Ressource Thread : Capn233 detailling weapon stat terms in cyonan spreadsheets
Oct 21, 2016 13:45:51 GMT
Post by Alfonsedode on Oct 21, 2016 13:45:51 GMT
Cyonan Weapons Stats Sheet are linked there
In simple terms the aim error is how far the actual shot will be off from the point of aim.
Min Aim Error - minimum value the shot should deviate when unzoomed
Max Aim Error - maximum value the shot should deviate when unzoomed
Min Zoom Aim Error - minimum value the shot should deviate when zoomed
Max Zoom Aim Error - maximum value the shot should deviate when zoomed
Aim error is multiplied by 1.5 when you are out of cover.***
Acc Fire Interp Speed, Acc Fire Penalty... - these are related to how rapidly the accuracy transitions from min to max error
There is additional rotation and uncertainty applied to the shots without coalesced variables. There is also a penalty (additional multiplier) applied when out of cover.
Recoil - the amount of muzzle climb per shot. The crosshairs / your view moves as the muzzle moves.
Recoil Fade Speed - this is the rate that the muzzle / crosshairs will attempt to return to neutral after a shot. If it is greater than 0, the crosshairs will always return to neutral given enough time. Set to 0, there is no innate compensation for recoil.
Zoom recoil - recoil when zoomed*
Recoil Zoom Fade Speed - recoil fade when zoomed*
*When out of cover, the amount of recoil is multiplied by 1.5 and the base is determined by "recoil" or "zoomrecoil" depending on if you are zoomed or not. However, if you are in cover, the base value is always "recoil" with no penalty applied. This is the basis for the unusual behavior of the Harrier.
Recoil Yaw Scale - this determines left or right (yaw) deviation of the muzzle per shot. It is a scale because it is multiplied with base recoil.
Recoil Yaw Frequency - for recoil yaw, the muzzle will deviate one direction for an amount of shots, then transition to the other direction. This variable determines how frequently it switches from left to right.
Crosshair ranges - are for your crosshairs / aiming reticle and are all gui variables.
Stat Bar... - anything with stat bar in the name is just used to draw the bars for the weapon stat graphs in the weapon select screen and don't necessarily reflect any real performance metric.
edit:
***Shotguns work differently from most hitscan guns. The aim error values are largely irrelevant (they are 0 for most of them anyway IIRC). The short version is that the game creates a cone based on the PelletSpread numbers for each shotgun. These are in the pcc.
There are two differences with regard to accuracy penalties. The first is that shotguns do not have a penalty for firing out of cover. The second is that in SFXWeapon_Shotgun_Base there is a variable called "ZoomAccuracyBonus" that is set to 0.75 and is used as a multiplier. In simple terms it shrinks the size of the pattern when you are zoomed (ie a distance multiplied by 0.75 is a smaller distance).
Additionally, accuracy bonuses from powers and smart choke will shrink the size of the pattern. They add together, and a bonus over 100% will expand the cone again.
The Crusader is a special case in that it has real aim error values, but the PelletSpread vector has coordinates of 0,0 for its single "pellet." This makes it appear to work more similarly to a regular hitscan gun like a pistol, but it arrives there a little differently since it is extending the base shotgun class. The fire delay bug is one result of code it inherits.
GPS and Graal are also somewhat unique. And Reegar has a "Heavy Beam Base" in there and I am not entirely sure what it is doing.
In simple terms the aim error is how far the actual shot will be off from the point of aim.
Min Aim Error - minimum value the shot should deviate when unzoomed
Max Aim Error - maximum value the shot should deviate when unzoomed
Min Zoom Aim Error - minimum value the shot should deviate when zoomed
Max Zoom Aim Error - maximum value the shot should deviate when zoomed
Aim error is multiplied by 1.5 when you are out of cover.***
Acc Fire Interp Speed, Acc Fire Penalty... - these are related to how rapidly the accuracy transitions from min to max error
There is additional rotation and uncertainty applied to the shots without coalesced variables. There is also a penalty (additional multiplier) applied when out of cover.
Recoil - the amount of muzzle climb per shot. The crosshairs / your view moves as the muzzle moves.
Recoil Fade Speed - this is the rate that the muzzle / crosshairs will attempt to return to neutral after a shot. If it is greater than 0, the crosshairs will always return to neutral given enough time. Set to 0, there is no innate compensation for recoil.
Zoom recoil - recoil when zoomed*
Recoil Zoom Fade Speed - recoil fade when zoomed*
*When out of cover, the amount of recoil is multiplied by 1.5 and the base is determined by "recoil" or "zoomrecoil" depending on if you are zoomed or not. However, if you are in cover, the base value is always "recoil" with no penalty applied. This is the basis for the unusual behavior of the Harrier.
Recoil Yaw Scale - this determines left or right (yaw) deviation of the muzzle per shot. It is a scale because it is multiplied with base recoil.
Recoil Yaw Frequency - for recoil yaw, the muzzle will deviate one direction for an amount of shots, then transition to the other direction. This variable determines how frequently it switches from left to right.
Crosshair ranges - are for your crosshairs / aiming reticle and are all gui variables.
Stat Bar... - anything with stat bar in the name is just used to draw the bars for the weapon stat graphs in the weapon select screen and don't necessarily reflect any real performance metric.
edit:
***Shotguns work differently from most hitscan guns. The aim error values are largely irrelevant (they are 0 for most of them anyway IIRC). The short version is that the game creates a cone based on the PelletSpread numbers for each shotgun. These are in the pcc.
There are two differences with regard to accuracy penalties. The first is that shotguns do not have a penalty for firing out of cover. The second is that in SFXWeapon_Shotgun_Base there is a variable called "ZoomAccuracyBonus" that is set to 0.75 and is used as a multiplier. In simple terms it shrinks the size of the pattern when you are zoomed (ie a distance multiplied by 0.75 is a smaller distance).
Additionally, accuracy bonuses from powers and smart choke will shrink the size of the pattern. They add together, and a bonus over 100% will expand the cone again.
The Crusader is a special case in that it has real aim error values, but the PelletSpread vector has coordinates of 0,0 for its single "pellet." This makes it appear to work more similarly to a regular hitscan gun like a pistol, but it arrives there a little differently since it is extending the base shotgun class. The fire delay bug is one result of code it inherits.
GPS and Graal are also somewhat unique. And Reegar has a "Heavy Beam Base" in there and I am not entirely sure what it is doing.