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  • slap1i Apprentice 819 posts since
    Sep 12, 2011
    Currently Being Moderated
    480. Oct 30, 2012 10:46 AM (in response to Optimus_PrimeRib)
    Re: Shotgun Balance Thread v3

    While I won't dispute that this hitmarker appears dead center on his core, there is another factor to consider.  You just jumped off a ledge, and you can see your player's knees buckling and recovering from the drop.  Until he's fully recovered from the fall, I think his accuracy would be less than it would be on a stationary shot.  Perhaps this caused fewer pellets to land?

     

    It seems most of the complaints relate more to lag than an actual problem with the game code for the shotguns.  I have very few complaints about lag (lucky me?), and I get fairly consitent shotgun performance.  Sure, I get hitmarkers like everyone else, but there is usually a reason for them. 

    .

  • Optimus_PrimeRib Newbie 5 posts since
    Oct 29, 2012
    Currently Being Moderated
    481. Oct 30, 2012 11:27 AM (in response to slap1i)
    Re: Shotgun Balance Thread v3

    First off I am unsure if falls effect accuracy at all.  Second I am far pretty sure that accuracy is uneffected if no damage is taken (I was using dead silence for my 3rd perk so no fall damage was taken).  And lastly its highly unlikely that the effects on accuracy that a short fall that caused no damage would produce would last for the almost full second after I hit the ground to the time where I shot. 

  • slap1i Apprentice 819 posts since
    Sep 12, 2011
    Currently Being Moderated
    482. Oct 30, 2012 11:28 AM (in response to Optimus_PrimeRib)
    Re: Shotgun Balance Thread v3

    Most of the clips people post demonstrating the inconsistencies show inconsistencies in aiming more than anything.  I always pause the clip when the hitmarker first appears, and it's usually centered around an elbow, or the tip of some of extremity.  I would expect a hitmarker on the edge of the hitbox will have at least half the pellets missing, not to mention some percentage of the pellets going over or under.  This would mean only a couple would actually do damage.

     

    Your clip is different from those because your hitmarker is dead center.  Had you not taken that fall just prior (it seems longer because you slowed it down in your video), I would question it.  I was just pointing out that there is another factor.

     

    I'm almost certain that a fall would affect accuracy until the player recovers.  Similar to how taking a sniper shot while moving will usually yield a less accurate shot than a stationary one.  Since we can't say for sure, I'm leaning on that uncertainty.  Perhaps Dead Silence elimates damage (red screen), but has no effect on fall recovery in terms of accuracy?  We won't know until someone from IW chimes in (I won'thold my breath) with facts.

     

    This late in game, I wouldn't expect any changes.  What you have is what you'll have to live with.  Fortunately for me, shotguns are still fun and any inconsistencies are usually related to other factors besides weak code.

  • Optimus_PrimeRib Newbie 5 posts since
    Oct 29, 2012
    Currently Being Moderated
    483. Oct 30, 2012 11:40 AM (in response to slap1i)
    Re: Shotgun Balance Thread v3

     

    No prior damage, perfectly centered shot. The first hitmarker anyway.  The second one was to show that smoke didn't show up in theater mode so disregard that one.

  • slap1i Apprentice 819 posts since
    Sep 12, 2011
    Currently Being Moderated
    484. Oct 30, 2012 7:41 PM (in response to Optimus_PrimeRib)
    Re: Shotgun Balance Thread v3

    I don't have an explanation for that clip.  At that range, your shot appears to have been good enough for the kill.  Seemingly unnecessary hitmarkers occur with other weapons as well, but as had been said, the slow reload of the pumps is definitely its weakness.  There is no time for recovery, even to a hipfired AR in this situation.

     

    Do you recall if you had Quickdraw on that class?

  • brsox Expert 1,028 posts since
    Jul 20, 2011
    Currently Being Moderated
    485. Oct 30, 2012 8:34 PM (in response to Optimus_PrimeRib)
    Re: Shotgun Balance Thread v3

    This clip here pretty much sums up all of my frustrations with MW3. Take an accurate shot that should have been a kill, but NO! Get a hitmarker and somehow that guy (inaccurately) hipsprays with an Assault Rifle and kills you. I used to keep clips like that in my fileshare, but it just took up too much time.

  • Optimus_PrimeRib Newbie 5 posts since
    Oct 29, 2012
    Currently Being Moderated
    486. Oct 30, 2012 10:25 PM (in response to slap1i)
    Re: Shotgun Balance Thread v3

    I have only ever put quick draw on my lmg class. 

  • ho2rse Newbie 27 posts since
    Oct 8, 2012
    Currently Being Moderated
    488. Oct 31, 2012 7:07 AM (in response to slap1i)
    Re: Shotgun Balance Thread v3
  • ho2rse Newbie 27 posts since
    Oct 8, 2012
    Currently Being Moderated
    489. Oct 31, 2012 7:11 AM (in response to slap1i)
    Re: Shotgun Balance Thread v3

    The cod4 w1200, this weapon was not that great , but it was consistent in it's short range.

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