probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 16, 2015 8:25:43 GMT -5
Did the ASM1 and HBRa3 get RoFs that lerp due to the recent patch? Or was it always the case without toggling between the two rates like the Bal-27 and SN6 do? It was always this way. Marvel4 confirmed this when he found a boolean variable that was set to true only for the ASM1 and HBRa3.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 16, 2015 8:24:31 GMT -5
Thanks Probaddie. That would explain why the HBR insanity seems to drop down to 720 rpm after just 2 shots instead of 4. So now, if I put rapid fire on an ASM1, does it lerp from the 857 rpm down to 759 rpm (effectively 720 the whole time), and then jump to 900+ rpm? Or does it lerp from 857 straight to 900+ rpm? No, the ASM1 with rapid fire will increase in firerate from 857 RPM up to its final firerate.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 15, 2015 23:09:17 GMT -5
"lerps over first x rounds from..." Can somebody explain what that means? "lerp" = linear interpolation. Basically, the graph of firerate as a function of time is this: ![](http://i.imgur.com/17Zq7s5.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 15, 2015 17:30:53 GMT -5
I just noticed that the Ameli Redshirt has +10% viewkick change, but it was left off in Will Wheatley's spreadsheet and here. It shouldn't be grouped with the Chicanery. It should be on its own, but its results should look similar to those of the Swift at the Accelerated, due to frame rounding with a frame length of 0.017 seconds. Edit: Just noticed the same for the Pytaek Savvy. Will need its own plot but should have similar results to the Exploit because of frame rounding. Fixed and fixed.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 15, 2015 17:09:58 GMT -5
- The inaccuracy score stated in each plot is a measure of how far from the origin (in degrees) the weapon will take on average over each simulation, not necessarily the "size" of the plot. Lower is better, with zero being a perfect score.
Would it be possible to generate two different inaccuracy scores; one for degrees of vertical recoil and one for degrees of horizontical recoil? Does that even make sense? Would it be a lot of work? The reason I ask is because I was comparing the base SMGs against each other. The SN6 has a low score, the ASM has a high score, and the KF5 and MP11 are both in the middle. Yet, the ASM's recoil might be preferable due to having more verticality than the others, making it easier to control. Doing this for the recoil plots just isn't in the cards; it would require me to re-upload everything. I may try something you'll like and upload it in a spreadsheet. Back when I did just the recoil scores, I published a set that had a vertical bias in them that reduced the impact that vertical recoil contributed to the final score of each weapon. I'll see what I can rig up tomorrow.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 15, 2015 6:48:46 GMT -5
Well shit, that's what I miss out on by skipping Ghosts. probaddie is such a nerd I'll fight you at LAN, noob.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 12, 2015 19:45:46 GMT -5
L96A1. (Shut your whore mouth, it's semi-auto enough for me.)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 9, 2015 9:53:42 GMT -5
Tac-19 - Sledgehammer (ADS vs. Hipfire w/ Laser Sight![](http://i.imgur.com/7DNqstx.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 8, 2015 7:06:39 GMT -5
Plots for the Ohm in Shotgun Mode have been added.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 6, 2015 17:24:07 GMT -5
Ohm (Shotgun Mode)![](http://i.imgur.com/irBoNbL.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 4, 2015 21:40:14 GMT -5
Oh, if you insist.... ![:P](//storage.proboards.com/forum/images/smiley/tongue.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 4, 2015 14:47:54 GMT -5
A major update has been applied to the plots: - New plots reflecting the updates to the MK14, AMS1, SN6, AMR9, Lynx and S-12 have been added
- The EPM3 plots had an error that has now been fixed (they used the old CenterSpeed of 800 instead of 1500)
- Plots for the Ohm have been added. As of now, I only have statistics on the default (Heavy) mode.
|
|
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 4, 2015 14:01:41 GMT -5
Ohm![](http://i.imgur.com/7N0sEwZ.png) ![](http://i.imgur.com/DjNjHUk.png)
|
|
|
|
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 1, 2015 22:34:37 GMT -5
You're aware that isn't a legitimate attachment option for the EM1, right? Also, it wouldn't decrease its fireTime, anyway, but merely give it a +15% ViewKick penalty. Well, yeah. It's kinda hard to multiply the firetime of a gun when it has no firetime. Au contraire, mon ami: the EM1 has a firetime of zero. Therefore, the fireTime of the EM1 with Rapid Fire is 0.000s * 0.8 = 0.000s ![(rofl)](//storage.proboards.com/forum/images/smiley/rofl.png) . Anywho, here's the plot: EM1 (Rapid Fire?)![](http://i.imgur.com/CupqKxr.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 1, 2015 8:05:15 GMT -5
Bal-27 w/ Rapid Fire![](http://i.imgur.com/0tR3Zxw.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 1, 2015 7:57:13 GMT -5
MK14 - Desecrator, Signature (Max. theoretical firerate @ 17 ms between frames; 10,000 trials)![](http://i.imgur.com/VVU8kaI.png)
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Mar 1, 2015 7:40:14 GMT -5
You're aware that isn't a legitimate attachment option for the EM1, right? Also, it wouldn't decrease its fireTime, anyway, but merely give it a +15% ViewKick penalty.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 28, 2015 21:39:40 GMT -5
I've created a spreadsheet that measures inaccuracy scores for all weapons using 10,000 simulations. You can find it here; there is also a link in my recoil statistics thread.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 28, 2015 21:36:18 GMT -5
Updated the OP with link to the tenth draft (Advanced Warfare statistics). The format should be self-evident.
