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Post by burningcherry on Mar 16, 2023 22:51:59 GMT
Why it misses shots, precisely speaking. I cannot quantify this because it's some deep chaos but i can tell what is happening and what's the practical meaning.
So, the tests:
1. Reegar clip into Atlas. Theoretical damage: 22 * 1056 = 23232 from 22 * 8 = 176 bullets. Actual damage: 13332 – 101 hits in 1.67 s (~60 hits/s). 2. Reegar clip into Atlas, Marksman on. Actual damage: 8052 – 61 hits in 1.23 s (~50 hits/s). 3. Scimitar clip into Atlas at 1000 RPM. Theoretical damage: 8 * 360 = 2880 from 8 * 8 = 64 bullets. Actual damage: 2565 – 57 hits in 0.67 s (~100 hits/s). 4. Scimitar clip into Atlas at 1000 RPM, Marksman on. Actual damage: 1935 – 43 hits in 0.57 s (~75 hits/s). 5. Phaeston clip into Atlas at 9600 RPM, Marksman on. Did the expected damage while hitting some 200 bullets/s.
The most likely explanation is that there's something wrong in the code that schedules shotgun pellets to arrive in the next few frames. The threshold of fire rate required to trigger the glitch is very high and I think only the Reegar actually hits it. The practical significance is that the Reegar doesn't benefit from fire rate bonuses – but we now know how it benefits from high FPS and I can estimate that it reaches its full power around 105 FPS and will get noticeably buffed by RoF buffs around 144 FPS. I don't expect it to be meaningful for multiple players if it's not for one, as the issue is likely in the re-scheduling of hits from one player (marked as coming from that one player) and hits from other players should be independent.
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Tonymac
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Post by Tonymac on Mar 17, 2023 10:02:51 GMT
I stopped using Reegars a long time ago, but I did notice that they did terribly inconsistent damage when off host. This does a good job of explaining why.
Thank you!
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n7kopper
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Even in her very first role, FemShep still wasn't best girl.
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Even in her very first role, FemShep still wasn't best girl.
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Post by n7kopper on Mar 26, 2023 17:48:40 GMT
but we now know how it benefits from high FPS and I can estimate that it reaches its full power around 105 FPS and will get noticeably buffed by RoF buffs around 144 FPS. For a game designed around 30 FPS, ME3 sure has a lot of instances where higher frame rates make things work better. Just as many where they break things, but those things can usually be compensated for with other settings - mostly the AI being too accurate and recalculating targets too often at higher frame rates. I remember being very confused as a 360 player when PC players told me that you can't dodge enemy fire: you very much can when the game works right, but BioWare decided to default the PC version to 60 FPS without halving the values for framerate-dependent things like that.
I believe this isn't just a shotgun bug either, or even an ME3 bug, but rather something that's true of Unreal Engine 3 in general that it doesn't like too many hitscans or projectiles being thrown out per frame. I remember someone trying to make the Typhoon shoot as many bullets as its description says it does, and in the process realise why BioWare halved that fire rate and made the bullets stronger (while taking two shots from the clip).
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Post by Alfonsedode on Mar 31, 2023 13:55:23 GMT
Thats always what was understood AFAIK, lost bullet "between" frames. Am i missing something?
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Post by burningcherry on Apr 1, 2023 19:03:42 GMT
Thats always what was understood AFAIK, lost bullet "between" frames. Am i missing something? The only explanation I saw in the old threads was some accuracy issue. Might have missed something.
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n7kopper
N1
Even in her very first role, FemShep still wasn't best girl.
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Even in her very first role, FemShep still wasn't best girl.
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Post by n7kopper on Apr 6, 2023 16:16:03 GMT
I believe the Collector Sniper Rifle has the same issue, at least at 30 FPS. That's why it works better when you mash the trigger rather than holding it.
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