Planetside 2 - Page 144
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Rah
United States973 Posts
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PineapplePizza
United States749 Posts
I also tend to die more often from direct fire after I've entered cover, than when I'm exposed. Maybe that's just what I perceive, I dunno. At least Light Assault keeps my daily K/D above 1.5 (usually) | ||
s0Li
United States406 Posts
On February 19 2013 19:22 DefMatrixUltra wrote: Just to be clear, I don't really disagree with what you've said. I just want to clarify what I said. [1] I didn't mean to imply that there isn't a metagame. There certainly is a metagame - people (or at least outfits/leadership) are consistently finding new ways to exploit situations both tactically and strategically. What I mean by "nothing behind the curtains" is that base capture and defense is so ethereal. When you first pick up the game, capturing a biolab or amp station or whatever feels good. There's a big sign that covers up your screen and a little bonus check worth of XP, and you feel like you accomplished something. But the truth is that base capture and defense (but mostly capture) has no impact. Like you said yourself, "Sooner or later you will lose everything you captured..." and the problem is that it's gonna be much sooner than later. If base defense keeps getting bumps, a few things will happen that will be good for the game as a whole: + Show Spoiler [Strong Base Defense] + 1. Fights will be longer. If it takes more time to capture a base, the fight is more likely to be even - literally everyone that is not a coward KDR whore wants this. Longer fights means that superior/efficient strategy is more likely to win rather than it being purely a numbers game. This will be healthy because it will allow the metagame to develop even further. Longer base defenses allows for both defending and attacking outfits to coordinate and effectively place infantry and vehicle support without it being "hurry up everyone spawn at the warpgate and bring ESFs here gogogo". Longer base defenses encourages map-scale flanking and other smart plays that are just plain ineffective because bases flip too fast. Also, fewer boring 5 minute non-fights and the concept of waiting for a cap will/should die away (like biolabs currently are). 2. There will be no such concept as "the zerg" or it will be a shadow of itself. The zerg is currently a giant bowling ball that smashes through the helpless pins that are territories. The current state of base attack and defense is that 95% of the time, the most effective strategy is to stupidly throw piles of tanks, planes, and infantry at a base. Then take what you have left and go to the next base etc. It eventually fizzles out and falls to a counter-zerg (you push deep into enemy territory, they build up a zerg [naturally, not by any kind of intentional action] and push back out). Sometimes you get an even weirder result where 2 zergs high-five each other on the way to each others' warpgates - seriously, what the fuck is that? Some places are exceptions to this. The Crown is like a bowling pin made of steel, riveted solidly into the ground. The zerg tends to smash up against this to no real effect. The way the Crown accomplishes this is by virtue of extreme terrain advantages - and hardly anything else. Once the defending faction loses control of the tower and the attacking faction sets up shop there, the Crown is just like any other base and falls just as rapidly to the same tactics. The Crown is a zerg killer because it allows the defenders to do more with less. But it's ugly and imperfect because once those terrain advantages are gone, it's nothing special. Imagine how much harder the Crown would be to cap if you could spawn inside the tower instead of the spawn room. That's an example of a positional advantage (a time and space advantage) that would be the result of game mechanics rather than purely terrain. It allows the defenders to do more with less and isn't taken away by circumstance. If more bases had game-mechanics-based defensive advantages, they could also be zerg killers. Instead of having zerg in, counter-zerg out like the ocean tides, we'd have more of a "front line" - not static or steady but more predictable. The fact that we don't have a real front liney feeling spread across the map means that we are missing out on strategy and tactics that would otherwise be necessary. If there is a stalemate at a position along the front line, coordinated attacks from outfits would actually be really meaningful, and spear tips would serve a purpose. One of the best bases in the game is Freyr Amp Station. For those of you on servers where there are big fights on Esamir, you probably know what I'm talking about. Amp Stations are easy to defend until the attackers start taking control of towers - the positional and cover advantages afforded by the towers are what makes this work. Freyr Amp station has significant terrain advantages (but not really cheesy like the Crown) that allow defenders to more easily prevent the base towers from being overwhelmed. If the attackers come in from Esamir Munitions Corp, there is a really cool "urban" environment setup where defenders can hide AMSs behind buildings and prevent armor from steamrolling up to the base walls. There are massive fights here over every inch of ground. If the attackers come from Aurora Materials lab, the satellite base is surrounded by a huge no-man's land where armor can roll in at the risk of getting destroyed from the base walls (because there's nowhere to hide). The only cover "near" the base walls is not near the base walls so just a handful of defenders can keep a large force away from the base walls. Snowshear Watchtower is the best place to attack from in terms of efficiency but it's easily flanked by defending armor just riding along the road and back - this is another place where every single inch of ground is fought over. Freyr Amp Station is a zerg graveyard because defenders have good positional advantages that they can realistically maintain because of the influence of the surrounding terrain - and it's fucking awesome. 3. Base capture and defense would "feel" more meaningful. If you coordinate an hours-long attack on an Amp Station and finally capture it, that is much more rewarding for everyone involved. What we have now is that many bases depend on terrain or other non-game-mechanics-based advantages that are lost after a certain tipping point, and bases just flip from 100% to 0% to -100% in 5 minutes flat with little room for back and forth - this tipping point phenomenon is the entire cause behind "waiting for the cap" and it needs to go away and die. Allowing meaningful base defense (and thus assault) would allow everyone involved to become more caught up in the territory game. As it is now, if you lose a facility, you face one of two outlooks. You lose it to an overwhelming force in a few spare minutes but don't really care because that's probably how you capped it in the first place. Otherwise, you're not concerned about losing it because you know you can set up an attack position once the base flips and take it right back! That's fucking comical. If people were more invested in attacking or losing bases, there would be a greater drive to do something other than zerg around looking for certs. Losing a long-held biolab sometimes feels like a crushing defeat, and these kinds of feelings need to come from many more bases. 4. More time allows for more and more diverse kinds of strategies. This ties in with 1. but where 1. is more about "please give me fights that don't fizzle out in 10 minutes", what I'm talking about here is buffing coordination. As it currently stands, there is little reason for outfits to meticulously organize strikes because it's just as effective with less effort to just tell your outfit to go somewhere "now". There are also very few windows for organized defensive strikes - spawning at an adjacent base, setting up a tactical position on cliffs/terrain, bringing in massive reinforcements from the warpgate etc. There just isn't enough time for these defensive strategies to happen commonly - bases in general reach a tipping point and then cap very quickly. By reducing or removing the tipping point and perhaps artificially increasing the cap time of some bases, all kinds of new possibilities will exist just by virtue of there being time to carry them out. All that said, every base doesn't need to be like that. One of the most interesting areas on any continent is the "circle" of territories that contains: Crossroads Watchtower, Xenotech Labs, Vanu Archives, Ti Alloys, Snake Ravine, and Allatum Biolab (parts of it, at least). Both Xenotech Labs and Snake Ravine are easy to cap, and there is no conceivable way to have these bases munch up zergs. But they don't need to. One of the great recent developments of this area is that there is constant fighting and motion but not zerging. Crossroads, the Crown, Allatum, and Vanu Archives tend to be more difficult to assault. Ti Alloys, Snake Ravine, and Xenotech labs are basically the extended battlegrounds of those hard-to-take bases. Two factions can bounce around inside this circle for ages, and it makes for lots of fun and interesting fights - and not necessarily over the "easy" bases but over the ground between them. Zergs tend to die or diminish heavily when reaching the perimeter of this circle so all the fights inside are organic but steady. This more resembles a front-line style of gameplay (at least when the perimeter of the circle is not all owned by the same faction). [2] I think continent locking will make people more invested in fighting over territory because there would be more at stake. In addition, it will allow for the opportunity to force people off a continent onto another one. I think my view of continent locking is intertwined with the assumption that base defense becomes more meaningful - because otherwise you're completely right and continent locking won't have any significant effect whatsoever. [3] I stopped caring about XP once I maxed out my infiltrator - maybe even a little before that. I have almost 20,000 total certs and have just spent them haphazardly on other classes. Additionally, I almost never attack big facilities with the exception of biolabs. I'm either defending or attacking smaller facilities so capture XP is pretty pathetic. I play the game for the small fights and for the (rare) big, even fights - not for some shiny external reward - so I agree with you completely on this point. That said, I don't think discouraging people from caring about XP is very effective. A huge amount of players would not play this game if there weren't certs. The fact is that these players create content for the rest of us, and XP and reward mechanics are important for our sake as much as theirs - that's why I advocate external incentives to defending and the removal of incentives for things that hurt overall gameplay (like destroying terminals, imo). Def I wanna play with you. | ||
DefMatrixUltra
Canada1992 Posts
