n1gh7
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Post by n1gh7 on Mar 13, 2014 9:31:36 GMT -5
Starburst doesn't affect the spread variables on the Hemlock. (In one burst, shot 1 will be at 0.35, all after will be at 0.6)
Pitch is up and down. Up is negative.
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Post by sht04052 on Mar 13, 2014 15:09:15 GMT -5
Sorry I have one more question, Does Kraber-AP Sniper has a bullet velocity?
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n1gh7
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Post by n1gh7 on Mar 13, 2014 15:25:11 GMT -5
Kinda yes.
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Den
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Post by Den on Mar 13, 2014 17:37:01 GMT -5
The Kraber's AP round moves at 10000 units per second. Converting that with "10000 * 0.75 / 12 * 3600 / 5280" it moves at 426.136136 Miles per Hour.
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Post by sht04052 on Mar 13, 2014 18:46:22 GMT -5
The Kraber's AP round moves at 10000 units per second. Converting that with "10000 * 0.75 / 12 * 3600 / 5280" it moves at 426.136136 Miles per Hour. How about other weapons? Is everything else based on the hit scan just like COD?
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Post by sirknumskull on Mar 13, 2014 19:42:08 GMT -5
The Kraber is subsonic. Most of the Titan weapons are not hitscan, not even the Railgun.
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Usagi
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Post by Usagi on Mar 13, 2014 21:57:48 GMT -5
Well lookie here. Apparently using the HCOG on the Spitfire LMG reduces its ADS time to 0.2s, down from 0.7 ADSin and 0.8 ADSout
I will test this once I unlock the HCOG for it, which I'm very close to doing.
EDIT: I just tested it and yes, it does work.
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Post by Pegasus Actual on Mar 13, 2014 23:19:17 GMT -5
Huh, I think I went with the other sight it had available for the most part when I was using it. I still think it will be frustratingly inaccurate, but that is some epic quickdraw action. Would test but I just hit the regen button, so no Spitfire for a while here.
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Will
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Post by Will on Mar 14, 2014 1:52:52 GMT -5
Dumb question - Do weapons have no effect on your movement speed? It's hard to tell in live matches, but it seems that I move the same speed with any weapon. Like in Battlefield, as opposed to COD.
And if so, what, if any, is the advantage of using one of the SMGs over the carbine? Movement speed is the only thing they'd really have going for them, it seems...
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Den
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Post by Den on Mar 14, 2014 2:27:42 GMT -5
Yes, certain weapons slow you down. The difference is very minor, but it's still there. There are only two speeds for "move_speed_modifier" = 1.00 and 0.95238**
When you throw any Ordnance, your move_speed is slowed slightly to 0.95238 for the duration. When you have any of the four Anti-Titan Weapons equipped, your move_speed is 0.95238. The Primary Weapons that have 0.95238 are: R101C Shotgun Longbow DMR Hemlock G2A4 Spitfire LMG Kraber Rifle
The only remaining 1.00 weapons are the two SMGs (R97 and CAR) and the Pistols (including Smart). In the event you have a "95%" weapon as a primary, switching to a your Sidearm will give you 100% speed. Coincidentally, all of the weapons with 1.00 speed are the ones that can make use of the Run&Gun Kit.
**What's up with such a precise number as 95238? And why do most of the weapons use that number?
"move_speed_modifier" "0.95238"//Bug with move speed > 1.0, temporary work around. Because they can't set the modifier above 1, they did a backwards thing. The opposite of 0.95238 is almost exactly 1.05. A Pilot's base movement speed is slightly higher than intended and then they scale it back with this 0.95238 move modifier and the SMGs at 1.00 can get their intended relative 105% speed boost.
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Post by dgcool on Mar 14, 2014 16:16:37 GMT -5
Is it me or is the hcog on the Carbine WORSE than iron sights due to the added idle sway?
hcog { "anim_alt_idleAttack" "1" "bodygroup1_set" "0" "bodygroup2_set" "0" "bodygroup3_set" "0" "bodygroup4_set" "1" "bodygroup6_set" "1" "zoom_fov" "45"
//"sway_min_yaw_zoomed" "-0.13" //"sway_max_yaw_zoomed" "0.13" //"sway_min_pitch_zoomed" "-0.11" //"sway_max_pitch_zoomed" "0.11"
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n1gh7
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Post by n1gh7 on Mar 14, 2014 17:07:42 GMT -5
Those changes to sway are commented out.
