel4 on Feb 20, 2016 13:31:58 GMT -5
Drakon: Fire time increased by 15.74%
P-06: Burst delay increased by 55.56%
205 Brecci: Fire time increased by 13.07%
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Post by Marvel4 on Feb 11, 2016 18:25:04 GMT -5
Is the ripper's 1.1 movement speed its lunge speed? Probably. Which Long Barrel mechanics apply to the Marshal 16? The regular or shotgun one? Any weapons not specifically mentioned use the standard attachments.
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Post by Marvel4 on Feb 10, 2016 15:25:50 GMT -5
KN-44: 3HK range increased by 16.67% KN-44: 30 damage range increased by 33.33%
HVK-30: 4HK range increased by 33.33% HVK-30: 30 damage range decreased by 33.33%
ICR-1: Range increased by 33.33%
Sheiva: 2HK range increased by 33.33%
M8A7: 30 damage range decreased by 33.33%
Kuda: ADS time increased by 11.11% Kuda: Sprint out time increased by 9.09%
VMP: Sprint out time increased by 9.09%
Weevil: 30 damage range increased by 60%
Vesper: ADS time increased by 11.11% Vesper: Centerspeed decreased by 10% Vesper: Sprint out time increased by 9.09% Vesper: Hipspread standing minimum increased by 25% Vesper: Hipspread standing maximum increased by 10% Vesper: Idle amount increased by 33.33% Vesper: Idle speed increased by 33.33% Vesper: Gunkick increased by 10% Vesper: Viewkick pitch maximum increased by 8.33% Vesper: Viewkick minimum magnitude increased by 50% Vesper: Viewkick yaw increased by 16.67%
LMGs: Idle amount decreased by 50%
Gorgon: Idle amount decreased by 75%
Locus: Drop time decreased by 30% Locus: Raise time decreased by 46.67%
BlackCell: Reload add time increased by 65%
Scythe: Magazine size decreased by 25%
Combat Axe: Damage increased by 33.33%
Satellite: Aim assist range decreased by 100%
G.I. Unit: Idle amount decreased by 75%
Cerberus (Launcher Turret): Destabilize distance increased by 900%
Cerberus (AI Launcher Turret): Projectile speed increased by 42.86%
Cerberus (AI Gun Turret): Damage maximum increased by 6.06% Cerberus (AI Gun Turret): Damage minimum increased by 40%
Quickdraw (SMG): ADS time increased by 100%
Rapid Fire (Pharo): Fire time increased by 2.17% Rapid Fire (XR-2): Fire time increased by 4.6% Rapid Fire (M8A7): Fire time increased by 4.44%
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Post by Marvel4 on Jan 21, 2016 21:40:15 GMT -5
It's stronger than the console version too Bullshit.
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Post by Marvel4 on Jan 16, 2016 0:55:15 GMT -5
Basically he's saying that when the sprint-out time of a weapon is longer than the ADS time, the ADS time is increased to match it so that we don't have a situation where you can fully ADS but don't have the ability to fire (this may already be common knowledge from past games, excuse me if that's the case). Like I said before, when you ADS while sprinting, the ADS animation and sprint out animation happen at the same time. The combined animation can be longer, but the ADS time and sprint out time don't change. The only exception is in Advanced Warfare, because it has another variable for ADS time while sprinting. That's correct.
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Post by Marvel4 on Jan 12, 2016 0:53:49 GMT -5
It depends on the gun, of course. Also, Fast Hands affects it, too. I just tested it with the Gorgon, because it has the highest sprint out time of all primary weapons.
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Post by Marvel4 on Jan 11, 2016 22:39:00 GMT -5
Any reason why the P-06 is so good on PC? It's shit on consoles because it has no aim assist, whereas nothing on PC has aim assist. Not true. The Drakon and P-06 have aim assist when ADS and you get aim assist on PC with a controller. But aiming with a mouse is easier anyway.
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RIP
Jan 11, 2016 21:29:55 GMT -5
Post by Marvel4 on Jan 11, 2016 21:29:55 GMT -5
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Post by Marvel4 on Jan 11, 2016 19:42:06 GMT -5
Gung-ho doesn't seem to affect sprint-out time at all, it only lets you shoot while sprinting. The sprint-out time still has to elapse before you can fire the weapon. Even though the sprint out animation is the same, you can actually shoot almost instantly after sprinting. And the time until you can shoot while sprinting is also lower than the sprint out time. Note the difference between shooting after and while sprinting. Also, the time until you can shoot while sprinting is not the same as the sprint out time.
