Weapon Comparison Tool
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20-04-2012, 08:48 PM | Post: #301
Online roennel 
(20-04-2012 08:45 PM)Str1000ac Wrote:  no, i did full 26 bullets burst Blush

i thought so, difference is gonna be higher the more shots you're shooting in a row.

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21-04-2012, 12:20 AM | Post: #302
Offline Healin4ev3r 
Can you do charts with deviation also? Just need to calculate the distance between red dot and where bullets hit on a line, like : [0]-[1]--[2]---[3]-----[4,5,6] ( for example if you shot 6 bullets in a click and max deviation achieved at 4th bullet )

[Image: xhUzq]

Honey Badger
PTFO
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21-04-2012, 11:27 AM | Post: #303
Online roennel 
(21-04-2012 12:20 AM)Healin4ev3r Wrote:  Can you do charts with deviation also? Just need to calculate the distance between red dot and where bullets hit on a line, like : [0]-[1]--[2]---[3]-----[4,5,6] ( for example if you shot 6 bullets in a click and max deviation achieved at 4th bullet )

But what about the ADS/Hipfire Deviation Attributes? I'm not sure if firing deviation and the other have the same scaling.

But i'll try something.

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21-04-2012, 03:35 PM | Post: #304
Offline Healin4ev3r 
(21-04-2012 11:27 AM)wtfwtf Wrote:  
(21-04-2012 12:20 AM)Healin4ev3r Wrote:  Can you do charts with deviation also? Just need to calculate the distance between red dot and where bullets hit on a line, like : [0]-[1]--[2]---[3]-----[4,5,6] ( for example if you shot 6 bullets in a click and max deviation achieved at 4th bullet )

But what about the ADS/Hipfire Deviation Attributes? I'm not sure if firing deviation and the other have the same scaling.

But i'll try something.

OK I forgot about deviation mods when you couch/move/jump,... Blush

Maybe you should try do make a new damage chart system. Here is how it works:

Current damage/range chart ( the wrong way for thinking about damage/range that most of us are thinking ) :

initialMaxDamage________________MediumMaxDamage________________longMaxDamage
0 meter ---------------------------------->mediumDistance-------------------------------->longDistance-------------------------------->infinitive
initialMinDamage________________MediumMinDamage________________longMinDamage


As for this way of thinking, Max/min damage will instantly drop everytime the target passes a range divider ( MediumDistance/LongDistance ).

The real mechanic ( based on a lot of tests and footage from my old thread about modifiers and BF2 mechanic ):


initialMaxDamage________________MediumMaxDamage________________longMaxDamage
0 meter-------------------------------------->mediumDistance-------------------------------->longDistance
initialMinDamage________________MediumMinDamage________________longMinDamage



intialmin/maxDamage apply for targets at 0m ( or point blank ) only ( the reason that makes getting IntialMaxDamage impossible with any weapons ). Then max and min damage slowly drop from Intialmax/min to MediumMax/Min at MediumDistance. Then, one more time, damage slowly drop from MediumMax/Min to LongMax/Min at LongDistance. With any targets further than LongDistance, the max/min damage stay at LongMax/MinDamage.

I'm busy with exams next week, so I'll try to send you some charts I drew next weekend Shy

[Image: xhUzq]

Honey Badger
PTFO
(This post was last modified: 21-04-2012 03:35 PM by Healin4ev3r.)
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21-04-2012, 03:43 PM | Post: #305
Online roennel 
^^

Thanks for the Info! I'll get something going.

Just how the heck would someone show this damage...Sforek's Damage GFX are probably the only way, just without straight linesWink

Update

Here are some calculations for the AEK971 Default:

Orig = Original Values Min/Max
Comp = Calculated Values Min/Max (ceiled)

