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Saner Accuracy


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Posted

While looking through the code of how gibbing is handled with respect to weapons, I found many serious coding and balance flaws with how the following things are handled:


- Accuracy Calculation

- Gibbing Calculation

- Armor Calculation


I wish to remedy all three, but to make things easier and saner for my mental health, I'm just going one at a time. First, I'm starting with a better accuracy calculation. In short; accuracy calculation in this game is terribly implemented. I don't know what on earth they were thinking, but the way it is calculated just offends me and I strongly believe it needs fixing. Here are the problems I noticed when looking at the code.


Problem #1: 99% of weapons have the default/same accuracy.

The revolver has the same accuracy as the laser rifle. The SMG has the same accuracy as a revolver. The revolver has the same accuracy as the shotgun. The shotgun has the same accuracy as the .45 pistol. This is a meme and should be fixed.


Problem #2: Accuracy calculation is a joke in respect to distance.

Accuracy scales linearly. It's usually something like 10% miss chance plus 15% miss chance for every tile. This is silly since most modern games games use tangent curves for accuracy; a far superior calculation.


Problem #3: Holding a weapon with two hands does not affect accuracy.

You think wielding a laser rifle with two hands gives you an accuracy boost? Wrong. It's the exact same as holding it with one. Same goes for most weapons. This makes 0 sense from a realism standpoint and a balance standpoint.


Problem #4: Accuracy calculation is a joke in respect to "missing the targeted limb but hitting something else"

It ignores logic completely, and does something quick, cheap, and ugly. If you manage to roll a hit, but a "limb miss" it has a chance to hit somewhere else, and this is only based on the size of a limb, not the originally targeted limb. You have the same chance of hitting someone's head if you were aiming at someone's feet, and if you were aiming at someone's hand.


Problem #5: Accuracy does not care about whether or not the attacker is moving.

Someone who is running around like a retard and someone who is standing completely still has the same accuracy.


This problems are in dire need of fixing, and I am currently coding solutions to help them. So far I have code that gives each weapon type it's own accuracy value. No longer will every single type of weapon have the same accuracy. I also made it so that every single weapon can be held with two hands, and that they have accuracy penalties if they are not. To compensate for this, if you have a gun in each hand and you fire one, it will fire both.


What I need to work on is accuracy calculation. The new formula will account for:

1. A better distance calculation.

- Use a non-linear formula. Use better accuracy identifiers instead of some shitty tile thing.


2. Relative limb missing.

- Simulate 3D space. If I shoot at a tile aiming at where the legs should be, it should hit someone in the body or groin if they were standing between me and the tile, since the shoot is aiming downwards.


3. Moving accuracy modifiers.

- If you stand still for a decent period of time, you get an accuracy boost. If you're moving around, you get an accuracy penalty.

Posted

You neglected to mention that the same PR also adds gun dual wielding, which is not really insignificant. https://github.com/Aurorastation/Aurora.3/pull/5071


A more interesting curveball being thrown to mirror gun accuracy is fine. Dual-wielding will be intensely abused by security and antagonists to alike to gank even faster. Dual-wielding revolvers (regardless of the other individual nerf you'd apply) would be much more powerful than just having double the capacity. Also consider dual sawed-off shotguns, heisters can acquire them and then steal the bar shotgun, or one can be lucky enough for the merchant to acquire lots of contraband. At its most ideal range for revolvers (that being within 4-5 tiles), the proposed graphic has at least 80% accuracy for each individual shot. For shotguns this is marginally less so. You can cut this down by 20% and you still invite the possibility of 2-shotting someone in the face as their head falls off.


Characterized by my flash PR, I don't think a singular feature should remain in the game that could effectively ruin someone's round instantly short of a bomb, the only exception in which it makes sense.


Let's not become Colonial Marines with the dual-wielding. I don't mind that there's an accuracy penalty but it will only invite the stereotype of caveman-brained security officers that run into a fight with two laser rifles, carbines, or pistols, whatever-- to heavily suppress a single antagonist to death. Nobody would enjoy the opposite either.


You can't moderate this either, because they're using a feature that exists in the game to be used for the intended purpose that it is. How does one powergame if they're using a feature as it was intended to be used?


It's like yelling an admin to ban the Master Chief because he'd magdump Covenant scrubs with dual SMGs. What the heck is he supposed to do, use the plas-pistol and a covenant carbine all the time? Jeez.


When faced with the, "have one gun that is pretty okay" or "dual wield two of the same gun to deal double damage in the same time", it will be a no-brainer for the aspiring powergamer that wishes to ruin the round of the average antagonist. Let alone what antagonists will do, god forbid. If you didn't think being ganked with a revolver was any fun, how about being gunned down by the guy with dual SMGs, revolvers, carbines, et cetera?


Everything else is fine, though I think the sniper rifle should be moved further down this graphic:


https://docs.google.com/spreadsheets/d/1Kf1R2cqH8w3S8Gt9-Uyk-seQ2t_9up4JVZ3d7bO5eqA/edit#gid=0


Because sniper rifles would bring back a monstrous comeback that would make them the superior weapon, as they all deal heavy amounts of damage with the cost of the accuracy system being mildly inconsistent.


If you never used a LWAP before, it's really disgusting to use if you hit all four shots.

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