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CCP Logibro
C C P C C P Alliance
9390
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Posted - 2014.10.07 18:19:00 -
[1] - Quote
Hello wonderful forum readers. Today is the first in what may (depending on how much you like it and how much time I have) be a series of posts on how some of the mechanics of DUST actually work. These include things like how is damage done calculated, how heat works and today's topic: Dispersion.
So what is dispersion? Dispersion is what causes your bullets to fire in a cone from the center of your weapon, rather than all coming out as a straight line. This is generally more obvious with faster firing weapons (with the HMG being a prime example). So how does it work?
First off, not every weapon actually uses dispersion. A good example of this is the Laser Rifle. Additionally, any weapon that fires a projectile completely ignores dispersion.
Next (assuming our weapon is using dispersion) we have the maximum and minimum dispersion. These two numbers dictate what the maximum and minimum possible dispersion numbers you can achieve on your weapon are. Both are specified in degrees from origin (the exact point that you're aiming at in the middle of your crosshair). For example, the Assault Rifle has a maximum dispersion of 3 degrees, and a minimum of 0.75 degrees. This means that when firing you start with 0.75 degrees of dispersion, and will gradually grow to 3 degrees of dispersion.
Next we have growth per shot. This number specifies how much the dispersion should grow (in degrees) every time you shoot the weapon. For the Assault Rifle, this is 0.27 degrees. So using what we know, firing our Assault Rifle for one second should increase our dispersion by 3.6 degrees (0.27/0.075) right? As it turns out, thatGÇÖs not the case.
We also have dispersion decay. This is the rate that dispersion is moving back towards its minimum value. Your dispersion is decaying at all times, even when you are firing. However, dispersion decay isnGÇÖt a flat number like dispersion growth is. Instead, we have a GÇ£Decay Rate at Maximum [Dispersion] per SecondGÇ¥ and a GÇ£Decay Rate at Minimum [Dispersion] per SecondGÇ¥. For the Assault Rifle, these two numbers are 6 degrees and 2.5 degrees respectively.
So how do we use these two numbers? The dispersion decay rate increases from its minimum to its maximum as the dispersion increases from its minimum. This means that as you get closer to maximum dispersion, your rate of decay increases. Using the Assault Rifle as an example, if our current dispersion is 1 degree, then our rate of dispersion decay is around 2.8 degrees per second. If our current dispersion is 1.2, then our rate of decay is about 3.2 degrees per second. When combined with our growth per shot, this serves to slowly bring our rate of dispersion growth as our dispersion gets higher.
You can see examples for a number of different weapons in this sheet. If you look at the attached chart, you might also notice something strange: one of the lines is decreasing. That would be the HMG which is unique in that it has inverse dispersion. What this means is that the more it fires, the more accurate it gets.
There are also some other numbers that affect dispersion we havenGÇÖt gone over yet. The first is the Zoomed Dispersion Multiplier. This increases or decreases the dispersion when looking down the sights of a weapon. Most rifles have this set to 0, meaning that they have no dispersion when looking down the weaponGÇÖs sights. The HMG has this set to 1, which means that it has the same dispersion when zoomed as when aiming from the hip.
Lastly, we have the state multipliers. There are separate multipliers for the decay rate, growth per shot maximum and minimum depending which of four different states you are in: Crouched, moving, sprinting and zoomed. These allow you add things like bonuses for crouching or increase your dispersion after just finishing sprinting. To go along with these state multipliers we have GÇ£Growth Rate Below MinimumGÇ¥, which increases your dispersion by a certain amount per second when itGÇÖs below the minimum dispersion. An example of this would be if you start sprinting, your dispersion will increase to the new minimum based on the minimum sprinting state multiplier (which for the Assault Rifle is x5, or 3.75 degrees) at a speed of 3 degrees per second. Decaying from a dispersion value above your current maximum dispersion occurs at the normal dispersion decay rate.
So thatGÇÖs dispersion. Keep in mind that dispersion is only one part of accuracy, along with kick and weapon range. Hopefully you now have a better understanding of how it works in DUST.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Soraya Xel
Abandoned Privilege Top Men.
4036
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Posted - 2014.10.07 18:26:00 -
[2] - Quote
What is this? Facts? Numbers? Details? I expect my game mechanics vague and obscure, Logibro!