I don't do anything half-way, and games are no exception. Games are a lot more than entertainment to me. They are a hobby, an advanced interest. It's not enough for me to just play them; I have to examine them piece by piece and reconstruct them until I'm confident I have a solid understanding how they work. Some people take apart cars and electronics - I take apart games. Others like me tend to become modders (much like those who take apart cars tend to attempt to improve on the original), but I seem to have my appetites sated with the intellectual exercise and the insight gained. I haven't really contributed much to TL as a whole. When I first came here (long before I registered and started posting), I was really amazed at how the community was. It was a large, diverse community (though not nearly as large as it is now), but everyone knew who everyone else was. Discussions were dominated by those with the most credible and legitimate points of view. That's the main reason I didn't start posting or even register for a long time - I had absolutely nothing to add to all these heavy discussions about the various interesting facets of BW. So I lurked and learned. I started to recognize names and it got to the point where it was rare I didn't know who someone was in a BW thread. + Show Spoiler [Back in my day...] + Modern elements like reddit seem so backwards to me in comparison to the way TL worked. Find some old BW discussion on TL. Sure there's garbage here and there, strong opinions with weak backing, complaining, bad arguments. But there's no need to "downvote" them. They downvote themselves by having low post quality as evidenced by the direction and context of the discussion. Then there are solid posts written by established veterans. No need to "upvote" them, their quality is self-evident. What is the point of upvoting Chill, motbob, MoltkeWarding, or FakeSteve? If TL had a reddit-style system for posts, every BW thread would consist of "PROTOSS IS OVERPOWERED" "Yeah inorite" "l2p" with amazing quality posts hidden somewhere at the bottom. By having no ranking system, it becomes a place where the reader has to decide what quality is - not have "quality" shoved to the top of the page so you can safely ignore everything else. The enforced chronological order makes threads in the same format as a discussion, and even today the word "thread" is synonymous with "discussion" in my head. The "new wave" of SC2 posters were not less intelligent than the current posters. They weren't some kind of sub-human migration to our post-Utopia homeland. They were just conditioned differently by the internet. Look at this great thread by iNcontroL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=114644 . Simple and clean ideas and presentation, doesn't spend ages on analysis (like I would), very direct. It's obvious that the topic invites discussion, and from the 18 pages one would guess there's the quite the discussion going on. But unfortunately, the thread looks more like this http://www.teamliquid.net/forum/viewmessage.php?topic_id=114644¤tpage=16#311 . These people very obviously did not read the thread + Show Spoiler [...] + but at least they read the OP and not just the title... I guess... cuz hey maybe they'll get upboats Funny thing for all you BW fans: http://www.teamliquid.net/forum/viewmessage.php?topic_id=114644¤tpage=10#192 . Look at the percentage that voted for Miss Chance. I still wonder if that was an amazing coincidence or some admin having a chuckle. This isn't purely just a rant about kids on my lawn, this is a glance at how I perceive my own posting on TL and how I consider good posting to be a responsibility. There are literally thousands of posts that I wrote in the text input, read over them once, and closed the window deciding better of it. Did I add to the discussion? Did my post have some kind of impact on the direction of the thread? Was my post informative or helpful? Did you read the title of the thread or just the OP and wrote a response to it? Don't post it. Did you write whatever happened to be on your mind at the time? Don't post it. Did you repeat the same thing someone else said but in different words? Don't post it. These and other really simple "rules" will bump your post quality. On TL, the only perception people generally have of you is the quality of your posts - so it can only help you. Was TL better back in my day? It's irrelevant and subject to diverse opinions. What is relevant is that TL is made up primarily of people making posts. If everyone increases their post quality, it increases the quality of TL. So just hit that Preview button and pretend someone else wrote your post. Is it worth reading? Most of my good posts and contributions are to the EVE thread and the various EVE-specific forums (most of them hidden from the public eye, unfortunately). EVE is really an incredible game. It's got some of the shoddiest programming, balancing, and developer awareness pretty much anywhere (sorry, CCP + Show Spoiler [...] + Hire me - I can help! The old guard with access to non-public forums will recognize my handiwork below because a large portion of my contribution to TL EVE was in the form of mathematical analysis much like I'm doing for Planetside 2. + Show Spoiler [What is this?] + The content of this post is going to be a mathematical analysis of infantry gun mechanics along with a look at nanoweave armor. I will attempt to show how I arrived at everything rather than just spilling out lots of results. It's a chance for me to show how I do something that I do both as a living and as an interest. It's also an opportunity for the TL PS2 community to gain some insight into the current state of infantry weapons. I'm open to requests! This post is not concise or in any way condensed. The purpose of this post, from my perspective, is not to talk about PS2 balance or whatever - it's an opportunity for me to present the kinds of things I do. It's written out as a thought process rather than a guide or other informative kind of work. It's long. You were warned. Why is this on Planetside 2 and not on EVE? Two reasons. Planetside 2 is the game I'm currently playing. All the work I've done investigating its systems is recent (fresh in my mind). Secondly, to really do a big post like this for EVE would require 100x or 1000x more work - Planetside 2 analysis is a more casual, moment-to-moment process built up organically over a few weeks in spare time. An EVE post in the same vein would require a project of immense scale - it would need to be highly organized and well-ordered. The majority of man-hours spent on this Planetside 2 systems post were spent on the post itself - not the code, algorithms, experiments, and results. For the purposes of providing insight into my processes, Planetside 2 works just fine. + Show Spoiler [Who are you?] + If you don't know me, you don't know me. From a PS2 perspective, my FPS background is in Quake and Unreal Tournament. I have several characters, but only really play on Waterson - my other characters are just for experimental purposes. My main guy is Innate ( http://www.planetside-universe.com/character.php?stats=innate ), a VS on Waterson. The only other character I've actually legitimately played the game with is an NC character. I enjoy that character a lot and would play it more, but every time I logged in so far resulted in members of DVS shitting all over the experience in one way or another. Am I a good player? Not really - I'm not a remarkable player. This is my first ADS game since the original Call of Duty, and it took me a long time to adapt to it. I play mostly infantry (mostly infiltrator but I've been branching out) with the occasional Magrider. I tend to defend rather than attack, and I always play the objective. I tend to play patiently and go for advantages like flanking and stealth rather than attack head-on. I am a sucker for games of many styles. Turn-based strategy and turn-based tactics games. RTS. The original Guild Wars (I actually met my wife playing this game), but I tend to dislike the time-sink focus of MMOs. I'm not big on "action" games, but I do like platformers including the likes of Mario and Castlevania. How about a list of games I particularly like? Master of Orion (and II). Alpha Centauri. X-COM. Dwarf Fortress. Brood War. Wizardry VII. The "classic" Quake and Unreal Tournament games. The original Doom (why do level designs suck so hard today, anyway?). Deus Ex. There are a ton of games that I love, but these are the most perfect - the games whose flaws are unseen behind the blinding light of their overall brilliance. Aside from my love of games and systems, I have a university education mostly consisting of physics, mathematics, numerical analysis, and programming. I currently work as a mathematical consultant. That's a really terrible and short title I use to tell people who ask what I do. I solve mathematical problems and work with mathematical systems, mostly doing stuff like optimization but often end up solving open-ended problems that require a wide array of problem-solving techniques. I don't have a steady employer, but I'm interested in finding one. I currently live in Canada but am a US citizen. If you're looking for someone to solve mathematical problems, make sense of data, or similar I can help you - send me a PM. + Show Spoiler [Things Some Don't Know] + There are some things that people don't know either through plain ignorance or because of widespread misinformation. Instead of making it a point to demonstrate these things throughout this post, I'll just list them here. 1. The first level of laser sight reduces hip COF by 33%. The second level reduces it by 50%. 2. Forward grips not only reduce horizontal recoil but vertical recoil as well - and much more than compensators. Whether it's a bug or intended or whatever doesn't matter - that's how it is and how it's been since the game launched (possibly before). Stop telling newbies to buy a compensator as their first attachment for a Gauss SAW! 3. Compensators do reduce vertical recoil. If you can't tell the difference, get out of the warpgate with the weapon and use it for a few hours then switch back. If you still can't tell the difference, whether or not it works is unimportant to your skill level. 4. Bullet drop is a completely irrelevant stat unless you've progressed in skill to the point where bullet drop is a completely irrelevant stat. The only time bullet drop is an advantage is when suppressors come into play - one of the reasons I think the suppressor velocity penalty should be reduced slightly. 5. VS bolt actions all have bullet drop. In fact, all the bolt action rifles in the entire game are exact copies of each other. The only time this was ever not true was before they nerfed the LA-80 bullet velocity (NC). 6. On the same note, there isn't a sniper rifle that is a one-shot kill to the body or anywhere but the head. The number of times I've seen this myth repeated is disturbing. If someone kills you in 1 shot with a sniper rifle it was because you already took significant damage or the attacker took the time to properly punish you for standing still. 7. You can damage ESFs with your infantry guns - even your pistols. + Show Spoiler [Slight Disclaimer] + Despite all the :words: I've written on the subject below, try to keep in mind that the gunplay is fairly balanced in Planetside 2 and that gunplay balance is a minor issue in the grand scheme of things. The worst problems present in this arena are flinching and the existence of inferior weapons which ought to be sidegrades. In the world of minor issues of gunplay balance, these are the worst by far - other problems with gunplay balance are tiny in comparison. + Show Spoiler [PS2 Analysis] + What is the best gun? Everyone wants an answer to that question, but I'm going to warn against it. It's really the wrong question. Some guns are situationally better than other guns but also situationally worse. In theory, all guns have a place since they're supposedly sidegrades, but that just isn't the case right now - some guns are just bad. What we really should be asking is what is the best gun for a specific situation. Now, as it turns out most experienced players can already answer this question without my help. However, what I'm trying to bring to the table here is the "exact" relationships between the guns and explanatory mathematical evidence that they are indeed well-suited to the tasks we have in mind for them. + Show Spoiler [alternately...] + Which faction has the best guns? This is a well-intentioned but awful question with all kinds of negative insinuation. The guns in Planetside 2 are so damned similar across factions that it makes no sense to categorize them by faction. The fact that you chose one of the factions and are "stuck" using (generally) 1 out of 3 extremely similar possibilities does not make this any different. The factional balance in this game is extremely close because the different "patterns" they use to make similar guns dissimilar across factions offer different advantages in different situations. It's better and more insightful to ask about the classes of guns and which ones are the "best" overall. The following are some of my opinions - opinions being things that you cannot back up with evidence, thus there is no argument to be had. My criteria for the best gun in a certain category is one that I perceive as having the fewest weaknesses - i.e. the gun with the lowest overall opportunity cost. LMG - The best overall LMG I would give to the Pulsar LSW (VS). Its unidirectional recoil along with its generous magazine size and good ROF make it an LMG that is very good in any situation. It is the only truly jack-of-all-trades gun in the entire game - it is not weak any range but also not super-strong at any range. The GD-22S (NC) gets a close runner-up prize here. The raw accuracy of this gun in conjunction with its very strong damage curve and unmatched burst fire far outweigh the disadvantage of its low ROF. The GD-22S actually is the