Edit: Necromancy +100 for me.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 27, 2015 11:05:26 GMT -5
The plots were revised yet again to fix a bug with variable firetime weapons; Rapid Fire was incorrectly being applied to the intro firetime for variable firerate weapons. Also, the HBRa3 was revised due to a recent discovery by Marvel4: it also linearly interpolates its fireTime, similar to the ASM1.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 27, 2015 8:12:55 GMT -5
Yeah, the SN6 seems right now. ALMOST everything is good now. I adjusted the formula in my spreadsheet to replace 60 with (1/0.017) so there's a few guns that were rounded before but now aren't and weren't rounded before but now are. The only one that doesn't add up with the plots now is the AMR Pro Pipe and the AMR Outlaw. They both get rounded to the same firetimes and have the same viewkick stats but the Outlaw has a worse inaccuracy score. Aside from that, there's still the ASM1 Reckless that I mentioned above. It has the same viewkick stats to the base ASM1, and its firetime with rapid fire get rounded to the same number as the base ASM1 with rapid fire (Reckless's 0.055 gets rounded to 0.068 and base ASM's 0.063 gets rounded to 0.068 too). Despite that, they only have similar results when there's no foregrip attached. The only other things are some guns with the same stats should be grouped, like the ASM Scout and ASM Sweeper, and the MP11 Scout and MP11 Devourer. 1. I accidentally gave the Pro Pipe a Grip ![:P](//storage.proboards.com/forum/images/smiley/tongue.png) (+10% CenterSpeed, -10% ViewKick). That is now fixed. 2. I think there is a bug with the Reckless plots. My plotter has a single variable which controls which version of Call of Duty it is making plots for (to select which spreadsheet to use and to account for dvars and other exceptions), and one more mode for "test" plots whenever I want to do a small subset of plots - this is how I do my revisions. In Advanced Warfare, the Rapid Fire attachment only modifies the "main" fireTime and not the intro firetime. So, if I set the plotter to do Advanced Warfare plots en masse, the proper exception to Rapid Fire is applied. However, the plotter was not applying that exception for the test plots. This means that any plots that I revised with variable rates are wrong. Unfortunately, I have no record of which plots are affected by this, but it seems likely this is the case with the Reckless. So, I'll be re-uploading all the variable firerate SMGs again. For now, here's a comparison of the Reckless with Grip to the Base with Grip and Rapid Fire: ![](http://i.imgur.com/R0c2FkP.png) True, but the Rapid Fire attachment in and of itself confers a +15% ViewKick penalty, regardless of what actually happens to the weapon's firerate. That probably accounts for the difference you see. The ASM1 Scout and Sweeper will be merged and updated; I want to keep the MP11 Scout and MP11 Devourer separate, though. The game will report that the two weapons fire at different rates in the Create-a-Class menu - they are, in fact, coded to have different firerates - so I think it's informative to indicate that, at a typical framerate, the two will behave identically accuracy-wise.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 27, 2015 5:04:13 GMT -5
The SN6 variants with -10% viewkick (Money/Jury/Magistrate) have higher inaccuracy scores than the base SN6? Wut. I bungled the fireTime multipliers for those variants. I uploaded fixed plots. Should be all good now.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 26, 2015 14:47:48 GMT -5
The plots were revised yet again to fix a bug with variable firetime weapons. Also, the delay between bursts for burst-fire weapons is now properly frame-bound.
|
|
probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
|
Post by probaddie on Feb 26, 2015 13:54:31 GMT -5
I think this is another "16ms vs. 17ms" issue; if you haven't read my response to your Submachine Guns post yet, you should do that now before reading on. The Spacer/Accelerated get their shots in at exactly 5 frames (0.017s * 5 = 0.085s == 0.085s fireTime) but the Swift/Whale Horn both need 6 frames to fire their shots (0.017s * 6 = 0.102s > 0.09s fireTime). I took your quote from the SMG thread too for reference. I didn't know about any of this framerate stuff and how framerates work. All I did was take the ROUNDUP(60*firetime)/60 formula from Mousey's thread. With the SN6 example through, I thought we came to the same result in that the Cycled fires faster than the base gun when neither have rapid fire, but the same as the base gun when they both have rapid fire. In other words, rapid fire doesn't do anything to the Cycled. I finally just understood what you mean about the 16ms vs 17ms thing. I was under the impression that the Spacer's 0.085 firetime was rounded to 0.1 and the Swift's 0.9 was also rounded to 0.1, using the ROUNDUP(60*firetime)/60 formula. So, is this formula wrong? The Spacer DOES see a firetime increase and I need to adjust my formula somehow? I'm gonna read up about this to try and understand it more. My point about the SN6 still stands though because we came to the same result regarding frame rounding. But in this Ameli example, we had different results that would explain why the Spacer and Accelerated have worse inaccuracy scores. At the moment my spreadsheet doesn't use the crouching or prone numbers. I haven't even looked at them. The formula you used assumes a perfect framerate of 60fps, whereas assuming a time between frames of 17 ms gives a framerate of 58.823 fps. To adjust your formula to match my assumption, simply replace 60 with 58.823 wherever you see it. Yeah, just hold off on including anything related to stance for Heavy Weapons: they actually do not receive any recoil reduction when changing stance.
|
|