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[Pirate + memorial] Weapons guide (images) + Explosives + variables |
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18-09-2009, 11:24 PM |
Post: #21
M1k3ol
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guide updated in the first and last post, now it's almost finished
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19-09-2009, 10:36 AM |
Post: #22
chainsawdaz
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nice guide love it!
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19-09-2009, 02:37 PM |
Post: #23
olacoke
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Great work! Really easy to understand!
Keep it up
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22-09-2009, 05:53 AM |
Post: #24
M1k3ol
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glad you like it, I hope this really help to clarify some of the many "secrets" on how some of the weapons work, and to others to understand how damages are applied
BTW, my pc's power supply technically "blowed up" due to a power shortage during a hevay rain in my city, so I won't be accesing from my pc for the rest of the week, but I'll be checking this thread from time to time to clarify any questions ![]() PS people, can you READ the first and last post from the guide? (post 1 and 8?), it's showing as a blank post to me on this old laptop |
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22-09-2009, 05:55 AM |
Post: #25
M1k3ol
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forum bug
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22-09-2009, 06:17 AM |
Post: #26
M1k3ol
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Weapons and you
1st part: Main Setup So...many of you have already seen the images, some of you, may or may not, understand them, so, let's do a quick look-up some weapons come as default ones for some classes, those weapons doesn't show a price tag in the guide: Commando's Initial Weapons: Knife, MR Rifle, TNT Soldier's Initial Weapons: MR SMG, MR Shotgun, TNT Gunner's Initial Weapons: MR Shotgun, MR MG, TNT All those weapons are always free and unlimited for your hero's class, you won't have to buy any of those ones ever, and even some people keep using them (according to their play-style) 2nd part: Guide description now, to get this guide more helpful, this is what every part means: Note: MR = Medium Range, SR = Short Range, LR = Long Range first part is the header, you can see the weapon's image, along with the faction flag and name for the weapon. second part is "Damage by distance" box, you can see how much base damage a weapon does, and at what distance it happens (this applies to almost all the weapons), shotguns stats are so low for the first damage, since it is the lowest damage you can do if only 1 pellet hits a target. third part is the "Weapons Deviation" box, what is -deviation-?, it is called in other games "spread", or how much the bullets gets off from a weapons reticle center (or the accuracy for every shot), the less deviation, the better, it also includes the "spread" stats for shotguns, that it's divided in 2 parts: weapon and sub-projectile, the first one is the weapon deviation for each click you do, the second one is the deviation from the small "pellets" that comes out from them, and the last part is the recoil, it only applies for sniper rifles, it means how much the scope moves after shooting, the MR rifle has the less amount of recoil, the fast one has a biggest jump, but returns back to almost the same place you aimed, and the biggest one is the LR rifle, it moves more the scope fourth part is the "Weapons specs" box, you can see magazine size, velocity and other stats, "batch size" means how many pellets the shotgun expel by each one of its cartridges, total damage is calculated by the lowest one for each distance (1pellet hit), multiplied by that number...on another note, you don't need to divide the rounds number, it already states how many rounds per minute the weapon can shoot (but it doesn't counts reload times, or clicks, think that it's a -under turbo button- test) |
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22-09-2009, 06:20 AM |
Post: #27
M1k3ol
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Velocity is the speed that the bullets travel from the weapon, in this game, bullets are physically in the game, and it's server sided, it also prevents hits to register at weird times, like, while reloading, even if by any weird reason you could keep shooting while reloading, hits would fail to register (it would end up being just a graphical bug)
critical hits are based in a "per shot" chance, this means, the chance is calculated each shot you use, so, any bullet can get the crit-damage, some people can get crits for each shot from 1 mag, while others get nothing in a full clip, so, yes, it is pure luck, any shot can be your lucky shot. Crit damage is just the extra damage added to the base damage (13 base + 10 crit for example), I'm still looking at the sniper files, to get the headshot modifiers, so far it looks like it just gives a 100% max damage (like 44 all the time) + maybe a higher chance for crits, I'm still researching that. fifth part is "Explosives specs" box, you can see the explosives main stats, damage count as "splash" damage for the TNT, and grenades, knife uses the radius stat since the attack actually uses a radius, force is the actual "push force" from the explosive (what makes you fly in the air!). the last parts are just prices and description, unlimited price is BF only as of today, but prices are bound to change from time to time, it will be updated when necessary. |
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22-09-2009, 06:21 AM |
Post: #28
M1k3ol
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Weapon stats explanation, or, "why I always get more/less damage?"
