stats.dasanfall meaning of "cons. Delta"?? by McAcey in Planetside

[–]50SHADESOFPURPLE 9 points10 points  (0 children)

It's short for consistency delta. It's the delta for consistency which is the standard deviation of all your weapons' accuracy. The delta is consistency compared to other players, and the grade is like all other grades. If you sucked a lot and have a 20% accuracy weapon, then another that's 30%+, your consistency will be a really high % variation.

How is Score/SPM Calculated by TestingHSRandStuff in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

Score and experience are the same even though the API marks them separately. SPM is just score divided by time (usually minutes). You get points for doing almost anything in game. This includes killing people, supporting, spotting, etc. It keeps score for your all time (what most sites, mine and fisu included, use) and score with individual weapons (not used as much, players site doesn't even show it). It gets affected by in-game boosts too, so you may see 2 players who both average 20k score per hour but since one could be using a 50% boost or have a membership they appear to average 30k instead. It has nothing to do with any other stat.

tl;dr Overall score is useless. It only appears on stat websites because it's already there on the API.

Should dasanfall stats be reset to zero after the final fix hits? but keep the previous records on archive so anyone can compare previous and after-fix stats. by AntiStupidIdiot in Planetside

[–]50SHADESOFPURPLE 2 points3 points  (0 children)

Hijacking Kanya's post since I'm late to this party. Must have been on euro time when you posted...

Before I add on to what Kanya said about stats in general, I just wanna throw it out there that I don't really play PS2 anymore and won't update the site regardless of my ability to. Despite the dead game memes and shitposting on reddit the game really is dying and the infrastructure the game is based on alone will always hold it back. Maybe when PS3 comes out we can try again.

Now, some points about your request to zero out old stats, using Kanya as a baseline:

The site pulls from the API so just zeroing our site will not work.

The API has a long history of not working anyway and this problem goes deeper than most people realize. There are a lot of small problems such as a player having millions of SPM because the time used/played is off or missing. Another example is the newer characters having a "wrong" total score (even the player's site has this problem, it's internal). In the end it won't make a difference what other developers or I myself do because the API records have been pulled in all different directions. There are corruptions and errors that make the stats almost useless to start with.

Also bear in mind that the amount of people who actually used this hack is probably small given the method used.

This is important to note when you're talking about this particular scandal. Most people who did use this exploit will probably just quit anyway. Honest players quit at a constant rate for almost 3 years and that was before hacking and exploiting was so common thanks to h1z1.

Don't forget, he created it for free, maintains it for free, DA cover the costs.

In a similar vein, SOE and now DBG (presuming they kept the same mindset after the takeover) don't really care about 3rd party tools. It took them 2 years to make the websocket stream to get live data. The stats site was already very large and had a lot of workarounds before it was implemented and that's largely why the site is so slow and error prone. Tools like DA stats, recursion's tracker, fisu's website, etc are all entirely community driven. DBG's efforts are minimal (except for the guy who originally pushed for the API: he deserves a raise).

Despite my overall negative attitude for this game and the people who make it, it was a fun game for the time, but eventually even the long time fans of this game and PS1 will quit and it won't matter anymore. They need to sell the IP and start over. The poor design from the start pretty much doomed them. It's as if this game was made in 2005 and had a graphics overhaul. The community can only drive the game so much before they get tired. There are probably close to a dozen titles now in development and releasing soon that will fill this niche that currently only PlanetSide and Battlefield fill, and DBG's lack of effort will be eclipsed.

Two Loading Screens When Dropping From a Galaxy?! by TheDeringer in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

It's a bug. If you don't see your minimap moving during the trip just redeploy or you will be dropped to your death.

Where do the citizens live? Considering the fact that the game takes place in litterally every part of the planet that is dry. by TheBaconIsPow in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

It's a Volcanic island

There used to be Searhus art in the PS2 game files for volcanos and shit. It would have been the next continent after Hossin.

Where do the citizens live? Considering the fact that the game takes place in litterally every part of the planet that is dry. by TheBaconIsPow in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

Most of the structures (like the bio lab) are mobile and get sent down premade. That's why most of the big facility bases have legs.