0m - Orig: 28/30 | Comp: 28 - 30
1m - Orig: 28/30 | Comp: 28 - 30
2m - Orig: 28/30 | Comp: 28 - 30
3m - Orig: 28/30 | Comp: 27 - 30
4m - Orig: 28/30 | Comp: 27 - 29
5m - Orig: 28/30 | Comp: 26 - 29
6m - Orig: 28/30 | Comp: 26 - 29
7m - Orig: 28/30 | Comp: 26 - 29
8m - Orig: 28/30 | Comp: 25 - 28
9m - Orig: 28/30 | Comp: 25 - 28
10m - Orig: 28/30 | Comp: 24 - 28
11m - Orig: 28/30 | Comp: 24 - 28
12m - Orig: 28/30 | Comp: 24 - 27
13m - Orig: 28/30 | Comp: 23 - 27
14m - Orig: 28/30 | Comp: 23 - 27
15m - Orig: 22/26 | Comp: 22 - 26
16m - Orig: 22/26 | Comp: 22 - 26
17m - Orig: 22/26 | Comp: 22 - 26
18m - Orig: 22/26 | Comp: 22 - 26
19m - Orig: 22/26 | Comp: 22 - 26
20m - Orig: 22/26 | Comp: 21 - 25
21m - Orig: 22/26 | Comp: 21 - 25
22m - Orig: 22/26 | Comp: 21 - 25
23m - Orig: 22/26 | Comp: 21 - 25
24m - Orig: 22/26 | Comp: 21 - 25
25m - Orig: 22/26 | Comp: 20 - 24
26m - Orig: 22/26 | Comp: 20 - 24
27m - Orig: 22/26 | Comp: 20 - 24
28m - Orig: 22/26 | Comp: 20 - 24
29m - Orig: 22/26 | Comp: 20 - 24
30m - Orig: 19/23 | Comp: 19 - 23
31m - Orig: 19/23 | Comp: 19 - 23
32m - Orig: 19/23 | Comp: 19 - 23
33m - Orig: 19/23 | Comp: 19 - 23
34m - Orig: 19/23 | Comp: 19 - 23
35m - Orig: 19/23 | Comp: 19 - 23
36m - Orig: 19/23 | Comp: 19 - 23
37m - Orig: 19/23 | Comp: 19 - 23
38m - Orig: 19/23 | Comp: 19 - 23
39m - Orig: 19/23 | Comp: 19 - 23
40m - Orig: 19/23 | Comp: 19 - 23
41m - Orig: 19/23 | Comp: 19 - 23
42m - Orig: 19/23 | Comp: 19 - 23
43m - Orig: 19/23 | Comp: 19 - 23
44m - Orig: 19/23 | Comp: 19 - 23
45m - Orig: 19/23 | Comp: 19 - 23

Calculation:
originalDamage - (diff / nextRange) * (currentDistance - currentRange)

originalDamage = Original .con File Values
diff = Current Original Damage Value - Next Range Original Damage Value
nextRange = Next Range Distance Value
currentDistance = The Current Distance to be calculated
currentRange = Current Range Distance Value


Seems to work...now onto the visualisationWink

(This post was last modified: 21-04-2012 04:33 PM by roennel.)
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21-04-2012, 05:05 PM | Post: #306
Online roennel 
AEK971 Default:
[Image: damageTest.png]


M95:
[Image: m95.png]


Min/Max Damage can have different Points of changing, makes it pretty hard to show non-confusing...

(This post was last modified: 21-04-2012 05:12 PM by roennel.)
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21-04-2012, 07:57 PM | Post: #307
Offline strangers123 
Doesnt that confirm our tests regarding weapon damage?
THIS thread and my 9 video long playlist of tests?

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21-04-2012, 08:57 PM | Post: #308
Online roennel 
(21-04-2012 07:57 PM)strangers123 Wrote:  Doesnt that confirm our tests regarding weapon damage?
THIS thread and my 9 video long playlist of tests?

I think it does, we didn't got more than the absolute max or min values don't we?

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21-04-2012, 09:33 PM | Post: #309
Offline X048J 
Can someone explain me if the AN-94 recoil works in a different way? I mean that its firing mode is unusual and I don't know if the recoil is calculated per "bullet" or per "shot".

Visit my YouTube channel:
http://www.youtube.com/X048J
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21-04-2012, 09:44 PM | Post: #310
Online roennel 
^^

it should be per shot, otherwise shotguns would have m95 like recoil on every shot and the abakan works like a shotgun.

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21-04-2012, 10:03 PM | Post: #311
Offline X048J 
^^

thanks

Visit my YouTube channel:
http://www.youtube.com/X048J
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21-04-2012, 10:13 PM | Post: #312
Online roennel 
Sforek (being awesome as always) already implemented the new Damage System in his Charts, at least the Main one as far as i can tell.

