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#1 (permalink) |
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Could anybody tell me if there is a list of all the weapons that SP is useless on.
iirc stopping power doesn't affect- magnum Deagle and UMP I am only interested in core. Never play hardcore. Thanks |
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#2 (permalink) | ||||||||||||||
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tac knife.
![]() Lets play hardcore.
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#3 (permalink) | ||||||||||||||
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WA200
Noob tube (well all explosives) FAL though SP helps with range kills (SP + holo = 2 shot anywhere on map) I think that's pretty much it... Depressing isn't it
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#6 (permalink) | ||||||||||||||
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@ facepalm
stopping power increases bullet damage by 1.4 on all guns, on some guns e.g a silenced ump it is redundant though because the maths works out to be a 3 shot kill with or without it |
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#7 (permalink) | |
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Quote:
i.e. ump kills in 3 bullets with or without SP, so applying it is pointless. If data inaccurate please correct me. Edit: Ninja'd |
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#9 (permalink) | ||||||||||||||
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@ Shuk, SP on the magnum .44 or the Deagle only makes a difference by prolonging the max 2 shot kill distance, at long and short range it has no effect (on a full health enemy).
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#10 (permalink) |
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i think i read on the MW2 wiki that SP is not helpful on the FAL, or only in certain cases... i forgot exactly you could look it up on the wiki. Like SP only helps for headshots on the FAL
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#11 (permalink) | ||||||||||||||
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Sp on the fal with any attachment but Holo makes it so it can one hit in the head. With Holo it can two hit at any range because holo increases the low end damage to 40
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#12 (permalink) | ||||||||||||||
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im confused, why does the holo increase damage at all? i havent been able to find a single bit of real information about the non cosmetic differences between red dot and holo. the best bit i found was the some guy "felt" like it was better than the red dot.
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#13 (permalink) | ||||||||||||||
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The holo is better than the red dot on a few guns. On the m16 it decreases the recoil and on the fal it increases the low end damage. I don't know if this was put in to compensate for the GIANT FREAKING DOT that's impossible to hit long distance with, or wahtever. But i beleive it was on purpose.
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#14 (permalink) | ||||||||||||||
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the ump IS effected by SP btw
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#15 (permalink) | ||||||||||||||
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@ close range it will kill in 2 shots. but the range is small.
SP affects them when you face a partially damage enemy because maybe you will kill in one less bullet. rarely helpful though
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#17 (permalink) |
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It's useful on all guns, even the WA2000, as the damage increase helps against 1. Painkiller, 2. air support, and 3. wall penetration. Stuff like this just means it isn't the best choice, but a viable one, nonetheless.
Bold is used to display stopping power... uh, power. 100 health per player. - UMP .45 (40-35, 56-49) close range becomes two hit kill. The short range of the gun (especially with the silencer) does hurt the usefulness, though. Medium/long range is still 3 shots. - Desert Eagle (50-30, 70-42) remains two hits at close range, 3 past that (instead of 4). - .44 Magnum (50-35, 70-49) is two hits up close, 3 hits long, regardless of stopping power. - All snipers (70, 98 (silenced, 50, 70) have their damage affected by the multipliers on the body. Can't be bothered with listing them all. Notably, the WA2000 is almost completely unaffected by SP. - Shotguns are all capable of a one hit kill, with or without stopping power, through the power of each individual pellet is increased. The most notable use is increasing the OHK range, though. - 1887 (35-20-oblivion, 49-28-oblivion) is unaffected up close, needing 3 "pellets" to connect with its target. At range, it's reduced from 5 to 4. - SPAS-12 (40-20, 56-28) is two pellets at close range with SP, instead of 3. A little further on, it's no better or worse than the 1887. - AA12 (8 pellets) (20-15, 28-21) is 5 pellets close, 7 further on. Stopping power reduces it to 4 hits close, 5 further. - Striker (6 pellets) (25-15, 35-21) 4 close, 7 long, meaning it can't get a OHK at the edge of its range. Stopping power works best for this gun, needing 3 pellets to hit close, and 5 at the edge of its range. - Ranger (6 pellets) (75-25, 105-35) is one hit kill with a single pellet with SP, 2 without. Edge of it's range is 3 hits, instead of 4. - M1014 is the same as the SPAS-12. - FN FAL (50-35, 70-49 (50-40, 70-56, holographic sight)will 2 hit kill up close, 3 hit kill at long range, regardless of SP. However, SP will allow it to get a OHK with a headshot if you're close enough, and holographic + SP is 2 hit kill at long range. And that's about it, AFAIK.
