Rate of Fire / Reload times for the weapons/attacks?

Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
edited September 2012 in NS2 General Discussion
<div class="IPBDescription">also: how big is the boost from enzyme cloud?</div>sorry to make a thread about this again, but i still don't know the actual rate of fire (and reload times for marines) for several weapons/attacks. this is apparently because of the way things are implemented (the rate of fire seems to be determined by the model animations) so few values can be found in the code itself.

i would be very happy and grateful if someone could come up with a way to figure this out, for the purpose of charts (see <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117569" target="_blank">http://www.unknownworlds.com/ns2/forums/in...owtopic=117569</a>). personally, i tried it using the dev tools but i failed miserably to get anything of significance.

this is what is actually known (firedelay | rate of fire | dps):
Rifle : 0.0555 | 18.018 | 180.1802
Welder : 0.1 | 10 | 300
MACAttack : 0.6 | 1.6667 | 8.3333
Healspray : 0.8 | 1.25 | 10
SporesDust : 0.18 | 5.5556 | 20
DrifterAttack : 0.6 | 1.6667 | 8.3333

whereas the value for the rifle is actually from an unconfirmed source.



furthermore, this value can be found in the balance files:
EnzymeAttackSpeed : 1.25
this implies that the enzyme cloud increases attackspeed by 25%. people (experienced people) claim that it actually doubles your attack speed, can someone tell this for sure? i belive it is a bit tricky to test in explore mode.

Comments

  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    It feels like alot more than 25%, i know that with enzyme 2 skullks can tear through a power node in no time at all
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Doesn't it do more damage too?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited September 2012
    <!--QuoteBegin-Alien.lua:773-779+--><div class='quotetop'>QUOTE (Alien.lua:773-779)</div><div class='quotemain'><!--QuoteEBegin-->function Alien:OnUpdateAnimationInput(modelMixin)

    Player.OnUpdateAnimationInput(self, modelMixin)

    modelMixin:SetAnimationInput("attack_speed", self:GetIsEnzymed() and kEnzymeAttackSpeed or kDefaultAttackSpeed)

    end<!--QuoteEnd--></div><!--QuoteEEnd-->
    This obviously uses the kEnzymeAttackSpeed variable. I've even tested this out in game and it is 25%. Double the speed/damage would be hilariously overpowered.

    Edit: I just found two bugs: Onos gore benefits twice from attack speed increases, while gorge spit doesn't at all.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1978659:date=Sep 16 2012, 11:27 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Sep 16 2012, 11:27 PM) <a href="index.php?act=findpost&pid=1978659"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...(the rate of fire seems to be determined by the model animations)...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wait wait wait! So that means, if I have lower fps i shoot slower? And therefore, if my system can't handle the game at 60fps I do less damage? Only because my animations are slower calculated by my pc?
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1979524:date=Sep 18 2012, 06:42 AM:name=_Necro_)--><div class='quotetop'>QUOTE (_Necro_ @ Sep 18 2012, 06:42 AM) <a href="index.php?act=findpost&pid=1979524"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait wait wait! So that means, if I have lower fps i shoot slower? And therefore, if my system can't handle the game at 60fps I do less damage? Only because my animations are slower calculated by my pc?<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, while this was pretty much the case in GoldSRC, I do remember Max stating somewhere that this should be prevented in Spark. I also remember some bugfixes a while back to in a changelog specifically about this.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Mhh... I would really like to proof this. Maybe I will.
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