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Sym

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  • "Sym" started this thread

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1

Wednesday, March 27th 2013, 1:08pm

BO2 Stats updated and recoil values added

I've updated the BO2 weapon charts to match the latest patch.
I've also included the recoil data.
Let me know if you find any errors.

Marvel4 shall post an explanation of the recoil values as he knows bo2 better than me :)

edit: The damage over distance graphs are lagging behind because of CDN purge taking a while. -- Edit: Done :thumbup:
BF3: Objective per minute: World top 1%

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Wednesday, March 27th 2013, 2:16pm

Wooohoo thanks dude. Btw, the MTAR's 40 hit range actually reaches out 16.5m because of a previous patch with the AR buffs.

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Wednesday, March 27th 2013, 6:16pm

Try reloading the page, then it should show the updated graphs. :)

EDIT: Peacekeeper weapon image doesn't show up.

This post has been edited 1 times, last edit by "Marvel4" (Mar 27th 2013, 6:26pm)


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Friday, March 29th 2013, 12:30am

Slightly off topic....but where did the drop/raise times come from? They are notably different than other ADS values I've seen. Unless they mean something different?

Cheapnub

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Friday, March 29th 2013, 12:39am

@marvel4

Could you explain how the recoil system works? There are some odd numbers in there.

or, well...what does -any- number mean actually? :|

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Friday, March 29th 2013, 10:17am

Slightly off topic....but where did the drop/raise times come from? They are notably different than other ADS values I've seen. Unless they mean something different?

The drop and raise times are for switching weapons. Quick drop is for switching to a handgun or using equipment and quick raise is for raising your weapon after using equipment, knifing or mantling.

@marvel4

Could you explain how the recoil system works? There are some odd numbers in there.

or, well...what does -any- number mean actually? :|

There's a minimum and a maximum pitch (vertical) and yaw (horizontal). For every shot, the game chooses a random number between the minimum and maximum for pitch and yaw. A negative number means your weapon kicks down (pitch) or right (yaw). Then there's centerspeed, which moves your weapon back to the original point of aim (even while firing). A higher centerspeed is better.

Also, there's a new variable in Black Ops 2, the minimum magnitude. When the random number for pitch is between zero and the value for the minimum magnitude, it's increased to this value (usually around 30). Another change in Black Ops 2 is that your weapon can't kick below your original point of aim, so weapons like the Vector have a high chance of having no recoil on the first shot.

Cheapnub

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7

Friday, March 29th 2013, 10:54am

There's a minimum and a maximum pitch (vertical) and yaw (horizontal). For every shot, the game chooses a random number between the minimum and maximum for pitch and yaw. A negative number means your weapon kicks down (pitch) or right (yaw). Then there's centerspeed, which moves your weapon back to the original point of aim (even while firing). A higher centerspeed is better.

Also, there's a new variable in Black Ops 2, the minimum magnitude. When the random number for pitch is between zero and the value for the minimum magnitude, it's increased to this value (usually around 30). Another change in Black Ops 2 is that your weapon can't kick below your original point of aim, so weapons like the Vector have a high chance of having no recoil on the first shot.

that's some..interesting dynamics

but alright, if that's how it works...then the accuracy could be calculated as: ((left recoil-right recoil)+(recoil up+recoil down))/centerspeed. Correct?

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Friday, March 29th 2013, 7:23pm

!st question:
If the vector chooses a random pitch of -10, does the minimum magnitude put that at +30 or -30?

2nd question:
If the AN-94 has a pitch range of 47.5 to 30, what is the significance of a minimum magnitude that is lower than this minimum (20)?

3rd question:
The numbers don't seem like enough to account for the extremely low recoil of weapons like the M27, the MK48 and the peacekeeper. Could you help me understand which of these numbers are contributing to their super low recoils and how?

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Friday, March 29th 2013, 7:42pm

but alright, if that's how it works...then the accuracy could be calculated as: ((left recoil-right recoil)+(recoil up+recoil down))/centerspeed. Correct?

Not really, it's more complicated than that.

If the vector chooses a random pitch of -10, does the minimum magnitude put that at +30 or -30?

Negative pitch values aren't affected.

Quoted

If the AN-94 has a pitch range of 47.5 to 30, what is the significance of a minimum magnitude that is lower than this minimum (20)?

It does nothing, since the random value can never be lower than 30.

Quoted

The numbers don't seem like enough to account for the extremely low recoil of weapons like the M27, the MK48 and the peacekeeper. Could you help me understand which of these numbers are contributing to their super low recoils and how?

They have lower values than other weapons. The MK48 also has higher centerspeed and its low rate of fire gives it more time to recenter between shots.

Cheapnub

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10

Friday, March 29th 2013, 8:30pm

Not really, it's more complicated than that.

Then how would one be able to see the true accuracy of the weapons? Or at least make a guesstimation, comparison/etc?