DB V15404 Weapon Stats (By INF3RN0, Evil-Doer, Valdez)


(INF3RN0) #21

Remember that spread isn’t taken into account here as well. DB TTK is longer than the theoretical TTK due to the high inaccuracy. But yes, RTCW had a very fast TTK compared to everything else for sure.


(Mustang) #22

Are these all the vanilla version?

Did ETPro and ETQWPro increase damage, or only reduce spread?


(Rex) #23

In ETQWPro only the spread was reduced, the damage wasn’t increased.


(INF3RN0) #24

From some additional testing on actual TTK in DB today I discovered that due to a fade-in on the obituary and the death animation I would use an average of 4 extra bullets after the target was already dead. Here are some of the general accuracy ratings with the Medic SMG I was able to pull from using a dot overlay on recorded video to determine a fairly close estimate when the crosshair accuracy was above 95%. These tests were conducted by shooting a single stationary player, so the TTK would increase drastically for additional kills.

Some other things to note:
-Aim was directed at the headhitbox
-Aiming at the upper-body at mid-long range may result in faster TTK
-Creep spread may randomize results
-Crouching appears to reduce recoil
-Medic SMG may have more x-axis recoil than most other weapons
-Movement of both players more than likely increases TTK online


Close-Range:
-Hipfire Standing 67%
-IS Standing 100%
-Hipfire Strafe 36%
-IS Strafe 100%

Mid-Range:
-Hipfire Standing 44%
-IS Standing 80%
-Hipfire Strafe 21%
-IS Strafe 57%

Long-Range:
-Hipfire Standing 20%
-IS Standing 80%
-Hipfire Strafe 17%
-IS Strafe 50%

I plan to re-test some things and send the video footage to Anti sometime next week, but there’s a much easier way to do this. I’m not an aimbot so compensating for the x-axis recoil was fairly difficult at long distance. I would say my frame by frame accuracy was still around 85-90% when strafing at mid/long, but close range and stationary mid was 100%. If SD were to simply enable an aimbot on a dev account and hold-fire at a stationary target in each stance/movement mode per hit box, then we could know for sure what the real weapon accuracy ratings/TTK were per range- at least for the first target. I would want a possible maximum of at least 30% at mid-range hip-fire strafe and 40% at close range.


(Ashog) #25

Nice work guys, really nice. The RoF of medic/fieldops is as expected higher than in ETQW/ET. However if the TTK values are correct (which I am unsure after Anti’s post above) then I am almost happy with the current TTK (maybe a little bit too fast, ca. 0.1 sec too fast to be precize). Clearly the creep and recoil determine the slightly longer TTK even tho RoF is higher.

The problem with the current system is imho that burst fire isn’t very practical in close quarter combat - when 1 on 1 in a small room or street, one additional bullet often decides the outcome - there’s simply no time to make breaks to burst - you often need to fire all the time while dancing around the target.

The other problem is the higher RoF. The shorter the breaks between the bullets fired in a continuous fire, the harder it is to compensate and correct the Xhair on the target’s head between the shots. It is often that by the time your brain recognizes the pattern of movement of the enemy dancing around you and the brain decides which aim strategy / direction to assume, the clip is almost empty. I think there is a limit of high RoF where aiming isn’t requiring skill any more (just spray and pray) exactly because of this problem. I’d rather decrease the RoF and increase the damage even, if needed to keep up with average TTK of 0.9 sec at close range.

Summary from the pictures submitted above:

Medic

RoF:
DB 8.75 b/s, ET 6.25 b/s, ETQW 8.33 b/s

TTK short range, bodyshots (headshots):
DB 0,816 s (0.408 s), ET 0.889 s (0.331 s), ETQW 0.923 s (0.369 s)

Thanks for the research guys. I personally think that this information should come from devs, not testers in the first place.


(INF3RN0) #26

I wanted to bump this quote for a few reasons. I don’t really understand the whole ordeal about “high ping giving bad registry” as I play with 200 ping constantly and have only experienced dismissed damage from the new netcode, but no lack of registry. The real problem in my opinion is the weapon accuracy when two subjects are hold-firing in hip-strafe. These stats are from some testing that was done on a stationary target, so the real-time stats would obviously be higher. I personally account the TTK to the creep spread, where in a lot of your bullets will miss or hit the upper body when aiming directly at the head. Another reason why this is so bad is because in a lot of cases someone aiming at the center mass can probably get very close to matching the TTK of someone aiming at the head at max creep spread. The first kill can be relatively fast if you get your first 6 bullets right on target, however taking out multiple others immediately after is much more of a luck factor (as in will your bullets hit the head or land outside). Only in iron-sight or at extreme-close-range is it really possible to kill the most people in a single clip because of the spread to hit-box ratios. Most all close-mid-range engagements however are possibly the most lotto type there is, where in you can sometimes be aiming perfectly but your bullets will not necessarily land where your aiming. Just some information I believe is very relative to most of the complaints people seem to have regarding “registry issues”.

Also, since the fairly large creep spread is there to promote burst firing there is obviously a problem. I’ve already explained why burst firing is not viable and how pretty much everyone winning fire-fights only hold-fires, so what needs to be done is to either fix the current system or change it completely so that we aren’t trying to balance damage/rof/ammo in coorelation with the creep spread. I get that ET pub and RTCW had a similar mechanic, but consider the differences in this game in terms of damage/rof and the typical map engagements. ETQW style weapon mechanics I feel would be much more fitting in DB, but the main issue is that this will eventually blow up in our faces if it can’t be solved.


(MrEd) #27

Now that Echo’s been officially announced it’s not too big a leap in the imagination to start thinking about ways to visualise weapon performance profiles. We’ve had some ideas internally already but seeing as you guys have put so much work in here I thought I’d ask what kind of things would you like to see from weapon visualisations?


(INF3RN0) #28

Give me until next week to respond to that because I have 5 midterms this week haha. I am sure that a lot of other people will be able to add in some things here until then, but I do have some ideas.