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Post by dgcool on Mar 6, 2014 3:20:50 GMT -5
Holy crap... You guys have already found out a ton of Titanfall info. Can't wait to see the charts. However, I think this game may be much more feel/skill oriented than CoD. Players who don't adjust to 3D movement or wall jumping are only about as dangerous a Spectre. drift0r If you're interested, digging through the script files woodstock posted on the first page is incredibly easy and you'll quickly catch all the relevant stats for any weapon (titan and pilot) - not mention all the unlocks (many of which are quite unique and interesting - such as the explosive rounds for the magnum/wingman and the silencer reducing damage like stopping power in reverse). Aside from recoil, you won't need to wait for any charts to come out if you're stat hungry (like me!), all you need is notepad.
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n1gh7
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Post by n1gh7 on Mar 6, 2014 7:28:33 GMT -5
Pro-tip drifty-cakes, it's all about dat bumper jumper controller config. Err, until XIM4 comes out. Nah man it's all about the claw.
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Post by sixone on Mar 6, 2014 8:40:10 GMT -5
Looking at some of the damage stats for the Carbine, Hemlock & G2A4, it'll be interesting to see how the semi & burst compete with the Carbine with pilots running and jumping all over the place. The G2 needs a headshot to be a 1-2HK (3HK non-headshot) and the Hemlock needs a headshot to 1 burst kill and at range 5 of the 6 bullets of a 2 burst must hit. The Carbine is a 4-5HK.
The Amped G2 seems pretty beast tho, even if you can't use it consistently, it's 130-75 damage, so a decent 2HK range.
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Post by torrero on Mar 6, 2014 11:20:55 GMT -5
Is there any info out there regarding the turrets on the maps?
Multiple types of turrets? damage/ROF? destructable, aside from being able to switch teams/hack?
These could either be huge impacts on gameplay or just background noise, depending mostly on placement and the AI that controls them.
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Dissentia
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Post by Dissentia on Mar 6, 2014 15:16:59 GMT -5
How do we interpret the reload_time_late values? I assumed it to be a sort of Add time, but there are multiple values for each weapon?
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Den
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Post by Den on Mar 6, 2014 17:24:36 GMT -5
I didn't pay attention to the possibility of an AddTime in the beta, what with it being the Source Engine. Just assuming right now, but I think "late1" for a partial reload may be the same thing as the typical AddTime point. Meanwhile "late2" is the AddTime for an empty reload and "late1" is the point at which the weapon rechambers a round to really finish the point in the reload where you can cancel and have it ready when you bring it back up. With that sort of attention to detail, if you were to attempt some sort of reload cancel on an Empty Reload immediately after the ammo counter change, maybe the reload would continue at "late2" and perform the rechambering animation. Here's a deliberately crappy mspaint image of what the procedure maybe it might be i guess i dunno i mean that's how i'd do it. Or something.
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Dissentia
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Post by Dissentia on Mar 6, 2014 17:46:09 GMT -5
Thanks a lot, Den, I think you might be right. I am spreadsheeting the weapon stats at the moment, and for now I am going to leave the reload_time_late stats off until we better understand them (probably when we have the game).
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Post by Aphoristic on Mar 6, 2014 18:47:02 GMT -5
Yeah, they had staged reloads in the beta from what I remember. I'm disappointed that they decided against accounting for the round in the chamber.
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Post by hamburglar86 on Mar 7, 2014 11:57:48 GMT -5
This is amazing. Great work guys.
Edit: I'm trying to figure out how to compare the shotgun performance to CoD shotguns. When it says the max damage is 285, does that mean per pellet or total if you add together the 8 (or 11) pellets. The former would seem to be crazy powerful, but the latter would seem to be crazy weak, considering 285/8 = 35.625, but Pilot health is double CoD health, so this would be the equivalent of 35.625/2 = 17.8125 damage per pellet in CoD terms. 17.8125 damage per pellet max damage for a pump shotgun would be weaker than any pump shotgun in CoD history.
I worry that 285 is total damage, because Den said that the damage is divided between 8 hitscans. But I'm not sure I understand hitscans so I thought I'd still ask this question.
Clarification would be much appreciated.
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Dissentia
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Post by Dissentia on Mar 7, 2014 13:19:16 GMT -5
He said it may be 11 pellets, and if that is the case: 285 / 11 = ~26. This means you can hit 8 of the 11 for lethal. Assuming 8 pellets, this means that you can hit 6 of the 8 and still get lethal on a pilot.
