The Complete Guide to Weapon Mechanics

SacchoSaccho Posts: 1,577Player
http://steamcommunity.com/sharedfiles/filedetails/?id=471503388

It's ... thorough.

If you catch any errors, let me know. A lot of this will need revision with the final release, so some sections go into more depth than others.
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Comments

  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    Now to upvote this one and get it to show up instead of the other one. If your ingame and you go to shift tab that other useless guide saying it takes 15-20 shots with m249 to get a kill is the first link you can click on in the bottom right out of the 3 featured.
    Pie charts + Graphs= Very Bad.



  • Frig!d..Frig!d.. Posts: 41Player
    Agree, this is really good.
    Mine is outdated, time for a new one.
  • =NOC=BWSNinja=NOC=BWSNinja Posts: 34Player
    Great job on the guide.
    america_s_army_proving_grounds_logo_by_outlawninja-d8rl9wy.png
  • m_hermannm_hermann Posts: 656Moderator
    well done
  • Bear_82Bear_82 Posts: 385Moderator
    as always BC, nicely done
    The right of the people to keep and arm bears shall not be infringed.
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    Awesome stuff BC :)
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • SacchoSaccho Posts: 1,577Player
    Thanks all. I learned a lot going through it all. Some of the tiny details, like faster suppression recovery when near teammates, are easy to miss when learning about the game.

    Hopefully it also shows some of the challenge in writing good patch notes. It's easier to say "recoil went up" than "this one term in a big complicated equation was changed, sometimes it'll matter, sometimes it probably won't."
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    Nice Work, BC! :+1:
  • iNv|eKCommiNv|eKComm Posts: 394Player
    Put your mouse over opfors head and click Left Mouse button.
    -
    ggs
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  • `xinoN`xinoN Posts: 359Player
    this should be featured on facebook, hint hint
    Oh well.
  • -pR|Arkeiro-pR|Arkeiro Posts: 775Player
    So much work into this, thx bc.

    Over 2k Golden Hawkeyes.
  • Yato^Yato^ Posts: 103Player
    Are you sure bleed damage keeps ticking when you're in the process of bandaging? I've always thought it stops ticking whenever you start to bandage yourself.
  • SacchoSaccho Posts: 1,577Player
    I'll check into it, thanks. I was feeling lazier for some sections and verified less thoroughly than others.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    It doesn't tick while bandaging. You can even start bandaging, move, start bandaging again without loosing health if you time it correctly.
  • SacchoSaccho Posts: 1,577Player
    edited July 2015
    Yep, updated that section to reflect that, my mistake. I also added some extra detail on bullet penetration calculations. There's some intermediate rounding that happens and I'd missed that before, made me question my sanity for a bit.

    (The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)

    Are there any remaining surfaces that can only be penetrated by the M14 and M24? I think at one point the metal half-walls like on Three Kings could be, but I think those surfaces were made tougher.
  • Frig!d..Frig!d.. Posts: 41Player
    BCPull wrote: »
    Yep, updated that section to reflect that, my mistake. I also added some extra detail on bullet penetration calculations. There's some intermediate rounding that happens and I'd missed that before, made me question my sanity for a bit.

    (The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)

    Are there any remaining surfaces that can only be penetrated by the M14 and M24? I think at one point the metal half-walls like on Three Kings could be, but I think those surfaces were made tougher.

    That sounds very strange, why would they do that? Quite redundant.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    You used to be able to shoot through the desk in West wing and the wooden atrium wall with m24 and m14, not sure if it still works though.
  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    Necabo wrote: »
    You used to be able to shoot through the desk in West wing and the wooden atrium wall with m24 and m14, not sure if it still works though.

    west desk was/is a glitch for sure.. cos the desk is the same as in lobby, and you cant shoot through lobby desk (except the small wooden part on top)

    Also the Lobby desk wall (towards dark room) is not wood but still m14 and m24 penetrate it easily. I wonder if this was really intended.
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Necabo wrote: »
    You used to be able to shoot through the desk in West wing and the wooden atrium wall with m24 and m14, not sure if it still works though.

    west desk was/is a glitch for sure.. cos the desk is the same as in lobby, and you cant shoot through lobby desk (except the small wooden part on top)

    Also the Lobby desk wall (towards dark room) is not wood but still m14 and m24 penetrate it easily. I wonder if this was really intended.

    I heard the lobby desk wall was fixed as well as the darkroom walls. Never tested it though.
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