Post by probaddie on Feb 8, 2013 0:29:39 GMT -5
- All of these plots are at the same scale. You can directly compare them.
- Each plot represents 1000 simulations of the weapon being fired in a 15-round burst (or lower if the gun has a lower capacity). Shots 1 - 3 are in blue, 4 - 6 are in green, 7 - 9 are in yellow, 10 - 12 are in orange and shots 13 - 15 are in red. Grid lines are spaced one degree apart.
- These plots account for ViewKick, idle and spread only; the effects of GunKick are excluded. (They are practically negligible in BOII regardless.)
- The ten-degree boundary is accounted for, as well as the fact that your view cannot drop below your original point of aim -- though spread and idle may still cause shots to fall below the horizontal (yaw) axis.
- For every semi-automatic weapon, the firerate is assumed to be either the firecap itself or 625 RPM, whichever is lower.
- For the burst-fire weapons, the actual delay between the last shot of the last burst and the next shot is assumed to be the greater of the following:
- 0.096 seconds, less the time since the last trigger pull (assumes the player cannot consistently pull the trigger faster than 625 RPM, the same assumption made for semi-automatic weapons)
- The actual burst delay of the weapon plus the fireTime
Light Machine Guns
- QBB LSW
Frequently (?) Asked Questions
Q: The HAMR uses a new recoil mechanic introduced in Black Ops II. How is this implemented in the plots of the HAMR?
A: There are three new recoil variables in Black Ops II: adsRecoilReductionRate, adsRecoilReductionLimit, and adsRecoilReturnRate. For every weapon except the HAMR, these variables are set to 0 ,0, and 1, respectively. However, for the HAMR these variables are set to 0.03, 0.15 and 1.00, respectively. The assumed theory is this: for each fireTime elapsed, the kick values are reduced by 3% (adsRecoilReductionRate), up to a maximum of 15% (adsRecoilReductionLimit). If the trigger is released, the reduction "returns" to the original value at a rate of 100% per fireTime (or 100% / 0.064 s = 1562.5% / s). So the HAMR will, if the trigger is released for more than 0.0096s -- practically speaking, if the trigger is released at all -- be using the full kick values again.
Q: The guns that always recover their recoil before the next shot (e.g. Ballista, DSR-50, etc.) have a blue square in the center of the plot. What gives?
A: The plots now incorporate idle into the simulations. Without going into great detail about idle itself, it suffices to say that idle operates on the yaw and pitch (read: horizontal and vertical dimensions) independently. Hence, the squarish plot. (If the idle was large enough in any plot, you could see the wavy pattern that idle actually makes. As it is, no weapon produces idle large enough to show this on plots at the given resolution. See this Wikipedia article for more on these wavy patterns if you are interested in the technical details. I do eventually plan on doing a full post on how idle works and what adsIdleAmount and adsIdleSpeed do precisely.)
Q: Can I use your plots in my video/forum post/whatever?
A: Yes, so long as you do not try to take credit for them. (Mentioning that they're mine would be nice, too.)