The hipspread is tight on the shotguns, and I found them to be very reliable at further ranges than the CoD shotguns. In the beta, at least, they held their own, and well fit the space a shotgun should occupy. Some argued they were too strong.
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Post by hamburglar86 on Mar 7, 2014 13:24:57 GMT -5
He said it may be 11 pellets, and if that is the case: 285 / 11 = ~26. This means you can hit 8 of the 11 for lethal. Assuming 8 pellets, this means that you can hit 6 of the 8 and still get lethal on a pilot. The hipspread is tight on the shotguns, and I found them to be very reliable at further ranges than the CoD shotguns. In the beta, at least, they held their own, and well fit the space a shotgun should occupy. Some argued they were too strong. I agree that they were viable in the beta. It's all I used and I did fine. But 6/8 pellets (or 8/11) is pretty unforgiving for a pump shotty compared to CoD. But it appears that all guns are weaker compared to their CoD counterparts, which is fine by me. And if all guns are weaker than their CoD counterparts, obviously the shotgun should be too.
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Post by verd on Mar 7, 2014 17:04:52 GMT -5
The preloaded game files don't have, for example, "mp_common.bsp.pak000_dir.vpk", only the ".vpk" files. Did they leave them out until game activation or am I missing something obvious?
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Dissentia
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Post by Dissentia on Mar 8, 2014 14:09:05 GMT -5
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Post by verd on Mar 8, 2014 15:03:41 GMT -5
So how exactly are "homing rockets" being calculated? Also, does this file pertain to Slaved Warheads or Multi Target Missile System? 1 and 2 explosion damage to Pilots and Titans, unless used by NPCs? Are they set to merely inflict a set amount of damage regardless of whether they impact directly or indirectly (ground explosion at Titan's feet)?
// Damage - When Used by Players
"damage_type" "bullet"
"damage_near_distance" "800"
"damage_far_distance" "1200"
"damage_near_value" "185"
"damage_far_value" "185"
"explosion_damage" "1"
"explosion_damage_heavy_armor" "2"
// Damage - When Used by NPCs
"npc_damage_near_distance" "1000"
"npc_damage_far_distance" "1500"
"npc_damage_near_value" "0"
"npc_damage_far_value" "0"
"npc_explosion_damage" "100"
"npc_explosion_damage_heavy_armor" "200"
"explosionradius" "120"
"impulse_force" "1"
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Dissentia
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Post by Dissentia on Mar 8, 2014 15:14:37 GMT -5
Damage to pilots would be 185 per warhead, "explosion damage" "1" probably just flags the type of damage for the bullet as "explosive", and likely adds splash damage to the projectile, with a radius of 120 units. Possibly twice as much damage against titan armor, as opposed to health?
EDIT: As far as NPCs, I'm not sure if that's the value that would be used for titans in auto-pilot, and if so, the damage numbers seem to be different than a piloted titan, which would be an interesting find.
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Post by verd on Mar 8, 2014 15:21:28 GMT -5
Damage to pilots would be 185 per warhead, "explosion damage = 1" probably just flags the type of damage for the bullet as "explosive", and likely adds splash damage to the projectile, with a radius of 120 units. I just find those entries strange, because Rocket Salvo has the following for explosions: "explosion_damage" "100"
"explosion_damage_heavy_armor" "200"
"explosionradius" "120"
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Dissentia
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Post by Dissentia on Mar 8, 2014 15:24:15 GMT -5
It is possible that there is additional damage from splash with the Rocket Salvo that is not present on the homing rockets.
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Dissentia
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Post by Dissentia on Mar 8, 2014 17:55:31 GMT -5
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Post by Ishbane on Mar 8, 2014 18:52:33 GMT -5
Thanks for the spreadsheet Dissentia! Have some analysis in return, TTK titans with primaries: Edit: Rodeo, of course.
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Dissentia
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Post by Dissentia on Mar 8, 2014 21:21:59 GMT -5
Nice Ishbane! I am still trying to work out the RPM for the Kraber-AP, those numbers do not look right, haha.
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Post by Pegasus Actual on Mar 8, 2014 22:15:20 GMT -5
Wow I figured Spitfire would be pretty great for rodeo and sure enough... Only 48 hours and 45 minutes to go!
