wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 22, 2016 1:24:46 GMT -5
PSA: the Google docs referred in OP of this thread is now "effectively" complete, meaning the majority of the info have been filled in.
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Post by Pegasus Actual on Nov 22, 2016 2:25:31 GMT -5
Just in time for stealth patches to mess it up I'm sure I mean I'm pretty sure their Ronin melee number is wrong, I think Dumien and I tested it at 800, not 625.
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Dumien
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Post by Dumien on Nov 22, 2016 4:18:23 GMT -5
Indeed.
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Den
He's That Guy
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Post by Den on Nov 27, 2016 9:36:01 GMT -5
Well what do ya know, the latest VPK tool can open up some stuff in Titan2. Not everything. Several files give me errors when extracting. Looks like the primary Abilities were going to have mods of their own. "Burn Mods" for each tool like Cloak and Grapple and Stim may have existed at some point before it was simplified into the Boosts. While the Google Doc has most of the numbers, have some stuff.
L-STAR Its overheating properties have a couple quirks. First, the 35 round magazine can sometimes be a 36 round magazine. There is a 75% chance of "chance_for_bonus_last_shot_in_clip". If you have fired more than 26 rounds in succession, you're going to have to wait a bit longer to shoot again, because the weapon requires at least 9 rounds of ammo to fire. The L-STAR regenerates its magazine at a rate of 9 Rounds/Second, and there is a 0.2 second delay after you release the trigger before it starts. In addition, after releasing the trigger, you have that 0.6 second "cooldown" before it can shoot again. This 0.6 second cooldown may also stall the ammo regeneration. Relatively, it would have a 4.0 second (4.4~ if that 0.6 counts) reload time if you fired 34 rounds. Fast Reload only affects the overheated Empty Reload. Reducing it to 4.2, making it take just as long as a passive cooldown from 34 shots. The L-STAR projectiles also succumb to gravity, but at 0.1x the rate of normal gravity (pilots fall at 0.8x the rate). You won't notice it unless you're shooting into the sky.
MASTIFF Rather than spread, the weapons' groupings are designed on a fixed offset. The Mastiff's grouping is 0.15, 0.3 0.6 and 1.2 degrees from the center on the x-axis. Assuming ZoomFrac is the variable that effects it, this grouping is halved when zoomed. 0.075, 0.15, 0.3 and 0.6° when you have the sights up. You can tell this is the case as the two furthest-out shots (1.2) are then at the place of the second-most far out shots (0.6).
MOZAMBIQUE Same as the Mastiff, it's three shots are fixed. 0x0 for the middle shot The two shots are 0.2° down and 0.4° to the sides. Zooming in also tightens up the grouping like the Mastiff, however the ZoomFrac is only 0.75x.
CLOAK Total Cloak time lasts 15 seconds. All the stuff you do during this does not appear to affect the total time. 200 "Ammo". Recharges at a rate of 10/sec. 20 seconds to fully recharge after the cloak runs out, of course.
PULSE BLADE Lasts 5 seconds after impact. 200 Ammo. Recharges at a rate of 5.5/sec 36 seconds to full recharge after the five seconds the blade is active.
GRAPPLE Grapple is kind of tricky to measure, and its details are elusive. Has a 0.25 second delay before the grapple is thrown, and the grapple travels for 0.25 seconds. Its total range is just over 28m in-game. The way it depletes is based not on time it is tethered to something, but the "distance" it reels you in to the point of impact. It will use up 100 energy after about 20m of reeling, but you'll keep swinging until you hit a wall or overshoot the grapple point (swinging around corners). You could effectively swing with the grapple and lose almost no Tactical energy from it if you release it before you start getting pulled in towards it. 200 Ammo, Needs a minimum of 100 to use but doesn't deplete it instantly on use. One instant depletion is Grappling any Titan, enemy or ally. Recharges at 6/second.
STIM An instant start to the health regen and 3.0 seconds of gofast (2x speed, I think). 200 Ammo, Recharges at 8/sec.
A-WALL The wall lasts for 15 seconds and has 850 Health. It will as expected boost damage from your side (and take damage from the outside) to the Amped rate (assuming the weapon isn't already Amped). 100 ammo, recharges at 5/sec.
PHASE SHIFT Phase Time lasts 2 seconds. Nothing special, just two seconds of invulnerability. 200 Ammo, 100 needed. Recharges 5/second.
HOLO PILOT Decoy lasts 10 seconds. 200 Ammo, 100 needed to use. Recharges at a rate of 6/sec.
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Post by Pegasus Actual on Nov 27, 2016 10:14:40 GMT -5
The Stim thing is slightly surprising. It doesn't really feel like an instant full heal, but I suppose that's just lag at play. Like when I got to the Upside Down and am somehow killed anyway. So I guess it doesn't heal you while active? It did in the original right? Wth the lag issues it'd probably be better that way.
Do we know how much 'ammo' Tactikill replenishes? It seems like under 100 but not by all that much.
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Den
He's That Guy
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Post by Den on Nov 27, 2016 10:59:06 GMT -5
To clarify, the health still recovers over a few seconds, Stim just cuts out the regen delay. If you're hurt right after using Stim, it will cancel the healing.
Tactikill seems to... not exist. The weapons that have Tactikill in their list of mods all simply have:
tactical_cdr_on_kill {
} And I can't find that anywhere else in the available code.
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Dumien
True Bro
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Post by Dumien on Nov 27, 2016 11:16:19 GMT -5
Wow. Free information.
What a nuance!