:D
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Cross Atu
OSG Planetary Operations Covert Intervention
3157
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Posted - 2014.10.07 18:28:00 -
[3] - Quote
Cannot, resist, urge, to, +1
See a cool idea thread? Mail me the title and I'll take a look =)
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Ripley Riley
Incorruptibles
3589
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Posted - 2014.10.07 18:42:00 -
[4] - Quote
A mighty +1 for you Logibro. I eagerly await this...
CCP Logibro wrote:Keep in mind that dispersion is only one part of accuracy, along with kick and weapon range. Hopefully you now have a better understanding of how it works in DUST.
My advice to you, playa...
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Darrius Smithmage
14
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Posted - 2014.10.07 18:43:00 -
[5] - Quote
Z platoon merc z fleet fc I'm not just role playing I'm here to take calderi prime back by force!
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Kevall Longstride
DUST University Ivy League
1721
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Posted - 2014.10.07 19:17:00 -
[6] - Quote
My synapses are melting.....
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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iKILLu osborne
ripley's believe it or die
389
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Posted - 2014.10.07 19:30:00 -
[7] - Quote
hmm there is a lot of testing to be done (damn you i was gonna retire) :(
lp cal scout i demand it
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
60
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Posted - 2014.10.07 19:43:00 -
[8] - Quote
ok in the table it gives dispersion numbers for the ASCR but the curve on the chart, and the data shows it being constant, along with the ARR, this seems wrong, mostly because it certainly seems to go up, but just my opinion :P |
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CCP Logibro
C C P C C P Alliance
9397
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Posted - 2014.10.07 19:45:00 -
[9] - Quote
matsumoto yuichi san wrote:ok in the table it gives dispersion numbers for the ASCR but the curve on the chart, and the data shows it being constant, along with the ARR, this seems wrong, mostly because it certainly seems to go up, but just my opinion :P
As noted, the numbers you see are for stationary firing. Movement adds some multipliers that cause an increase to growth and min/max and a decrease to decay.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Stefan Stahl
Seituoda Taskforce Command
761
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Posted - 2014.10.07 19:45:00 -
[10] - Quote
Wonderful idea. I very much hope this becomes a series. That way we can start giving you much better feedback on the handling of the guns, which is one of the areas Dust doesn't do very well.
CCP Logibro wrote:There are also some other numbers that affect dispersion we havenGÇÖt gone over yet. The first is the Zoomed Dispersion Multiplier. This increases or decreases the dispersion when looking down the sights of a weapon. Most rifles have this set to 0 Does anyone else agree that this shouldn't be the case? A bullet-hose shouldn't become a laser if aimed down sights. The AR is particularly at fault for this. I can see the reasoning: The sight should show you where the bullets go. I guess we just need horizontal recoil. |
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CCP Logibro
C C P C C P Alliance
9397
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Posted - 2014.10.07 19:47:00 -
[11] - Quote
Stefan Stahl wrote:Wonderful idea. I very much hope this becomes a series. That way we can start giving you much better feedback on the handling of the guns, which is one of the areas Dust doesn't do very well. CCP Logibro wrote:There are also some other numbers that affect dispersion we havenGÇÖt gone over yet. The first is the Zoomed Dispersion Multiplier. This increases or decreases the dispersion when looking down the sights of a weapon. Most rifles have this set to 0 Does anyone else agree that this shouldn't be the case? A bullet-hose shouldn't become a laser if aimed down sights. The AR is particularly at fault for this. I can see the reasoning: The sight should show you where the bullets go. I guess we just need horizontal recoil.
Recoil/kick is a different part of the equation. If this continues that will be one of the other topics that I'll go over.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Vell0cet
Vengeance Unbound Dark Taboo
2344
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Posted - 2014.10.07 20:36:00 -
[12] - Quote
Just to clarify, a bullet's trajectory is randomly determined with any value within the limits of the current dispersion? In other words, if I fire 30 rounds and have max dispersion, it's possible for all rounds to randomly be very close to center based on a random number generator, or are the shots guaranteed to vary by the maximum number of degrees from center?
Best PvE idea ever!
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Francois Sanchez
What The French Red Whines.
117
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Posted - 2014.10.07 21:08:00 -
[13] - Quote
Nice thanks. Now I know why you would want to crouch when not using a sniper or hidding behind something |
Arkena Wyrnspire
Fatal Absolution
18033
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Posted - 2014.10.07 21:25:00 -
[14] - Quote
Oh wow. This makes me very happy.
