News - S2 Reloaded Actual Patch Change Values And New Tempus Torrent Marksman Rifle Stats - Warzone & Warzone 2

ashika island

The third damage range is 4.4 meters, up from 21.6 to 26; and then the last image range also went up by about five meters, up to 41 meters, so this is an interesting change that will kind of put it in a similar spot as the P90. We'll have to compare those when I do an updated meta article and see how they stack up now, but that extra damage range is really going to help it in comparison to something like the P90.

Lachmann sub

Lachmann sub

Lochman sub also got some changes, so reduce movement speed, reduce aim down sight speed, improve recoil control, and then this barrel, which I don't even think is available in the game, had some stuff changed about it.

So, talking about recoil, first I tested the recoil and put it on TGD pre-pass pre-patches. The orange post patches are a more reddish color, and the Recoil looks virtually identical to me, so I don't see any changes here. It actually came out a little bit higher, but that could just be the randomness of the recoil pattern reducing movement speeds.

So I tested all the different movement speeds and found that it was about.06 meters per second slower in regular movement. Sprint speed stayed about the same, tax print speed was about 0.1 meters per second slower, so a little bit slower, not a huge change here, and ad movement speed was 0.05 meters per second slower, so again, pretty minor changes here.

fennec

Lockman Sub is going to play basically exactly as it did before; they also say they changed the aim-down sight speed. This came out to 196 over multiple tests here, but I am using my laptop to test, which can only push about 150 frames per second, so the accuracy is not going to be quite as good as usual. I did multiple tests for most of these things and got these numbers after averaging out those results, so the ad time is basically exactly the same as it was before.

New tempus torrent marksman rifle

New tempus torrent marksman rifle

All right, the new gun, the Tempest Tactical Marksman Rifle, is just a DMR; it fits in very well with the TAC and the EBR currently.

I think the tactic is best before this gun comes out, so I put the EBR attack on him and Tempest Tornado on a combination shot location ttk chart. I don't have any of the stats except the ones that pertain to damage, so I have the obviously damaging profile and RPM up there, but really none of the other base stats have been tested yet.

I'll do that as soon as I can, but, as you can see looking at this chart, the Tempest torrent is the new one, and the Blue Line kind of falls in between them, between Attack M and EBR and the close damage ranges, and then out at longer ranges, it actually ends up being the best time to kill, so the attack M is disgusting.

hemlock

You can get these two- or three-shot kills in that first damage range out to like 60 meters once you put attachments on it, and it's a ton of fun to use, but it's the attack game that's not great at range just because it gets pretty hard to hit those shots, so it'll be interesting to see how the Tempest fits in because it's about 70 meters away, 70 milliseconds slower to kill in the first range, but then it's only 60 milliseconds faster in the last damage range, so it could be pretty good. We'll have to see how the recoil works out, but this is just a kind of preliminary time to kill potential that I found.

Shotgun nerfs

Shotgun nerfs

For the shotguns, I didn't actually test this because shotguns are kind of tricky with their individual pellet damage and damage caps and stuff like that. This is going to be more of a feel thing, and we'll just have to see how much the difference was made with these Nerfs.

So the KV broadside has been basically the Doof on steroids from my understanding of War Zone One, so reduce lower torso damage straight up Nerf, damage their 12 gauge ammo, reduce the damage ranges, reduce the close range damage, and then for dragon's breath, they reduce the damage ranges, reduce the close range damage, and apply a global reduction to the 12 grades of dragon's breath; reduce residual damage.

iso hemlock mw2

So overall, it sounds like a big Nerf, but again, if those numbers are small, it might not make that much of a difference, so we'll have to see how this actually plays in the game and get a feel for it. The Bryson 800 and Bryson 890 shotguns had their headshot damage increased for all the slugs, and then they also added a minimum damage against armor, so again, that's a buff for longer-range engagements with those two shotguns.

Attachment changes

Under the attachment changes, I did not test attachments; I might be able to do this when I get back from vacation, but I just wanted to get the base changes to the weapons made. Global changes Flinch says reduced re-center speed, so that means increasing the recenter time, which is an increase for Flinch.

Basically, when you get flinched, it'll take longer for the gun to re-center back at the same point. And then it says a minor increase to Flinch on ARS SMGs, LMGs, and shotguns, so, basically, they made Flinch worse, which I don't like. Flinch is a super annoying mechanic to me in a lot of cases, but we'll see how it plays.

iso hemlock warzone 2

Ammunition changes hollow point rounds They've reduced the buffer or removed the bullet velocity penalty for frangible rounds. They changed the healing delay timers so that with frangible rounds, when you shoot someone, their health doesn't come back for longer. This lengthens the overall delay for the player that is hit, so it is going to keep them from healing for longer.

They also removed the damage range penalty, so they're trying to buff these ammo ammunitions, I think, to get people to use them instead of high velocity. Because High Velocity is just such a ridiculously good attachment that it's pretty much the only choice in most cases, over pressure rounds they remove the recoil penalty and increase the amount of Flinch imparted on the other player, so again increasing Flinch even more, this could be a decent option.

jgod

We'll have to see how bad this is now in combo with increasing Flinch as a whole, 12 gauge dragon's breath, which reduces residual damage while burning, and then 12 gauge slugs, which add minimum damage against armor, so that's basically a buff at longer ranges. For the underbarrel launchers, they removed moving penalties from all of them; they added a recoil control bonus to the grenade and shotgun launchers; and they also added one extra ammunition stock to the grenade launchers.

So, above the board for the underbarrel launchers, there are the stocks they reduced. the Flinch received on no stock modifications, so if you're using no stock, it must have increased or flinched before; that's not something I was even aware of, but they have reduced that so it doesn't hurt as much as it did before bipod grips; they reduce the ads penalty for the bipod v9 grip or B2 bp2 bipod grip; and they fix the plugin stat reporting.

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