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Post by deez on Dec 22, 2010 3:53:11 GMT -5
Quick question: Is the ADS Idle Sight Sway Speed/Strength really that big of a factor in this game at all?
Also what are the units for the ADS Idle Sway Strength? Degrees from center? Or is it just a "unit" with no definition that having more of is worse?
Thanks
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Den
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Post by Den on Dec 22, 2010 7:30:34 GMT -5
I'm a little stumped as to where those numbers came from, but...
There are four Idle variables, two for the hip, two for ADS. Two are "speed", two are "amount".
There also happens to be idleCrouchFactor and idleProneFactor. With the exception of the G11+scope when prone multiplying Speed and Amount by 0.4x, anything else either doesn't idle or isn't affected by stance factors (namely the sniper rifles).
For example, the MP5k has hipIdleAmount \ 15 hipIdleSpeed \ 5 adsIdleAmount \ 2 adsIdleSpeed \ 0.9
Both hip speed and amount are benign, they only serve to make the weapon in the corner move around a bit; they don't have any real effect on the weapon or hip spread.
ADS speed and amount are described as: label("ADS Amount") "Strength of range of viewmodel (or sniper rifle overlay) wavering motion when in ADS." label("ADS Speed") "How fast the viewmodel wavers in ADS within ADS Amount."
Speed is likely based on the same interpolation used for view, meaning a speed of 1.5 would mean it could moves 1.5° per second.
Amount is the area in which the weapon view model is limited to. It seems that from measurements, an idle amount of 40 is about a 1.6° radius, but that's not counting the oscillation... so 10 amount is about 1° angle.
2 is a small enough amount that the typical iron or even ACOG-sighted weapon will still fire its hitscan within the four centermost pixels on the screen - the amount is only there to give a tiny bit of animation to the weapon in the same way that GunKick causes a more animate recoil without affecting real recoil or inaccuracy.
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Post by Ishbane on Dec 22, 2010 9:01:45 GMT -5
The sway speed's simply mltiplied by 100, since i didn't know what the numbers related to either.
Bigger values are imo easier to compare.
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Post by deez on Dec 22, 2010 13:35:09 GMT -5
Thanks for the quick responses both of you!
Since Idle Sway is almost nothing compared to the CoD4 levels which I'm used to, I guess I'll just use my favorite guns, I was on the verge of wondering if that 150 for Commando/M14 was REALLY that much larger than the 80' s for most others. I doubt that that little ADS Idle Sway is going to make much, if at all, difference to my game play.
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phale
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Post by phale on Dec 24, 2010 0:10:26 GMT -5
Hey, could you add Aim Assist ranges to the chart? That would help a lot! Lurv the chart, Thanks!
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asasa
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Post by asasa on Dec 24, 2010 1:58:21 GMT -5
Are we ever getting the new sniper values, or are we just gonna assume 2.0 head and 1.5 chest for PSG1?
Did the PC not get the same patch?
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n1gh7
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Post by n1gh7 on Dec 24, 2010 2:18:25 GMT -5
They did not.
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Post by Ishbane on Dec 24, 2010 5:22:06 GMT -5
Yet.
; _ ;
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Post by Disgruntled Jigglypuff on Dec 24, 2010 17:22:53 GMT -5
So I looked at all of the aim-assist ranges on all weapons. What really got me curious was this: Why do Shotguns have an ADS aim-assist range longer than their actual range?
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Post by Ishbane on Dec 24, 2010 18:11:29 GMT -5
The Stakeoute's range exceeds the hipfire aim assist...
Actually i'd guess the devs were simply lazy fucks, since they left ADS aim assist ranges for some guns that can't ADS at all (like the MK and some dual wield guns).
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Post by duckcall00 on Dec 28, 2010 16:35:53 GMT -5
I would like to see the zoom of the RDS and Reflex. Maybe it could go on the bottom, with the Duel Mags and ACOG.
I would also like to see each weapons starting ammo, and/or max ammo.
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aranshada
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Post by aranshada on Dec 28, 2010 16:53:23 GMT -5
Pretty soon the chart is basically going to be a replication of all the 'mp' files. =) Now all we need is to add the ammo type as defined by the files (like it even matters) and other random variables like "segmentedReload" and "armorPiercing," "rechamberWhileADS," "enemyCrosshairRange," "lowAmmoWarningThreshold," "clipName," "shotCount," "dropAmmoMin," "dropAmmoMax," "meleeTime," "meleeChargeTime," "meleeDelay," "meleeChargeDelay," and other random variables that nobody cares about. =)
Personally, I find it hilarious that the CoD4 Barret .50 Cal doesn't have "armorPiercing" bullets.