Excuse me whilst I go and swim in numbers.
The forums have ruined me.
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Bright Cloud
Namtar Elite Gallente Federation
393
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Posted - 2014.10.07 21:46:00 -
[15] - Quote
Erm no offense but was this really worth a post? Every 1 knows the longer you fire the less accurate your gun becomes. Or aswell moving makes your hip fire worse. It would have beeing more interesting to see how heat build up and damage increase works on laser rifles for example.
Bright is the opposite of dark! Who would have thought of that?!
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Jebus McKing
lol Proto
743
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Posted - 2014.10.07 22:26:00 -
[16] - Quote
Eh. I really appreciate the effort and you can have all my +1 for this post and it is very informative and all.
But I feel that your precious dev time is needed elsewhere.
Not Haerr's alt. // Closed beta vet. // @JebusMcKing
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Terry Webber
Molon Labe. General Tso's Alliance
447
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Posted - 2014.10.07 22:30:00 -
[17] - Quote
An interesting read. I would definitely love to read more threads like this. A better informed community means better feedback to make a better game. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
418
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Posted - 2014.10.07 22:41:00 -
[18] - Quote
Holy Christ. I love the fact that you guys are sharing this info, but that link was a nightmare.
It opened at least 50 tabs on my browser (chrome), and just kept on opening them. I spent a good 5 minutes just trying to close them faster than it would open new ones...
I would LOVE to get access to the info though. Is there some chance that somebody could make a spreadsheet of it? I'll give whoever does a hug. |
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CCP Logibro
C C P C C P Alliance
9412
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Posted - 2014.10.07 22:42:00 -
[19] - Quote
Vell0cet wrote:Just to clarify, a bullet's trajectory is randomly determined with any value within the limits of the current dispersion? In other words, if I fire 30 rounds and have max dispersion, it's possible for all rounds to randomly be very close to center based on a random number generator, or are the shots guaranteed to vary by the maximum number of degrees from center?
I'm pretty sure it places it somewhere in the cone (otherwise you could never fire a shot straight), but I can't remember what it uses to place it in the cone off the top of my head. I'll have to dig into it later.
Fizzer XCIV wrote:Holy Christ. I love the fact that you guys are sharing this info, but that link was a nightmare.
It opened at least 50 tabs on my browser (chrome), and just kept on opening them. I spent a good 5 minutes just trying to close them faster than it would open new ones...
That sounds really strange, should be just a file download. Maybe your browser was freaking out due to it being a Macro Enabled Excel sheet, I'll zip it up and reupload it tomorrow when I'm in the office.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
419
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Posted - 2014.10.07 22:51:00 -
[20] - Quote
CCP Logibro wrote:Vell0cet wrote:Just to clarify, a bullet's trajectory is randomly determined with any value within the limits of the current dispersion? In other words, if I fire 30 rounds and have max dispersion, it's possible for all rounds to randomly be very close to center based on a random number generator, or are the shots guaranteed to vary by the maximum number of degrees from center? I'm pretty sure it places it somewhere in the cone (otherwise you could never fire a shot straight), but I can't remember what it uses to place it in the cone off the top of my head. I'll have to dig into it later. Fizzer XCIV wrote:Holy Christ. I love the fact that you guys are sharing this info, but that link was a nightmare.
It opened at least 50 tabs on my browser (chrome), and just kept on opening them. I spent a good 5 minutes just trying to close them faster than it would open new ones... That sounds really strange, should be just a file download. Maybe your browser was freaking out due to it being a Macro Enabled Excel sheet, I'll zip it up and reupload it tomorrow when I'm in the office. Thank you! |
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J4yne C0bb
Molon Labe. General Tso's Alliance
864
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Posted - 2014.10.08 00:45:00 -
[21] - Quote
First of all, thanks very much, I enjoyed the read.
CCP Logibro wrote:Most rifles have this set to 0, meaning that they have no dispersion when looking down the weaponGÇÖs sights. The HMG has this set to 1, which means that it has the same dispersion when zoomed as when aiming from the hip.
