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Reload time to damage on gun ratio?
Extirminator:
--- Quote from: pandatopia on May 30, 2014, 09:29:55 pm ---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.
--- End quote ---
Yes, that is the bigger issue, but I cannot really measure that in any reliable way, and reload time/ time between shots I can.
--- Quote from: Queso on May 30, 2014, 08:19:14 pm ---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.
--- End quote ---
Yes, thanks for that, I was graphing this at around 3AM after some painfully long measurements sessions on both harpoons and beacon flare guns... and thank you very much for that, I really appreciate it.
--- Quote from: N-Sunderland on May 30, 2014, 09:26:47 pm ---
--- 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.
--- End quote ---
I think you meant to say the exact slow down in reload time, but I will look into firing speed too after I get conclusive results about reload time of both heavy and light guns.
Extirminator:
--- Quote from: Queso on May 30, 2014, 08:19:14 pm ---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.
--- End quote ---
Attaching fixed graph.
Disregard the first graph, I screwed it up again and I have no idea how to delete files I uploaded. the second graph is the good one.
Extirminator:
Attaching Hwacha measurements too, if you note both of those equations are quite similar except for the X multiplier, 0.05 and 0.1. I reckon muse is working with same equations/methods on both guns because of that. Its important to note that the hwacha has more HP than the harpoon, allowing me to take more than double the coords for the graph with jumps of 12.5 HP each time. Thus, making the Hwacha equation more accurate.
Waiting for developer data to arrive.
Thomas:
From what I've read previously, it should be a linear relationship. The % damage directly relates to the % decrease in functionality (turning, RoF, reload).
At least in theory.
What method did you use to get such accurate HP measurements?
Extirminator:
--- Quote from: Thomas on June 02, 2014, 03:32:44 am ---From what I've read previously, it should be a linear relationship. The % damage directly relates to the % decrease in functionality (turning, RoF, reload).
At least in theory.
What method did you use to get such accurate HP measurements?
--- End quote ---
Using chemical spray on the gun and then pressing 'F6' in practice will do exactly 12.5 damage to the gun, assuming light gun HP is 200 and heavy gun is 425. and then using a recording of me firing the guns at 30 FPS, counting the frames, and thus achieving a +-0.06 error bar. ( 100/30 =~3 | a hundred 0.01 seconds in a second - accuracy of 0.03 for each frame; +-0.03 each time, once from the error of the first frame, and once from the error of the last frame. )
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