the current state of the spread system


(Smooth) #41

These are including players with over 5,000 shots fired (in total or for that weapon type) so should be fairly good representation of consistency.


(INF3RN0) #42

More stats like this are good to know and give better perspective of the bigger picture. I hope to see some accuracy stats show up in the end game scoreboard soon. If there’s any stat I like to keep track of it’s personal accuracy.


(Anti) #43

Well here is how you did on average over the course of the alpha, compared to “can’t hit xxxx” shifty :slight_smile:


I would have got info from beta as well but at present it’s slightly harder to identify specific individuals data than it was in alpha due to a naming issue. Unless I know a session they were in I can’t track them down.


(spookify) #44

More stats! More stats! I love stats!

I do not like to hear its hard to pull stats off the beta… :frowning:

Is it at all in SD future plan to have a stat website with detailed player stats? Sort of like the BF3Stats.com and stuff like that?


(Smooth) #45

It’s the same system as the alpha, the only issue is that searching by player-name is down at the moment, since it uses different IDs.

It’s easy enough to fix, just not a high priority until we want users to see their own detailed stats, which is in our future plans :slight_smile:


(Rex) #46

[QUOTE=Smooth;482553]I’m up for testing a slight overall spread reduction (say 10%) and increasing recoil a little to compensate.

I’ll also throw in slightly different jumping penalties as well. You won’t get this in the very next update, but the one after that :slight_smile:

I would like to say that we are very, very close to W:ET and ET:QW values, and miles away from anything else. We also have other things to contend with now, like faster (modern) rates of fire and supporting ironsights (no they won’t just go away!) which means we can’t go too far before hip-fired weapons become all too-similar and overly deadly at all ranges.

For comparisons sake:

W:ET - MP40/Thompson - Min/Max Spread: 0.4/2.8 degrees (don’t have RTCW values to hand but it’s higher than this)
ET:QW - Assault Rifle - Min/Max Spread: 1.0/3.5 degrees
Brink - Gerund AR - Min/Max Spread: 1.9/7.0 degrees

XT - Current Average Auto SMG - Min/Max Spread: 1.0/3.2 degrees
XT - Current Average Auto Assault Rifle - Min/Max Spread: 0.5/2.7 degrees[/QUOTE]

Like Strychzilla said, these values say nothing. The Xt spread values are in between the ET and QW ones, but the weapons still feel all incredible inaccurate!
I trust my feeling more than current values/numbers and this feeling is away from being good. Also that you don’t want us to jump at all anymore is just sad… :frowning:

And for all who are happy with the current spread/recoild situation, please play a round in your old games. Thanks. (That’s what I did recently.)


(Hundopercent) #47

[QUOTE=Smooth;482905]There’s some exaggeration here, body-hitboxes are around 75% the size of W:ET (don’t have RTCW source & the head size is more like 90%) and the typical magazine size for the automatic AR/SMG’s in XT is 35-40.

These values, including things like TTK, DPS, damage-per-mag, spread-time, player-speed etc. are definitely comparable but we’re never going to up and clone any previous game. The only reason I posted these values was to calm some of the “omg it’s just like BRINK” claims, when it’s much closer to other games than this.

Gameplay evolves, business models change and the audience expectations differ. All of this needs to be taken into account in the design and implementation of gameplay features.

We will continue to update easily tweakable variables like this based on player feedback and gameplay stats. You’ll just have to bear in mind that the opinions and statistics from newer players will be as equally as valid as your own.[/QUOTE]

75% by width/height or actual square surface? 3 - 4x may be an exaggeration but over all size including depth is at least twice as big. The difference is like shooting at a poptart box vs shooting a fruit roll up.

I’m not trying to make you clone another game. I’m just saying it’s hard to compare spread stats vs RtCW/ET when the hitboxes were considerably larger. When I say brink, I mean a combination of TTK/Spread. In RtCW you only needed to fire 3 - 6 shots for a kill. XT is probably double that and the spread feels terribly random at medium range. I have literally seen outlines on peoples heads that weren’t even moving.


(INF3RN0) #48

Now if you’d also be able to dig up a graph that compared avg headshots to body/other ratios for each weapon type, that would be awesome!


