Weapon Stats Questions

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foofad
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Weapon Stats Questions

Post by foofad »

Hey guys, sorry if this has been answered before, but I've been looking for ten minutes with no dice.

Does anyone have figures for exactly how shot deviation works? I'm guessing that 1 would be 100% accuracy, and then anything less would be a percentage to hit, but that's just a guess.

Thanks.
Last edited by foofad on Sun Jun 15, 2008 11:55 pm, edited 1 time in total.
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Post by Ai_512 »

There are no percentage chances in BSF. The deviation is how many degrees the shot can be off target. 1 is 1 degree an so on.
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Post by Anty »

no its the field the bullets shoot in degrees

so deviation of 10 means bullets will shoot within a random arc between 0 and 10 of target

360 means a bullet may shoot in any direction
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Post by foofad »

Got it. Thanks.
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Post by mtheminja »

You both meant the same thing, but Ai_512's description is a bit clearer. Basically, for projectiles, whenever the gun fires, the shot's heading is off by up to X degrees from the gun's heading. But for beams, it controls how many degrees the beam sweeps as it's firing.
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Post by Arcalane »

mtheminja wrote:You both meant the same thing, but Ai_512's description is a bit clearer. Basically, for projectiles, whenever the gun fires, the shot's heading is off by up to X degrees from the gun's heading. But for beams, it controls how many degrees the beam sweeps as it's firing.
In either direction, remember.

As for beams it's a little more complex than that, but let's just say that setting it too high has unexpected results, and that the defaults are around 0.02 (if I remember correctly) by default
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Post by Spoot Knight »

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Post by Koross »

So if you want your beams to be accurate, you put in a value of 0? Or 1?
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Post by Anna »

Zero. :roll: A deviation of 1 would give you two degrees of inaccuracy, one in either direction.
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Post by Arcalane »

Actually you should set both the deviation and initial deviation to 0. Otherwise things can get really interesting.
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Post by Spoot Knight »

Arcalane wrote:Actually you should set both the deviation and initial deviation to 0. Otherwise things can get really interesting.
Would that mean, if you set the deviation to zero and gave the initial deviation some wonky number, you could have a beam cannon that shoots in random directions?
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Post by Arcalane »

Essentially yes. It would never, ever hit the intended target if you set it high enough. I believe the initial deviation is fixed, so it will always be that number above or below - the beam then sweeps through in the opposite direction to it's offset.

For example, I have a beamer that sweeps through a 30 degree arc with a 15 degree initial deviation. It fires and starts at 15 degrees clockwise. The beam will sweep anticlockwise until it reaches 15 degrees anticlockwise, and vice versa.

Make sense?
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Post by Spoot Knight »

Yeah, that's how my slashing beams work.
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Post by foofad »

Alright, I have another question. For the interceptability of weapons, I'm having some issues. I've got some missiles set to .65 - which should mean that 65% of the time an interceptor weapon hits them, they should go boom, yes? Well, that hasn't been the case. In my testing the point lasers pop the missiles every time they hit. Is there something else I'm missing? Maybe on the point lasers themselves instead of the missiles?
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Post by Mjolnir »

foofad wrote:Alright, I have another question. For the interceptability of weapons, I'm having some issues. I've got some missiles set to .65 - which should mean that 65% of the time an interceptor weapon hits them, they should go boom, yes? Well, that hasn't been the case. In my testing the point lasers pop the missiles every time they hit. Is there something else I'm missing? Maybe on the point lasers themselves instead of the missiles?
Point beams kill any projectile they hit, every time.
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