What is the "Stability" statistic a measure of?


(Nexolate) #1

This is mostly aimed at Splash Damage but if someone reckons they’ve got a good idea, then feel free to chip in.

I’ve been wondering, what exactly is the “Stability” bar and how do attachments affect this statistic?

I believe a developer explained previously that it was calculated using a large amount of the weapon variables, though this doesn’t really explain what exactly it is nor how attachments like Muzzle Brakes and Front Grips affect it.

I’d assume it’s got something to do with the way bullets cluster towards the center of the target and how that changes during prolonged fire. Since I’m not certain though, I figured it’d be best to ask.

Thanks for your time,
Nexo


(iezza) #2

how fast the bloom reverts and how fast it goes bigger?


(FireWorks) #3

Stability is recoil.

There are base variables like the spread, recoil, equip time etc, but some are multiplied by the different stances. So like you have different spread when jumping then when crouching, standing or walking. I think the total was 27 per weapon.


(FireWorks) #4

Found the original… its 97 vars per weapon

[QUOTE=Smooth;347687]The stability rating bar is derived from a combination of accuracy values.

Each gun has 97 values (around a dozen core values with a different one for each stance) which purely define bullet accuracy. This gives us a vast amount of control, but also makes it very difficult to communicate those values using only a couple of stats bars.[/QUOTE]


(Nexolate) #5

I can see how that’s the case, particularly with the Ritchie and Barnett, the camera kick is greatly lessened (20-25% depending) when you equip a Muzzle Brake.

Still, I can’t imagine that’s the only thing that Stability affects. As Smooth said in the quote you took, it’s derived from accuracy values. This is what prompted me to start thinking about whether it affects the tendency of clustering, which is something they’ve mentioned before.

Regards,
Nexo


(Smooth) #6

Stability is a combination of recoil rate/kick, recoil recovery rate, spread increase rate and spread recovery rate.

Accuracy is based on the minimum (and to some extent the maximum) spread.


(Nexolate) #7

Do the various attachments (Muzzle Brake, Front Grip, etc.) only affect the recoil aspect of this?
I don’t notice any change in the spread increase or recovery rates when using either of those attachments.

Regards,
Nexo


(Smooth) #8

Front Grips / Muzzle Brake: Reduces recoil rate, min kick & additive kick

[ul]
[li]Recoil Rate is how quickly the crosshair moves towards where the most recent bullet hit due to random spread
[/li][li]Min Kick is the minimum amount the crosshair will jump up per bullet (only used if the recoil due to spread is less than this value)
[/li][li]Additive Kick is the added crosshair jump (on top of the random kick from spread) per bullet
[/li][/ul]
The amount of reduction varies between the attachments and (some) weapons.


(Mustang) #9

Some really useful responses, thanks Smooth


(jazevec) #10

Stability indicates how the weapon crashes Brink. Lower is better.


(Nexolate) #11

Yeah, thanks again for the info.

I’ve been using g_debugWeaponAccuracy for checking the spread increases and the weapon seems to behave the same in terms of spread when using a Front Grip. I guess this is more to do with the weapons’ tendency to cluster shots towards the center of the crosshair, right?

Regards,
Nexo


(Smooth) #12

Actually I was looking at an outdated file.

Front-grips only scale down the min kick, additive kick and recoil rate. They no longer affect spread or recovery as they did earlier in development.


(Nexolate) #13

That makes sense; thanks for the info and thanks for your time.

Regards,
Nexo