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Reload time to damage on gun ratio?

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Queso:
Out of curiosity, what are your testing procedures? There might be some damage you aren't accounting for. It is odd that the graph isn't linear. Nothing in code looks like anything your graph is showing.

Extirminator:

--- Quote from: Queso on June 02, 2014, 06:12:49 pm ---Out of curiosity, what are your testing procedures? There might be some damage you aren't accounting for. It is odd that the graph isn't linear. Nothing in code looks like anything your graph is showing.

--- End quote ---

Going on an assumption that light guns have 200 HP and heavy guns have 425 HP (correct me if I am wrong), I use chemical spray on a gun, and hit F6 until it gets damaged. the damage done to the gun is 12.5 on each hit (again, correct me if I am wrong.) . that way I can measure with 200 HP , 187.5 , 175 , 162.5 , 150 ... 12.5 or in heavy gun case - 425 , 412.5 , 400 , 387.5 , 375 , 362.5 , 350 ... 12.5 .

All that reloading in different HP values gets recorded and then put in a editing program to count the frames it took for the gun to finish reloading. number_of_frames * 0.03 ( recording in 30 FPS ) = total reload time in seconds. I then pair them all up and plot them in matlab.

Attaching a file comparing both expected values and measured values for comparison.
EDIT:which for some reason uploaded 2 files? idk whats going on..

Extirminator:
Actually the only thing that I could be thinking of right now is F6 not doing the same damage of 12.5 on a gun as I previously thought. Which could be quite logical now that I think of it. But I will wait for your confirmation on that - if that's the problem here, I derped up real good.

Extirminator:
Did some measurements of Mercury fire rate - the results might not be as exact though since the error bars are +-0.06 sec and the mercury suggesting its following any linear pattern is supposed to have a jump of 0.133 seconds for every 12.5 hp down for it's fire rate.

^^So keep in mind these will not be too exact.

Looking at the graph it looks quite linear with several fluctuations that can be easily explained by the low accuracy of the measurements.
it looks like the fluctuations go either way of the graph, above and below with a nice avg of points being very close to the regression line, not like the reload time. So I don't see anything fishy about fire rate behavior.

Queso:
One last confirmation. Are you going by the ammo count in the bottom right or by some sort of animated asset?

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