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Post by Ishbane on Mar 19, 2014 7:52:34 GMT -5
The normal weapon files were easy to read. I can't read these. Why did i read that in a way too cute voice?
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Usagi
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Post by Usagi on Mar 19, 2014 15:43:41 GMT -5
The normal weapon files were easy to read. I can't read these. Why did i read that in a way too cute voice? Don't make this weird Ishy.
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Usagi
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Post by Usagi on Mar 19, 2014 15:56:34 GMT -5
The finer details of the shotgun's "inverse" falloff type will need some testing since I made some fairly long distance kills with only a couple shots from the shotgun in the beta. My theory is that the damage starts at 28 and stays at 28 until damage_inverse_distance which is 175 units, or 3.33m. Then it starts to ramp up to 285 until it reaches damage_near_distance (270 units) then goes back down to 28. This is weird as hell but it would explain how wildly inconsistent the shotgun is. Unfortunately we can't test it in a controlled environment until private matches are added.
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wittyscorpion
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Post by wittyscorpion on Mar 20, 2014 13:00:14 GMT -5
Pilots and Spectres have 200 Health. I think Grunts have 100. The shotgun divides its total damage between 8 hitscans. The finer details of the shotgun's "inverse" falloff type will need some testing since I made some fairly long distance kills with only a couple shots from the shotgun in the beta. Some details on the Smart Pistol. The Smart Pistol does 67 damage at all ranges, has a "Search" radius of 45° with a range of 1050 units of measurement. 36° and 1250 units of measurement with that advanced targeting attachment. Between 0.37 and 0.65 seconds required to lock on to a Pilot for each lock. The time variation is likely from range and possibly distance from the center of the screen. Only 0.1 and 0.2 seconds to lock on to Grunts and Spectres. Titan related stuff. The Atlas Titan has 8000 Health. The Ogre 10500. Stryder 5500. Atlas standing base movement speed is 280, Sprint speed 420. 1.0x sidestep speed and 0.8x backpedal speed multipliers. Ogre is 265 and 400. 0.85x sidestep speed and 0.6x backpedal speed multipliers. Stryder is 300 and 435. 1.0x sidestep speed and 0.8x backpedal speed multipliers. Atlas' melee does 1000 damage and has a pushback impulse of 850. Ogre does 1875 melee with a 510 pushback. Stryder does 1125 with 850 pushback. It would take the Atlas 4.1666 seconds to recharge one of its two dash bars. The Ogre would take 4.545 seconds to recharge its one bar. The Stryder takes 3.3 seconds to recharge one of its three dash bars. A couple of questions: 1) The Titan health listed here is shield + body, right? Do we know how much of each? 2) How much damage does the "Big Punch" melee deal?
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Post by wormyxl on Mar 20, 2014 13:16:06 GMT -5
All titans have 2250 shield health and the numbers listed do not include that value.
Big punch is 1.7x damage, or 70% bonus damage.
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Post by wormyxl on Mar 20, 2014 22:43:24 GMT -5
Out of curiosity. I've seen the damage types "Burn" and "Bullet" used in the game's code. Does anyone have any idea what effects these may have on the damage they deal?
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Usagi
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Post by Usagi on Mar 21, 2014 20:44:57 GMT -5
Out of curiosity. I've seen the damage types "Burn" and "Bullet" used in the game's code. Does anyone have any idea what effects these may have on the damage they deal? No idea. The only things I can think of are the amount of bleed-through on shields and the visual effects of a Titan getting hit by them.
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n1gh7
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Post by n1gh7 on Mar 21, 2014 22:37:05 GMT -5
I know where to look to figure out what they mean but I can't extract the file. I'm working on it.
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Post by theuser on Mar 24, 2014 1:41:32 GMT -5
Out of curiosity. I've seen the damage types "Burn" and "Bullet" used in the game's code. Does anyone have any idea what effects these may have on the damage they deal? I believe "burn" is explosive damage and "bullet" is regular impact/hitscan
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Post by sht04052 on Mar 27, 2014 21:43:38 GMT -5
In a recent update, I heard that Smart Pistol got nerfed. Does anybody know what they exactly did?
