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Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 3:29 pm
by Azarael
SRS is fast-firing for the purposes of recoil analysis.
Lesser recoil results in greater accuracy, but this is obvious regardless of the model in use.
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 3:54 pm
by Butcher
In Middle to long range:
Use suppressor->Less recoil->greater accuracy
+
Use suppressor->Less Damage->
=
greater damage/accuracy factor->greater Total damage ...
Conclusion: use the suppressor if the damage/accuracy factor is improved.
Proven applications: SRS's and MARS III.
Note: in close combat not suppressed is better for total damage.

Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 4:35 pm
by Rymosrac
At long range you will literally be doing half damage, which depending on the weapon may mean as much as double the required number of hits. Don't be so sure that the increased accuracy will always be worth it at range.
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 5:56 pm
by Butcher
Rymosrac wrote:At long range you will literally be doing half damage, which depending on the weapon may mean as much as double the required number of hits. Don't be so sure that the increased accuracy will always be worth it at range.
1) You mean unsuppressed damage at long range is two times the suppressed damage? ... this sounds strange to me
2) or at long range (suppressed and unsuppressed) have damage reduction in a proportion? ...
in first case , yes, you need to hit 50% more. But it would be odd to have such behavior, but even in this way if the numbers match my first example, you will have anyway slightly higher total damage. (84*0.5=42 compared to 40)
in second case, no, the probability that you hit is higher at long range than at short range when you are using the suppressor.
Since:
Total_damage=Damage per hit [Dmg/Hits] *Number of shots [Shot]*probability of hitting [Hits/Shot]*Reduction per length unit [%/UU]*Distance to target [UU]
Compared Total damage (suppressed and unsuppressed) in this case is higher always for the suppressed case the longer the range due to higher probability of hitting the target.
It gets bad at short range, because the probability of hitting the target is just slightly lower for suppressed than for unsuppressed, so in this case the Total damage is higher for the unsuppressed, due to having a higher damage per shot.
Here for illustration

:

- suppressed.png (38.95 KiB) Viewed 1188 times
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 6:22 pm
by iRobot
what does it all mean
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 6:25 pm
by Azarael
Theorycraft, botbot.
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 6:28 pm
by iRobot
why cant people just pick a gun and shoot like the good old days fuck
Re: Ballistic Bro Changelogs Discussion
Posted: Thu 25 Sep , 2014 6:28 pm
by Ollievrthecool
Nice Diagram
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 28 Sep , 2014 12:22 pm
by Definitelynotjay
Well, I've been thinking, and it seems to me that the problem with melee is not that it has low damage, but the fact that it is very easy to counter. You just pull out a gun, shoot, problem solved. Also it appears that using the speed adren boost makes melee much more effective, because they're very fast, and thus hard to hit. So my suggestions are:
A speed boost when wielding melee
Longer sprint duration
(One or the other, not both)
Thoughts?
Re: Ballistic Bro Changelogs Discussion
Posted: Sun 28 Sep , 2014 12:25 pm
by Azarael
Make the speed of melee too high and you end up with "Run faster with a knife" syndrome in which melee weapons are abused to move faster. It's already the case that innate weapon speed and sprint do not stack, for exactly this reason.
The idea of melee is that you need some actual skill to use it, but it will counter guns by displacing them. The main problem right now is that the counter is very simple and unskilled - double jump. Would be better to block double jump while displaced, or even offer a damage bonus against double jump.