automatic sniper rifle everyone claims the Gauss SAW to be. Its weaknesses in close range are outweighed by its ridiculous strengths at medium and long ranges. If flinch didn't exist in the game, this category would be a tie or a straight win for the GD-22S. AR - The best overall AR is probably the TAR (TR) with the GR-22 as a runner-up. High capacity magazine, high ROF, unidirectional recoil, increased ADS movespeed, and advanced laser sight - this gun is extremely powerful in close range, very deadly at medium, and still usable at long range thanks to its large magazine and good bullet velocity. Carbine - This one is too tough to call. Tie between the VX6-7 (VS) and the Lynx (TR) with the GD-7F (NC) getting a close runner-up. These are all high-ROF unidirectional recoil weapons with advanced laser sights. The VX6-7 has an extremely small hipfire COF, giving it an accuracy advantage over the other weapons in close range, but it lacks in burst fire ability. The Lynx has a 40 round magazine and increased ADS movespeed. The GD-7F, while it suffers for reload speed and COF per shot, has a slight ROF edge, and its noticeably better bullet velocity makes it the best out of these 3 at longer range. These guns dominate close combat and are contenders for the kings of medium range as well. Pistols - The Magshot was the undisputed king of sidearms until they completed the copy-paste on the Manticore - now both these pistols are more or less reskins of each other. For sidearms, their versatility and usability at any range is unmatched. First some context and discussions to guard against misinterpretation. + Show Spoiler [Rate of Fire] + As it currently stands, rate of fire (ROF) is a disproportionately good stat in ways that are hard to represent mathematically. Something with twice the ROF has twice the DPS and thus has half the expected TTK - that's all easy math. But there are other effects as well. + Show Spoiler [FPS] + First person shooters operate very very differently with different levels of FPS. I think most FirstPS players would agree that the difference between 140 and 100 FPS is significantly less than the difference between 100 and 60 FPS. Exactly the nature of this difference is unknown as its tied up in many different fields of psychology and human biology. Either way, playing an FPS at 100 FPS is extremely different from playing one at 60. Why does FPS affect aiming? Imagine what happens to you when you're shooting at someone that is moving ( purty pikchur ) The target is moving around, sometimes with a very complicated velocity. Your brain uses its amazing abilities at analyzing differential equations and builds up a model of not only where the target is likely to be but also where he'll be heading when he gets there. You end up deciding that, at some time in very near future, he will be at a certain spot - and that's where you aim and fire. So you (1) examine where the target is and where he's going, (2) formulate an estimation based on experience/inference/instinct/whatever of his next move, (3) use that estimation to determine where he'll be in the very near future, and then fire the shot. You do this kind of work even in hitscan FPS games where there is no bullet travel time. Imagine a runner doing laps around a track. Where will he be 5 seconds from now? That question is pretty easy to answer - look where he is, follow a little bit ahead on the track keeping in mind his velocity, and make a prediction. Now where will he be in 10 seconds? That's a little bit harder. What about 30 or 60 seconds? 1000 seconds? Just using your physicial intuition, even in this very controlled scenario with very few variables, it's tough to predict very far ahead. The fact of the matter is that mathematics itself conspires against us looking too far into the future, guaranteeing that not only is the work significantly harder but the errors are going to get worse and worse. We are better off trying to make predictions for times closer to the present information than farther away. The process of examination, formulation, and prediction does not happen just once. It is a continuing cycle. Why do we not just work it out all at once and be done with it? Because it's hard to look very far into the future. It's easier if we do a simpler set of calculations and guesses and make more predictions that are only good short-term rather than making one big prediction and working really hard on it. This is why bullet velocity is such an important stat for shooting targets farther away - having to lead them less means you will have an easier time running your prediction engine successfully because your predictions don't need to be as far into the future. Higher FPS is basically an increase in the speed at which we obtain accurate information about our target. Imagine you had 1 FPS and were trying to lead your target. For a whole second you will see where he was at the beginning of the frame and have all that time to formulate where he will be just 1 second later. Even then it will be so much more difficult to do than to fire at the same target with 60 FPS. Why? Because every frame is another opportunity for your brain to update all the variables involved. Better, more accurate updates means better predictions. 'Garbage in, garbage out' in reverse. So why is this discussion under ROF? Two reasons. First, ROF provides a similar advantage that FPS does to aiming. Imagine two guns, one does 500 damage and can fire once a second. The other does 1 damage and can fire 500 times a second. They are identical otherwise. Which gun is easier to aim with? The higher ROF one for sure. But why is that? When firing rounds in a non-hitscan game, your brain also keeps track of where the tracers went. If you fired a bullet at a spot you predicted the target would be and it misses to the right, you don't throw up your hands in frustration that your prediction engine was wrong, you simply fire the next shot a little bit more to the left. You get more opportunities to do this process of prediction, experiment, and adjustment with a higher ROF weapon than with a lower ROF weapon. The second reason ROF is under the FPS section is that ROF is more favorable under bad FPS - and Planetside 2 currently just does not run at good FPS for most people. The best I get in a big fight is 30-40 (30 being something I consider basically unplayable), and I have a reasonably powerful machine. In low FPS scenarios, your prediction engine is running slower than it should be. The only thing that can pick up the slack is the tracer experiment, allowing you to "bypass" the limitation on the predictions you can make. In a perfect world, we'd all be running our prediction engines in conjunction with our tracer experiments. But as it is right now, we often get worlds better input from our tracer experiments because of low FPS artificially decreasing information about our target. + Show Spoiler [Higher DPS] + For whatever reason, the developers have decided that higher ROF weapons should have higher DPS than low ROF weapons. Even at DPS parity, higher ROF weapons have quality of life and situational advantages that high-damage low-ROF weapons lack. So making higher-damage lower-ROF weapons have less raw DPS is certainly puzzling - but that's the way it is, and I don't see them backing out on this front. + Show Spoiler [Flinching] + There is a mechanic in the game where when you take damage from fire, it smacks your camera around in a very jarring way. This flinch mechanic does not account for or scale with damage, but it scales really hard with ROF. This is one reason the Gauss SAW and AC-X11 are so underwhelming in even firefight situations - if you begin to take fire, you likely need to retreat even if you fired first. I don't see this mechanic as anything but a (very) weak appeal to realism. You can't make tactical use of flinching, it's just something that happens when you (already successfully) shot someone. I don't see what benefit it adds to the game or how it makes the game better in any way - so I would personally advocate for its removal. If it's not removed, however, it really needs to be refactored so that it doesn't obsolete low-ROF guns like it currently does. This mechanic, as it currently stands in the game, simply punishes a certain playstyle. + Show Spoiler [The Worst Mechanic in the Game] + There are certainly a lot of "non-optimal" gunplay mechanics in the game, but flinching has to be top contender for the worst. I hid this discussion away because it's somewhat off-topic. The rest of this section provides context with which to view the nanoweave and gun performance analyses at the end of the post - this little section here is for me to basically bitch about this terrible mechanic. What makes flinching so bad? The main issue is that flinching (as of the time of this writing) is a culling mechanic which invalidates a large amount of content present in the game. Imagine playing an RPG with a huge amount of diverse abilities and ways to build your character. Now imagine that you can build a character around stunlocking - i.e. you can load this character up on stuns so that it can constantly stun opponents. Even worse, imagine that the enemies in the game are consistently designed to stunlock. All character builds that aren't stunlock-oriented are invalidated. What do I mean by invalidated? I mean that all other character builds are suboptimal in comparison. Given two groups of enemies to fight, any player-based character would struggle more with a stunlocking group than a non-stunlocking group. The game has made the player choose between being efficient and being allowed to explore the diversity of the rest of the combat mechanics. Suppose we have a non-stunlock character build. It has balanced fights against non-stunlock opponents - in these fights we can see all the glorious diversity allowed by the game mechanics. However, when this character build is met up with stunlocking opponents, it simply loses - in efficiency if not altogether. Stunlocking is a mechanic which, by design, overrides other game mechanics. Flinching is Planetside 2's stunlock. Take two players of equal skill. Give one of them a high-ROF weapon and the other a low-ROF weapon. For the purpose of this experiment, make the weapons deal the same DPS (in Planetside 2, low-ROF weapons always deal less DPS) and have their other stats scaled appropriately. Have them duel 100 times. I can guarantee that the player with the high-ROF weapon will win the majority of duels, primarily because of the flinch mechanic. Player 1 will have better flinch coverage (more reliably flinches the target) and a better defense/reaction against flinch (more reliably flinches the target while being flinched). This means Player 1 is more likely to cause Player 2 to miss shots than vice versa. People offer all kinds of "advice" about how to "counter" flinching. The problem is that all the "counters" to flinching (e.g. "don't get shot first, take cover and flank, run away if you take the first hit") can be utilized by players who are "built" for flinching - i.e. players who are using high-ROF weapons. This is exactly the situation with the RPG where stunlocking is the king of builds - stunlockers are the strongest opponents of other stunlockers. It's not just low-ROF automatics that get hurt by flinching, either. The worst casualties of this problem, the guns that have been the "most invalidated", are the semi-automatics. Why are the battle rifles so bad? Primarily because of flinch. There are other reasons (their low bullet velocity is a big one), but flinch is the knife in the gut. I play primarily infiltrator, and one of my biggest frustrations with the game is how it punishes me for trying to use the Nyx - the VS semi-auto scout rifle. There has never been any other gun in the game where I've consistently had the experience of firing on someone from behind and being unable to land that last killing bullet because the target literally turned around and flinched me until death + Show Spoiler [ironically...] + This is the main argument people use to support flinch, i.e. they don't want some guy to turn around and kill them after they've walked up behind them and started firing first. Is this just me being bad at the game? Maybe to some degree, but it's mostly the game punishing me for choosing to use a sub-par weapon. One other thing to note is that flinching doesn't only punish low-ROF weapons; it punishes aiming in general (as does screen shake). Flinching when not ADS is barely noticeable and has no real effect on the victim. This