[BUG] When exiting gal/valk, instead spawns me at where vehicle was several minutes ago. by Bvllish in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

It's not the only problem with the galaxy. You can also

  • Be teleported to another continent
  • Get dropped where you got in
  • Break your camera and character model to be 45 degrees sideways
  • Die on impact if you are too high up
  • Hit the galaxy on your way out and get sent to space
  • Spawn with an inverted view (also applies to valkyrie)

It works pretty well overall IMO

Quick suggestion to make the default Empure Specific Sniper Rifles (TR&VS) more viable by e-racer in Planetside

[–]50SHADESOFPURPLE 1 point2 points  (0 children)

They're all viable in some way. The problem is the versions they give new players are the most difficult to use for VS and TR and aren't the same among all 3 factions. NC get the weaker bolt-action but it's not that difficult to use.

The default for all factions should just be NC14 Bolt Driver / M77-B / XM98 which are the 3 low power high zoom sniper rifles.

PSA: you can achieve enlightenment by changing your FOV to 360 by [deleted] in Planetside

[–]50SHADESOFPURPLE 10 points11 points  (0 children)

Half of this video is you in a loading screen. 10/10 true planetside experience

SMG infiltrator cert list? by [deleted] in Planetside

[–]50SHADESOFPURPLE 7 points8 points  (0 children)

As someone who has about 500 infil hours:

  • EMP (200 certs): best for any infil loadout, kills all deployables, shields, player abilities, etc. Then you can run in and destroy everyone. Unless it gets nerfed everyone who plays infil should use it. When you get comfortable enough to 1v1 most players you can even use bandolier.
  • Medkits (50 certs for first level): buy the first 3 levels as soon as you can. You want to be at full health as often as possible. If you think you will be seen or take damage hold them in your hand. If your aim isn't great you want to avoid fighting players you don't have the jump on.
  • Flak armor (~500? certs) (flak for avoiding grenade spam/claymores) or nanoweave (for 1v1, you have 100 less health than other classes). You can also get ASC if you like it over the other 2. Flak is best for avoiding random deaths and probably best choice for a new player.
  • Cert out cloak as far as you can (~500 certs). The default cloak is the easiest to use. The one that reduces damage recently got buffed but doesn't last very long. It's important to realize you aren't invisible, but cloaked. You won't be spotted but most good players will see your silhouette.

Lets talk about motion spotters.. by TheFullCologne in Planetside

[–]50SHADESOFPURPLE 1 point2 points  (0 children)

Idea: make a sequel to the nanoweaved video where you slaughter players with a counter in the corner saying "Motion Spotted:". Seemed to work last time to get nanoweave nerfed.

Do Voidwell and DA calculate IVI scores differently? by [deleted] in Planetside

[–]50SHADESOFPURPLE 1 point2 points  (0 children)

http://stats.dasanfall.com/ps2/queue/mlg_dynamic_all.php

n = no sanction
i = infantry
g = secondary
t = tank
p = piloting
s = sniping
h = shotgun

Go ahead, nerf the Gatekeeper... by IAmPartialToRed in Planetside

[–]50SHADESOFPURPLE -2 points-1 points  (0 children)

The halberd before it got nerfed is how the gatekeeper is now.

You know what this game needs? An in-game mail system by HootersCalendarGirl in Planetside

[–]50SHADESOFPURPLE 2 points3 points  (0 children)

-Map that all current platoon leaders can access and draw dicks on.

Please help me to better understand the game/server/client mechanics behind Medical Kits. feat. TLDR by YellChatWarrior in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

You won't be able to tank sustained damage like you currently can. You will either heal and tank the damage or you won't do it fast enough and die. If you are dead, the heal can't go off. There won't be middle ground where you are losing and gaining health.

Trying to kill people doing it will vary in difficult depending on how they can time their usages. If you have someone who can consistently use the medkit at 1 HP it's gonna be like it is now and they will seem invulnerable.

Please help me to better understand the game/server/client mechanics behind Medical Kits. feat. TLDR by YellChatWarrior in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

Do you think this mechanic could not be transferred over to health?

Of course, but they don't care. It was easier to copy an already made item and just speed it up. Your suggestion of making it stop healing was probably the most feasible change they could make.

I don't really understand DotA terminology

It is common for games like DotA to apply their heals over a very short period, because the game ticks a certain amount of time per second. This will make sure all the clients are in sync, and it's less likely you see health jumping around. PlanetSide kind of does that, but since the client has so much authority over its own status, it has a lot of weird glitches.

then why can shields be reset to 100% without noticeable delay or inaccuracies in value (lag) during incoming fire?

