DICE-RandomRecoil

DICE-RandomRecoil



16 May

Comment

Originally posted by NoctyrneSAGA

Nope, apparently RandomRecoil was responsible for everything.

Was.


07 Feb

Comment

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...

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Comment

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...

Read more
Comment

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...

Read more

06 Feb

Comment

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.


03 Feb

Comment

The other sniper rifles will get velocity increases in patch 6.2 Sadly, these changes did not make it into 6.0.
Gewehr 95/30: 600 to 750
Ross Rifle: 600 to 750
SMLE No.4 Mk I: 500 to 600
Type 99: 600 to 750
Kark98k: 700 to 900
Krag-Jorgensen: 700 to 900


31 Jan

Comment

Originally posted by UniQue1992

Sir can you please bring the M1A1 Thompson to BFV? Please, I beg you.

I can't make that call.


30 Jan

Comment

We were on the verge of greatness...


16 Jan

Comment

Originally posted by PizzerinoItaliano

Same with the grenade on M1 Garand

Thanks for checking.

Comment

What about the grenade on the M1 Garand?


05 Dec

Comment

Originally posted by Herocem

I'll do something about that. For now, the ZK still has faster projectiles and reloads, one of them being much faster, depending on what you pick.

Comment

Originally posted by [deleted]

[deleted]

450 for both.

Comment

That is just messed up metadata. The actual ROF is 300 rpm default and 257 rpm with heavy load.


20 Nov

Comment

Should be D-pad up instead of X.


18 Nov

Comment

Originally posted by Maelarion

Pff everyone knows Liberator is the meta weapon on Panzerstorm.

it would be if I ever get the joke one hit kill at 1337 meters range in...

Comment

Originally posted by Maelarion

Not really.

assuming every bullet hits

Makes this entire analysis quite limited.

You don't use high ROF Suomi on Panzerstorm for that 416 ms long range TTK?

Comment

Originally posted by DiabetotheobesePS4

I have 6000 kills with the MP40, I like it, but I still think it’s inferior to the Tommy/Suomi. The problem isn’t the RoF, it’s the large magazines and the ease of use it brings.

If you could put a three times scope on an MP40, as silly as it would be, it would be used more often, for the reason you stated.

As for the engagement ranges, I think the difference is, that medics can close the distance to a more favorable engagement range using smoke and unlimited healing, more so, than any other class, why pick a fight using an MP40 at 20 meters, when you can rush the guy and spray him with a Suomi?

That is a question of taste and playstyle. Why use a weapon that locks me into close range and requires closing the distance to get a kill when I could pick one that is much more flexible? That being said, I would expect low ROF SMGs to be much more popular if we still had zoom level customization that would let you pick 2x or 2.5x with iron sights.

Comment

Originally posted by DiabetotheobesePS4

Could you please take the system of tying weapon damage models to their caliber, within the same class, behind the barn and triple tap it with an M30 drilling.

It hurts balance severely.

Also, what is the median engagement range for medics the medic class? I bet it’s closer than 22 m.

Do you also collect data on weapon usage?

We have a game where people unironically put 3x scopes on every gun they can because engagement ranges can be so long, but suddenly when they play medic, everybody acts like 1x Thompson/Suomi or 720 rpm ZK-383 is the only viable choice because who ever would want to engage beyond 20 m.

Maybe people should give the other SMGs a try and they would see they are actually quite versatile and non-inferior to ARs up to 30 meters and can keep up quite well up to 50 meters.

Comment

Originally posted by desty_

because in hip fire none of these matter... you can laser someone with the Suomi or Thompson at range, just don't ADS, so to make the other "Stat bars" relevant you would have to remove the hip fire specs.

Hipfire does not really help the Thompson vs the MP40. You need to go for high ROF and then your magazine capacity becomes a very limiting factor at 20 meters and above. And you'll have a much easier time getting headshots with the MP40.

Comment

Originally posted by NoctyrneSAGA

This TTK analysis openly ignores the effects of hitrate on effective TTK and is thus grossly off the mark regarding high RPM vs low RPM. Low RPM weapons have higher accuracy which means they do not need to expend the entirety of a 50 round magazine to land enough hits for a kill which high RPM weapons like the Thompson may need to. When you base your analysis on the idea that every round will hit, then of course it looks like high RPM wins every time.

You can consult these charts that account for hitrate on your TTK. You can clearly see that weapons like the Thompson do not wholly outclass weapons like the MP40.

Median engagement range is 22 meters. MP40 has better expected FTK than big mag Thompson starting around there. Weird.

High ROF Thompson is a bit better but you're also lucky getting two kills in a single mag and MP40 still does a lot better landing headshots, landing bullets (455 m/s vs 330 m/s muzzle velocity) and has around 50% less vertical recoil to take care of.

Why do we even add stats bars to the game when all people care about is ROF?