makes it so that hipfiring is the default preferred method of firing rather than being a sidegrade-oriented playstyle or a situational benefit (going ADS takes precious milliseconds that sometimes will get you killed). All that said, what does the game reward? If we should avoid low-ROF and semi-auto weapons, what should we go for to properly participate in efficient, effective combat? Probably anyone with enough experience playing this game will have the same answer: the high-ROF hip-fire weapons such as the VX6-7, the LC2 Lynx, and the GD-7F. These carbines have extreme ROF, giving them among the highest flinching capabilities in the game. In addition, they also all come with Advanced Laser Sight upgrades, allowing them to bypass flinch from opponents very effectively. It's like a Sword of Flinching with a +5 Resistance to Flinch pommel. Those of you complaining about the "lack of metagame" - these guns are the metagame (sadly, I'm only half-joking). They all also have unidirectional recoil and thus aren't "capped" in their ranged ability like their balanced recoil "sidegrades". If they could be said to have disadvantages it's that they only have average First Shot Recoil (except the VX6-7 which has the worst in the game) and they have lower bullet velocities (except the GD-7F which has average bullet velocity [4th out of 10 velocities]). In addition to being flinch-dealing, flinch-resistant weapons, they also are too good at range in comparison to the other carbines. If you compare the Solstice to the VX6-7, the Solstice just doesn't stack up except at longer ranges. These weapons which should be highly-specialized sidegrades meant for close-combat domination are too good in other areas, making them jack of all trades. They deal the best flinch, they have the best resistance to flinch, they are extremely strong in CQC and are quite good at medium range and workable at long. There is no reason to use any other weapon because its advantages over these guns will be overshadowed by its disadvantage with respect to them - i.e. the opportunity cost of not using these guns is too damn high. Shotguns are better in close range but practically unusuable anywhere else. Some of the SMGs are arguably better than these guns in close range, but they fall very short at mid range and beyond. The "sniper" carbines (like the Pulsar C [one of my favorite weapons, btw]) are better at long range but will lose the flinch war at medium and are just plain worse in close. The versatility of these weapons, their power at every range, violates the sidegrades philosophy and instead makes all other guns niche weapons in comparison to their "ultimate soldier" status. The fact that they are also the best flinchers and have the best defense against flinchers is just a joke and highlights all the problems associated with flinching and all the potentially cool and interesting content the game would otherwise have to offer. I'm not trying to pick on these weapons. The major problem with them is the flinch mechanic which serves only to multiply their advantages to the point where they are no longer sidegrades. SOE, if you are reading this, I want to play your game in its fullness. I want to spend money on the battle rifle and not regret it. I want to get Auraxium on the Nyx without it being a badge of suffering. Remove flinch from the game or at the very least remove the advantage that high ROF provides with flinch. Just as an addendum, I'm totally fine with keeping flinch on sniper rifles, or even making it worse, for balance/gameplay reasons. + Show Spoiler [Nauseous Camera] + There is a mechanic in the game where the camera smoothly but very randomly "wanders" around when an explosion happens nearby and you are ADS. As far as I can tell, it's not easily counterable. This favors high ROF hugely because the probability that you hit something during the duration of this strange effect is dominated by how many bullets you can spew out. This is yet another mechanic that seems to weakly appeal to realism. There is currently no way to take tactical advantage of this effect - so all it really does is add a little bit of frustration for players trying to ADS. I would advocate for its removal as it's not something that can be balanced out to not favor high ROF. + Show Spoiler [Recoil] + Recoil is a strange mechanic to me that seems driven by realism more than anything else. In Planetside 2, recoil is learnable and counterable with the exception of balanced recoil. The only difference between regular recoil and balanced recoil is that balanced recoil is random - it chooses on each shot whether to bump left or right. Because you don't know which way it's going to go, all you can do is try to compensate after it happens. The end effect of this is decreased accuracy at range. If I had to describe it in other terms, I would say it's like additional COF - it basically causes you to miss more than you should. But all other recoil can be learned and countered. This means that this unidirectional recoil has no effect on accuracy in the limit of practiced aiming. That might go against intuition, but I can demonstrate with + Show Spoiler [Graphs Here] + Uncountered Recoil This is the vertical recoil from the TRAC-5, the default TR carbine. If you don't counter recoil, it bumps up your camera very sharply, with the first shot being worse (sometimes much worse). Counter-motion This is the kind of a motion a person (i.e. not a machine) would use to counter the recoil shown above. It's a smooth downward pull apart from a brief faster jerk downwards for that first shot. It takes some time to learn this motion. Guns with low First Shot Recoil are noticeably easier to counter. Countered Recoil Here we can see the end result of a person countering recoil using smooth motions. The jagged peaks are a good visualization of what happens in reality - the camera bumps jarringly but predictably. Notice how effectively the second graph applied to the first graph brings it down to the target on every single shot. If the game didn't have COF, this means someone with good enough aim and recoil management could be 100% accurate. Countering directional recoil uses the same idea. Observe the directionality, form a counter-motion, practice it. Luckily our brains are adept at dealing with vector addition like this. It would be dishonest not to mention that there is technically some randomness on a per-gun basis when it comes to unidirectional horizontal recoil. There is a range of angles that the gun can bump towards. Fortunately, it seems that these ranges are quite small and we can effectively counter this recoil by using the average angle. The easiest way to do this, as always, is to simply fire some patterns on the wall and see what the behavior is in order to counter it. + Show Spoiler [Accuracy] + There are two distinct accuracies with two different semantic meanings for the purposes of this discussion. There is 'accuracy' which is a description of weapons, and then there is 'accuracy' which is a player-based stat. The two are barely related and too often conflated. Player accuracy is split into two bits as well: the idea of player accuracy and the actual in-game stat. The actual in-game stat is fairly pointless - it's more an indicator of playstyle than anything else. If you tend to fight close more, your accuracy will be higher than if you tend to fight at standoff range. If you diligently pour small-arms fire at ESFs (something I personally do and recommend to everyone), your accuracy stat will be lower than someone with the same playstyle who holds their fire against ESFs. If you provide suppression for your allies running into a doorway, you are firing with the intent to delay rather than to kill (something else I highly recommend, especially as HA) - your accuracy still will be artificially lowered. The idea of player accuracy is difficult to keep track of in terms of stats. Player accuracy is dominated almost entirely by a player's skill at aiming - not the guns they tend to use (at least with automatics), not the playstyle they prefer. Weapon accuracy does not form the basis of player accuracy - it is something that players will work with or around and is only a minor factor when compared with aiming. Its contribution to performance is dwarfed by aiming except in extreme circumstances. Weapon accuracy is determined by a single all-encompassing statistic called COF. The COF (cone of fire) is so crucial to how guns work that I need to go into great detail about it. + Show Spoiler [COF] + What exactly is COF? Well the idea of cone of fire is much like this. There is an imagined cone emanating from the barrel of a weapon, the angle and characteristics of which describe the possible paths a bullet can follow. The target zone (the circle at the bottom of the cone) encompasses all the possible spots at which the bullet could land. In effect, the circle at the bottom is what you want to project onto your target so that the target is 100% inside the circle, guaranteeing that your shot will hit. It's obvious from this formulation that a smaller circle (and thus a smaller cone angle) is what we want - if the area of the circle is smaller, you can make more effective guarantees about where the bullet will land. But what does the actual COF number in the accepted stats mean? If we project the cone onto 2 dimensions, we get a triangle that is isosceles - we can split it into two equal right triangles. From the peak of the triangle to the base is some height h. The base of the triangle is simply the diameter of the target zone circle - so half that is the radius r of the circle. The primary angle is what tells us how big the target zone is going to be or, in the terms we've chosen, how big r is going to be - we'll call this angle 2*alpha for convenience. The COF stat is most likely to be either 2*alpha or r. Now how could it be r? That can change with distance. For example, the difference in height your bullet can reach in COF can change drastically depending on how far you are away from your target. If you're 5 meters from a wall, the height spread of a shot is going to measured in millimeters. But if you're 100m from the same wall, the height spread could be much more. It occurred to me that I had no practical way to reliably measure angles in the game. So what I did was try to prove or disprove that the COF stat is related to r instead. After a bit of thinking, I came up with an easy method. Everyone knows about the targetting crosshairs that helpfully show not only where the middle of the screen is, but also relate to the size of your COF. Consider the cone of fire emanating not from the barrel of your weapon but from your eyes (or at least where your eyes are). When this cone of fire intersects with your monitor, the target zone (the circle where the bullet will land) is displayed as those crosshairs. This means those crosshairs are directly related with r. And since it's a "fixed" distance between your eyes and the monitor, r and alpha have a direct relationship unaffected by h. This is why the COF stat could be related to either of those numbers. I looked around quite a lot, and though everyone had their own opinion about what COF was, I never found a definitive statement from a reliable source what it actually meant. So I did some investigation. I took weapons with known COF values (standing still, looking from the hip) and took screenshots of targetting crosshairs of each of them. I didn't know whether the COF value was associated with the outer perimeter or with the inner perimeter - so I isolated them both. + Show Spoiler [COF Measurement] + Note: All the calculations I do are in floating point precision (not double) to closer mimic what the game engine likely uses, but I show most values as 4 decimal digits for space and demonstrative purposes. The given, known COF values that I tested are COFs = 1.0000 1.2500 1.5000 2.0000 2.5000 3.0000 5.0000 5.5000 6.5000 and the measured values of the inner and outer radii (in pixels) are
Notice that the COFs start at one and grow slowly. I try to emulate this behavior by dividing each set of radii by its first entry.
Look how very close the innerRadii are in comparison to the COFs. They're surely the ones that represent the COFs - so I'm going to conclusively state that the target zone is contained inside the little crosshairs. This might be "obvious" to FPS players, but the kind of answers I'm trying to get at demand that I make no assumptions until I'm out of options. There are some slight deviations between the scaled radii and the COFs.