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Post by shatt3r on Mar 9, 2014 1:24:06 GMT -5
Thanks for the work guys. Always appreciated! Just a quick note Dissentia, I think the min and max damage for the Hemlock might be mixed up. You have max at 45 and min at 60. On a side note: Has anyone tried using the sidewinder while rodeoing a titan? What kinda damage would it do?
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Post by dgcool on Mar 9, 2014 1:57:54 GMT -5
On a side note: Has anyone tried using the sidewinder while rodeoing a titan? What kinda damage would it do? It would probably do a substantial amount, that is, if it didn't immediately kill the user.
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Dissentia
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Post by Dissentia on Mar 9, 2014 2:00:50 GMT -5
Haha, I have done it and died nearly instantly.
EDIT: Good catch shatt3r, fixed! also, here are the sidewinder damage numbers:
// Damage - When Used by Players "damage_type" "bullet" "damage_near_distance" "800" "damage_far_distance" "15000" "damage_near_value" "50" "damage_far_value" "50" "damage_near_value_titanarmor" "197" "damage_far_value_titanarmor" "197" "explosion_damage" "50" "explosion_damage_heavy_armor" "180"
"critical_hit_damage_scale" "2.0"
// Damage - When Used by NPCs "npc_damage_near_distance" "800" "npc_damage_far_distance" "1200" "npc_damage_near_value" "18" "npc_damage_far_value" "18" //If increasing explosion radius check if SMR_DamagedPlayerOrNPC is still necessary. It's manually applying rodeo splash damage. "explosion_inner_radius" "1" "explosionradius" "16" "impulse_force" "1000"
See the note about rodeo splash damage? lol, that explains my quick death.
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Post by dgcool on Mar 9, 2014 20:38:04 GMT -5
@dissentia @den ...or really any of the other data miners.
Has anyone found out how much extra melee damage is done with the titan BIG PUNCH ability? My guess is +50% but that is just speculation. I've tried looking through many of the .nut files and have not found anything yet. Thanks.
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Den
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Post by Den on Mar 10, 2014 3:47:37 GMT -5
@dissentia @den ...or really any of the other data miners. Has anyone found out how much extra melee damage is done with the titan BIG PUNCH ability? My guess is +50% but that is just speculation. I've tried looking through many of the .nut files and have not found anything yet. Thanks. "_melee_shared.nut" shows that Big Punch (or Dash_Punch) has 1.25x the pushback against the enemy titan. In "_settings.nut", the TITAN_MELEE_DASH_PUNCH_DAMAGE_MULTIPLIER is 1.7x
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Post by sht04052 on Mar 12, 2014 21:07:25 GMT -5
Does anyone know about the side effects of using a suppressor? I've been using a suppressor for all weapons, including snipers, and it seems to have a extreme reduction of a range or damage.
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n1gh7
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Post by n1gh7 on Mar 12, 2014 21:29:53 GMT -5
Yes
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Den
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Post by Den on Mar 12, 2014 21:31:22 GMT -5
The Suppressor lowers damage just enough that it will take an extra shot at both near and far range.
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Post by sixone on Mar 13, 2014 8:51:03 GMT -5
For example, both Carbine and R97 SMG have a 0.25° spread when standing/crouched+ADS and 0.5 when in the air+ADS (Carbine's Gyro attachment makes air accuracy also 0.25°). Their maximum cone of fire is 2.0° which it will reach after seven shots when ADS (+0.25 each shot). They recover extremely quickly if you let up on the trigger for just 0.15 seconds to begin recovering (and about 0.06 more seconds to recover the 1.75°). Against the SMG and Carbine, the RSPN101 Assault Rifle has a 0.35° spread when ADS. Though the inherit spread may be slightly worse, it's maximum spread is only 0.4°, way more accurate. It will retain much better full auto ADS spread compared to the Carbine and SMG. Thanks for the info Den. I understand what you wrote above but in looking at the scripts I'm not sure what variables you're referencing. Can you provide an example from the script of the above say for the CAR SMG? I'm trying to figure out the accuracy of the Hemlok (standard 3 round & Starburst mod: 5 burst). Additionally for the Starburst Hemlok, it has the following modifications that I assume increase recoil. How does it actually effect it (kick up, left, etc.)? Variable | Hemlok w/ extended mags | Hemlok w/ Starburst | viewkick_pitch_base | -0.9 | -0.7 | viewkick_pitch_hardScale | 1.0 | 1.65 |
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