Too long to paste and format it here, but I thought some of yall might enjoy this, so I included the Reddit link above. For those who don't know me, I posted the Tier-12 armor list and weapon Time-to-Kill spreadsheets that were on here awhile back. If you want to stay updated on my posts, I just got a twitter, so search Mercules904 on there.
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Damn, that was thorough. Thanks!
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PS4 i been flawless a few times and wanna go for a flawless run i need 2 players that are good PSN: Rip-357640
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[quote]Too long to paste and format it here, but I thought some of yall might enjoy this, so I included the Reddit link above. For those who don't know me, I posted the Tier-12 armor list and weapon Time-to-Kill spreadsheets that were on here awhile back. If you want to stay updated on my posts, I just got a twitter, so search Mercules904 on there.[/quote] Great post good job
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haha pvp specifics and mechanics i love this stuff
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15 RepliesStopped reading after bullet magnetism. It's not a thing, this guy has no idea what he is talking about.
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5 RepliesAmazing but go outside. Vaginas are fantastic as well.
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1 ReplySomeone bump this for later please
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Wow thats very extensive, look forward to reading it sometime...when i have about 3 hours lmao
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That's an insane amount of information. Even the tldr is tldr. Good job though, just way too technical for me, and I'm pretty into this type of shit.
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So you're saying When u hit shots u know it shouldn't hit its bullets magnetism and not the aim assist & range expanding the hit box?? .. Well this changes everything o_O
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Interesting post, but I must weigh in on a few things. (Alpha player here) Range used to be universally consistent, but that changed with TTK. Range now means different things for separate weapon classes, more so than it ever did in year 1. For example, the range stat not only affected drop off for hand cannons but also directly affected ADS accuracy- as a result of an added bloom feature. That's why for a long time the only real usable hand cannons In crucible were high range HCs. ( bloom was introduced to try and combat the high DPS that hand cannons deal in PvP. It failed miserably) Now compare this to auto rifles. Completely different, range only mildly affects drop off and doesn't affect ads accuracy at all. Dropoff is severe no matter what the range stat. Now compare to scout rifles where the range stat is basically meaningless; they don't experience any ads bloom or falloff. Pulse rifles experience a less severe drop off than auto rifles do but it's also different than scout rifles or hand cannons. The "bullet magnetism" you speak of has much more to do with aim assist than range. The mida multi tool is a great example of this. For example, mida has high magnetism (almost like built in hidden hand) while Bad juju, another high range weapon, doesn't have anywhere near the same sort of hitbox granted by the game. That's also a primary issue with snipers in this game; very forgiving headshot hitbox / magnetism for sweep shotting techniques especially on high AA snipers with certain perks.
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Based on this information. In order to increase damage fall off, would they need to increase range? If they do, would all the other stats increase such as aim assist increase as well?
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4 RepliesClearly you have too much free time, but good job.
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1 ReplyFor later.
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As all your analyses. Outstanding work
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Great stuff
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fantastic work!
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Well done. I.e. range rules over all.
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1 ReplyBump for later please?
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1 ReplyEdited by ExodiaJedi: 7/7/2016 12:55:38 PMwow this explains a LOT in PVP, i have gotten a lot of MIDA headshots by aiming the reticle just above the target's head
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Thanks for posting, great stuff.
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Strong work as always, merc. (And bonus points for bringing it to the unwashed masses over here, lol.)
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that was an interesting read thanks.
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Wow. I'll take a look. Thx
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Thank you