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Usagi
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Post by Usagi on Mar 28, 2014 0:15:56 GMT -5
In a recent update, I heard that Smart Pistol got nerfed. Does anybody know what they exactly did? You could look up the patch notes on Respawn's website.But since I'm a super swell nice guy I'll just tell you. Here's the Smart Pistol part: - Slightly decreased the damage of the Smart Pistol when not locked onto a Pilot - Slightly decreased the hip-fire accuracy of the Smart Pistol
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Post by sirknumskull on Mar 28, 2014 16:10:36 GMT -5
Damage is down to 50 vs pilots, but still 67 with lock-ons (according to Dens heroic throwing himself at enemies).
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Post by timeitself on Apr 7, 2014 11:53:32 GMT -5
It appears that Titanfall's models do conform to the same measurement scale as other Source Engine games. However, unlike the "1 inch = 1 unit" scale of COD2 and on, the scale of the Source Engine's world models is "one foot = 16 units". Every unit of measurement would actually be 0.75 of an inch. Then given this viewheight "0 0 60" firstpersonproxyoffset "0 0 -60" hull_min "-16 -16 0" hull_max "16 16 72" pilots are only 4.5 feet tall! An atlas would be 14'8" too. We can make up whatever units we want but it might make more sense to use 1 u = 1 inch. Oh but that means going back to correct a bunch of stuff I've already done....
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Post by forbiddenone on Apr 8, 2014 7:57:42 GMT -5
How is the Mag Launcher vs Pilots? Vs Titans?
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Den
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Post by Den on Apr 8, 2014 11:46:33 GMT -5
The Mag Launcher's explosion deals 120 damage each with a 250 unit radius, making it useful against clusters of minions (bonus that they will magnetize towards Spectres) and even to flush out pilots hiding indoors.
385 damage against Titans.
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mannon
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Post by mannon on Apr 8, 2014 21:22:15 GMT -5
Been having some fun jumping on a friendly titan's shoulder and using the mag launcher plus arc grenades on enemy titans. Seems like a good combo. Just gotta know when to bug the hell out if it goes south.
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mannon
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Post by mannon on May 5, 2014 11:32:44 GMT -5
I apologize if it was said and I missed it, but regarding spread; we know the starting value and max value of spread per weapon, per stance. How much does spread increase per shot, and how quickly does it dissipate? These values also vary per weapon per stance?
(Also, dumb question, but are the spread values angle of deflection from true? I'm guessing that's right, making them the angular equivalent of the radius of the code of fire as opposed to the diameter. Just thought I'd double check.)
Finally, I saw that the map units are equal to standard Source units. Are the player sizes also equivalent? (I think it lists 72? units tall and 30 something wide for collision which I guess is a box or cylinder roughly the size of the player model and hitboxes.) Just trying to get some idea how big a target pilots are in some sort of numerical fashion. I haven't seen any pics of TF hitboxes either. Has anybody managed to visualize the hitboxes?
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Post by timeitself on May 5, 2014 12:10:04 GMT -5
Weapon spread has a lot of variables that are set in the individual weapon files. Looking at the R101C as a basic example, there are 8 base spreads. Standing, Crouching, Air for both hip and ads, then running and sprinting. I'm guessing weapons with the run and gun kit option will have 10. Then there are how much to kick on fire, probably a per shot number for each of the 6 possible firing stances plus a maximum value for each of the 6. Finally a decay delay and decay rate values control how fast the spread returns to normal. Total of 22 variables (8 + 6 + 6 + 2).
There is documentation for the source engine on Valve's site showing how player models can be made to normal size. Which involves making character units 1u = 1 inch instead of the normal source 1u = 3/4 inch. Testing needs to be done to confirm if this is what Respawn has done (also means I need to correct some graphics). Why exactly using different length units for characters and everything else is the way to go I don't understand but it is a likely possibility here.
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n1gh7
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Post by n1gh7 on May 5, 2014 14:38:55 GMT -5
All these values vary for everything as you can see in the post above. The only thing that is "constant" per weapon is the delay before recovering the spread and the rate at which the spread recovers. By the way, the max values are max additions to the spread due to firing. In case you were wondering.
Yes. I'll let you go into the files yourself to figure out what all the values you want are, and for reference things are in degrees, degrees/shot, seconds, or degrees/second. Regarding spread that is. There's sway and other fun stuff too.
