Author Topic: Racerboy's Trench - TDM [CTF / KOTH] [BETA v2.1] [OPEN]  (Read 12776 times)


It's impossible to see your health when you have a gun out, due to the ammo count and the health and score stuff both using bottom print

Still waiting on those updated playertypes bro.

Calculating damage per second and stuff for all the weapons on the sheet (primaries and secondaries only) so we can get the prices correct.

Never mind, I'll just do it with the ones that matter or aren't too clear. Too much work!

TESTING, in order of difficulty:
>Which order should the Shotgun varieties really go in?
>Which order should the Assault Rifle varieties really go in?
>Which order should the SMG varieties really go in?
>Which order should the Sniper varieties really go in? All snipers instant-kill on headshot and I believe they have the same damage. This comes down to range.
Classic sniper range is 200. Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast, 33 normal, 100 if headshot. .5 seconds after reload to 'overheat'.
Military sniper (Not important: the tracer does 1 less damage.) Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast. 33 normal, 100 if headshot. Overheat is insignificant, deactivating very shortly after reloaded.
Retro sniper range is 200. (Not important: the tracer does 1 more damage.) Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast. 33 normal, 100 if headshot. .5 seconds after reload to 'overheat'.
Magnified sniper range is 200. Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast, 33 normal, 100 if headshot. .4 seconds after reload to 'overheat'.
Hawkeye IS NOT RAYCAST. Hawkeye does 75 damage on a normal hit, 100 damage on a headshot. No overheat, firing time is faster than T:T sniper, has spread if moving.
The T:T snipers are very similar. The Classic and Retro are identical, the Magnified is slightly better than both, and the Military is better than the Magnified. The Hawkeye is of an entirely different type and I can't decide if it's better or worse. In order of cost, most expensive first: Hawkeye, Military, Magnified, Classic or Retro, Classic or Retro. Hawkeye could go anywhere. Bullets are NOT dodgeable. Gaaaah.

>Which order should the LMGs really go in?
Normal LMG does 9 damage per hit with a maximum 70 ammo. 0.3 seconds between shots. Total DPS of 30 - kills a blockhead in around 3.3 seconds. Spread of 0.0002, 0.0015 when moving.
Drum LMG does 10 damage per hit with a maximum 70 ammo. 0.3 seconds between shots. Total DPS of 33 1/3 - kills a blockhead in precisely 3 seconds. Spread of 0.0002, 0.0015 when moving.
Blocky LMG does 10 damage per hit with a maximum of 65 ammo. 0.3 seconds between shots. Total DPS of 33 1/3 - kills a blockhead in precisely 3 seconds. Spread of 0.0012, 0.0025 when moving.
Combat MG does 9 damage per hit with a maximum 45 ammo. 0.052 seconds between shots. Total DPS of 173 - kills a blockhead in roughly half a second. Spread is 0.025, 0.03 when moving.
Vulcan does 18 damage per hit with a maximum of 200 ammo. 0.105 seconds between shots. Total DPS of 171.4 - kills a blockhead in roughly half a second. Spread is 0.0055, 0.0060 when moving.

The Vulcan is clearly superior. The Combat MG has a staggering DPS but horrible spread - only good for closer range. The Blocky LMG has worse spread than the Drum LMG and less ammo. The Normal LMG has less damage than the Drum LMG and that's it. In order of cost, greatest to least: Vulcan, Drum LMG, Combat MG, Light MG, Blocky MG

>Bullpup or Tact. Bullpup first?
Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (7 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
Tactical Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (7 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
Compact Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (8 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
All three bullpup skins are completely identical excluding model. Bah.

>Classic or normal Battle Rifle first?
Battle Rifle does 15 damage. 24 ammo cap. .405 seconds per shot. Total DPS of 37 - enough to kill a Blockhead in roughly 2.7 seconds. Spread of .001 when stationary, .002 when moving.
Classic B. Rifle does 18 damage. 24 ammo cap. .400 seconds per shot. Total DPS of 45 - enough to kill a blockhead in roughly 2.1 seconds. Spread of .001 when stationary, .002 when moving.
The Battle Rifle is clearly worse than its Classic counterpart. The Classic Battle Rifle should be worth more as it has a higher damage per second.

All weapons apparently have a 'Ammo' time of 0.1.
Oh god there's a 2.1. Recalculating, blarrgh.
« Last Edit: July 28, 2012, 09:49:01 PM by ThinkInvisible »

It's impossible to see your health when you have a gun out, due to the ammo count and the health and score stuff both using bottom print
T+T does that, maybe I'll find a way to have ammo displayed where the K/D Ratio is to replace it?

Still waiting on those updated playertypes bro.
I'll have them to you tomorrow for sure, Commander Nick hasn't gotten back to me on them - worst scenario, I'll try to rid of the gore and change the names myself.

Calculating damage per second and stuff for all the weapons on the sheet (primaries and secondaries only) so we can get the prices correct.
Ok, I already came up with an updated list in the OP (keep in mind I have yet to re-organize the bullpup to the third tier and shuffle the current 2nd and 3rd to the 1st and 2nd positions) just click on the google docs, it auto-updates. I'll edit it when I get home.

Calculating damage per second and stuff for all the weapons on the sheet (primaries and secondaries only) so we can get the prices correct.

Never mind, I'll just do it with the ones that matter or aren't too clear. Too much work!