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Lexapro
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Post by Lexapro on Mar 14, 2014 18:26:11 GMT -5
How do explosionradius and explosion_inner_radius work? I only see a single value listed for explosive damage to infantry and armor respectively; I'm guessing that explosions deal flat damage out to explosion_inner_radius and then begins to degrade (linearly?) until it stops doing damage at explosionradius units away from the center.
Oddly, I can't seem to figure out the explosion radius for Satchels or the damage arc grenades do to Titans. It does seem that Satchels do ridiculous damage to Titans though and that arc grenades actually have a larger blast radius and effective kill range than frag grenades, which seems odd.
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n1gh7
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Post by n1gh7 on Mar 14, 2014 18:36:29 GMT -5
Yeah that's how I interpreted it. I calculated the kill ranges against pilots in Units: arc nade 414 2/7 arc mine 230 frag 197.5 satchel 250
But that arc nade one seems off.
"explosion_inner_radius" and "explosionradius" are there for satchels, look down a bit.
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Den
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Post by Den on Mar 15, 2014 16:15:21 GMT -5
The suppressor reduces damage on bullet weapons just enough that it will take an extra shot at near and far ranges. For example 101's 50-40 damage is reduced to 49-34, a change of 4-5 shots to 5-6 shots. R97's 40-30 is reduced to 39-25. EVA-8 Shotgun's near damage is reduced from 285 to 210, so you have to hit the enemy with every hitscan at point blank if you want a one shot kill. Longbow DMR from 120 at all ranges to 90 at all ranges. Hemlock from 60-45 to 49-34. CAR's damage From 66-35 to 49-29.
The Kraber's overkill 500 damage is reduced to 199, so unless that pilot took a scratch beforehand or you get a headshot, it won't be a one shot kill.
In regards to the Smart Pistol, instead of reducing damage (still 67), the suppressor increases the targeting time.
Default:
"smart_ammo_targeting_time_min" "0.37" "smart_ammo_targeting_time_max" "0.65" "smart_ammo_targeting_time_min_npc" "0.1" "smart_ammo_targeting_time_max_npc" "0.2" "smart_ammo_new_target_delay" "0.1"
With Suppressor:
"smart_ammo_targeting_time_min" "0.45" "smart_ammo_targeting_time_max" "0.8" "smart_ammo_targeting_time_min_npc" "0.1" "smart_ammo_targeting_time_max_npc" "0.25" "smart_ammo_new_target_delay" "0.22"
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Post by sht04052 on Mar 15, 2014 17:42:22 GMT -5
The suppressor reduces damage on bullet weapons just enough that it will take an extra shot at near and far ranges. For example 101's 50-40 damage is reduced to 49-34, a change of 4-5 shots to 5-6 shots. R97's 40-30 is reduced to 39-25. EVA-8 Shotgun's near damage is reduced from 285 to 210, so you have to hit the enemy with every hitscan at point blank if you want a one shot kill. Longbow DMR from 120 at all ranges to 90 at all ranges. Hemlock from 60-45 to 49-34. CAR's damage From 66-35 to 49-29. The Kraber's overkill 500 damage is reduced to 199, so unless that pilot took a scratch beforehand or you get a headshot, it won't be a one shot kill. In regards to the Smart Pistol, instead of reducing damage (still 67), the suppressor increases the targeting time. Default: "smart_ammo_targeting_time_min" "0.37" "smart_ammo_targeting_time_max" "0.65" "smart_ammo_targeting_time_min_npc" "0.1" "smart_ammo_targeting_time_max_npc" "0.2" "smart_ammo_new_target_delay" "0.1" With Suppressor: "smart_ammo_targeting_time_min" "0.45" "smart_ammo_targeting_time_max" "0.8" "smart_ammo_targeting_time_min_npc" "0.1" "smart_ammo_targeting_time_max_npc" "0.25" "smart_ammo_new_target_delay" "0.22" Yeah, I removed my question after searching through some of the game files but I guess that was too late But still, thanks for clearing up though! Now it makes all sense
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Post by theuser on Mar 16, 2014 11:07:00 GMT -5
When you charge up the Arc Cannon or the Plasma Railgun, how is the damage modified?
