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Weapon Comparison Tool
Weapon Comparison Tool |
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20-04-2012, 08:48 PM |
Post: #301
roennel
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(20-04-2012 08:45 PM)Str1000ac Wrote: no, i did full 26 bullets burst 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
Healin4ev3r
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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 )
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21-04-2012, 11:27 AM |
Post: #303
roennel
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(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
Healin4ev3r
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(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 ) OK I forgot about deviation mods when you couch/move/jump,... ![]() 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
(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
roennel
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^^
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 lines ![]() 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 visualisation
(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
roennel
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AEK971 Default:
![]() M95: ![]() 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
strangers123
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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
roennel
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(21-04-2012 07:57 PM)strangers123 Wrote: Doesnt that confirm our tests regarding weapon damage? 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
X048J
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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
roennel
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^^
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
X048J
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^^
thanks Visit my YouTube channel: http://www.youtube.com/X048J |
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21-04-2012, 10:13 PM |
Post: #312
roennel
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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
strangers123
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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.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
roennel
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(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 right
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22-04-2012, 01:04 AM |
Post: #315
Healin4ev3r
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Nice
Thanks for the chart system . You guys are damn good at this.
(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
Healin4ev3r
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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: (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
strangers123
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(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 approximateCode: This code box shall be for the MP7 +3. All ranges are approximate.Code: PP19 CQC ammo and close in barrel.(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
roennel
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^^
thanks ![]() (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
Healin4ev3r
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(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 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: ![]() Sorry for ugly texts ![]() (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) 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
(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
roennel
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^^
Nope not yet, gonna finalize the first version tonight. thanks for the charts gonna take a look at them (and hopefully strangers too) when i get home tonight.
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![[Image: t4g-blacklist_logo-3.png]](http://blacklist.tools4games.com/img/t4g-blacklist_logo-3.png)


![[Image: damageTest.png]](http://bfp4f.alchemical.ch/img/tmp/damageTest.png)
![[Image: m95.png]](http://bfp4f.alchemical.ch/img/tmp/m95.png)
Thanks for the chart system . You guys are damn good at this.
![[Image: img0196o.png]](http://img268.imageshack.us/img268/7023/img0196o.png)

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