TUTO info du jeux n]1 (suite)

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TUTO info du jeux n]1 (suite)

Message  Sn!p3r le Sam 14 Mar - 8:48





The multiplications for Stopping Power, Double Tap, Sonic boom and Juggernaut are irrelevant. A simple explanation:
Juggernaut was designed so that you survive take one more shot from any weapon.
Stopping Power was designed so that you would need to make one less hit with any firearm to score a kill.
The game code literally cancels out the damage effects when Stopping Power or Sonic Boom hits a Juggernaut. No increase, no decrease.
The damage perks are perfectly balanced against each other.
If you use "a whole magazine" to kill one guy, it isn't because of Juggernaut.YOU SUCK AT THE GAME.

Sonic Boom increases damage just enough for Hand Grenades to kill near the very edge of its blast radius.
Other explosive items' kill radiuses are nearly doubled, but the increased blast radius of any of them aren't nearly as large as the hand grenade.

Double Tap and Stopping Power are balanced in their improvement of "Damage".
The two perks are perfectly even in their "Time to Kill a Guy" for weapons that deliver 30 damage.
Stopping Power gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 40 damage.
Inversely, Double Tap gives a greater benefit of hundredths of a second in Time to Kill for weapons that deliver 20 damage.

Players in Last Stand have 1 OR 2 points of health. Their health purposely switches between one and two every half second in order to keep the red damage overlay visible.
Players in Last Stand are invulnerable during the transition to Last Stand mode, where they fall to the ground and draw a pistol.
Last Stand lasts exactly ten seconds after drawing the pistol.

Last Stand is not activated if the player is killed by: Headshot - Melee Attack - Explosive

---

Reloading in Call of Duty has a unique element. This has existed since Call of Duty 1.
A variable known as ReloadAddTime marks the point at which ammunition is added into the weapon during the Reload time.
Shorter than the full Reload time, a Reload Cancel after the Add time is up can stop the rest of the reload animation and have loaded the ammunition, effectively cutting off up to a full second for most weapons.

Not only does the add time apply to regular Reloading, but also to Empty Reloading, meaning that a Reload Add Cancel can eliminate the extra time needed to rechamber the empty weapon.

Reload Cancel is easy to do: just Sprint, Melee, or Switch Weapons while reloading.
Cancel after the ammo counter fills up = shortened reload.
It can be done with Sleight of Hand, but with the speed of the perk, Add Canceling will barely cut off any time than if it simply completed the reload animation.

There are three primary ways to cancel reloading and get the weapon ready whether or not it has loaded the ammunition:
-Melee Attack
-Switch Weapons
-Sprint

Melee has a long recovery (longer than what the Add Time would cut off) and should only be used to cancel if intending to attack.
Sprint and switching to something else compete for speed. In the end, Sprint gives the shortest possible cancel time and allows the player full mobility instead of waiting for the weapon switch to be able to Sprint.

Reload Add Cancel is useful for just about every weapon.



Hip Accuracy is simple enough. Draw a circle that touches all four crosshairs, and the bullet will land within that circle.
Steady Aim improves accuracy by shrinking the diameter and tightening the crosshairs to 65%.
The variable "perk_hipspreadmultiplier is 0.65.

Shotgun spread is not tightened when sighted with Steady Aim. They are still 5.5.
Steady Aim does not affect weapons that idle, like sniper scopes, the M4, G36c, AK47, AK74u or ACOG.
Steady Aim ONLY AFFECTS HIP SPREAD. Only the crosshairs.

The image to the left is self-explanatory.

This image can also be used as an example as to just how wide a radius of ten degrees is in the game.
The SAW's maximum Hip Spread of "10" is exactly ten degrees in any direction from the center.


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THE G36c IS SUPER DUPER, PRETTY SWELL, A REALLY COOL GUY, AND/OR AWESOME
There are four weapons in the Assault and SMG classes that "idle" WHEN SIGHTED:
The AK74u, the M4, the AK47 and the G36c
The middle two move from the center of the screen at the same speed and radius WHEN SIGHTED. The M4 is slightly faster in speed. The fourth is unique.
Not only does the G36c deviate far less WHEN SIGHTED, it moves slower AND stance improves its steadyness WHEN SIGHTED.