(Protekt1) #49

I’ve gotten more time in the current patch and I have to say… smg is so much easier than AR now cause SMG has like no recoil you just head level and spray and get kills. Even in ADS smg is easier to handle.

I don’t mind that AR has more recoil, since presumably more dps? But anyway, gonna have to see next time how predictable AR recoil is. Because if it is just harder to control and will take a little more time adapting, that is a good thing since it is a skill hump to learn and master. But SMG seems to have no equivalent skill hump to master. So it just seems like an easier gun to use overall.

I also have to test more than just the one AR. I think the best case scenario is that each AR has slightly differing recoil patterns to help make them feel unique and unique to learn as well. But boy does it feel good when you get that triple headshot at medium range.


(Brinkman) #50

//youtu.be/LYgONLrYmnI


(Brinkman) #51

Although I agree, I feel this last patch helped with the gun battles. My gut feeling is that it all comes down to net code and/or their anti lag system. A dev on the forum mentioned spending time nailing down the net code which could fix the weapons. They might not have to tweak the magazine size or recoil or spread when it comes down to just unoptimized net code. Just a theory.


(ailmanki) #52

‘Vanilla ET’ you want to tell me you played on a etmain server? Seriously? I guess you have no clue what you are talking about, else your my hero; and have played ET since day one, and then stopped as soon as etpro/shrub came out.

Does not matter sorry, I am being obnoxious.


(Rex) #53

I’m surprised you can’t see the obvious.


(spookify) #54

Not sure if this is the same thing or not but “HS%” and “HS Kill%” and “Overall HS’s per Shots Fired”… I guess that last one might be the same as the first. The new patch and Phoenix is going to be off the chart… All I hear is Head-Shots but it is still hard to kill because of how weak the gun is! Please dont nerf him!! I would however like to see his Headshot out put now.?.. Seems like all I hear is headshots its actually pertty crazy and if I dont I know I am dead. But back to what I was saying the headshot counts are going to be crazy on him… I have to be at like 40%+ acc and my Headshot/kill % needs to be in the 40%'s aswell. Almost like the Scar in BF3… But I feel like I am getting hundards more HS with Phoenix, which is good because I need 5 or 6 Headshots to kill and it feels like 8 a mid to long range… I wish all guns felt this smooth and had varied damage, fall off damage and ROF…

Name Top Time Kills HS HK % KPM Shots Hits Accuracy
SCAR-H 0% 54:35:21 11,677 4,824 41.31% 3.57 173 494 48,642 28.04%


(shaftz0r) #55

man. those acc stats. lots of baddies playing eh? :wink:


(Brinkman) #56

[QUOTE=ailmanki;482999]‘Vanilla ET’ you want to tell me you played on a etmain server? Seriously? I guess you have no clue what you are talking about, else your my hero; and have played ET since day one, and then stopped as soon as etpro/shrub came out.

Does not matter sorry, I am being obnoxious.[/QUOTE]
You okay Bro? Check my reg date and my post count. I played until all the servers got taken over with XP save and BS. Dunno why it’s so important to you though. I played W:ET since day one till it got modded to death.


(Brinkman) #57

Vague post is vague.


(INF3RN0) #58

If people can pull off 40% accuracy consistently then I have to wonder what an aimbot could do. In ETQW high level accuracy was around 40%, where as aimbots could add 10-15% extra. I’m fairly satisfied by the stats, especially being able to know that the limit isn’t that low. Player accuracy seems to have drastically increased since the first alpha patches, which makes me think a few more tweaks with the spread would put the game in a pretty acceptable place. If we did get some detailed accuracy stats added to the scoreboard, then I think a lot of people would be able to judge their personal performance vs weapon performance better as well.


(shaftz0r) #59

i was commenting on the 22-25% avg :stuck_out_tongue: i prolly shoot upper 20’s with the AR’s and upper 30’s mid 40s with the smg. i have real issues controlling the random recoil of the ARs


(Rex) #60

While we are at inaccurate things:

  • Horizontal recoil is nonsense, you can’t correct your aim in 3 directions randomly at the same time!