// Damage - When Used by Players "damage_type" "bullet" "damage_near_distance" "200" "damage_far_distance" "2500" "damage_near_value" "220" "damage_far_value" "170" "damage_near_value_titanarmor" "1800" "damage_far_value_titanarmor" "100"
I also need an explanation of the damage_near_distance and damage_far_distance. Is this just range in units, or is it perhaps related to weapon damage? I think damage_near/far_value is the actual weapon damage, but the similarities are off putting to me
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Usagi
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Post by Usagi on Mar 16, 2014 11:58:31 GMT -5
damage_near_distance is the range (in units) at which damage starts to drop off damage_far_distance is the range (in units) at which the damage reaches its minimum
damage_near_value is the guns maximum damage damage_far_value is the guns minimum damage
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Post by theuser on Mar 16, 2014 12:52:20 GMT -5
damage_near_distance is the range (in units) at which damage starts to drop off damage_far_distance is the range (in units) at which the damage reaches its minimum damage_near_value is the guns maximum damage damage_far_value is the guns minimum damage +1
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n1gh7
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Post by n1gh7 on Mar 16, 2014 15:01:41 GMT -5
When you charge up the Arc Cannon or the Plasma Railgun, how is the damage modified? For the railgun, // Damage - When Used by Players "damage_type" "bullet" "damage_near_distance" "800" "damage_far_distance" "3000" "damage_near_value" "300" "damage_far_value" "300" "damage_additional_bullets" "300" // each additional bullet after the first does this much "damage_near_value_titanarmor" "500" "damage_far_value_titanarmor" "500" "damage_additional_bullets_titanarmor" "500" // each additional bullet after the first does this much
Each little extra bar thingy (called "charge_levels" in the code) is an "additional bullet". So a full charge will take out all of a titan's shields and a bit of their health. (as I'm sure you've seen in game)
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Post by theuser on Mar 16, 2014 17:47:09 GMT -5
I see what you mean, but there are no "additional bullets" referenced in the Arc Cannon file, just a flat max-min damage profile. My guess is that 1800 is the base damage to a titan when the arc cannon is fully charged, and the 100 is "uncharged" damage.
// Damage - When Used by Players "damage_type" "bullet" "damage_near_distance" "200" "damage_far_distance" "2500" "damage_near_value" "220" "damage_far_value" "170" "damage_near_value_titanarmor" "1800" "damage_far_value_titanarmor" "100"
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n1gh7
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Post by n1gh7 on Mar 16, 2014 19:40:10 GMT -5
Oh. I forgot you even asked about the Arc Cannon. I'll look into it.
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n1gh7
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Post by n1gh7 on Mar 17, 2014 2:04:13 GMT -5
Yeah that's how I interpreted it. I calculated the kill ranges against pilots in Units: arc nade 414 2/7 arc mine 230 frag 197.5 satchel 250 But that arc nade one seems off. "explosion_inner_radius" and "explosionradius" are there for satchels, look down a bit. So I was digging more and found that the Max and Min damages are 125 and 70 for the arc nade against pilots. So if I'm doing math right it'll do 125 damage 429 units out, then linearly decline to 70 damage at 460 units and continue to do 70 damage until 500 units. Also, damage core on titan multiplies damage by 1.4. The classic one less bullet to kill multiplier.
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Lexapro
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Post by Lexapro on Mar 17, 2014 6:58:05 GMT -5
That makes much more sense. Where did you get those numbers though, I still see ranges of 300 and 500.
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n1gh7
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Post by n1gh7 on Mar 17, 2014 7:27:31 GMT -5
I calculated the ranges based on the new max and min damage caps. I assumed that those Max and Min limiters are hard caps. So you still have the original damage working at the original range, but the applied damage to pilots are capped at both the high and low end by those new numbers. This also explains why they seem to work really well against minions as those damage limiters don't apply to them.
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Lexapro
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Post by Lexapro on Mar 17, 2014 8:01:03 GMT -5
Oh so those aren't damage numbers, they are damage caps?
Been trying to figure out how some things work like the recoil reduction on the Spitfire work, but I'm not sure what numbers or files I should be looking at. Also, is the leadwall mod for the EVA-8 useless? All it seems to do is increase hipspread and reduce damage ~17%. Maybe if it increased the number of pellets or something...
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n1gh7
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Post by n1gh7 on Mar 17, 2014 9:24:49 GMT -5
Yes
Recoil reduction on the Spitfire is pretty easy. Look at scripts/weapons/mp_weapon_lmg.txt
Extended Mags is the way to go on Shotgun.
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Usagi
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Post by Usagi on Mar 18, 2014 23:54:25 GMT -5
The Kraber's AP round moves at 10000 units per second. Converting that with "10000 * 0.75 / 12 * 3600 / 5280" it moves at 426.136136 Miles per Hour. Where did you find this? I can't find it anywhere in the Kraber's file.
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n1gh7
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Post by n1gh7 on Mar 19, 2014 0:53:45 GMT -5
vscripts
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Usagi
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Post by Usagi on Mar 19, 2014 1:03:33 GMT -5
The normal weapon files were easy to read. I can't read these.
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