Original Post — Direct link
over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by OnlyNeedJuan

Stop using those, they don't account for hitrate and are therefore useless outside of ranges where you can attain a 100% hitrate.

Yes. Also including bullet travel time is cringe.

over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by [deleted]

[deleted]

TTK/FTK is a measure for a very specific scenario (stationary target, no cover, no acceleration), basically a 1v1 where both players are confident in winning and won't attempt any serious dodging or where the target is completely unaware of the shooter. For this scenario, all that matters is the time on target/time to expose yourself to get off a lethal payload. Travel time is irrelevant for that. You don't need to expose yourself for longer just because your projectiles are slow and the target does not get more time to react either, because the reaction would start upon getting hit. Travel time is very relevant for more practical scenarios, but TTK/FTK is not that. In such practical scenarios, hitbox movement, random player acceleration and point of aim would have to be simulated to account for how players miss their shots due to travel time.

Don't assume me disregarding travel time for TTK/FTK means I don't consider it important. There is a reason some SMGs give you 560 m/s muzzle velocity with 0.0035/m drag while the Type 2A has 315 m/s with 0.005/m. Or the Gewehr 1-5 having 580 m/s with 0.0025/m while the MAS gets up to 920 m/s with 0.0015/m.

On the game and weapon balance itself, if things were completely up to me, they would surely be different.

over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by InterimAegis7

Velocity is really important. Your dismissal of it is...concerning.

I’d like to know why you think it doesn’t belong.

TTK/FTK is a measure for a very specific scenario (stationary target, no cover, no acceleration), basically a 1v1 where both players are confident in winning and won't attempt any serious dodging or where the target is completely unaware of the shooter. For this scenario, all that matters is the time on target/time to expose yourself to get off a lethal payload. Travel time is irrelevant for that. You don't need to expose yourself for longer just because your projectiles are slow and the target does not get more time to react either, because the reaction would start upon getting hit. Travel time is very relevant for more practical scenarios, but TTK/FTK is not that. In such practical scenarios, hitbox movement, random player acceleration and point of aim would have to be simulated to account for how players miss their shots due to travel time.

Don't assume me disregarding travel time for TTK/FTK means I don't consider it important. There is a reason some SMGs give you 560 m/s muzzle velocity with 0.0035/m drag while the Type 2A has 315 m/s with 0.005/m. Or the Gewehr 1-5 having 580 m/s with 0.0025/m while the MAS44 gets up to 920 m/s with 0.0015/m.

over 4 years ago - /u/DICE-RandomRecoil - Direct link

Originally posted by [deleted]

[deleted]

TTK/FTK is a measure for a very specific scenario (stationary target, no cover, no acceleration), basically a 1v1 where both players are confident in winning and won't attempt any serious dodging or where the target is completely unaware of the shooter. For this scenario, all that matters is the time on target/time to expose yourself to get off a lethal payload. Travel time is irrelevant for that. You don't need to expose yourself for longer just because your projectiles are slow and the target does not get more time to react either, because the reaction would start upon getting hit. Travel time is very relevant for more practical scenarios, but TTK/FTK is not that. In such practical scenarios, hitbox movement, random player acceleration and point of aim would have to be simulated to account for how players miss their shots due to travel time.

Don't assume me disregarding travel time for TTK/FTK means I don't consider it important. There is a reason some SMGs give you 560 m/s muzzle velocity with 0.0035/m drag while the Type 2A has 315 m/s with 0.005/m. Or the Gewehr 1-5 having 580 m/s with 0.0025/m while the MAS44 gets up to 920 m/s with 0.0015/m.