At first it appears that the COF values and the measured radius of the crosshairs has a direct one-to-one (linear) relationship, but the measured values and the known COF values are growing farther apart as the COF value increases. To understand why, we need to work out some of the relationships involved in the triangle using some simple This is evidence that the COF stat might actually be the angle 2*alpha. Anyone with engineering or physics background is likely to know about the small-angle approximation that sin(x) = x if x is sufficiently small. It takes the sine function a bit to get going so zoomed in towards x=0 sin(x) looks very much like x. This would explain how r and alpha appear to have a one-to-one relationship at first but start to diverge farther away. Now we can start making some assumptions. Let's assume that COF is the angle 2*alpha. We have a measured relationship between r and alpha and a theorized relationship as well ( sin(alpha) ~ r or arcsin(r) ~ alpha). So let's compare them. Using a computer it's simple to construct our theorized model and to automatically account for conversions (remember, the measurements we have are in pixels, not in whatever elemental units the game engine or original designer intended). It's not an exact fit, but it's damned close. There are considerable sources of error each step along the way - even the precise measurements made of the radii suffer from being converted from floating point into discrete pixels. This close relationship along with the other suggestive evidence makes me confident enough to declare that the COF stat is the angle 2*alpha (in degrees, not radians). We'll keep in mind that we have a simulated relationship between the COF stat and the target zone radius (in pixels) because it will be useful later on. + Show Spoiler [TLDR] + The COF stat is the cone angle in degrees. The targetting crosshairs lie outside the perimeter of the actual hit zone. + Show Spoiler [Burst Fire and COF] + Why would we ever burst fire? I've seen some truly awful explanations involving recoil, but the real answer is that it dramatically reduces the average COF per bullet which causes our accuracy to skyrocket. If I was asked, without having access to the accepted stats, what the effect of pausing between shots did to COF, I would have said that as soon as we lift our finger off the mouse button COF is set back to its base value. However, the keepers of the stats claim that COF drops by 20 per second in this case. To put that in perspective, the fastest-firing non-SMG in the game fires at 845 rounds per minute or ~14 rounds per second. That is a refire time (time between bullets) of .071 seconds or 71 milliseconds. If we pause for the duration of one shot between shots, we can shed up to 1.42 COF. That is a huge amount considering that most ADS COF when moving starts at .3 or .4 and only gains .05 per shot. Let's do an example. Consider the TRAC-5 (the default TR carbine) which has .3 base ADS COF and .05 gain per shot. We'll simulate firing 20 rounds full auto and in 10-shot bursts. After 20 shots full auto, the TRAC-5 has .3 + 20*.05 = 1.3 COF. After 10 shots full auto, the TRAC-5 has .3 + 10*.05 = 0.8 COF. What about the average COF per shot? Full auto it comes out to .825 per shot where burst fire comes out to .575 per shot. Burst fire has 30% less average COF per shot at the expense of taking the time of 21 shots instead of 20. Burst fire is obviously great on any gun for this reason, but it's much better and more consistent on guns with low First Shot Recoil. Whenever a gun's stats don't seem to make sense in the grand scheme of things, look to its FSR. Take the NS-11A (NS medic gun) or CME (VS medic gun) for example. Subpar ROF without a damage increase. What's the point? The FSR multiplier is 3x which is the worst in the game. This is a signal that this gun is designed for full auto fire, and we can see evidence of that in its other stats. They both have unidirectional recoil and very low base ADS COF. Look at the VX6-7, another 3x FSR. It's a hipfire-specialized high-ROF carbine. The FSR is an attempt to keep its potential for medium and longer range in check. Look at low-ROF high-damage weapons. AC-X11, Pulsar C, GD-22S, TMG-50 - these all have very low 1.5 FSR. In fact the only notable gun in the game with higher ROF and low FSR is the SVA-88 (VS LMG with 1.5 FSR and 698 ROF) - definitely an interesting outlier since VS guns tend to have the worst FSR in their class. These guns are simply amazing at consistent burst fire and so allow a player to more easily make the most of them at longer ranges. Now that those are out of the way, we'll jump right into nanoweave armor. + Show Spoiler [Nanoweave Analysis] + Nanoweave armor is a much more interesting armor choice than most people believe. The common method of understanding the utility of nanoweave is to examine a gun or a specific bullet damage, e.g. 143. 1000/143 = ~6.99 so it would take 7 shots to kill. Nanoweave at level 1 adds 10% onto your health value (500 for everyone) so 50 additional health. Does nanoweave have any effect then on guns that do 143 damage? 1050/143 = ~7.3 so it would now take 8 bullets to kill. What about max level nanoweave? That's 25% extra health, so a total of 1125. 1125/143 = ~7.87 so it's still 8 shots to kill. You'd be wasting well over 1000 certs for nothing. Everything I've just said is wrong - or, at least, terribly incomplete - and illustrates the flaws in trying to approach nanoweave armor as a simple, straightforward concept. The whole reason we consider getting nanoweave is to increase shots to kill. Shots to kill is our measure of effectiveness here; we need to be direct and do the following:
What about with nanoweave armor? Here's the first level for a non-infiltrator.
If we do this for every possible total health value, we get a big list of important damages that represent shots to kill breakpoints. These are the damages we want to know about. You'll see that some of them are bullet damages that show up in the accepted stats. Others are close. But still that's not terribly relevant or useful information. Weapon damage in Planetside 2 is tied very heavily into distance - it starts to degrade linearly after 10m down to its minimum listed value. What we really would like is a way to identify at what distances the shots to kill change for each weapon - and then to see how nanoweave affects those distances. Well, here's an example. + Show Spoiler [How To Read That] + Nanoweave levels are indicated in the following order from 1 (no nanoweave) to 6 (level 5 nanoweave): cross, circle, asterisk, star, triangle, square. The cross and square are red and purple while the rest are orange. Shots to kill numbers are interpreted as indicating the shots to kill to the left of the number. The numbers and markers are placed at exactly the spot where the health evenly divides into that number. Now let's look at that example closely. Let's take a specific marker - the 8 shots breakpoints just above 130 damage. This spot represents nanoweave armor level 1. At this range (just over 30 meters) a TRAC-5 shooting you will drop you in 8 shots. If you're very slightly farther away, it will take them 9 shots. Now what if we upgrade to max nanoweave? That's the square marker at about 15m, slightly over 140 damage. The situation has changed dramatically. Rather than being an 8-shot kill at 30m, we are now an 8-shot kill at 15m. It's only 15m but those 15m encompass a huge amount of gameplay scenarios. In addition, what other benefits did we gain? Past 40m, where a non-nanoweave player is an 8-shot kill, we are now a 9-shot kill (the 8 and 9 markers are on top of of each other because they are at the same damage point). Once again, just to stress the idea, nanoweave is about gaining advantages at certain distances. Talking about damage or health is just going to confuse the issue - distances. Let's look at one more example. With nanoweave 4, an infiltrator goes from being a 7-shot kill at 35m to a 7-shot kill at about 11m. That is a drastic change in terms of practical effect on the battlefield. And it is completely counter to the common knowledge that nanoweave is useless on infiltrators unless you have level 5. + Show Spoiler [The Problem with Nanoweave] + Nanoweave armor is a mechanic that gets poor marks from me in every category. It's difficult to understand and doesn't communicate its benefit effectively - it's probably the worst-interpreted bonus in the entire game. It's one of those lame "spend a week grinding 1000 certs" direct power bumps that give pure power for time spent playing the game. It adversely affects gun balance since it hurts high-damage low-ROF guns more (SOE does not like these guns). There is just nothing delightful to say about it. Nanoweave armor really needs to be changed to correct all of these problems. There are tons of ways you could do this. One way is to change nanoweave armor into an additional shield rather than adding to HP. This shield would negate entirely (as in, they deal 0 damage) 2 bullets from a 143 damage weapon, 1 bullet from a 167 damage weapon, and 0 bullets from a 200+ damage weapon. Additionally, a headshot from any weapon removes the shield entirely but reduces the headshot multiplier. Certing further into it, rather than blatantly increasing its power, could lower the cooldown of the shield regeneration. This idea has flaws to it. However, it makes nanoweave armor strictly about bullets (no effect on explosions etc. just like flak armor has no effect on bullets), and has more easily understood utility without unnecessarily favoring high-ROF weapons. In terms of its effectiveness, I'd say the best classes to use nanoweave on are Light Assault and Infiltrator. LAs and infis can more easily avoid vehicles and grenade spam than other classes and benefit more from survivability than the other classes due to their ability to "reset" or evade fights. Medics, engis, and HAs tend to be spammed by grenades and tanks so would suffer the loss of flak armor. I tried to think of helpful ways to display the nanoweave information so that it's usable by a normal person without significant time investment required, but I couldn't figure it out. Here are nanoweave graphs for standard and infiltrator armors for every (known) individual damage pattern. + Show Spoiler [How to Read These] + I will give a series of numbers like the following:
Ignore the zeros - they are for spacing and algorithmic handling. These numbers are in meters and denote the range of each nanoweave breakpoint. Every row of numbers represents a level of nanoweave (starting with 0). So the top row is nanoweave 0, the second is nanoweave 1, and the last is nanoweave 5. The numbers in each row denote the range in meters that a Shots To Kill (STK) breakpoint is reached. Maximum damage breakpoints are ignored. For example, if your weapon does 143 damage initially, it experiences a STK breakpoint at nanoweave 1. This is not listed or denoted anywhere on these graphs because it's a simple straightforward calculation and already part of common knowledge (and mostly unimportant except for the extreme-CQC-obsessed). These numbers are meant to be used in conjunction with the graphs for those who want more precise figures than can be gleaned from the graphs. + Show Spoiler [143-10 to 125-65 (CARV)] + Standard Infiltrator
+ Show Spoiler [143-10 to 112-115 (Orion)] + + Show Spoiler [143-10 to 112-65 (TRAC-5)] + + Show Spoiler [143-10 to 100-115 (Solstice)] + Standard Infil
+ Show Spoiler [167-10 to 143-75 (TMG-50)] + + Show Spoiler [167-10 to 125-75 (AF-19 Mercenary)] + Standard Infil
+ Show Spoiler [167-10 to 125-125 (Flare)] + Standard Infil
+ Show Spoiler [167-10 to 112-115 (Pulsar C)] + Standard Infil