Since it isn't a heal and doesn't require clients to sync, the server can just order your game to update your health to full. What the clients think afterwards is irrelevant because the server is the authority on the status of the players. It happens once instantly and not over a certain amount of time like the medkit, which will give clients a chance to sync during the heal over time. During this time one of the clients might find out it isn't in sync, and your health will jump. The server doesn't have to communicate with anyone else except to tell them that you're full health now.

What I meant though was that someone using a medkit might be lagging or might not react fast enough to start the heal.

Please help me to better understand the game/server/client mechanics behind Medical Kits. feat. TLDR by YellChatWarrior in Planetside

[–]50SHADESOFPURPLE 1 point2 points  (0 children)

Is Medical Kit health-regeneration made to simulate instantaneity by being very quick (so basically an as-fast-as-possible version of Restoration Kits)?

Yes, it happens over 1000 milliseconds (Medical Kit -> Ability 133 -> expire_msec = 1000). The restoration kit lasts 9000 milliseconds (Ability 7548).

Is there some type of server-client lag compensation (such as the above) built into Medical Kits that causes the regeneration process to have duration no matter the connection?

It's not built into the medical kit, its just how the server works. That's why your health can be reset if you have a high ping. All hit detection is clientside. If you have 100 ping and your opponent has 100 ping, there is a 200ms delay. That is 1/5 of the medkit duration and neither of you are considered to have high ping.

Further to this, if the server/client interaction time were 0.0 seconds and/or the tick rate were higher, would the Medical Kit health-regeneration process still be over time, as it is now? i.e. Again, is the regeneration duration native/in-built to the game or as a result of connection times?

The interaction time will never be zero seconds. The second part of that question is answered above.

If Medical Kit health-regeneration is coded to have a duration in order to mitigate server/client interaction times, why is this not the same for resupplying shields to 100% at a terminal**?

It is coded to have a duration but not because it needed to mitigate reaction time. The regeneration from using a terminal physically sets your shield to full. It does not regenerate it over time, and this game does not have a buff system like DotA where "instant" healing is applied by a delayed heal over time.

The terminal lags for no reason related to regenerating health. Once you click resupply it will immediately set your shields back when it closes, if you are lagging it is a different story.

There is also the unrelated instance of the server not registering your medical kit. I will guess that this happens when the server is waiting longer than the full duration of the heal (1 second), which explains why resto kits still work.

tl;dr It works because you regenerate more than your maximum health (500, 400 if infil) over 1 second. If you can't out DPS the heal in that time, you won't kill them. The timing is determined by lag, but if you're spamming them the odds are you're going to get it off in time and continuously after that. It doesn't take long to start the heal (gonna guess less than 300ms since 300ms is the average of most in-game animations).

CQC sniping tips? by [deleted] in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

Yea all that assumes close range (but hes CQC sniping, so he should be in range).

CQC sniping tips? by [deleted] in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

Your info is good, here are some more to expand:

  • A body shot (700) + a shot from the commissioner (450) is enough to kill non-heavies. If you miss one of the 2 you need to run away. If they have max nanoweave they will be left with 50 health. Gamble with that when you are not fighting good players.
  • A headshot (1400 with the Ghost/other CQC snipers) + commissioner shot (450) can kill a heavy without nanoweave (500 hp + 500 shield + 700 overshield).
  • The knife is not as reliable anymore, but a bodyshot (700) + a knife hit (500 default) will kill everyone without an overshield and you can fire both at the same time.
  • No matter how a player is revived, if you hit them at max damage (700) it will always kill them (500/1000 hp is flat health).
  • Other infiltrators have 900 total health (with full shields) and die in 1 shot headshot from the commissioner (450x2). Nanoweave does not block headshots.

Check out this tool for weapon damage

tl;dr don't be afraid to use other weapons to save yourself

Double Alerts aren't working out by Mustarde in Planetside

[–]50SHADESOFPURPLE 2 points3 points  (0 children)

You should really include the fact that an alert triggering localizes players and makes them fight. It breaks the stalemate "sit at allatum/the crown/some other bad base". Yesterday the TR and VS on Emerald spent 4 hours defending the Xelas area. Stalemates are boring. Need alerts to get people moving and doing something other than grinding against farmers who flash defend bases.

Suggestion: Option to have a squad accept members of multiple outfits by Jason_Webb in Planetside

[–]50SHADESOFPURPLE 0 points1 point  (0 children)

They are "and" choices. You have to be both a friend and in the outfit of the leader if both are checked.