» Thu Sep 10, 2009 4:17 pm
Good testing Super Pangolin (awesome name)
However, range is an important thing to consider when doing these tests. I did these test myself when I got the game at the European launch but I found that the escort duty mission area is pretty unrealistic of actual ranges that occur within the game's maps, i.e because your shooting at a wall at a set distance (a small one) from yourself, you can only evaluate the accuracy of that gun within that specific portion of the bullet's travel. So while the bullets appear tight on the wall as a bitmap hole mark, the distance between the bullet marks actually increases over distance traveled, because the bullet have a greater time to deviate from the initial point of origin (the gun muzzle).
What this environment is good for testing (and what I find more important to the game of Brink) is testing the relationship between accuracy, stability, and rate of fire and their impacts upon a weapon's minimum (starting) hip fire circle diameter, its maximum hip fire circle diameter (attained after long automatic fire), and the rate of change between these two values.
Essentially, if the gun has a larger maximum hip fire circle, a fast rate of reaching its maximum hip fire circle (I'll call this inflation rate), and a slow rate of returning to the minimum hipfire circle diameter (I'll call this deflation rate), the weapon is best used at pointblank range because it has a higher chance of hitting the target at shorter ranges. If the conditions are reversed and a weapon has a smaller maximum hip fire circle, a slow inflation rate, and a fast deflation rate, then the weapon is best used as a ranged weapon, because it can maintain accuracy at distance. (but note that you will never get a gun that has perfectly balance stats, else the gun would not have a weakness and everyone would be using it).
So I did some test tests to find out how stability, accuracy, and rate of fire influence hip fire minimum and maximum sizes and how the rate of change between these sizes is modified by different scalling of the above parameters.
Here are my results, for anyone interested.
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Firstly I found that the weapon type (AR, SMG, pistol etc), gives a gun an initial set of values that the graphs in-game are then based on. So theoretically if a AR and a SMG have the same graph, that does not mean that they have the same performance. So weapon stats are relative to that type of weapon only. The most noticable statistic that is effected by weapon type is minimum hip fire circle diameter, and the somewhat fixed values of effective range.
After this initial value, accuracy influences the size of the maximum diameter of the hipfire circle, with lower accuracy having larger hip fire circle diameters.
Stability is a statistic that effects the rate of change between a gun's hipfire circle to its maximum diameter (its rate of inflation) per bullet, and follows a surge function (i.e. exponential increase per bullet untill the maximum hipfire diameter [determined by accuracy] is achieved).
This thus makes the 'rate of fire' statistic act as an accelerant to stability's inflation rate; however, it does not have any effect upon the deflation rate, and this is solely controled by the weapon stability statistic.
So to make this clear with examples:
Remember the Tampa submachine gun. Super stability. Super rate of fire. Extremely low accuracy. So low accuracy means that the gun has the largest maximum hipfire diameter of a submachine gun (extremely wide spread during automatic fire). Super stability means that per bullet the tampa has a slow increase in reaching the maximum hipfire diameter, and the deflation rate to the minimum hipfire size when not fireing is extremely fast. The super rate of fire means that the stability's inflation rate is under extreme accerlation, making it reach its maximum hipfire circle size quicker.
This means that the tampa is highly ineffective at range but highly effective at close (point blank) range. This is because it's spread is too great and too quickly achieved; however, its quick recovery from automatic fire makes it devestating at close range, because it can be controlled best in close quaters.
Also remember the Gerund AR. Moderate stability, Moderate accuracy, extremely low rate of fire. The moderate accuracy means that the maximum hipfire circle size is quite large, the moderate stability means that their is a slow rate of inflation per bullet, and a moderate rate of deflation per second. The extremely low rate of fire means that the inflation rate is under a force of deceleration, making automatic fire reach maximum bullet spread slower.
This means that the gerund is highly accurate at range but highly ineffective at close range, this is because it cannot sustain accurate automatic fire, as the bullet spread is to wide and the recovery time to maximum accuracy too long. Thus its best used in short bursts, where it maintains its smallest bullet spread. Also the low fire rate makes the gun eaiser to control at range as you can hold the trigger for long periods, and not sacrifice bullet spread.
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So when accounting for magazine clips, the general rule is that they primarily effect the stability statistic, with a minor effect on accuracy. So in scale from least to most penalising the clips go: Standard magazine, Extended magazine, Duct-taped magazine, Drum magazine. The penatly accross this specturm appears to increase by square increments, so the penalty difference between a drum mag and a duct-tape mag will be larger than the difference between a Duct-tape mag and a standard clip.
So with a bigger clip "weight" you select (I use this terms so that its not confusing when considering a duct-taped mag as having more bullets than the exended mag), you are increasing the inflation rate to maximum bullet spread, and slightly increasing the maximum hipfire circle diameter.
Hope that helps with decisions.