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Topics - Extirminator

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16
Gameplay / Rebuild Behavior
« on: June 07, 2014, 11:38:42 am »
Does anyone know how exactly rebuilding works? I mean, full on -

How does the rebuild power of the tool is affecting the number of hits or rebuild power(?) per hit of tool on different components -


I gathered some info here about number of hits for rebuild-

Hull Armor ( Squid ): Mallet - 10 / Spanner - 4 / Wrench - 5

Balloon: Mallet - 24 / Spanner - 10 / Wrench - 12

Light Gun: Mallet - 22 / Spanner - 9 / Wrench - 11

Heavy Gun: Mallet - 36 / Spanner - 15 / Wrench - 18

Light Engine: Mallet - 20 / Spanner - 8 / Wrench - 10

Heavy Engine: Mallet - 30 / Spanner - 12 / Wrench - 15

I have only yet to test out squid armor and I thought I might ask before I go in further to save some work.

Also, if anyone knows too - what is the 'cooldown' for using a tool for rebuild? that is - the time between tool hits upon rebuild.

Thanks in advance.

17
Gameplay / Reload time to damage on gun ratio?
« on: May 30, 2014, 08:07:47 pm »
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.

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