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Edited by ScientificBEST: 12/21/2014 8:34:59 AM
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Great post. I didn't even think about saving the heavy ammo for later. Here are a few things I learned from other sources and personal experience: (Sorry if I am repeating someone else's advice--I haven't read the entire thread yet) [b][u]1.[/u][/b] When you use Suros Regime with the Focused Fire upgrade, you can ADS (aim down sights) and fire it like a scout rifle (one trigger pull per shot) at a faster fire rate, approaching that of the normal fire rate. You will still get the increased damage, so you can really wail on a target. Don't fire it too quickly (faster than normal fire rate) or else it will lock up on you. Note: you might be able to do this with any auto rifle with the Focused Fire perk, but I haven't tested it yet. [b][u]2.[/u][/b] Your Agility stat can dramatically affect both movement speed [i]and[/i] jump height/distance. If you need to jump higher, try maxing out your agility. Great example: when playing VoG, at the part where you have to jump across the chasm using the disappearing platforms, I usually switch from my Sunsinger survivalist build (with max Toughness and Recovery, low Agility) to my Voidwalker class with max Agility and the glide ability with improved directional control. I can usually leap all the way across the chasm in one jump if I use glide in short bursts and save some of it to break my fall on landing. Works every time. It's also great for PvP, where it can really help you maneuver around the enemy for a flanking position or a quick ambush. In PvP I recommend sacrificing Toughness for Agility, because so many weapons/supers/grenades will kill you in one hit regardless of your Toughness stat. Note: I haven't really tested this, but I think a higher Agility also increases the number of times you can sprint-stop-sprint (or sprint-slide-sprint) before you are penalized with a sprint cooldown time. Or maybe it reduces the cooldown time before activating the third sprint in the sequence. I don't remember exactly. When I get home from work in a few days I will test this. [b][u]3.[/u][/b] Fusion rifles have a "range" stat, but it works differently from the range stat on other weapons. Fusion rifles do not suffer damage fall-off at any range, and they do not stop until the collide with something. Instead, the projectiles begin to slow down after a certain range. So the fusion rifle's "range" stat works more like the "velocity" stat on a rocket launcher. Slower projectile speed makes it harder to hit moving targets at a distance. Theoretically you could "lead" your shots slightly, but that's very difficult to master. Combined with the projectile spread, it can be very difficult to hit a long-distance target with even half of the projectiles. But for large, slow-moving bosses, it can be fairly easy. Note that fusion rifles don't do precision damage. [b][u]4.[/u][/b] There are 5 "invisible" weapon stats that aren't visually displayed or quantified but are sometimes referred to in perk descriptions. These are: [b]Optics[/b] - Determines the zoom level while ADS and multiplies the Range stat by the zoom factor while ADS. Scopes add more zoom on top of the base zoom factor. (E.g. An auto rifle with 1.5x base zoom + 1.5x zoom scope = 2.0x zoom Optics, which would double your weapon's Range while ADS.) [b]Weapon Handling[/b] - Determines the speed of weapon swapping and aiming for that weapon. It breaks down into 3 sub-stats: ready, away, and ADS. Some perks modify one or two of these sub-stats, while others modify Weapon Handling as a whole. [b]Accuracy[/b]: Determines the deviation of each round from reticle position at the moment of fire. A simple term for it would be "projectile spread." For shotguns and fusion rifles, projectile spread is a more precise term, since they fire multiple projectiles at the same time. (Note: Not to be confused with Stability, Recoil, or Range.) [b]Recoil[/b] - Determines the direction and severity of a weapon's recoil. Direction and severity are actually sub-stats that can be modified separately by various perks. Some perks offer "more predictable recoil"--they modify the direction, usually making your weapon recoil straight upward rather than side to side. Stability modifies recoil [i]severity[/i], but it is still a separate stat. That's why some perks offer "reduced recoil" but don't appear to affect the stability stat. [b]Target Acquisition[/b] - A.k.a. "Aim-Assist". It Determines how much your aim will be corrected when you ADS toward an enemy, and how aggressively it will automatically track a moving target you are aiming at. I still need to test this more to figure out the exact mechanisms at play here. Let me know if you have any questions, additional information, or disagreements on any of this! And most importantly: bump!
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  • #1- works good for THUNDERLORD also

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  • Awesome! Good to know!

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  • Accuracy, the term you mean when you say spread is 'Bloom'

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  • Kinda right. You see it when you try to long range headshot with a hand cannon. The crosshair while ADS may be on the enemy's head, but your shot will either miss or body shot most times. Send It perk will do the following - Increased range... If you hit, you may not suffer falloff damage due to range. Hitting someone within the gun's range does full damage, hit them outside the gun's range and your damage is reduced significantly. - accuracy... Your shot drifts away from the crosshairs even while ADS the farther away your target is, multiplied by how low your range is. This is why you can head shot something with a sniper or a scout rifle from miles away, but not so easily with an auto rifle or hand cannon.