TESTING, in order of difficulty:
>Which order should the Shotgun varieties really go in?
>Which order should the Assault Rifle varieties really go in?
>Which order should the SMG varieties really go in?
>Which order should the Sniper varieties really go in? All snipers instant-kill on headshot and I believe they have the same damage. This comes down to range.
Classic sniper range is 200. Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast, 33 normal, 100 if headshot. .5 seconds after reload to 'overheat'.
Military sniper (Not important: the tracer does 1 less damage.) Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast. 33 normal, 100 if headshot. Overheat is insignificant, deactivating very shortly after reloaded.
Retro sniper range is 200. (Not important: the tracer does 1 more damage.) Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast. 33 normal, 100 if headshot. .5 seconds after reload to 'overheat'.
Magnified sniper range is 200. Spread is 0.005 if firing too fast. Damage on hit is 30 if firing too fast, 33 normal, 100 if headshot. .4 seconds after reload to 'overheat'.
Hawkeye IS NOT RAYCAST. Hawkeye does 75 damage on a normal hit, 100 damage on a headshot. No overheat, firing time is faster than T:T sniper, has spread if moving.
The T:T snipers are very similar. The Classic and Retro are identical, the Magnified is slightly better than both, and the Military is better than the Magnified. The Hawkeye is of an entirely different type and I can't decide if it's better or worse. In order of cost, most expensive first: Hawkeye, Military, Magnified, Classic or Retro, Classic or Retro. Hawkeye could go anywhere. Bullets are NOT dodgeable. Gaaaah.

>Which order should the LMGs really go in?
Normal LMG does 9 damage per hit with a maximum 70 ammo. 0.3 seconds between shots. Total DPS of 30 - kills a blockhead in around 3.3 seconds. Spread of 0.0002, 0.0015 when moving.
Drum LMG does 10 damage per hit with a maximum 70 ammo. 0.3 seconds between shots. Total DPS of 33 1/3 - kills a blockhead in precisely 3 seconds. Spread of 0.0002, 0.0015 when moving.
Blocky LMG does 10 damage per hit with a maximum of 65 ammo. 0.3 seconds between shots. Total DPS of 33 1/3 - kills a blockhead in precisely 3 seconds. Spread of 0.0012, 0.0025 when moving.
Combat MG does 9 damage per hit with a maximum 45 ammo. 0.052 seconds between shots. Total DPS of 173 - kills a blockhead in roughly half a second. Spread is 0.025, 0.03 when moving.
Vulcan does 18 damage per hit with a maximum of 200 ammo. 0.105 seconds between shots. Total DPS of 171.4 - kills a blockhead in roughly half a second. Spread is 0.0055, 0.0060 when moving.

The Vulcan is clearly superior. The Combat MG has a staggering DPS but horrible spread - only good for closer range. The Blocky LMG has worse spread than the Drum LMG and less ammo. The Normal LMG has less damage than the Drum LMG and that's it. In order of cost, greatest to least: Vulcan, Drum LMG, Combat MG, Light MG, Blocky MG

>Bullpup or Tact. Bullpup first?
Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (7 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
Tactical Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (7 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
Compact Bullpup does 22 damage per hit, in bursts of three. 21 ammo cap (8 bursts). .35 seconds per 3 shots. Total DPS of 188.571. Spread of .0002 if stationary, .0004 if moving.
All three bullpup skins are completely identical excluding model. Bah.

>Classic or normal Battle Rifle first?
Battle Rifle does 15 damage. 24 ammo cap. .405 seconds per shot. Total DPS of 37 - enough to kill a Blockhead in roughly 2.7 seconds. Spread of .001 when stationary, .002 when moving.
Classic B. Rifle does 18 damage. 24 ammo cap. .400 seconds per shot. Total DPS of 45 - enough to kill a blockhead in roughly 2.1 seconds. Spread of .001 when stationary, .002 when moving.
The Battle Rifle is clearly worse than its Classic counterpart. The Classic Battle Rifle should be worth more as it has a higher damage per second.

All weapons apparently have a 'Ammo' time of 0.1.
Oh god there's a 2.1. Recalculating, blarrgh.

The changes have been made to the Spreadsheet, which will be the base of the new Points System. Check it out and make sure everything there looks Ok. The only reason I kept the Combat MG there was because it's apart of Frog's Weaponry along with the Vulcan and most of the combat here is close-range when you're talking about the Point and Flag. Keep in mind that the Spreadsheet is based off of a 5 Point per Kill System.

Done. Check your PMs.

One thing to add. The vulcan has to be deployed. Also turn imperial guard class into space marene

191 files

191

And I only had texture downloading on...

One thing to add. The vulcan has to be deployed. Also turn imperial guard class into space marene
Using what weapon pack?

Playertypes break LMGs.

191 files

191

And I only had texture downloading on...
Shouldn't take too long...it's worth the wait :)

I think the Combat MG is supposed to be an assault rifle-esque weapon

I think the Combat MG is supposed to be an assault rifle-esque weapon
I had nothing else to put in the LMGs. Ran out of options.


40kpack racer
That is the Imperial Guard pack...what do you mean? I'm using those weapons. You mean change the name?

Racerboy, I think you should add the single shotgun (and maybe the other single shotgun that is a secret in frog's weaponry) as a secondary weapon.