GodsGunman's Cross Fire Weapons Guide (VBeta0.2)
Comments
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GodsGunman wrote: »Yup. Very low recoil for an assault rifle which makes it easy for spraying or single shotting, does 100 dmg from a headshot from over 100 meters, and does more damage than an m4a1 even though it has the same rate of fire.
It's Overpowered.
Thank god it is rare. -
You should try testing weapons on mutants, to test how much damage it really does.
--EDIT--
Another one of those non-colored or ~~ed ones.GodsGunman wrote: »AUG A1-Camo
5 meters
Hand/Arm: 30, 31.
Foot/Leg: 21, 21.
Back/Chest: 36, 36.
Headshot: 100.
15 meters
Hand/Arm: 30, 29.
Foot/Leg: 21, 21.
Back/Chest: 36, 36.
Headshot: 100.
30 meters
Hand/Arm: 28, 28.
Foot/Leg: 20, 19.
Back/Chest: 33, 34.
Headshot: 100.
~~100 meters Headshot~~
Headshot: 94.
Oh, and this one is ~~ed, but not colored.GodsGunman wrote: »Mauser M1896
~~5 meters Headshot~~
Headshot: 89.
~~1 meter Headshot~~
Headshot: 89.
Reload Time: 2.7 Seconds -
GoPancakes wrote: »You should try testing weapons on mutants, to test how much damage it really does.
--EDIT--
Another one of those non-colored or ~~ed ones.
--EDIT(again)--
Oh, and this one is ~~ed, but not colored.
Already fixed both of those :P
Just wait till version 1.0 comes out, then proof read more :P
I can't tell how far away I am from mutants (no bomb), so I don't try it. -
GodsGunman wrote: »Already fixed both of those :P
Just wait till version 1.0 comes out, then proof read more :P
I can't tell how far away I am from mutants (no bomb), so I don't try it.
There is a round-about way that requires at least 3 people.
One is able to see the distance of teammates in all modes, so the 2 human players can stand exactly 5, 15, and 30 apart and them have the mutant mutate one of them when ready.
Its time consuming and requires 2 other trust worthy people tho and the mutant will be pushed back with every shot if hes not in a corner. -
There is a round-about way that requires at least 3 people.
One is able to see the distance of teammates in all modes, so the 2 human players can stand exactly 5, 15, and 30 apart and them have the mutant mutate one of them when ready.
Its time consuming and requires 2 other trust worthy people tho and the mutant will be pushed back with every shot if hes not in a corner.
Meh, I'd rather spend my time on more useful things than which gun does slightly more damage with a headshot :P -
which one is better
m14 or scarL rd
m14 have 100% wallshoot-scarL rd dont
m14 have bigger dmg
m14 have m4 recoil-scarL rd have m12s recoil
m14 have faster reload
m14 have 30/90-scarL rd have 35/105
You raise good points, however I'd say the scar light-RD is still better because when moving the m14 has really bad recoil. -
Good stuff GG.
I was wondering how difficult it would be to research bad reg.
As we know if you spray your clip at an opponent ( mostly I see this in GM ) and you spray 5 or 6 bullets and 3 hit you may only get reg on 1 or 2 bullet hits. So as a timing issue will a slower firing gun do more damage to the opponent than a faster firing gun of equal power.
ie: firing an m4 lets say 5 bullets spray squeeze. vs dual deagles.
I know they are not similar but show the point more. A slower firing weapon may kill the opponent faster with the same amount of hits because it is slower and allows the program to register the hits.
Just a thought I have wondered about. if anybody had insight on that I thought it might be you. -
Good stuff GG.
I was wondering how difficult it would be to research bad reg.
As we know if you spray your clip at an opponent ( mostly I see this in GM ) and you spray 5 or 6 bullets and 3 hit you may only get reg on 1 or 2 bullet hits. So as a timing issue will a slower firing gun do more damage to the opponent than a faster firing gun of equal power.
ie: firing an m4 lets say 5 bullets spray squeeze. vs dual deagles.
I know they are not similar but show the point more. A slower firing weapon may kill the opponent faster with the same amount of hits because it is slower and allows the program to register the hits.
Just a thought I have wondered about. if anybody had insight on that I thought it might be you.
It would take too long to do because I'd have to test all the different pings since the registry gets worse as your ping gets worse.
BTW this is the updated version of my weapons guide:
http://forum.z8games.com/showthread.php?t=185345 -
Good stuff GG.
I was wondering how difficult it would be to research bad reg.
As we know if you spray your clip at an opponent ( mostly I see this in GM ) and you spray 5 or 6 bullets and 3 hit you may only get reg on 1 or 2 bullet hits. So as a timing issue will a slower firing gun do more damage to the opponent than a faster firing gun of equal power.
ie: firing an m4 lets say 5 bullets spray squeeze. vs dual deagles.
I know they are not similar but show the point more. A slower firing weapon may kill the opponent faster with the same amount of hits because it is slower and allows the program to register the hits.
Just a thought I have wondered about. if anybody had insight on that I thought it might be you.
Like gods said, trying to test the reg is difficult.
Sometimes the reg can just glitch out randomly, sometimes it never glitches for someone.
Ping misses is different from reg failure. The higher ones own ping is the older the data is for them. Get it high enough and one can be seeing stuff that happened a second or two ago. plus with high ping it takes longer for the server to receive a players response.
Example:
A player with 150 ping and a player with 50 ping are facing each other.
The 50 ping player pops out from a corner. It takes 0.050 seconds for the server to receive this info and then 0.150 seconds for the other player to receive it after the server.
What ever info is on the server is considered to be the official info at the time.
The 150 ping player has received the info about the 50 ping player poping out of the corner. It takes him about 0.200 seconds to react by shooting at him (0.200 is the average surprise reaction time for a person). This reaction takes 0.150 to travel to the server and have it decide what happens.
Because it took 0.150 seconds for the player to receive the info, 0.200 seconds to react to it, and another 0.150 seconds for the server to receive the reaction. The reaction is 0.500 seconds old, in that time the 50 ping player could of moved over 5M away from the spot that the 150 ping player is shooting at.
This creates the scenario that has the 150 ping player see lots of hits on his computer, the server seeing near misses of its server, and the 50 ping players see far misses on his.
This is where most tanking comes from. -
godsgunman - will u ever do pullout times for the guns? >.<
Not likely. I do them in my reviews though.
Also this is version beta 0.2 of my weapons guide, go here for the updated version:
http://forum.z8games.com/showthread.php?t=185345 -
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