Lastly, we have the state multipliers. There are separate multipliers for the decay rate, growth per shot maximum and minimum depending which of four different states you are in: Crouched, moving, sprinting and zoomed. These allow you add things like bonuses for crouching or increase your dispersion after just finishing sprinting. To go along with these state multipliers we have GÇ£Growth Rate Below MinimumGÇ¥, which increases your dispersion by a certain amount per second when itGÇÖs below the minimum dispersion. An example of this would be if you start sprinting, your dispersion will increase to the new minimum based on the minimum sprinting state multiplier (which for the Assault Rifle is x5, or 3.75 degrees) at a speed of 3 degrees per second. Decaying from a dispersion value above your current maximum dispersion occurs at the normal dispersion decay rate.
Very interesting. So if I'm interpreting correctly, zooming in on far-off targets with the HMG to try and decrease dispersion has absolutely no effect, other than whatever benefit is gained in order to track the enemy in your reticle? I ask because ADSing with the HMG has a slightly longer animation than with other weapons, and being in ADS has a detrimental effect on your peripheral vision -- I'm sure I've died more than once because of that.
Also, since I'm always running as a fatboy, I should refrain running over to enemy heavies and start blasting -- whenever possible, I should let that dude come to me instead?
Min Logi | aka Punch R0ckgroin, fatman
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Maken Tosch
DUST University Ivy League
9691
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Posted - 2014.10.08 03:27:00 -
[22] - Quote
OMG LOGIBRO! Why did you assault my brain with all these numbers? Is this how the hamsters are tortured?
Anyways, thank you so much for posting this. This should clear up a lot of things. :)
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Kaughst
Nyain San General Tso's Alliance
628
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Posted - 2014.10.08 03:53:00 -
[23] - Quote
Hold on...going off topic for a second, I don't understand how a submachine gets almost no recoil when fired in short bursts...shouldn't the recoil keep going upwards a fair amount even when not in a non automatic rate.
You know you have at least thought about cow tipping. They know, and they're out to settle the score.
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Tesfa Alem
Death by Disassociation
216
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Posted - 2014.10.08 08:57:00 -
[24] - Quote
Thank yu very much Logibro, i'm not a numbers guy but that was very informative and a good way of reaching out toward hit s hard headed community (my self included)
Redline for Thee, but no Redline for Me.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
422
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Posted - 2014.10.08 09:06:00 -
[25] - Quote
Thank you for fixing it! Much appreciated. I never knew the ARR had no effective recoil. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
422
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Posted - 2014.10.08 09:07:00 -
[26] - Quote
Doublepost... |
Aeon Amadi
Fatal Absolution General Tso's Alliance
6629
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Posted - 2014.10.08 10:09:00 -
[27] - Quote
Soraya Xel wrote:What is this? Facts? Numbers? Details? I expect my game mechanics vague and obscure, Logibro!
:D
While it is interesting, it's certainly not as useful as seeing things like data pulled usage of certain modules as we frequently see in Eve Online.
We hear this vague concept of 'data' constantly whenever it's being referred to in balancing but for all we (the players) know, it might as well have just been made up to support an argument. We don't see charts or spreadsheets showing all the information of how much 'x' weapon is used compared to 'y' weapon, let alone suit types - which would be particularly handy in the eventuality that we ever have an argument of say, one particular module (Armor Plates) being used on one particular suit-type (Scouts) as opposed to another suit-type (Assaults) and the effectiveness there-in.
Clearly, CCP has this data as they frequently mention it whenever the need to establish an argument for any seemingly justifiable reason that one can be gullible enough to immediately accept as fact .
The flaw here is that, without evidence, numbers, rhyme, or reason to support the mention of said data... There's no reason for us to actually believe it.
Based on the data I've seen, I have a kill/death ratio of somewhere in the 10,000 / 1 range. I've also got 125% accuracy. But you can't possibly know that because I'm not supplying any hardcore evidence that this data is anything more than a frivolous allegation. I hate to sound like I'm being a ***** about it but, really, what CCP considers justifiable reasoning in data might be completely different to what the community thinks.
{ | bittervetmode = 1
I }
== Description ==
This player has reached their breaking point
[[Category: Angry]]
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Sgt Kirk
Fatal Absolution
7832
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Posted - 2014.10.08 10:18:00 -
[28] - Quote
Logic!
And for once I'm not using this to be sarcastic towards CCP.
This is mathematical!
See you space cowboy...
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CCP Logibro
C C P C C P Alliance
9428
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Posted - 2014.10.08 10:45:00 -
[29] - Quote
J4yne C0bb wrote:First of all, thanks very much, I enjoyed the read. CCP Logibro wrote:Most rifles have this set to 0, meaning that they have no dispersion when looking down the weaponGÇÖs sights. The HMG has this set to 1, which means that it has the same dispersion when zoomed as when aiming from the hip.
