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Reload time to damage on gun ratio?

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Extirminator:
Hello there, I have been recently working on determining the connection between gun hp to reload time (Part of a project I am working on) and I have stumbled into quite the weird territory...

Using some recordings and frame counting I have fairly accurately managed to get the reload time for various Harpoon HP values (+-0.06 sec).

However when plotting a graph I get an unexpected result - its either a combination of a linear and and exponentially declining graph(linear to half health, and then exponential), or a quadratic equation for the graph as I show down here.

If there's anyone with knowledge of this, or a developer with access to the code of this, and can share, I will be very glad.

Also note this is only light gun data and not heavy gun, I have no idea if heavy guns follow the same equations.

Queso:
I might get a chance to dig into the code for it on Monday. One note though, your axes are in the wrong places. Gun HP should be the independent variable on the x axis because reload time is the result. Otherwise it looks like HP is dependant on reload time.

WafflesToo:
Reeeeeeeealy... if this is true then the notion that a gun with 1hp left is as dangerous as a gun with full hp just took one on the noggin

N-Sunderland:

--- Quote from: WafflesToo on May 30, 2014, 08:31:35 pm ---Reeeeeeeealy... if this is true then the notion that a gun with 1hp left is as dangerous as a gun with full hp just took one on the noggin

--- End quote ---

Oh no, it's absolutely certain that damage slows guns down. That's been a feature for a long time. Extirminator is just looking for the exact rate of decrease in firing speed.

pandatopia:
Whats more painful than the reload speed decrease is the turning speed decrease.

It seems even more drastic than that, a light gun with even just 1 or 2 bars of hp missing can barely turn at all. Its like perma lochnagar shot over here.

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