Preliminary Fireteam weapon testing

I’ll pay you. I paid Skoolboy like $5 a month on patreon for gathering stats. I’ll do the same for you if you’re willing

dude … for $5 you get 10 minutes of my time per month. LOL

$20

What projects are you interested in

this is what I have going on

Beer Warrior66 - Mission33

1 Like

I’ll take a closer look on my lunch break and later tonight. I won’t be paying a shitload like $200 but we’ll see what’s up

This is blowing up so I’ll share my updated testing so far. Go back to top

Added damage values tested at point blank range and 25m.

DPS values are based on previous known firerate values, but could have been changed by 2.50.

I only remeasured the mini gun’s fire rate, and I’ll check the mini gun again, but it seemed to have been increased. I’ll post my testing methods at the top.

and this is why these manual tests are not reliable

a lot of these values are off, some by a few decimals, others, like the minigun, for far more.

This is because first of all, you are relying on frame by frame manual capture. That is inherently prone to human error no matter how good you are. Second, as seen in the game files, fire rate on the game is not calculated at a per second rate, but at a per minute rate, just like their real life counter parts. Matter of fact and funny thing, most fire rates in the game match the fire rate of that weapon IRL.

3 Likes

lets say, Skoolboy wants to show firerate as a per second, and his numbers ARE based on per minute rate. How can he show you that his numbers are averages based on the per minute rate and is that at all fundamentally useful at the per second rate?

to get to the point, what i’m advocating is that he show “per second” fire rate is averaged from a per minute rating meassurement…
as well to simplify it, would he present it just as an explanation or as maybe with symbolistic iconography?
Lets say we are making the manual to PHG one would need iconography.

Lets be honest and say that nobody and I MEAN NOBODY Will be looking at spreadsheets in an official manual.

Think more like MGS and Super MAriios 80s manuals or to add to the current loadout user interface which seems to use a bar system.

This is where the ingame speed/damage in the loudouts should make somewhat more sense. They don’t get into decimals there. They have multiple bar ratings. or star ratings,etc.

Some might say for the devs to define near and far damage rating in star ratings which might be of use to the community.

I’m thinking just adding another bar beneath damage and maybe colouring it red for x 'meters (near) and another in yellow for far. then maybe persist it for accuracy …the rest would need to be addressed.

Because his method of calculation involves capturing video and determining by eye at what frame he starts and stops shooting and then calculating the value based off from that.

My method is not a method per se, is not a calculation or an estimate. It is a declared value in the game files.

Is not that his methods are wrong. He’s got the process nailed down pretty good because some values actually match what is in the game files, but like I stated earlier, it is a good guide if nothing else is available.

Now that we have access to files we can extract the exact value without needing any kind of test, what’s the point of doing these test and risk getting wrong data? Why spend time calculating values that can be known by simply opening a file and reading it? Focus should be on testing and getting values that are unknown even to us, or stuff that cannot simply be read from file data.

1 Like

The problem with average is that the less exact the data is, the more it deviates from the actual real value.

It’s like when you are solving an equation, you are given data that has 10 decimal values, but decide to round up to the nearest integer. Your solution will be quite off from the correct one.

i guess now is whether or not the existing UI for the loadout screen makes better sense in its original form. or does it need to be reworked? to me it always kind of felt dumbed down because Damage always needed to be understand in the Near/Far ranges and somehow effective range offers something.

I simply think if they change it to two horizontal bar rows with NEar on the top and FAR in the bottom,it would clear things up dramatically.

and possibly re-work the weapons to be on an outer level, and interally PERKS/CLASSES modifiy these much like the Aliens FireTeam Elite does with their internal loadouts changing the overall effectiveness of their loadouts to show stats on a level that can be understood after all changes are made.

the UI is a joke. The stats are entered values only for the UI. They do not reflect the class stats in-game.

Example: I can mod the game to show my support has all bars in the UI for speed, and still have the same support speed in game.

1 Like

Damage is a curve, not a line. Like with the HP Armor, is really difficult to grasp the concept if you try and put it on a table

Here’s the damage function for the AR-W, for example
y=72.8088x^2−5700.42x+111407 (y=distance in cm, x=damage)

Another problem that arises with testing damage with in-game data is that the game UI uses integers to display HP and Damage, while the game itself, as I demonstrated with the HP tables I created in CE, the HP uses float variables with more than 4 decimal values that are not shown in the UI.

2 Likes

Maybe they should have a curve map included in the loadout UI?

Now you are getting it

Damage for weapons need to be shown as a graphical curve, not as a table.

Is it fundamentally like a curve in most games? I take it they either do it mathematically or they chunk it in terms of greater than or less than values.

I haven’t mined other games so that’s something I cannot answer, but I would expect this to be the norm in modern games.

1 Like

I would expect that much as i’m sure the manufacturers of real life weapons would already have stats readily available.

Here’s the damage curve for the AR-W

Where Y is distance (in cm) and X is damage

1 Like