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Post by Marvel4 on Jan 3, 2016 11:50:30 GMT -5
There are still a lot of people thinking Rapid Fire makes a huge difference on sniper rifles, including the Drakon. Even before the effect on burst weapons was changed, the values in his video were wrong and he forgot to mention some special cases.
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Post by Marvel4 on Jan 3, 2016 11:27:38 GMT -5
Rapid Fire.
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Post by Marvel4 on Jan 3, 2016 11:15:28 GMT -5
Not all, though.
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Post by Marvel4 on Dec 31, 2015 3:28:48 GMT -5
It decreases added damage only at the increased range and doesn't affect spread at all.
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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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Post by Marvel4 on Dec 30, 2015 19:34:01 GMT -5
Second off the idea that someone can overdose on masturbation is nearly unheard of. Most people could play video games or smoke cigarettes for 24 hours without cease; but you'd have to go against your own will to masturbate for that long. Challenge accepted.
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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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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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Post by Marvel4 on Dec 28, 2015 19:48:01 GMT -5
BTW, can someone verify if silencer really does reduce damage by 30%, because if that were the case then it would be impossible for silenced KRM to get 1 shot kills, which is clearly not the case. Maybe it's just -30% to per pellet damage, except I have yet to see my silenced KRM get a very close range hitmarker. Of course not. It only decreases range, except minimum damage range. The Argus is different, though. It doesn't get less range, but less damage per pellet.
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Post by Marvel4 on Dec 27, 2015 16:03:21 GMT -5
What I meant by 1HK range was the maximum damage range, because that's the range where it always kills in 1 hit. The other ranges are 1-2HK and 2HK.
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Post by Marvel4 on Dec 26, 2015 14:15:58 GMT -5
If it only applies to switching off/from your weapon, where does 'quick raise' come into play? Is it the time it takes to raise the equipment/handgun? Time to switch to a handgun: Weapon quick drop time + Handgun quick raise time Time to use equipment and switch back to a weapon: Weapon quick drop time + Equipment hold fire time + Equipment fire time + Weapon quick raise time
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Post by Marvel4 on Dec 25, 2015 16:37:59 GMT -5
Quick drop and quick raise are used when switching to (not from) a handgun and when using equipment.
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Post by Marvel4 on Dec 24, 2015 20:21:01 GMT -5
Damage per pellet was changed. Also, it still never needs more than two shots to kill.
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Post by Marvel4 on Dec 24, 2015 20:13:17 GMT -5
Damage per pellet works like it always did and can be as low as 1. Added damage doesn't change if you hit multiple pellets. Ranges are separate.
Overall Damage = Damage * Pellets + Added Damage
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Post by Marvel4 on Dec 24, 2015 19:51:15 GMT -5
Your calculations are not accurate and don't work for rechamber weapons because rechamber time isn't affected by Rapid Fire.
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Post by Marvel4 on Dec 24, 2015 19:41:24 GMT -5
The Argus could never kill with 4 pellets and that didn't change. The KRM's 1HK range isn't as long as you said and it will probably never be.
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Post by Marvel4 on Dec 24, 2015 13:59:52 GMT -5
XR-2: Idle amount decreased by 50%
ICR-1: Idle amount decreased by 75%
Sheiva: Idle amount decreased by 66.67%
Kuda: ADS time increased by 12.5% Kuda: Sprint out time increased by 10%
VMP: Quick raise time increased by 25% VMP: Sprint out time increased by 37.5%
Weevil and Vesper: Sprint out time increased by 10%
LMGs: Idle amount decreased by 50%
Locus: Idle amount decreased by 50% Locus: Idle crouch factor decreased by 33.33% Locus: Idle prone factor decreased by 60%
KRM-262: 1HK range increased by 11.11%
Argus: Damage maximum increased by 10%
Rejack: Drop times decreased by 33.33% Rejack: Raise times decreased by 16.67%
Hellstorm (Bomblet): Explosion radius increased by 100% Hellstorm (Bomblet): Projectile speed increased by 100%
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Post by Marvel4 on Dec 18, 2015 13:17:26 GMT -5
Updated the Advanced Warfare spreadsheet.
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