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Post by Ishbane on Dec 28, 2010 18:12:53 GMT -5
Zoom w/ reflex or RDS is the same as iron (for all guns). Starting ammo is always 4 times the weapon's mag size (w/o EM, even with EM), double that for max ammo. Exception: The Olympia starts with 10 rounds (effectively 5 mags)
As for other values: "segmentedReload" - i'd guess it indicates whether or not the gun's loaded round by round, not really necessary Yep, not necessary "armorPiercing" - damage to killstreaks iirc, will add None got it "rechamberWhileADS" - those guns that do rechamber are always "1" anyway Except for the Spas and HS10 "enemyCrosshairRange" - to irrelevant imo "lowAmmoWarningThreshold" "clipName" "shotCount" "dropAmmoMin" "dropAmmoMax" - see above "meleeTime" "meleeChargeTime" "meleeDelay" "meleeChargeDelay" - will add those if differing Always the same
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aranshada
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Post by aranshada on Dec 28, 2010 18:28:49 GMT -5
I knew what segmentedReload is, the bolt action sniper rifles and shotguns have it.
I was simply making the point that people keep saying that "this or that" needs to be added to the chart, so I was taking the slightly comedic route by suggesting a few more variables that need to be added. None of that was supposed to be serious.
By the way, I wrote little bash script that cleans up the files in the mp folder - makes everything separated by line breaks and has a variable on one line, and the value for it below that - easier parsing for programs. Because I then wrote a program that takes only the values specified in a special string and outputs those to a new, slimmer file - only problem is that it puts everything alphabetically (using a C++ map to store stuff), so related variables might not always be together. But then you can just run a quick 'diff' on the two files to see if two guns have any difference in the "important" variables (the ones specified to be filtered for in the program).
Interested?
[Edit] I realized that even without the program to "filter" important stats, having cleaned up files with vimdiff allows you to easily see the differences (like between ak47_mp and ak47_acog_mp).
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Post by Ishbane on Dec 28, 2010 18:38:35 GMT -5
Already reformatted all files, comparing with ExamDiff (I woulda gone nuts without those long ago).
But thx man. I'm far too lazy to think about what to add, just waiting for input. Can't wait to draw an icon for AP guns.
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n1gh7
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Post by n1gh7 on Dec 29, 2010 1:21:54 GMT -5
segmentedReload is for when the "mags" were reloaded in multiple segments. The Lee-Enfield in COD2 comes to mind with reloading 1/2 the mag each time.
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Post by Contrary on Dec 29, 2010 1:38:44 GMT -5
So the xbox has significantly more aim assist?
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n1gh7
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Post by n1gh7 on Dec 29, 2010 2:33:32 GMT -5
No.
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Post by Contrary on Dec 29, 2010 2:54:44 GMT -5
oh i thought the red dot was ps and the green was xbox because of the "update: added ecksbox aim assist range"
does anyone know if there is any difference? whats a good way for me to test?
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n1gh7
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Post by n1gh7 on Dec 29, 2010 3:04:19 GMT -5
They are the same. Well, when using a controller on the PC anyways. Using a mouse/keyboard on the PC turns off aim assist. He just said XBOX because it was some XBOX guys that asked him too add it.
The green is for silencer/other attachment that is for that color that the other dot is in.
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Post by Ishbane on Dec 29, 2010 6:22:19 GMT -5
The green used on aim assist uses a slightly brighter hue: That of the ACOG.
Guess i should clarify that in the explanation.
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asasa
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Post by asasa on Dec 31, 2010 18:47:36 GMT -5
Is it just me or does the ASP Dual Wield take longer to draw than the others?
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Post by Ishbane on Dec 31, 2010 18:54:53 GMT -5
It's just you.
Don't forget that quickdrop doesn't apply to dual wielded guns.
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asasa
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Post by asasa on Dec 31, 2010 18:57:12 GMT -5
Ah, okay.
Still, it feels like the CZ comes out faster :/
Also, does the ASP still have .25 or does it go to .3 dual wield? Its not specified, so I assume .25?
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Post by Ishbane on Dec 31, 2010 20:08:11 GMT -5
Yes.
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Post by aggieryan on Jan 1, 2011 11:11:58 GMT -5
On your TTK (Time to Kill) times, you are assuming you get the first shot for free, meaning that it takes zero time to get the first shot out. Is this true? For example, compare to this chart: www.cod7blackops.com/weapons/assault-rifles/m16/This chart shows the M16 taking 0.19 (actually, 0.192) seconds to kill with the M16 at "close" range. This chart is counting the first shot's time (3 x 0.064), whereas the one you have posted assumes 2 x 0.064 for the TTK. We need to generate a chart that shows the TTK for various weapons versus range. A point of discussion is the time between three-shot bursts on the G11 and M16. I'm not sure it's really 0.2 seconds. According to Den's comments that it what it is. But are we sure this is true and that it's the same for both guns?
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Den
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Post by Den on Jan 1, 2011 11:40:59 GMT -5
Yes, there's only one "BurstFireCooldown" and it is 0.2 seconds, starting after the end of any Burst weapon's third FireTime.
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Post by Ishbane on Jan 1, 2011 15:59:25 GMT -5
Like this?
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n1gh7
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Post by n1gh7 on Jan 1, 2011 18:02:46 GMT -5
If the TTK numbers were above or below the dots it would make it easier to read IMO.
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Post by Ishbane on Jan 1, 2011 18:26:15 GMT -5
Hardly possible on later guns, also conflicts with aim assist icons. This position allows for easy comparison between guns without destroying the overall feel of the graph.
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