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#19 (permalink) | ||||||||||||||
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Technically every weapon doesn't need stopping power, but the weapons with the least impacted effect are
-Magnum -Desert Eagle -Tar-21 -MP5k -Vector? -M240 -Raffica -Stinger ![]() -Riot Shield ![]() -Thumper, AT4, Javelin and RPG -M9? |
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#20 (permalink) | ||||||||||||||
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I have been trying out this theroy with the FAMAS and the M16A4. I can't realy figure out if SP makes a difference on these two guns. Anyone have some info or experiences they can pass along?
Thanks |
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#21 (permalink) |
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The difference between an M16/FAMAS/M93 with and without stopping power is huge. Really. For simplicity, I'm just going to call them "Burst guns".
Right. Each burst gun deals 40-30 damage; the initial damage is 40, and after a certain range, the damage starts dropping, and then hits 30. The Raffica has the shortest range. The M16 has the second longest range. The FAMAS has slightly larger range. The player health is: Softcore: 100 Hardcore: 30 Softcore (Painkiller): 300 Hardcore (Painkiller): 90 Basically, at before the damage starts to drop, each player will take 3 hits to kill. A single burst. At larger ranges (this is most noticeable with the Raffica, due to its small range compared to assault rifles), you need 4 shots to get a kill. A single full burst, followed by a single shot from a following burst. Considering the delay between each burst, this is significant. Stopping Power increases the damage for the burst guns (and all others) by 40%; a 1.4x increase. The damage is now 56-42. So, two shots at close range, 3 shots at long range. Both a single burst. The weapons suddenly becoming viable at long range, as none of them have particularly high recoil. (Especially with the M16's holographic sight; neat glitch.)
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#22 (permalink) | ||||||||||||||
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Also if you or the target are moving then not all the bullets shot in a burst hit, so it also helps minimise the need for extra bursts in these types of situations.
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#25 (permalink) |
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Stopping Power makes pretty much any gun you use it with more effective, but on some guns it really isn't as necessary. For example the Famas. The FAMAS sucks without SP, but with SP it will own your enemies from any distance as long as every bullet from the burst makes a connection. ((I prefer it over the M16 because the Famas's iron sight just looks good as hell IMO.))
Then take for example a gun with a highrate of damage such as the Tar, AUG, and Scar. All of those guns are awesome with and without stopping power so therefore you don't really need to use it. If you prefer to get kills as fast as you can, then more power to you go ahead and use stopping power along with sleight of hand and steady aim. Makes for an awesome assault class. OR since those guns are already powerful enough why not give a stealth class a try?? Since MW2 seems to be very camper friendly these days due to the majority of noobs, it isn't bad to have a stealth class ready to take out those pesky tent pitchers... Anyone should love these classes.. Atleast I do. (Stealth) Primary: Tar (Best for this IMO!) Aug (Runner up..) then Scar. also F2000 and AK47 work except the recoil on them simply sucks but they are fun guns. Atachment: Silencer... duh ![]() Secondary: I prefer the Spas12, but PP2000 is a beast also. Attachment: Silencer, amazingly a silenced Spas12 isn't so bad Perks: Scavenger Pro or Sleight of Hand Pro, Cold blooded Pro, Ninja Pro. Equiptment: I like making it fun, so Throwing Knife for me, but it's whatever. Death Streak: Painkiller works well since your guns are a small bit weaker than normal considering most people do use Stopping Power Pro against you. Killstreaks: UAV, Predator Missile, Harrier Strike. They are all quick and benifit the whole team. UAV with a stealth class is very useful IMO. Anyway awesome class. I love it. And if you want to put a noob touch on it, Make the first Perk Bling Pro and throw a Heartbeat Sensor with a silencer on your primary. Make your secondary silenced akimbo PP2000's. Then set your kill streaks to Predator Missile, Harrier, Pavelow. It's the most effective but a bit selfish when it comes to team work. This is class is very effective, but Heartbeat is for pussies.. Hope this helps someone?
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Last edited by JoshRhea; 03-24-2010 at 09:07 AM. |
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