The numbers don't matter, I'm just using them to explain it.
The values involved are called ADSIdleAmount, ADSIdleSpeed and ADSIdle[Stance]Factor.
Compared to the M4:
M4 has a universal ADS Idle Speed of 1.5 and an Amount of 40 at all stances, all attachments included (ACOG too).
G36c has a speed of 0.8 and an Amount of 28 when Standing (ACOG too).
Crouching, the G36c's idle Amount is 21 and the speed is 0.6, at least half of the M4.
Prone, it'll barely move at a 11 Amount and 0.3 Speed, a fourth and a fifth of the M4's Amount and Speed.

The G36c is very steady when aiming down the sights compared to the other fully-automatic rifles.
More if crouched or prone.


Before anybody asks: No Sniper rifle or ACOG moves around less if crouched or prone.
The G36c (all attachments, ACOG included) is the only Primary Weapon (and ACOG) that benefits from different Idle Stance Factors.
The RPG-7 benefits from less idling with stances, but that doesn't improve the accuracy or random twisting and turning of the rocket.
The pistols Idle at nearly the same rate as the G36c and have slightly improved steadyness when crouched or prone.

The reason most other weapons don't idle is because if they did, they would suck.
The four ironsight weapons that idle do so because they would be utterly overpowered if they did not.
The M4 would outclass all other assault rifles if the ironsights were steady.
The MP5 would be obsolete in face of the AK74u.

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Here's a comparison between the AK47 and the MP44 in kick, the one thing I've yet to go into detail about, mostly because it'd just be a whole LOT of squares.... but whatever. Here is a small sample.

There are three sets of variables that determine Kick (for function, a fourth is just for show):
HipViewKick (not important, Hip Spread is going to be the factor that determines where the shots are going)
ADSViewKick
ADSGunKick

Both ViewKick and GunKick have four variables each, two for left-right movement, two for up-down movement.
There are also many other variables that affect kick, like ReducedKickBullets.

Each set handles their variables differently.
Viewkick handles the number in degrees, every ten is one degree in which the camera turns.
Gunkick handles the number in percentage, as in from the center of the screen to the edge of the screen.
Grab Bag: Negative Gunkick pitch goes up and negative yaw goes right, whereas Viewkick's positive pitch goes up and negative yaw goes right.

Shown in these boxes are the AK47 and the MP44's ADSViewKick.
The AK47 has a six degree kick up, left and right, and three degrees down. The teal circle represents the AK47's ADSIdle (which might-should be twice as large).
The MP44 has a seven-degree maximum either left or right, eight degrees up, and four degrees down.
Gunkick is wholly random, a few bullets could send the camera to the extreme of the kick area or leave it nearly on-target.
Also, both weapons have the same GunKick in which they kick up and to the left.

While the MP44 has heavier kick, it has rock-solid ironsights unlike the idling AK47.

The ADSGunKick for most weapons is very low, and in fact, identical. Gunkick for most weapons has the ironsights move up and to the left.

Oh, and the G36c only kicks up, left and right by one more degree than the M4, the slightly lower rate of fire mitigates that difference.

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Simple explanation of Range:


There are still so many people who whine about the grenade launcher (but only complain about the frequency of the hand grenade).
Here is a comparison between the blast radius of the two grenades.

The Grenade Launcher with Sonic Boom doesn't even reach the kill radius of a Hand Grenade.

The Grenade Launcher excels at close-range, line-of-sight, just beyond its dud range: a quick win to a close-quarters fight.
Closer than that - only a skillful Direct Impact (or AimAssist on Consoles) will get one through a fight.
Further than that - distance, obstructions, no AimAssist after 25 meters and the weak explosive damage make firing a killshot increasingly less likely.
The Hand grenade on the other hand, can be used point-blank, long range (a throw on level ground can reach 50+ meters) and anywhere between.
It has many more utility uses, can be thrown in a split second, doesn't even need to be cooked in most cases due to the distance it is being thrown, and is literally twice as lethal.

The Grenade Launcher is a big bullet with limited effectiveness and one use.
The Hand Grenade is a deadly ball with a hundred uses and all kinds of tricks.

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Posted 9/26/2008 1:00 AM - 163744 views

Sn!p3r
United Fraggers Member
United Fraggers Member

Nombre de messages: 365
Age: 30
Ort: REIMS
Date d'inscription: 24/12/2007

http://www.skins-cod4.eu

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