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MOH-n00b

Unregistered

1

Monday, December 10th 2012, 11:54am

effect of reciever/stock

how exactly does this work? is it hip-fire related, or about movement penalties while ADS or firing from the hip? thanks!

Posts: 103

Date of registration
: Feb 19th 2012

Platform: PC

Battlelog:

Reputation modifier: 6

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2

Monday, December 10th 2012, 2:28pm

The weapons have different Sway instances depending on the receiver. Sway defines recoil and spread (in this order, keep this in mind when looking at the files below).

E.g. for the G3 (I've removed some identical stuff from all three instances):

CQB

Source code

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MOHW_GunSwayData 2f1d4e99d1e9aa2941bc3b87b72c596c
    KickTuning::MOHW_KickTuningData
        KickTuningV2::MOHW_KickTuningV2
            AnchorOffsetData::array
                member::MOHW_AnchorOffsetData
                    Radius 0.2
                    crazyJumpReducer 0.75
                    Shape AOT_TANGENT
                    BulletCount 1
                    BlendToNextSlot True
                    SpreadMultiplier 0.25
                member::MOHW_AnchorOffsetData
                    Radius 0.5
                    crazyJumpReducer 0.75
                    Shape AOT_CIRCLE
                    BulletCount 2
                    BlendToNextSlot True
                    SpreadMultiplier 0.5
                member::MOHW_AnchorOffsetData
                    Radius 1.0
                    crazyJumpReducer 0.75
                    Shape AOT_CIRCLE
                    BulletCount 3
                    BlendToNextSlot False
                    SpreadMultiplier 0.75
                member::MOHW_AnchorOffsetData
                    Radius 1.4
                    crazyJumpReducer 0.75
                    Shape AOT_CIRCLE
                    BulletCount 4
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
                member::MOHW_AnchorOffsetData
                    Radius 1.8
                    crazyJumpReducer 0.75
                    Shape AOT_CIRCLE
                    BulletCount 5
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
                member::MOHW_AnchorOffsetData
                    Radius 2.0
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 6
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
        RecenterRate 35.0
        CrouchMultiplier 0.8
        ProneMultiplier 0.7
        ConsoleMultiplier 1.0
        AimFireMultiplier 0.8
        HipFireMultiplier 0.8
        KickShape KICK_SHAPE_SMOOTH
    SpreadTuning::MOHW_SpreadTuningData
        AccuracyMin 3.0
        AccuracyMax 4.0
        CrouchMultiplier 0.8
        ProneMultiplier 0.7
        MovePenalty 2.7
        JumpPenalty 2.7
        ApplyMovePenaltyAfterMultipliers False
        KickPenalty 1.6
        MoveRecoveryRate 18.0
        BurstFireRecoveryRate 18.0
        VerticalSquishFactor 0.9
    SprayPattern BULLET_PATTERN_UNIFORM


Default stock:

Source code

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MOHW_GunSwayData 579b2b4f6f173f4cbfcde91b1b2d699a
    KickTuning::MOHW_KickTuningData
        KickTuningV2::MOHW_KickTuningV2
            AnchorOffsetData::array
                member::MOHW_AnchorOffsetData
                    Radius 0.2
                    crazyJumpReducer 1.0
                    Shape AOT_TANGENT
                    BulletCount 1
                    BlendToNextSlot True
                    SpreadMultiplier 0.0
                member::MOHW_AnchorOffsetData
                    Radius 0.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 2
                    BlendToNextSlot True
                    SpreadMultiplier 0.0
                member::MOHW_AnchorOffsetData
                    Radius 1.0
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 3
                    BlendToNextSlot False
                    SpreadMultiplier 0.0
                member::MOHW_AnchorOffsetData
                    Radius 1.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 4
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
                member::MOHW_AnchorOffsetData
                    Radius 2.0
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 5
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
                member::MOHW_AnchorOffsetData
                    Radius 2.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 6
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
        RecenterRate 39.0
        CrouchMultiplier 0.75
        ProneMultiplier 0.5
        ConsoleMultiplier 1.0
        AimFireMultiplier 1.0
        HipFireMultiplier 1.0
        KickShape KICK_SHAPE_SMOOTH
    SpreadTuning::MOHW_SpreadTuningData
        AccuracyMin 3.0
        AccuracyMax 4.0
        CrouchMultiplier 0.75
        ProneMultiplier 0.5
        MovePenalty 3.0
        JumpPenalty 3.0
        ApplyMovePenaltyAfterMultipliers False
        KickPenalty 2.0
        MoveRecoveryRate 15.0
        BurstFireRecoveryRate 15.0
        VerticalSquishFactor 1.0
    SprayPattern BULLET_PATTERN_BELL_CURVE


