Rifles and Damage Increase (2.28)

Discussion in 'General' started by Demented, Nov 5, 2010.

  1. Demented

    Demented Member

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    Considering that infantry is best measured in how many bullets it takes to kill a player, I've never been particularly fond of the 10% increase provided by Damage Increase (not counting its brief position at 25%). After all, Increasing 40 damage to 44 will still take three shots to kill an enemy player, yielding no practical improvement. However, I've recently considered that, thanks to falloff, damage increase is best measured not in its effect on base damage but how much further it increases the effective range of a weapon.

    Note that health upgrade and the rifleman's body armor are not accounted for, though the percentage increases in range will probably remain relevant. Nor are accuracy stats or non-rifleman weapons present; this is about damage increase, not infantry weapons.

    Legend:
    Hits to Kill @100hp: +% Range Increase (Old Range -> New Range)


    BE HR
    3 Hits: +52% (1634 -> 2488)
    4 Hits: +0% (INF -> INF)

    NF AR
    3 Hits: +195% (926 -> 2735)
    4 Hits: +INF% (6387 -> INF)
    5 Hits: N/A (7162 -> N/A)
    With damage increase, it's superior to the BEHR and BEAR.

    BE AR
    4 Hits: +52% (4326 -> 6588)
    5 Hits: +0% (INF -> INF)

    NF 50 CAL
    3 Hits: +32% (7121 -> 9382)
    4 Hits: +0% (INF -> INF)

    HMG
    4 Hits: +331% (0 -> 331)
    5 Hits: +43% (776 -> 1107)
    6 Hits: +23.5% (1409 -> 1741)
    7 Hits: +0% (INF -> INF)

    Pistols
    4 Hits: +INF% (2596 -> INF)
    5 Hits: N/A (INF -> N/A)

    BE Heavy Pistol
    2 Hits: +543% (0 -> 543)
    3 Hits: +23.5% (2309 -> 2852)
    4 Hits: +0% (INF -> INF)
    This ought to mean the heavy pistol can't do instantly lethal headshots without damage increase.

    NF Shotgun Pistol (Hits are pellets, 10 pellets per shot)
    8 Hits: +181% (0 -> 181)
    9 Hits: +124% (256 -> 573)
    10 Hits: +52% (606 -> 922)
    Probably negligible given pellet spread.
     
  2. Empty

    Empty Member

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    Except accuracy rate of fire and recoil and terrible ironsights weren't taken into account.
     
  3. Demented

    Demented Member

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    This is about Damage Increase, not overall weapon effectiveness.
     
  4. Trickster

    Trickster Retired Developer

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    This is actually quite interesting.
     
  5. Sirex

    Sirex Member

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    Sounds good and fits rifleman.
     
  6. gezor

    gezor Member

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    accuracy: laser-like
    recoil: none if u use bursts
    ironsights: no need for them because of laser-like accuracy
     
  7. FN198

    FN198 Member

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    there are times when even FN needs ironsights.
     
  8. -=SIP=-

    -=SIP=- Member

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    Demented:
    Please also add the SMGs to your chart.
     
  9. flasche

    flasche Member Staff Member Moderator

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    i think you misunderstand the list since you cannot have SMGs with damage upgrade :rolleyes:
     
  10. Emp_Recruit

    Emp_Recruit Member

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  11. -=SIP=-

    -=SIP=- Member

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    I just wanted to see the effective range of these weapons (of course without damage upgrade).
     
  12. Demented

    Demented Member

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    Since I already have the values I suppose I can mention those here:
    The SMG1 kills an opponent in 6 hits at any range. Falloff prevents the SMG1 from doing 20 damage unless at 0 range (the same problem experienced by the HMG and BEHP), while its minimum damage prevents it from dropping below that.

    The SMG2 kills an opponent in 4 hits up to a distance of 1739. It will eventually be reduced to 5 and 6 hits, but with the SMG2's accuracy you likely won't be hitting anything regularly at those distances.

    Also, the scout rifles kill in 2 hits out to ridiculous distances. The BE SR out to 8975, the NF SR out to 13844. Mind you, two hits means a kill with a single headshot. (Unless health upgrade is involved.) I think the default cull distance for players and vehicles is 10000.
     
  13. Trickster

    Trickster Retired Developer

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    My bad. BE scout rifle is wrong. It's meant to be like the NF one. I'll fix it for next release.
     
  14. Sprayer2708

    Sprayer2708 Member

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    how much further can one see using the scoutrifles scope?
     
  15. Sgt.Security

    Sgt.Security Member

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    ah , that's lawl.
     
    Last edited: Nov 6, 2010
  16. Ikalx

    Ikalx Member

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    Don't you want it the other way around? If default cull distance is 10000 it really could explain why people are getting killed by people they can't see...
     
  17. Trickster

    Trickster Retired Developer

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    I'll be changing it anyway, but it was intended to be like the NF one. Doesn't mean I won't change it anyway.
     
  18. Empty

    Empty Member

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    How can you shoot someone outside hte cull distance.
     
  19. Trickster

    Trickster Retired Developer

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    The other day, someone ran into a VF where the LoD model was just black inside, so I couldn't see him. I took some potshots in and got him. Felt good man.
     
  20. Empty

    Empty Member

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    Yeah but if it was past cull distance you don't even see a VF.
     

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