Thank you Den. I noticed the parts about grappling titans always wrecks my energy bar and that you can string together long grapple chains by quickly releasing the grapple after getting some momentum. Cool to have the stats to back it up.
The LSTAR is an odd weapon.
Edit: One thing I'm very interested in is how much each action charges your titan core: Getting damaged, doing damage, dooming, etc.
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Will
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Post by Will on Nov 27, 2016 12:47:46 GMT -5
Really cool info about the grapple, this explains why I feel like I have infinite grapples sometimes, and very limited at other times (grappling titanz)
Does A-Wall boost everyone's damage when shooting from behind it? Or just friendlies? Or just the pilot that threw it down?
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qupie
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Post by qupie on Nov 28, 2016 6:28:45 GMT -5
There seems to be something off with the hacked charge rifle numbers. Even when amped, I don't get a OHK most of the time.
I think the damage numbers in the spreadsheet are right, but maybe the hacked mod severely reduces its range as well? I don't know but something feels off.
If these numbers are correct and there is no shorter fall off range, there is no reason to use a non-hacked charge rifle against titans imho. 500 damage up to 4800 units (91 meters?) is pretty great. As you can easily fire it twice in the time you fire a normal charge rifle once (825 damage)
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Gamma
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Post by Gamma on Nov 28, 2016 9:19:31 GMT -5
How do you all feel about the thunderbolt? It's useful for sneakily attacking titans
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qupie
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Post by qupie on Nov 28, 2016 9:29:59 GMT -5
Meh, in close range I prefer the mag launcher, and at long range the charge rifle. Maybe the archer on homestead but I personally feel mag launcher + charge rifle is all you ever need.
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mannon
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Post by mannon on Nov 28, 2016 10:17:04 GMT -5
From what I've read it seems like it might be effective against groups of titans where you can get the AoE to work for you, but none too sure. I have come across only a couple of pilots using it and only one or two that actually gave me some trouble with it.
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Nov 28, 2016 14:10:13 GMT -5
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qupie
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Post by qupie on Nov 29, 2016 5:53:32 GMT -5
Wow those satchel numbers... 2200 per hit? You can carry two right? That is kind of insane. Gonna try that out, combined with cloak/phase shift that must be quite potent, especially in a loadout where you are not using anti titan weapons (like sniper + pistol)
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Nov 30, 2016 19:43:44 GMT -5
Trying to evaluate various weapon's hip fire effectiveness. In the Google spreadsheet, most of the SMGs have value 0.0 for both "Base Value Hip" and "Increase Per Shot Hip", does this mean that they have perfect hip accuracy?
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qupie
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Post by qupie on Dec 1, 2016 4:25:22 GMT -5
yes.
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Post by trizzydizzy on Dec 1, 2016 7:57:47 GMT -5
To clarify, it means no recoil, but still inherent hipfire spread?
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qupie
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Post by qupie on Dec 1, 2016 8:50:08 GMT -5
No, even no hipfire spread. It even seems the recoil is reduced to me for some weapons in hipfire (might be placebo). Alternator for example, has perfect hip fire (or close enough) accuracy. ADS seems like it has quite a bit of recoil, but hip fire you barely notice. Might be the extra zoom but hipfire seems easier to control imho. R201 is very similar in all these aspects.
If you take volt, it has perfect hip accuracy and almost no recoil in either ADS or hipfire. So it doesn't really matter if you ADS either. I do have the feeling the extra zoom (and aim assist?) from ADS helps on console though.
If you take a gun like the flatline, the hipfire is absolutely abysmal, so you have to ADS.
What I do wonder though is this: if you change FOV, does that alter the distance your crosshair travels on screen with a given input? Or does it alter the in game distance the croshair travel with a given input? So if I change my FOV, is aiming still the same? So hypothetical: if I hold the stick down right for exactly 1 second, that results in a 360 degree turn with FOV 60. So does that same stick movement result in a 360 on FOV 90 as well, or does it go into more like a 400-500 degree movement, because one single degree is a smaller part of my screen now?? Hope this makes sense but kind of new to this whole FOV kind of thing. What setting would you guys recommend?
I am sitting about 3 m from my 42 inch screen.
gosh darn golly gee whiz that went offtopic fast... sorry
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mannon
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Post by mannon on Dec 1, 2016 9:41:26 GMT -5
I suspect FoV does not affect turn speed, but it should be super simple to test, especially with new settings. I'd try a fairly low sensitivity and maybe count how many 360's you do in 30 seconds, or you could go the other way and time how long it takes to make a 360. If doing the latter you'd probably want to test with really low sensitivity so that the full turn takes several seconds at least and then use a stopwatch. Then of course just change the FoV to min and max settings and test each.
I'm more curious how FoV affects ADS. May have to test later. I'm guessing ADS is a strait multiplier to FoV and thus ADS is affected by FoV settings. Be nice if we had a separate setting for it like with sensitivity. Maybe we should petition Respawn for it. They seem to be on the ball with this shit. heh
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Dec 1, 2016 19:41:21 GMT -5
Patch info from the Google sheet in OP (in the last Q&A tab):
Here's a summary: 1) Suppressors and amped weapons now work correctly; 2) LMGs all had their anti-Titan damage lowered; 3) Salvo Core does 20 less damage per rocket; 4) Flight Core does 50 more damage per rocket, but also seems to last 2 seconds less for some reason; 5) Predator Cannon does a little less (literally 10-8) less damage; 6) Wingman Elite is now a thing; (basically OHK headshot ADS or hip up to 38 meters, or the same range as Hemlock 1 burst kill)
(Everything else is server side)
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