Run and gun just allows you to fire during sprint... Doesn't really have anything to do with spread.
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Den
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Post by Den on May 5, 2014 18:18:19 GMT -5
Well, when it comes to the weapons that are able to make use of Run&Gun, they have their own unique hip spread when Sprinting, usually an extra degree more than the running speed.
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n1gh7
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Post by n1gh7 on May 6, 2014 1:44:43 GMT -5
I meant that timeitself already covered the spread while sprinting in the first part of his post. Got confused. Meant to clarify that there aren't any extra variables on guns that can use Run N Gun, all of them have the variables that he originally mentioned. I should sleep.
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mannon
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Post by mannon on May 6, 2014 8:55:49 GMT -5
Okay, great! I'll try to have a poke at the files to check out the variables.
I'm also assuming that spread is actually a circular cone and that the probability is spread evenly rather than weighted toward the center. Does seem pretty similar to CoD (naturally) in having simple mechanics with lots of variables.
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Post by LoE Impact on May 11, 2014 9:40:06 GMT -5
I want to make sure I'm doing this right.
// Damage - When Used by Players "damage_type" "bullet" "damage_near_distance" "1500" "damage_far_distance" "3000" "damage_near_value" "310" "damage_far_value" "310" "damage_near_value_titanarmor" "900" "damage_far_value_titanarmor" "900"
so to find the near value of the 40mm cannon i take 310*.75=232.5 the 232.5 is the damage? if thats correct the damage drops of at 1125m and its max is 2250m?
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Den
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Post by Den on May 11, 2014 10:26:04 GMT -5
dude what near_value is the damage before near_distance. far_value is what the damage has been reduced to after far_distance. In between near and far distance, the damage gradually decreases from near to far value.
The 40mm cannon does 310 damage (or 900 vs Titans) no matter the distance.
Distance in the game is measured in arbitrary units. As they're scaled to the same as other Source games, these units are 3/4 of an inch (or every 12 inches is 16 units). Although the 40mm doesn't lose damage over distance, if it did, it would start losing damage after 1500 units (or 1125 inches, or 28.5 meters).
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Post by LoE Impact on May 11, 2014 10:48:13 GMT -5
oh ok i get it know thanks
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Post by LoE Impact on May 11, 2014 11:27:37 GMT -5
ok so here is hopefully the last dumb question i ask lol...if the arc cannon does 1750 damage, i assume that is charged so what is the damage when not charged?
// 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" "1750" "damage_far_value_titanarmor" "100"
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Post by iphraem on May 11, 2014 12:13:27 GMT -5
ok so here is hopefully the last dumb question i ask lol...if the arc cannon does 1750 damage, i assume that is charged so what is the damage when not charged? // 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" "1750" "damage_far_value_titanarmor" "100" uncharged damage is 100. fully charged is 1750. arc cannon doesnt have a damage dropoff over range, just a maximum range.
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qupie
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Post by qupie on May 11, 2014 13:45:56 GMT -5
The Arc cannon is a different story, the near value and far value are actually how the weapon charges. The developers were lazy I guess. So, against infantry: 170-220 damage against titans: 100-1750 The only range the weapon uses is a maximum range, around 50 meters. There is no drop off, only a maximum range. all kudos to Den, he explained it really nice in here: denkirson.proboards.com/thread/7099/effectively-use-arc-cannon-titan. And from my experience after completing the generation with the arc cannon, it seems he is 100% correct. do you plan on creating a chart of some sort LoE Impact? I was planning on building one but I don't have the time for it atm. If you don't I might start trying to create a chart on titan weapons in a month or so, because I can't find any nice overview online. Symptic charts are clearly wrong.
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Post by LoE Impact on May 11, 2014 15:22:22 GMT -5
well I was planning on using the info in my next youtube video, but if nobody else is going to make a chart I suppose i can give it shot. i've got nothing better to do today lol
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Post by LoE Impact on May 11, 2014 15:59:33 GMT -5
how is RoF determined? is it stat_rof "65" * fire_rate "1.5"? this equals 97.5 I tried this math for the CAR SMG and it didnt add up to what is known. Im assuming im missing somthing that and math is not my cup of tea lol
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