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  • Edited by ScientificBEST: 1/3/2015 3:43:11 AM
    You're half right, because that's generally what people call it. But in the game, it's literally called "accuracy." You'll noticed that term being used in some of the perk descriptions. E.g. Hammer Forged: "Improved range and accuracy," or Persistence: "This weapon grows more accurate the longer it is fired," or Red Dot-ORS: "Accurized sight. For precise fire." The descriptions may be a bit vague, but the terms they use are consistent and distinct. Also, "bloom" is easily misconstrued to mean deviation of shots due to recoil. But the "accuracy" stat applies even to sniper rifles, where "bloom" doesn't really describe what's happening, which is that your reticle is aimed at a point, but the bullet deviates slightly off that point. "Accuracy" is the degree to which that happens. Edit: I just re-read your post, and I'm not sure I addressed what you were saying. Were you correcting my use of the term "accuracy" or "spread"?

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  • The only thing I question is target acquisition. You may be right and I may never have noticed it, but it sounds like you're saying "excellent TA" essentially makes an enemy's hitbox larger. What I always thought it was was the degree of aim-assist you receive. On some guns I get almost not aim assist, yet on others, my reticle jumps a lot. The better TA, I thought, just enhanced how drastic, frequent and accurate the assist is, with the best TA perk allowing you to quick-scope and be aiming directly at someone's head, even if you started at the body. Would be very interesting and worthwhile if it really did enhance the hit box.

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  • Actually, I think you and I are in agreement about how TA works, but i think there are two components. First is the aggression (or whatever term you prefer) of aim assist. And that has to do with aim and reticle movement. I could be wrong on this, but I think there is a secondary mechanism that causes the projectile to [i]seek[/i] the hit box or it makes the hit box slightly larger. I'm not sure which at the moment. For an example, try using The Last Word to get head shots, then switch to Thorn and do the same thing. You'll find that Thorn is more forgiving, partly because it has more range, and partly because The Last Word is designed to spray bullets much faster, so having a better TA might be overkill. Also, I'm pretty sure TA stops working beyond a certain range for each weapon. So I think the Range stat determines the TA effective range.

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  • I thought that "bloom" is the size of your hip fire cross hairs. Example: MG "blooms" could be large and hip fire wildly but, ADS and accuracy is increased greatly. Please don't think I'm bashing you, just want to get the correct info. Especially if I'm in the wrong.

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  • So, I'm not sure exactly what you are asking, but I'll give it a shot. Lol. So there are six main stats affecting your ability to hit what you're aiming at (aka "bloom"): Recoil, Stability, Accuracy, Range, Optics, and Target Acquisition. "Bloom" isn't an official stat, as far as I know. Anyway, those stats work separately, but also modify each other. For example, Stability modifies Recoil, specifically the [i]severity[/i] component of Recoil (the other component is [i]direction[/i], which can be made more or less "predictable" by certain perks). Whereas Recoil and Stability determine the movement of your reticle (crosshairs) on screen, Accuracy works separately. Accuracy doesn't affect reticle movement. You'll notice that when you fire any weapon, your reticle will focus at one point, but the actual projectile will fly slightly off target. That's the Accuracy stat at work. The higher the accuracy, the less your projectiles will deviate from your reticle position. So when you shoot an auto rifle, "bloom" is actually a combination of reticle movement and shot deviation. Before we get to Range, it's important to understand Target Acquisition (TA). TA has two components: basic aim-assist, which slightly pulls your reticle toward the target while ADS, and what I like to call "hit-box leniency." You understand auto-aim. By "hit-box leniency" I mean how your bullet may be slightly off target but will still register the hit. TA affects how much the game corrects your slight misses and counts them as hits. Range. Now this gets more to what you are talking about. Range modifies how far away you can be from your target before Target Acquisition stops working. Once you get outside that range, the gun will be much less forgiving of slight misses. You asked about hip-fire. Well each gun has a base range at hip-fire. Going ADS multiplies that range by the zoom factor of the sight. So a 2x zoom sight will double your hip-fire range when ADS. But that won't make as much of a difference to hip-fire bloom because TA isn't active while hip-firing (but it does affect impact). So why the increased bloom? It appears that Accuracy is [i]also[/i] multiplied by the zoom factor, meaning less shot-deviation as you ADS. Side note: it looks like Recoil is also affected by ADS. I'm still not sure exactly how that works.

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  • 177 comments

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  • And how many are negative? Haven't read one yet. Could this be literally the only post on bungie.net that doesn't contain even 1 jerk post?!?! Inconceivable!

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