It's quite interesting.

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21-04-2012, 10:34 PM | Post: #313
Offline strangers123 
wtfwtf Wrote:I think it does, we didn't got more than the absolute max or min values don't we?
No we did not get any values higher or lower. But those inexistant values only lasted for a sweetspot about 1 metre in range and were consistent in damage, quite unlike what the new charts say (no offense). After going through some of the vids (assuming the range to flag actually is correct) the new charts also seem to be inaccurate, as if there is another modifier active.

wtfwtf Wrote:Sforek (being awesome as always) already implemented the new Damage System in his Charts, at least the Main one as far as i can tell.

It's quite interesting.
Nice job

Is there any way to have the AN-94 damage values shown as per bullet?

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21-04-2012, 10:40 PM | Post: #314
Online roennel 
(21-04-2012 10:34 PM)strangers123 Wrote:  No we did not get any values higher or lower. But those inexistant values only lasted for a sweetspot about 1 metre in range and were consistent in damage, quite unlike what the new charts say (no offense). After going through some of the vids (assuming the range to flag actually is correct) the new charts also seem to be inaccurate, as if there is another modifier active.

Hm ok, well there's a high possibility of those charts also being wrong, however it uses the most logical method (i think) to calculate damage drop off while still using all 3 Range/Damage Values. Sforek actually uses a different formula than i did, gonna test on out Development Version if those 2 different formulas produce different results.

Could you make me a list of some damages/ranges from one of our videos? it would help me a lot. (just if you got the time ofc)

(21-04-2012 10:34 PM)strangers123 Wrote:  Is there any way to have the AN-94 damage values shown as per bullet?

Ofcourse, will be added if those charts have proven rightShy

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22-04-2012, 01:04 AM | Post: #315
Offline Healin4ev3r 
Nice Big Grin Thanks for the chart system . You guys are damn good at this.

[Image: xhUzq]

Honey Badger
PTFO
(This post was last modified: 22-04-2012 01:07 AM by Healin4ev3r.)
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22-04-2012, 06:43 AM | Post: #316
Offline Healin4ev3r 
hmm why don't we have 2 more charts with separated max/min damage in normal version? Or make in so when we click the "damage over range" chart, detailed chart like this will show :

(21-04-2012 05:05 PM)wtfwtf Wrote:  AEK971 Default:
[Image: damageTest.png]


M95:
[Image: m95.png]


Min/Max Damage can have different Points of changing, makes it pretty hard to show non-confusing...

[Image: xhUzq]

Honey Badger
PTFO
(This post was last modified: 22-04-2012 06:46 AM by Healin4ev3r.)
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22-04-2012, 11:58 AM | Post: #317
Offline strangers123 
(21-04-2012 10:40 PM)wtfwtf Wrote:  Could you make me a list of some damages/ranges from one of our videos? it would help me a lot. (just if you got the time ofc)

Drops a nuke in my house to find a working pen and some paper... Ill post my results here

MORE TO COME. The values above are only bullets that did NOT kill. The killing shot numbers have been removed. Will add on request.

Click ME to go straight to my hand drawn charts of the data below.

The first column is the damage I saw in XP, the second column is the damage wtfwtf took and the last one is the range, not the damage taken by wtfwtf.
Code:
M14BR +3 with CQC ammo. All ranges are approximate
strangers123    wtfwtf        range
40        39        24
38        39        27
33        33        33
35        35        32
37        37        32
35        35        32
36        37        --//--
33        33
33        33
34        34
34        35
37        37        30
37        37        31
37                --/--
34        34        --/--
35        36
35        35
36        37
34        34
36        36
35        35
36        37

32        32        42
38        38        30
36        36        --//--
36
34        34        
37        37
100 headshot point blank
52 points blank

Headshot damage/headshot damage divided by 2.1

92/43        92        14
93/44        93        --//--
97/46        97
89/42        89        1 step backwards from 14


37        37        30
37        37        31
37        37        32
34                31/33
36        36
37
34
34
37                30
30                34