+ Show Spoiler [200-10 to 167-85 (NC6 Gauss SAW)] + + Show Spoiler [200-10 to 143-85 (AC-X11)] + + Show Spoiler [Gun Performance] + Just to repeat what I've said earlier: gun performance is mostly dominated by player skill (aim). Player skill is the baseline or the foundation of a gun's effectiveness - the gun's actual stats are a sort of modifier to that. With that said, if we assume perfect player skill, we can compare the guns "in a vacuum". We've already extensively discussed COF and how it affects weapon accuracy. What we want to do now is ask ourselves how weapon accuracy affects in-game performance - i.e. how good is a gun at dealing damage in general. The targets that we shoot at are generally other people. And we know that shooting at someone closer is easier (if they're standing still, at least) than shooting at someone farther away. This intuitive understanding is echoed by the nature of weapon COF - there is a circular target zone that we want to project over our target in order to hit it. What we need to analyze weapon accuracy fully is something to compare a gun's COF stat with. We need a sort of target "COF" that we can compare to the weapon COF. But what are we actually doing? The mechanics in play can be boiled down to looking at areas of the screen. The weapon COF is projected as a circle on the screen. Anything inside the area of this circle (which is pi*r^2, something you can either look up or integrate) has a chance of being hit. The target size is represented on the screen by what is basically a rectangle. A character has a height and an average width - the area on the screen simply being represented by the multiplication of the two. If we assume perfect aim, we can simply compare the areas by setting them on top of each other. What does comparison of the areas accomplish exactly? Intuitively, we know this is how accuracy works, but what we are doing mathematically is looking at the ratio of the target area to the COF's target zone. If the target area fills up the whole circle, then we have 100% chance to hit the target. If the target area fills up half the area of the circle, we have 50% chance to hit. In short, (target area)/(target zone) = probability of a successful hit. + Show Spoiler [Some Details] + We have to be careful doing this. Obviously if a target area is 2x as big as the target zone, we don't have 200% chance to hit - only 100%. Additionally, we can't necessarily use the whole target area. If the target width is less than the the diameter of the target zone circle, we'll only measure the target height up to the diameter of the circle as well. This is the approximation I use and it can cause accuracy to be slightly artificially high. As we'll see later, I do some other approximations that cause the accuracy to be artificially low to "cancel" this out. Now that we have a "chance to hit" stat worked out, we need to figure out how to get target areas. Obviously, a target that is closer takes up more of the screen and has a larger area - and the reverse is true for targets farther away. This implies that our "chance to hit" stat is going to depend not only on COF but also on distance to the target. I took some measurements using the in-game waypoint system to determine distance. + Show Spoiler [Character Size] +
Examples at 10m and 30m and 65m. Heights and widths are all measured in pixels. Distances are in meters and given by the waypoint system. There is considerable error here at every junction. There is some error from attempting to stand a second character on top of the waypoint so that it's 0 meters from the origin - it's difficult and finicky to do this. Character size is not constrained by pixels in the game engine logic that determines bullet collision etc. In the widths, at least, there is going to be considerable error from disagreements between pixels and game engine units. There is also some "judgment" error since I had to arbitrarily choose an average width by eyeballing it. What I did was consciously choose average widths so that errors would be on the smaller side - that is, they would tend to reflect worse accuracy rather than better accuracy. What we really want is the heights and widths as functions of range, i.e. I pick a range that a target is at and want to know its target area. Then I can compare that to a weapon's COF and it will tell me the chance to hit at range. However all we have here are a few measurements. We need to work out the geometric relationships for target size just like we did for weapon COF and targetting crosshair radius. The math is very similar but the concepts are a bit different. With COF, we were working with a cone. What we have now more closely resembles a pyramid. Either way we can still project the situation into 2d and just work with triangles like before. With the COF, we were only interested in the projection onto the monitor (the target zone circle) and that meant that the distance between the base and the peak of the triangle was fixed - r and alpha varied together. However, in this situation, the height h of the target is fixed (characters don't grow or shrink in size!) and the distance d from the base to the peak of the triangle can vary from 0 to infinity. In short: for COF we wanted to know how r behaved when we changed alpha, but now we want to know how alpha behaves when we change d. When we measured screen pixels in the COF situation, we were in some sense measuring an actual distance. But in this situation, what we are measuring would more accurately be described as an angle. The angular size of the target changes based on distance. What's happening is that the angle the target takes up on our screen grows larger as it gets closer to us - so what we really are measuring with these screen pixels is the angle 2*alpha. Thus, we need a function for alpha. Unfortunately, we are left with a situation where we have too many unknown values for my taste. Now this is where things like optimization come in handy, but the fact is that we are working with "weak" data (in this case, measurements that are of questionable precision [measurements are limited by pixels whereas the game engine is limited only by floating point arithmetic] and accuracy [fuck if I know exactly how big the "box" should be to get the average width to emulate the game engine collision logic]). Computers don't care about weak data and will still find a "really good" answer, but I'd prefer to leave as little work to the machine as possible in this case since a "really good" answer will just be a wrong answer with very low error in comparison to measurements. I have some additional possible knowledge - I know for sure that r is some constant value (players don't change height unless they crouch), and I have a reasonable assumption that they are about the same height as we would expect people to be. Since d is in meters (provided by the in-game waypoint system), I need to take a guess at what r is in meters as well (the units in l must cancel out). I use the probably-wrong-but-not-too-far-off guess of r = 1m. It implies that characters are 2m tall (that's roughly 6'7") which is probably slightly over the actual value but not by so far that it will greatly affect the outcome. With that guess, I can come up with a solution for the height and use the outcome to get the width. These two can be multiplied to get the area which is what we wanted in the first place - the screen area in square pixels to compare to a gun's COF at whatever range we want. + Show Spoiler [Procedure - Shots to Kill] + Now that we have a way to get COF screen coverage and character size screen coverage at a distance, we can finally get some useful practical information. We can find the chance to hit a target at any range with any gun in any situation. But there are some details to look over before we dive right in. A gun's COF changes every time it fires a bullet. As an example, look at the TRAC-5. When ADS and moving, the COF is .3, but after firing a shot it becomes .35 then .4 and so on. So do I need to make 40 graphs to look at the chance to hit for each bullet? What do I do when I get to LMG's, make 100? The truth is, even if I did all that work, it wouldn't be helpful, informative, or easy to read. The whole point of using automatic weapons is having the ability to fire them full auto or fire bursts. This is what I'll be looking at - results of firing every round in the magazine full auto and in bursts. There are all kinds of stats we could look at just knowing chance to hit at range. We could look at expected damage of bursts or expected DPS or just about any kind of accuracy-relevant stat we could imagine. But if we had to pick one single revealing stat, it would be expected shots to kill (STK) at range. This will tell us what we can expect of our weapons at range and also is easily transformed into time to kill (TTK) based on bullet velocity and rate of fire. In summary, we are going to calculate expected STK at range and use that to get expected TTK. + Show Spoiler [Huge Disclaimer] + As of the time of this writing, the information regarding balanced horizontal recoil is not easily available. Without accurate numbers on a per-gun basis, I can't simulate the effect of balanced horizontal recoil on accuracy - so I've chosen to ignore it entirely. Just know that balanced horizontal recoil is ruinous to a gun's accuracy at longer ranges - the farther you go from 0m, the worse the accuracy penalty gets. In a worst-case scenario, even with perfect aim, balanced horizontal recoil is expected to cause an additional miss rate of 50%. That is drastic and something readers need to keep in mind. + Show Spoiler [Small Disclaimer] + The "journey" up to this point is filled with sources of error - i.e. we expect differences between our calculations and what will actually happen in the game engine. I've artificially limited the range at which we will look at weapon stats to 80m. In my professional opinion, things inside this range should be fairly accurate with only minor differences between game engine and calculations. It's important to note that the sources of error we met with are not random. This means that the relative value of calculations is not going to be questionable - better stats will show better performance. This is just a warning not to treat everything as if it's one-to-one with the game engine. Additionally, the examples shown will all assume 100% perfect aim, something even aimbots aren't sophisticated enough to do without altering weapon stats. + Show Spoiler [Deriving STK From CTH] + If we have chance to hit, how do we determine expected shots to kill? If bullet damage provides that a target will die in 10 shots, and we have 50% CTH, we expect that it will take 20 actual shots to kill the target. This does not mean it will definitely happen, it's just what we expect. Let's look at that another way. x * .5 = 10 In this situation, 'x' is what we're looking for - the effective shots to kill, the number of shots we'll need to actually fire to get the kill. What if we change the probability? x * .8 = 10 If we have 80% chance to hit instead, how many shots are we looking at firing? Just solve for 'x' again: 10/.8 = 12.5. Now before someone objects, yes we can't fire half of a shot in this game. This is just demonstrating that the expectation value is not necessarily a possible value - just like the expectation value for rolling a 6-sided die is 3.5. What this means in actual game terms is that we will often kill the target in 12 or 13 shots (though there are certainly other possibilities). Let's look at this a different way - from the perspective of each bullet firing individually. Each bullet can either hit (and so it adds 1 bullet to our tally of shots we need to kill the target) or miss (and so adds 0). Let's go back to a 50% chance to hit. With each bullet comes a 50% chance to add 1 to our tally but also a 50% chance to do nothing. What does that look like for 1 bullet? 1*.5 + 0*.5 = .5 This is just restating what we said before. If we fire 20 bullets, we'd just add up the previous statement 20 times. 