Precision:

Source code

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MOHW_GunSwayData 713ef963108823a7b8726c542b6a6a7e
    KickTuning::MOHW_KickTuningData
        KickTuningV2::MOHW_KickTuningV2
            AnchorOffsetData::array
                member::MOHW_AnchorOffsetData
                    Radius 0.2
                    crazyJumpReducer 1.0
                    Shape AOT_TANGENT
                    BulletCount 1
                    BlendToNextSlot True
                    SpreadMultiplier 0.0
                member::MOHW_AnchorOffsetData
                    Radius 0.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 3
                    BlendToNextSlot False
                    SpreadMultiplier 0.0
                member::MOHW_AnchorOffsetData
                    Radius 1.0
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 3
                    BlendToNextSlot True
                    SpreadMultiplier 0.5
                member::MOHW_AnchorOffsetData
                    Radius 1.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 4
                    BlendToNextSlot True
                    SpreadMultiplier 0.75
                member::MOHW_AnchorOffsetData
                    Radius 2.0
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 5
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
                member::MOHW_AnchorOffsetData
                    Radius 2.5
                    crazyJumpReducer 1.0
                    Shape AOT_CIRCLE
                    BulletCount 6
                    BlendToNextSlot False
                    SpreadMultiplier 1.0
        RecenterRate 35.0
        CrouchMultiplier 0.6
        ProneMultiplier 0.5
        ConsoleMultiplier 1.0
        AimFireMultiplier 0.9
        HipFireMultiplier 0.9
        KickShape KICK_SHAPE_LINEAR
    SpreadTuning::MOHW_SpreadTuningData
        AccuracyMin 3.5
        AccuracyMax 4.5
        CrouchMultiplier 0.6
        ProneMultiplier 0.5
        MovePenalty 2.0
        JumpPenalty 3.3
        ApplyMovePenaltyAfterMultipliers True
        KickPenalty 1.0
        MoveRecoveryRate 13.0
        BurstFireRecoveryRate 13.0
        VerticalSquishFactor 1.0
    SprayPattern BULLET_PATTERN_BELL_CURVE


Precision is different because ApplyMovePenaltyAfterMultipliers is set to true. I assume it works roughly (but no exactly, mind you) like this: MoH:W weapon stats - Temp

So when using precision the lower MovePenalty 2.0 compared to 3.0 for the other receivers may in fact be a greater penalty because it keeps its value even when crouching or prone and whether or not the weapon sights are used. On the other hand KickPenalty is the lowest at 1.0 compared to 1.6 or 2.0, which is probably the spread penalty when firing a bullet. The precision receiver also has a higher AccuracyMin 3.5 (compared to 3.0) so the gun is generally a bit more inaccurate when firing from the hip.

CQB has a relatively low MovePenalty of 2.7 (compared to default 3.0; precision cannot be compared as explained above) as well as the fastest MoveRecoveryRate and BurstFireRecoveryRate (so after you stopped moving or firing the gun should get accurate more quickly). And the AimFireMultiplier/HipFireMultiplier in the recoil section is 0.8 making it have a bit less recoil than the other versions. However, when the precision receiver is used while crouching or prone, it probably has even lower recoil values.

So CQB is perfect for firing on the move while standing. Precision should be quite powerful when crouched and not moving too much.

MOH-n00b

Unregistered

3

Monday, December 10th 2012, 4:20pm

okay, so it really does make a difference.

i know its not the most popular game in the world, but i very much look forwards to completed MOH charts.

anyway thanks for your time.