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Reload time to damage on gun ratio?

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Wundsalz:
Probably not related, but on a side note regarding gun oddities:
The values given for the guns rof in the wilson notes deviate significantly from the ones actually usable ingame (e.g. the carronade fires a bit faster than stated in the wilson notes while the flak actually shoots significantly slower).

Extirminator:

--- Quote from: Wundsalz on June 02, 2014, 08:22:36 am ---Probably not related, but on a side note regarding gun oddities:
The values given for the guns rof in the wilson notes deviate significantly from the ones actually usable ingame (e.g. the carronade fires a bit faster than stated in the wilson notes while the flak actually shoots significantly slower).

--- End quote ---

It doesn't matter, I still measured how much time it would take for a gun to reload at full HP not relying on given values by muse.

There is a factor of lag involved which might randomize the results to some degree(since this was conducted on a server with ping, and not locally.), but the graph shapes and equations are too similar to be called coincidental in my opinion. I have tested this using 3 different guns, both heavy and light, and gotten to the same results every time. the slight fluctuations that you see in the graphs might be explained by lag, as seen in the 300-425 HP zone of Hwachas, but those fluctuations are still random enough to give the same conclusive equation(to a degree) and graph.

All there is left to do now is wait for muse data from code to arrive... since I don't see any more reason to keep digging in to this after getting the same results every time.

Watchmaker:
Going on memory here, but if I recall correctly the intended behavior is that rate of fire, turn speed, and reload speed all decrease linearly with health up to a (theoretical) 50% of base at 0% health.

So a gun at 50% health should fire and reload at 75% normal speed.

Queso:
Yeah, looks like reload time is exactly what watchmaker said. Half of the reload time is always present. The other half is dependent percentage of gun health left.

Extirminator:

--- Quote from: Watchmaker on June 02, 2014, 09:59:43 am ---Going on memory here, but if I recall correctly the intended behavior is that rate of fire, turn speed, and reload speed all decrease linearly with health up to a (theoretical) 50% of base at 0% health.

So a gun at 50% health should fire and reload at 75% normal speed.

--- End quote ---

Well, from what I have here, it's either the fluctuations of lag or whatever the factor here is are incredibly similar each time, to a degree that it looked like a more interesting pattern than linear, or something here is really wrong. Because as far as I know, there are not too significant error bars in my measurements here...

I will look further into rate of fire now, just to check it too, I fear it will not have that accurate results though considering you don't have many guns with rate of fire of more than about 1.5 seconds like the mercury... I might just record at a much higher framerate for it.

there is not really any reliable way of measuring turning speed accurately, so I will not bother with that.

I am encouraging other people to try and measure reload times with the same methods I did of chem spray on gun so it won't catch fire, and then F6 it for 12.5 damage. I found that the most accurate way to measure the time is via recording and counting the frames it took for reload. - Who knows? maybe you'll be end up more successful in proving the relations between gun HP and said behavior.

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