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Many inaccuracies between shown and true weapon/perk stats

Open WhenTanksFly opened this issue 1 year ago • 4 comments

Fire rate

  • Assault Rifle, Combat Rifle & Ricochet Rifle: I've counted exactly 12 rounds per second while the game says 14.29.
  • Prototype Rifle: The display says 15.4 fire rate for Crash and 18.2 for Vegas, but on practice they both have ~15 fire rate, as apparently vanilla 60 tick rate rounds down all Engineering benefits of Vegas. I guess 20 rps is the next breakpoint?
  • Heavy Rifle: I've counted 10 base rps and 15 with altfire, not 11.11 base & 1.7x altfire.
  • K80 Personal Defense Weapon, Medical SMG & Minigun: I've counted exactly 20 rps for all three, not 28.57/28.57/25.00.
  • .50cal has 6.66 firerate rather than 7.11.

Plus now that the delay between emptying the magazine and auto-reload initiation doesn't exist, small mag weapons could have their displayed fire rate adjusted. For example, Grenade Launcher now goes from full to reloading in exactly 2 seconds, which effectively means 3/s attack rate rather than the declared 2.5/s. But this will backfire if a challenge extends the magazines.

Other numbers

  • Burning damage for all fire weapons: currently 15 per second rather than 2.5 (used to be 7.5 for years, until a few months ago at most). We even have rd_burning_alien_damage with value 15 and yet the stats display lies.
  • Explosive sentry gains less from explosive bonus than listed in extended view (#789)
  • Tesla Cannon's displayed stats start from 1 on Jaeger, become 1+1 with 3/5 damage bonus (but somehow still 1 in short summary), and then jump to 2+1 on Wildcat (somehow 1+1 in short summary). Every single time it is wrong, as tesla starts from 2 damage and gains 0.5 per general damage skillpoint.
  • Flamer with 3/5 damage bonus deals 3.5 direct damage. In short summary this value is expectedly rounded down. However, in the extended view it is suddenly "2+2", even though it correctly parses a similar case with Faith's 2.5 damage and rounds it down.
  • Mining Laser's 100-ish base damage is misleading due to unmentioned heavy reduction to aliens and doors. I'd rather have it say alien damage and specify effective damage multipliers to doors and misc objects (rocks, crates, etc). Or at least have alien resistance to it mentioned explicitly - probably the simplest option.
  • Pulse Rifle displays 45 altfire damage, but it's actually 1450. ...Oh, it does deal 45 to big doors. Shouldn't prioritize door damage over alien damage.
  • Hornet Barrage pretends it fires 11 rockets per use (actually 8), and also has explosives bonus (which only affects rockets' damage) icon next to rocket amount and fire rate, which aren't actually affected by any bonuses.
  • Freeze Grenades don't actually seem to scale area of effect off marines' stats, and freeze duration is wildly inconsistent (in player's favor, compared to listed stats)

Missing data

  • Minigun & Flechette Launcher (homing ver.) are missing reload speed info from the extended view. Minigun even lost it from the short summary.
  • Vindicator: No # of altfire listed in the extended view. (Maybe it's simply off the screen?)
  • Pump-Action Shotgun: The altfire section should mention its effective ~1.8 rps while we're at it.
  • Combat Rifle's extended stats are missing firerates for both primary and alt (#594)
  • The short summary displays nothing for any turrets (#788)
  • Medical SMG's healing section lists its primary fire's attack speed instead of its healing beam's tick rate.
  • Medical SMG should list "crouching doesn't improve accuracy" like Heavy Rifle's altfire section does. Or make it affected - still won't be overpowered with that ammo efficiency.
  • Combat Flares should mention their ~30s duration.
  • Heavy Rifle's extended stats go off the screen, at least on 1920x1080. (Also, we have a recorded case of 640x480 fitting more: #784 ) hrifle long

Texts, formatting, design

  • "Combat Drugs" text description doesn't mention the skill's effect on Medical Amplifier Gun.
  • "Heavy Weapons" mentions Cryo Cannon that's probably still far from being released.
  • "Stopping Power" mentions Plasma Thrower that suffers from the same problem.
  • Why is there Vindicator Damage skill icon near Vindicator's pellet count, given the amount of pellets isn't boosted?
  • As with Hornet Barrage, Smart Bomb has explosive bonus icons next to eversame fire rate and rocket count.
  • Prototype Rifle altfire should say "Shock damage..." rather than "Blast damage...".
  • Power Fist's special effect description is cut off in short summary (#786)

Some of the lines could be merged to take less vertical space:

  • the name of the altfire and its amount (the short summary already lists them on the same line)
  • "Ignites" and "Burning deals..."

Misc

  • On weapon select screen (but not individual weapon screen), replace monthly usage statistics with the short stats summary seen in lobby on hover-over, for a less sluggish option (quicker, less clicky) of viewing weapon stats, combining the best traits of both new and old interfaces.
  • In 8+ marine lobbies, any multiple instances of a marine will display the first instance of this marine's weapon stats. Example: Someone takes Jaeger with double GL, I take Jaeger with GL+Bulldog, I hover over Bulldog and still see GL stats.

WhenTanksFly avatar Aug 08 '24 12:08 WhenTanksFly

With how firerate is implemented it heavily depends on tickrate, with higher tickrate it gets closer to the listed values, so if you want this fixed, we would need to implement firerate in a different way like it was done with chainsaw, so buffing the actual weapons instead of rewriting the numbers in stats

jhh8 avatar Aug 09 '24 14:08 jhh8

Maybe we should test these weapons' fire rate in a 100-tick even a 128-tick server.

IAFCrash avatar Aug 15 '24 00:08 IAFCrash

Since I happened to joined a 130-tick server with rd_revert_convars 0 anyway, may as well...

PDW 80/3.05=~26.23 rps MedSMG 72/2.73=~26.37 rps Minigun 500/23.04=~21.7 rps (expected more) Vegas P-Rifle 98/5.97=~16.42 rps Crash P-Rifle 98/6.72=~14.58 rps (vanilla has ~15.12 for both marines - how did Crash's turn worse?? well, at least I now see Engineering IS accounted for) A-Rifle & C-Rifle 98/7.47=~13.12 rps H-Rifle 98/8.96=~10.94 rps .50calmg 200/29.09=~6.88 rps

WhenTanksFly avatar May 09 '25 11:05 WhenTanksFly

Heavy rifle tries to shoot 11.11 rps. On 60 tick it needs to make a shot every 5.4 ticks, but it always rounds up so it shoots every 6 ticks which is 60/6 = 10 rps. On 130 tick it needs to shoot every 11.69 ticks, 130/12 = 10.83 rps

jhh8 avatar May 09 '25 16:05 jhh8