1*.5 + 1*.5 + 1*.5 + ... + 1*.5 = 10 This is the same result as when we used x * .5 = 10 which it ought to be since the statistics shouldn't change based on how you look at them. I'm trying to lead to a subtler point, though, and that's the idea that each bullet we fire potentially has a different chance to hit because each bullet potentially has a different COF. What's the difference between firing two shots with 50% CTH and firing two shots, one with 30% and one with 70% CTH? 1*.5 + 1*.5 = 1 1*.3 + 1*.7 = 1 They have the same expectation value. The only difference between the two cases is we can't easily write down something and solve for 'x' in the second case - we have to add up each contribution from each individual bullet as there's no shortcut. So all that said, how do we get effective STK? We need an actual STK (i.e. how many direct shots it takes the target to die). We need information on every bullet (potentially every bullet in the magazine) to determine its CTH based on COF. With these two we can just do the following: 1*CTH1 + 1*CTH2 + 1*CTH3 + ... + 1*CTHn = STK Simple, right? Except there are some details we need to work out. First of all, how do we know how many bullets it will take to add up to the correct STK? We don't so we have to start with the first bullet, ask whether it's enough to add up to the STK, if not add the second bullet and so on until we add up to the STK. Secondly, what if the bullets don't add up exactly to the STK? Let's say the STK is 10, but we've added up a bunch of bullets and it turns out to be 9.99. We're going to reject that until it adds up to 10. What if the bullets add up to 10.2? Well that's more than we need, but sufficient is sufficient so that does the job. There are other ways we could have addressed these issues, but doing it this way sidesteps the "how do I calculate TTK for half a shot?" issue and neatly discretizes the bullets we need to fire. + Show Spoiler [Calculating TTK from STK] + Luckily, working out time to kill from shots to kill is very simple. Imagine the target is at a given distance standing still. From the time we pull the trigger to the time he dies is what we're trying to calculate. Each bullet after the first is separated by a refire time. Each bullet has a travel time, but we only need to calculate the last one since all others will arrive before it. Let's say we fire 5 shots. The time between the first and second shot is just the refire time. Same for the 3rd and 4th and for the 4th and 5th. To put that a different way. 1<-refire->2<-refire->3<-refire->4<-refire->5 5 Shots and 4 refires. The behavior is repeated with any number of shots, so we are looking at n-1 refires for n shots. Now what about travel time? Each bullet has a velocity, and we know the distance to the target - so we'll just work out the relationship between velocity and distance. The time-integral of velocity should give us distance traveled (from the differential relationship). Here we are looking for a specific constant distance, so x loses any time-dependence. We also are going to approximate that V is constant (it isn't constant in 1 dimension unless you have 0 bullet drop - but it's very, very close). An integral is just a linear operator so we can take constants outside of it leaving us with a trivial integral. In order to get the travel time t for a bullet fired at a target x meters away, we simply calculate x/V. So what is the final formula for TTK? It's simply (STK-1)*refireTime + travelTime That's for full auto fire. What about burst fire? It's not the Best Possible Way, but the method I use to burst fire is timing a "dead" shot between shots. In other words, I take a break of ~1 refire time before resuming fire. This is the way I've found to burst fire most consistently not necessarily with the most efficiency (i.e. highest DPS). To adjust the formula for this, we simply add 1 refireTime every n rounds where n is the number of shots in a burst. + Show Spoiler [Example: TRAC-5 and Solstice] + The TRAC-5 and Solstice, as the default TR and VS carbines, are likely some of the most used weapons in the game. They are also the source of oodles of vitriol and drama over complaints about factional balance. Naturally, I chose them for this reason. Hopefully everyone on any side of the "debate" can misinterpret the following information so that the universe can reach maximum entropy just a little bit sooner than it should. This example is calculated assuming the player is ADS and moving. + Show Spoiler [TRAC-5] + + Show Spoiler [Nanoweave] + Standard Infiltrator
+ Show Spoiler [Full Auto] + + Show Spoiler [5 Shot Burst] + + Show Spoiler [Solstice] + + Show Spoiler [Nanoweave] + Standard Infiltrator
+ Show Spoiler [Full Auto] + + Show Spoiler [5 Shot Burst] + + Show Spoiler [Comparison] + As a note, these all show differences between the two. They are given in the form gun1 - gun2 statistic meaning that we take the statistic of gun1 and subtract the statistic of gun2. + Show Spoiler [Bullet Damage] + Bullet damage isn't a terribly interesting statistic by itself because accuracy and rate of fire are more dominant in terms of TTK, but I'll post this for academic curiosity. Damage Difference + Show Spoiler [Full Auto] + + Show Spoiler [5 Shot Burst] + + Show Spoiler [Requests] + My work is pretty much "done" and I've satisfied myself looking into things I personally was interested in. Everything I've written is "automated" in the sense that I don't have to do much work to investigate a new gun. In the course of my investigation into the workings of Planetside 2, I've written about 2250 lines of code. It's all there and working, and I might as well use it to look into things some TL members are interested in. The only limitations are 1) only automatic weapons and 2) I can only compare 2 weapons to each other - it's much more difficult to compare 3 weapons to each other than 2 sets of 2 weapons to each other (i.e. 1 vs 2 and 2 vs. 3). Even comparing the same gun with different situations (i.e. ADS vs. Hipfire or moving vs. still) can be interesting. + Show Spoiler [Questions and Concerns] + I'm open to answering questions related to anything I've posted here. It's unlikely that I'm going to post the full array of code I've written (for several reasons), but I'm willing to answer questions about the algorithms used etc. If there are any errors, please send me a PM or post here pointing them out so that they can be squashed. /edit - Found an edge case bug, fixed it, and updated graphs in case it changed anything. | ||
Deleted User 101379
4849 Posts
I was on late, so i decided to join a random platoon in the list. Turns out one of Zukhovs usual squad leaders was leading it, so it was actually pretty decent. However, half an hour later he went offline and gave me platoon lead, so i had to command the only organized nightshift platoon left on Indar and somehow keep the map from turning red or purple against hordes of small squads or lone ghostcappers. Send one squad here, another one there, the third one to resecure another base, a firing team to yet another base, etc., fighting a constant battle against opponents just recapping everything we left. 2.5 hours later i can say that most of the time we managed to keep the north of indar safe and blue, pushing the VS back to crimson bluff and the TR to the TI alloys/Hvar line with 3 not even completely full squads in an open platoon where half the platoon members weren't even listening to anything anyone said. At least we got some really decent fights even far away from the crown and we managed to reconnect it so it's at least not compeltely useless. I just wanted to log on, fly around in a reaver while listening to the Album of Lindsey Stirling that i recently bought... and then it turned into something like a 2.5h match of SC2 with more split drops than MMA could manage. My head! ![]() It was great fun though. At the wall of text above, i'll read it once my head stops buzzing. I just skimmed it for now but couldn't find anything on the SMGs. What is your opinion about those? I think the new 50/60 shot SMG is almost as good as the GD-7F in CQC without the huge problem of running out of ammo all the time. It also has the same CoF increase in ADS and hipfire, so it might even be better for the playstyle you were used to. | ||
Mandini
United States1717 Posts
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DefMatrixUltra
Canada1992 Posts
On February 27 2013 15:01 Morfildur wrote: At the wall of text above, i'll read it once my head stops buzzing. I just skimmed it for now but couldn't find anything on the SMGs. What is your opinion about those? I think the new 50/60 shot SMG is almost as good as the GD-7F in CQC without the huge problem of running out of ammo all the time. It also has the same CoF increase in ADS and hipfire, so it might even be better for the playstyle you were used to. From the point of view of stats, the SMG stats are not currently filled out fully enough for me to analyze them using the methods above. I haven't played with any of the SMGs (new or old) extensively, but I can say that the new ones are pretty much straight upgrades to the old ones. With the old ones, there is no real choice except extended magazine for the rail slot. The new ones have a "free" accuracy upgrade (forward grip or advanced laser) in comparison to the old one. The NC one noticeably has unidirectional recoil. In comparison to the GD-7F, I'd say that the Blitz is better in close in every way except raw TTK. The Blitz is more accurate while moving (slightly better ADS and much better hipfiring), has more damage per magazine (and more total damage) and is going to reload faster on average. However, at medium, it's going to struggle against the GD-7F. If it works anything like the other weapons in the game, its damage curve is going to be extremely weak, giving it very high TTK farther out. Probably the worst aspect, though, is its bullet velocity. I suppose if you played with it for a long time and were able to maintain very high frames per second, you could manage. But the GD-7F has such dramatically better bullet velocity that aiming at range is going to be very handicapped for the Blitz. At long range, there's no point even contemplating. The reason I rated the GD-7F so highly was its overall versatility, and it still has that. If I was going to sacrifice versatility in a weapon, I'd do it in this order: long, close, medium. The plurality of combat in the game takes place at medium range (at least with the current base designs) so giving up effectiveness there is worse than anywhere else. If you lack close quarters effectiveness, you are more likely to be "hard-countered" because of the dramatic power of close-quarters-centric weapons, but the thing is you can actively avoid close quarters a great deal of the time. Mid-range fighting is not really optional except in biolabs. In comparison, I'd say the SMG is a pretty niche weapon - just not as niche as a shotgun. On February 27 2013 15:12 Mandini wrote: Def loves them spoiler tags. I personally prefer the shotgun and air vehicles, but its very useful information for those who want to min/max their loadouts. Also i find it funny that this post will probably be linked on reddit or the ps2 forum and you will get them upboats. In terms of utility, this post is designed to be pretty useless to non-TL members. TL members have the privilege of getting answers they want if they ask. Reddit can have their upboats. /edit - Also, as they're unable to upvote/downvote by paragraph or section, it's unlikely they'll be able to even read my post. ---------------Addendum So I went and bought the Sirius today and played it for about an hour until I realized I had a massive headache. Turns out there is a bug with its sprint motion that causes it to jar very sharply. | ||
BRaegO
United States243 Posts
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Body_Shield
Canada3368 Posts