1st part: Knife As many of you have already noticed, the knife have a set amount of damage, that goes from 28 to 35, then, why the hell I end up doing 1 or 2 damage points?, well, the answer is in the attack itself... the Knife attack works like a explosion, it comes from the tip of the knife and surrounds a 2 meter area around it, now, the damage from the knife also works like that, you get the highest damage value by centering your attack, by trying to get the enemy in the center of the hit, the farther you land the attack, the lowest the damage output will be (regardless from the lowest damage -28-, this works based on the "landed damage", and decreases that value based on distance) Damage decreases by distance from the 2m radius central point, and that's how you get the weird low damages, it is not random and also, it works from the sides too and lag can make you miss those hits while running to get the enemy, that's why back stabs damage is so "good", if you catch the enemy off ward, you land the hits close to the enemy and even with the chance of landing a critical hit bonus. |
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22-09-2009, 06:23 AM |
Post: #29
M1k3ol
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2nd part: Explosives unleashed
well, now we get to the ugly part...explosives damages... first of all, the explosives have a "splash" damage (code-wise) and it works in the same fancy way like the knife, the farther the enemy is from the central explosion, the less damage you will deal, so far, so good, everyone knows it, the thing is, that the explosives have an extra code, besides the common one, that it's something like a "vehicle like" code, which, affects the interaction between the explosive and a vehicle specifically, let's look at the TNT code: Code: rem ---BeginComp:Armor ---so, if you look at it, I will tell you what's the weird thing...no other non explosive weapon has this composition in their code, the only things that uses it is vehicles and some player health in the classes (the maxhitpoints part), now, do you see the code part?, that's your damage modifier against vehicles (throw a TNT at a lone enemy tank, while exploding and no other passenger except the driver, you will notice something around 100 in damage, like a 96) TNT is the only explosive weapon with a "vehicle like" code, so, it works like attaching a vehicle to another vehicle, or like launching a tank against another one, including a blast radius, that affects infantry with other values. now, bazooka and grenades doesn't have that full vehicle like code, but they do have their own code, in the explosives department that is, something that it's worth to rember, is the "default material" in the past example, explosives have a code like this "ObjectTemplate.detonation.explosionMaterial 52", along with a explosion depth value, this are some of the modifiers to hit vehicles, and the reason behind hitting infantry with one value and hitting vehicles with another high one. vehicles have their own material composition too, in many of their own parts, this is also what determines the amount of damage that they receive on their "weak points". all the explosives have a "splash" blast damage, instead of a physical damage like bullets, the only one with a physical damage rate along with a splash damage, is the bazooka. |
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22-09-2009, 06:24 AM |
Post: #30
M1k3ol
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But WHY I get more/less damage than what the code shows?
this is quite easy, the points you see on you HUD is not the damage you did per unit, it's the total amount dealt with that action (like a grenade or TNT exploding), for example, throw a keg at a group of enemy units, and you will see something like 180~200 in you points, that's not the damage you dealt to each enemy, thats the sum of all the damages the enemy units received, a total for adding to your points, this also works in tanks, if the tank has a passenger or another soldier around, the explosion will damage them (specially the passenger) and the damage you deal to them will get added to the tank damage points and show as a whole number in your points (like 96+15+4). |
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23-09-2009, 02:20 AM |
Post: #31
viciousky
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Very nice guide, thanks a lot for sharing it with us
One question, does shooting in small burst (clicking it one by one) rather than bursting it all (click and hold) improve the accuracy?