Code:
This code box shall be for the MP7 +3. All ranges are approximate.
strangers123                 wtfwtf                range
27        27        0
27        28
28        28
26        26        1
28        28        2
26        27        3
25        25        5
24                10
26        27        11
25        25        13
24        25        15
22        23        18
21        22        19
21        21        26/27
16        16        
14        15
14        15
17        17
16        17
17        17
15        15    
15        16
16        16
18        18        25
17        17        24
21        22        23,5
21    
20        21
TRACER DARTS DONT HAVE HEADSHOT MULTIPLIERS!?!
19        19
18        19        25
13        13        27
16        17        27
18        18        26,5


Headshot damage/headshot damage divided by 2.1

34/16,1        34        26
40/19,04        40
40/19,04        39
37/1761            38
38/18,09        38
35/16,66        35
35/16,66        35
36/17,1428        36
37/17,61        37
37/17,61        38
34/16,19        34
36/17,14        36
40/19,04        39
39/18,57        40


Code:
PP19 CQC ammo and close in barrel.
Headshot damage/headshot damage divided by 2.1
All ranges are approximate

Strangers123      wtfwtf      range

57/27,14        57        15
29            29
58/27,619        58
26
56/26,666        56
26            27
61/29,047        61
28            28
56/26,666        56
24            24        24/25
50/23,509        50
25            25
24            24
55/26,19        55
24            25
27            27
53/25,238        53
24            24
54/253714        55
33/15,714        33        35/36
28/13,333        28
33/15714        34
12            12
12            13
13            14
13            13
12            13
16            16
14            14
14            14
13            14
15            15
15            16
12            12
14            15
13            14
13            13
15            16
14            15
12            12
14            13
12
14            14

(This post was last modified: 23-04-2012 02:05 PM by strangers123.)
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22-04-2012, 12:34 PM | Post: #318
Online roennel 
^^

thanks Shy

(22-04-2012 06:43 AM)Healin4ev3r Wrote:  hmm why don't we have 2 more charts with separated max/min damage in normal version? Or make in so when we click the "damage over range" chart, detailed chart like this will show
...

The one's i did (those with all the damage's) currently don't support attachments in the result, need to implement that first.

(This post was last modified: 22-04-2012 12:34 PM by roennel.)
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22-04-2012, 12:50 PM | Post: #319
Offline Healin4ev3r 
(22-04-2012 12:34 PM)wtfwtf Wrote:  
(22-04-2012 06:43 AM)Healin4ev3r Wrote:  hmm why don't we have 2 more charts with separated max/min damage in normal version? Or make in so when we click the "damage over range" chart, detailed chart like this will show
...

The one's i did (those with all the damage's) currently don't support attachments in the result, need to implement that first.

Yea I realized that, too, after messing around with that version. BTW signature creating tab there isn't working, is it?

Charts with M249 I drew:

[Image: img0196o.png]


Sorry for ugly texts Tongue

(22-04-2012 11:58 AM)strangers123 Wrote:  
(21-04-2012 10:40 PM)wtfwtf Wrote:  Could you make me a list of some damages/ranges from one of our videos? it would help me a lot. (just if you got the time ofc)

Drops a nuke in my house to find a working pen and some paper... Ill post my results here

MORE TO COME. The values above are only bullets that did NOT kill. The killing shot numbers have been removed. Will add on request.
Code:
M14BR +3 with CQC ammo. All ranges are approximate. First row of numbers is the damage I saw. Second row is the damage wtfwtf took.
strangers123    wtfwtf        range
40        39        24
38        39        27
33        33        33
35        35        32
37        37        32
35        35        32
36        37        --//--
33        33
33        33
34        34
34        35
37        37        30
37        37        31
37                --/--
34        34        --/--
35        36
35        35
36        37
34        34
36        36
35        35
36        37
32        32        42

I don't see the number 24 in M14+CQC's chart. And you have to make sure about the range, too. It matters a lot Undecided

[Image: xhUzq]

Honey Badger
PTFO
(This post was last modified: 22-04-2012 12:54 PM by Healin4ev3r.)
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22-04-2012, 12:55 PM | Post: #320
Online roennel 
^^

Nope not yet, gonna finalize the first version tonight.

thanks for the chartsSmile gonna take a look at them (and hopefully strangers too) when i get home tonight.

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