On February 27 2013 21:27 DefMatrixUltra wrote: From the point of view of stats, the SMG stats are not currently filled out fully enough for me to analyze them using the methods above. I haven't played with any of the SMGs (new or old) extensively, but I can say that the new ones are pretty much straight upgrades to the old ones. With the old ones, there is no real choice except extended magazine for the rail slot. The new ones have a "free" accuracy upgrade (forward grip or advanced laser) in comparison to the old one. The NC one noticeably has unidirectional recoil. In comparison to the GD-7F, I'd say that the Blitz is better in close in every way except raw TTK. The Blitz is more accurate while moving (slightly better ADS and much better hipfiring), has more damage per magazine (and more total damage) and is going to reload faster on average. However, at medium, it's going to struggle against the GD-7F. If it works anything like the other weapons in the game, its damage curve is going to be extremely weak, giving it very high TTK farther out. Probably the worst aspect, though, is its bullet velocity. I suppose if you played with it for a long time and were able to maintain very high frames per second, you could manage. But the GD-7F has such dramatically better bullet velocity that aiming at range is going to be very handicapped for the Blitz. At long range, there's no point even contemplating. The reason I rated the GD-7F so highly was its overall versatility, and it still has that. If I was going to sacrifice versatility in a weapon, I'd do it in this order: long, close, medium. The plurality of combat in the game takes place at medium range (at least with the current base designs) so giving up effectiveness there is worse than anywhere else. If you lack close quarters effectiveness, you are more likely to be "hard-countered" because of the dramatic power of close-quarters-centric weapons, but the thing is you can actively avoid close quarters a great deal of the time. Mid-range fighting is not really optional except in biolabs. In comparison, I'd say the SMG is a pretty niche weapon - just not as niche as a shotgun. In terms of utility, this post is designed to be pretty useless to non-TL members. TL members have the privilege of getting answers they want if they ask. Reddit can have their upboats. /edit - Also, as they're unable to upvote/downvote by paragraph or section, it's unlikely they'll be able to even read my post. ---------------Addendum So I went and bought the Sirius today and played it for about an hour until I realized I had a massive headache. Turns out there is a bug with its sprint motion that causes it to jar very sharply. Come back to us Def | ||
Bluelightz
Indonesia2463 Posts
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DefMatrixUltra
Canada1992 Posts
I experienced severe burnout with all the AT stuff and CFC spai business, but I'll be back eventually. No one ever quits EVE. | ||
Divine-Sneaker
Denmark1225 Posts
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Body_Shield
Canada3368 Posts
On March 02 2013 06:57 DefMatrixUltra wrote: I experienced severe burnout with all the AT stuff and CFC spai business, but I'll be back eventually. No one ever quits EVE. I mean just on TS man, we play other shit | ||
DefMatrixUltra
Canada1992 Posts
On March 02 2013 11:24 Body_Shield wrote: I mean just on TS man, we play other shit I'll hop on there some time. I've been doing a lot more hands-on work lately, not the kinda stuff I was doing before where I would alt-tab out of EVE, change some parameters, and rerun the simulation while playing EVE. It sucks my free time away. --------------- These server merges had an unbelievable effect on population at primetime. There were multiple red zones on every single map. I tooled around The New Crown (i.e. Ti Alloys) a while to see if I could test out the new flinch, but I just couldn't manage to get shot very much except by HE Prowlers. Big surprise, hardly any change whatsoever to screen shake. If they really did fix flinch, I'm going to be double extra sad that I can't get a GD-22S. I'll say one thing, the new higher population makes the problem of extremely low cap times very apparent for anywhere that isn't being actively defended. If there's somewhere with enemy adjacency that isn't being actively defended, odds are there will be some random guy there ghost-capping it after having high-fived your ghost-capping ally. | ||
silencefc
United States875 Posts
I run the Adv. Laser for my Infiltrator's Eridani because it helps with Hip Firing at slightly further ranges. I'd rather have the faster TTK with the smaller CoF than the 10 extra shots before having to reload. But, I spend most of my time cloaking behind enemy lines, shooting them in the back, and cloaking away to reposition so I rarely need all 25 shots. Would I benefit that much more getting the Extended Mags? I'd get the Sirius but I think the ribcage looks ugly as hell, has lower DPS, and 700SC + 430 Certs :< | ||
DefMatrixUltra
Canada1992 Posts
On March 02 2013 16:09 silencefc wrote: Everyone says that they have to get the Extended Magazine for the SMG1's. I run the Adv. Laser for my Infiltrator's Eridani because it helps with Hip Firing at slightly further ranges. I'd rather have the faster TTK with the smaller CoF than the 10 extra shots before having to reload. But, I spend most of my time cloaking behind enemy lines, shooting them in the back, and cloaking away to reposition so I rarely need all 25 shots. Would I benefit that much more getting the Extended Mags? I'd get the Sirius but I think the ribcage looks ugly as hell, has lower DPS, and 700SC + 430 Certs :< This is a pertinent line of questioning that really gets to the issue of the SMG balance situation. As you get farther away, every ounce of COF matters. But the closer you get to 0m, COF matters less and less until it doesn't matter at all because of the size of the target on the screen. If you take a laser sight over an extended magazine, you are gaining increased effective range at the cost of increased killing power with no gain whatsoever at very close range. That might seem like a playstyle choice, but in reality it isn't. In situations where you want as much accuracy as possible, you should ADS. ADS is significantly better than non-laser or laser hipfire. An advanced laser sight cuts the COF in half (providing as much as 4x the chance to hit at range), but the ADS COF is almost half of the advanced laser sight. If you really need to push the range, the practical way to do it is just to ADS - even if you have the advanced laser sight equipped. Looking at this problem another way, let's ignore entirely the benefits of having a larger magazine and just look at effective accuracy. You're asking something like whether the advanced laser sight can give you as much effective accuracy as 10 extra bullets (I know it's not quite the same because TTK is slightly different etc. but bear with me). The advanced laser sight in this case would have to propel your gun from 25 to 35 effective bullets - this means that a laser bullet is worth 1.4 normal bullets. In terms of "effective damage per magazine" that's 3575 --> 5005, 3 enemy kills vs. 5 enemy kills. If that's the case, it's an even stronger argument in favor of the Sirius because the Sirius would then have an "effective" magazine of 50 --> 70 (6250 --> 8750, 6 kills vs. 8 kills) without sacrificing anything. Obviously things don't happen this way, but I'm using the numbers to illustrate the point. In reality, you're giving up 10 bullets (and 2 extra possible kills) without reloading for the ability to have better accuracy at "range" when moving and not ADS. You're giving up a lot of killing power at close quarters in order to put a bandaid on the poor range of the Eridani. ADS is so much better at range than hipfiring with a laser that, as I said before, when you want extra range you'll ADS even if you have the laser equipped. My advice is to use the extended magazine and if you must take risks (i.e. firing at someone farther away than close up), just use ADS instead. The opportunity cost of not having 10 extra bullets is very very high, even at longer ranges. My real advice is to get the Sirius as it's comically better than the Eridani and is a warning not to buy the current pump action shotgun (or any weapons released in twos). | ||
Deleted User 101379
4849 Posts
On March 03 2013 04:47 DefMatrixUltra wrote: This is a pertinent line of questioning that really gets to the issue of the SMG balance situation. As you get farther away, every ounce of COF matters. But the closer you get to 0m, COF matters less and less until it doesn't matter at all because of the size of the target on the screen. If you take a laser sight over an extended magazine, you are gaining increased effective range at the cost of increased killing power with no gain whatsoever at very close range. That might seem like a playstyle choice, but in reality it isn't. In situations where you want as much accuracy as possible, you should ADS. ADS is significantly better than non-laser or laser hipfire. An advanced laser sight cuts the COF in half (providing as much as 4x the chance to hit at range), but the ADS COF is almost half of the advanced laser sight. If you really need to push the range, the practical way to do it is just to ADS - even if you have the advanced laser sight equipped. Looking at this problem another way, let's ignore entirely the benefits of having a larger magazine and just look at effective accuracy. You're asking something like whether the advanced laser sight can give you as much effective accuracy as 10 extra bullets (I know it's not quite the same because TTK is slightly different etc. but bear with me). The advanced laser sight in this case would have to propel your gun from 25 to 35 effective bullets - this means that a laser bullet is worth 1.4 normal bullets. In terms of "effective damage per magazine" that's 3575 --> 5005, 3 enemy kills vs. 5 enemy kills. If that's the case, it's an even stronger argument in favor of the Sirius because the Sirius would then have an "effective" magazine of 50 --> 70 (6250 --> 8750, 6 kills vs. 8 kills) without sacrificing anything. Obviously things don't happen this way, but I'm using the numbers to illustrate the point. In reality, you're giving up 10 bullets (and 2 extra possible kills) without reloading for the ability to have better accuracy at "range" when moving and not ADS. You're giving up a lot of killing power at close quarters in order to put a bandaid on the poor range of the Eridani. ADS is so much better at range than hipfiring with a laser that, as I said before, when you want extra range you'll ADS even if you have the laser equipped. My advice is to use the extended magazine and if you must take risks (i.e. firing at someone farther away than close up), just use ADS instead. The opportunity cost of not having 10 extra bullets is very very high, even at longer ranges. My real advice is to get the Sirius as it's comically better than the Eridani and is a warning not to buy the current pump action shotgun (or any weapons released in twos). Actually for SMGs, using ADS is completely unneccessary except for magnification or nightvision. SMGs have exactly the same CoF and CoF increase for hipfire and ADS, so with advanced laser dot they are more precise with hipfire than with ADS. | ||
DefMatrixUltra
Canada1992 Posts
On March 03 2013 05:28 Morfildur wrote: Actually for SMGs, using ADS is completely unneccessary except for magnification or nightvision. SMGs have exactly the same CoF and CoF increase for hipfire and ADS, so with advanced laser dot they are more precise with hipfire than with ADS. They have the same COF gain per bullet, but ADS is always more accurate. ADS COF starts at a lower minimum, and since COF gain per shot is the same, it will always be the most accurate. Look at it this way:
These are the COFs per bullet from the first to the 10th bullet, assuming they're fired in a single burst. The ADS COF is better at every point. /edit - That's for the Sirius, the NC and TR guns have even better ADS by comparison. | ||
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zere
Germany1287 Posts
Anyway, guess the server population is back where it's supposed to be. I can't see many more people coming in, tho, so I guess we will end up with 1 server per region rather sooner than later. Also, didn't they announce they would add a 4th continent together with the server merges? Or was that delayed? | ||
silencefc
United States875 Posts
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