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23-09-2009, 05:05 PM |
Post: #32
TheFatNerd
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29-09-2009, 09:13 AM |
Post: #33
M1k3ol
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(23-09-2009 05:05 PM)TheFatNerd Wrote: Can you explain the "up" and "left/right" boxes? Is this deviation? Can you elaborate a little bit further than you have already on how this works etc, if this is deviation... if not then explain anyway gladly, as you can see, this is part of the "recoil" boxes, it only applies to the Sniper rifles, the "up" and "left / right" boxes only show the "force" of the movement, or how hard the recoil is for that gun in that direction (moving the scope more or less) (23-09-2009 02:20 AM)viciousky Wrote: Very nice guide, thanks a lot for sharing it with us maybe it works on CoD, but not here ![]() all the weapons have a "zero" deviation (or recoil) except for the rifles of course, so, it doesn't really matter, unless you use a rifle of course... |
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29-09-2009, 09:15 AM |
Post: #34
M1k3ol
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forum bug
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29-09-2009, 11:54 AM |
Post: #35
Doojoo
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Nice guide but find out how critical dmg for knifes works. I already saw people say they did 70+ knife attacks. Could this basically happen if two enemies stand very near to each other, you do a 34 dmg knife hit and because of explosion splach the other enemy also takes for example 26 dmg. And now the hud shows a "60" or even more when landing crits?
So the real maximum damage of the knife versus a single target is 36 + crit damage? And btw what exactly is the "center of a player"? The chest?
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01-10-2009, 05:52 AM |
Post: #36
M1k3ol
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(29-09-2009 11:54 AM)Doojoo Wrote: Nice guide but find out how critical dmg for knifes works. I already saw people say they did 70+ knife attacks. Could this basically happen if two enemies stand very near to each other, you do a 34 dmg knife hit and because of explosion splach the other enemy also takes for example 26 dmg. And now the hud shows a "60" or even more when landing crits? yes, the damage is 35 + the crit bonus, maybe you (or others) saw that using the royal knife in past versions, that weapon had a 25 crit bonus instead of 15 like nat's (I think that might be corrected now, I'm just checking the new in-game files) centering the attack means trying to get the enemy the more close as possible to the tip of the knife, so that the enemy gets the greater damage possible... I don't know if the damage gets to other enemies if they're too close to each other to receive it, I'll have to test that...since the damage uses that splash, maybe that theory should work... I will update the guide if some weapon has changed or not...expect the results in this couple of days before the weekend... EDIT weapons that have changed all 3 MGs (damage) and standard rifle (recoil) and that's it, I will update the full guide, since BF price have been dropped from all weapons... |
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01-10-2009, 07:50 AM |
Post: #37
M1k3ol
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forum bug
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03-10-2009, 11:44 AM |
Post: #38
Boombaastical
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Great thread, I'm bumping it cause it deserves a sticky.
By the way, I was wondering if you updated the Backscratcher / Cheeser values. ![]() ![]() ![]() ![]() ![]()
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03-10-2009, 03:01 PM |
Post: #39
Diavolo
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Hey, great guide! Have you updated the sniper rifles from after the update? I think damage on short range has decreased, and + damage for critical hits (headshots) has increased. But I dont know how much.
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03-10-2009, 06:21 PM |
Post: #40
M1k3ol
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guide will be updated tomorrow
all 3 MGs have different damage values in-game now, thats the only update for the weapon... only sniper with a change is the default one, recoil is different now...headshots is still under investigation, but is just an increase in critical chance and max damage as far as I have been told... all the weapons will be replaced to show the new perma price, but that will be the last thing I'll change on the update, since weapons didn't changed at all...the first thing is the new updates in weapons and the new skinned weapons (that actually is only a skin change) |


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