Lastly, we have the state multipliers. There are separate multipliers for the decay rate, growth per shot maximum and minimum depending which of four different states you are in: Crouched, moving, sprinting and zoomed. These allow you add things like bonuses for crouching or increase your dispersion after just finishing sprinting. To go along with these state multipliers we have GÇ£Growth Rate Below MinimumGÇ¥, which increases your dispersion by a certain amount per second when itGÇÖs below the minimum dispersion. An example of this would be if you start sprinting, your dispersion will increase to the new minimum based on the minimum sprinting state multiplier (which for the Assault Rifle is x5, or 3.75 degrees) at a speed of 3 degrees per second. Decaying from a dispersion value above your current maximum dispersion occurs at the normal dispersion decay rate. Very interesting. So if I'm interpreting correctly, zooming in on far-off targets with the HMG to try and decrease dispersion has absolutely no effect, other than whatever benefit is gained in order to track the enemy in your reticle? I ask because ADSing with the HMG has a slightly longer animation than with other weapons, and being in ADS has a detrimental effect on your peripheral vision -- I'm sure I've died more than once because of that. Also, since I'm always running as a fatboy, I should refrain running over to enemy heavies and start blasting -- whenever possible, I should let that dude come to me instead?
No. While there is an overall modifier for dispersion while zoomed through the Zoomed Dispersion Multiplier, there is also a state multiplier for weapons while zoomed that allows more granular control. For the HMG for example, while zoomed you have a 0.9 and 0.8 multiplier to max and min dispersion, but no change to shot growth or decay.
Additionally, I would like to again iterate that dispersion is not the same as recoil (otherwise referred to as kick). These are two different systems that work at the same time. Dispersion makes bullets land in a cone around where you're aiming, kick moves where you're actually aiming.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
567
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Posted - 2014.10.08 10:57:00 -
[30] - Quote
CCP Logibro wrote:J4yne C0bb wrote:First of all, thanks very much, I enjoyed the read. CCP Logibro wrote:Most rifles have this set to 0, meaning that they have no dispersion when looking down the weaponGÇÖs sights. The HMG has this set to 1, which means that it has the same dispersion when zoomed as when aiming from the hip.
Lastly, we have the state multipliers. There are separate multipliers for the decay rate, growth per shot maximum and minimum depending which of four different states you are in: Crouched, moving, sprinting and zoomed. These allow you add things like bonuses for crouching or increase your dispersion after just finishing sprinting. To go along with these state multipliers we have GÇ£Growth Rate Below MinimumGÇ¥, which increases your dispersion by a certain amount per second when itGÇÖs below the minimum dispersion. An example of this would be if you start sprinting, your dispersion will increase to the new minimum based on the minimum sprinting state multiplier (which for the Assault Rifle is x5, or 3.75 degrees) at a speed of 3 degrees per second. Decaying from a dispersion value above your current maximum dispersion occurs at the normal dispersion decay rate. Very interesting. So if I'm interpreting correctly, zooming in on far-off targets with the HMG to try and decrease dispersion has absolutely no effect, other than whatever benefit is gained in order to track the enemy in your reticle? I ask because ADSing with the HMG has a slightly longer animation than with other weapons, and being in ADS has a detrimental effect on your peripheral vision -- I'm sure I've died more than once because of that. Also, since I'm always running as a fatboy, I should refrain running over to enemy heavies and start blasting -- whenever possible, I should let that dude come to me instead? No. While there is an overall modifier for dispersion while zoomed through the Zoomed Dispersion Multiplier, there is also a state multiplier for weapons while zoomed that allows more granular control. For the HMG for example, while zoomed you have a 0.9 and 0.8 multiplier to max and min dispersion, but no change to shot growth or decay. Additionally, I would like to again iterate that dispersion is not the same as recoil (otherwise referred to as kick). These are two different systems that work at the same time. Dispersion makes bullets land in a cone around where you're aiming, kick moves where you're actually aiming.
is there a mechanic in place for reducing dispersion? what state offers the least dispersion and most dispersion?
is there a method to reduce kick?
if both dispersion and recoil play a role in over all accuracy, what would be the best way to improve overall accuracy? |
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