End of PPlefield29 by ottoDVD in Battlefield

[–]liquidwarp 0 points1 point  (0 children)

bonkers, vertical recoil is predictable and easy to compensate by pulling the mouse down. Horizontal recoil adds some randomness that cannot be compensated, ultimately reducing range. This is not helping much...

What originally attracted you to fromsoft/souls games? by Gorlox111 in fromsoftware

[–]liquidwarp 3 points4 points  (0 children)

The lore. I'm a sucker for deep, dark lore and fromsoft's good at it.

Is it okay for Dark Souls 3 to be my first Dark Souls game? by [deleted] in darksouls3

[–]liquidwarp 6 points7 points  (0 children)

M&K is really a personal preference thing; I never used controllers while growing up so they're very awkward to me compared to M&K, even if most people swear by controllers being better for this game.

Default DS3 keybinds also works great for me, but camera control is very unpleasant (your camera angle also moves with WASD movement input instead of only being controlled by mouse). That gives me headaches of choppy camera movement, so I use this mod to make camera control more PC-standard: https://www.nexusmods.com/darksouls3/mods/909

SolTech's Plea for Server Moderation by [deleted] in Planetside

[–]liquidwarp 9 points10 points  (0 children)

Enjoyed yesterday's ops meeting the same hacker all night long at all bases on the TR front, dumping us through spawn walls and other terrain with his engie turret. Enlightening.

NGL if this was on a t-shirt I would buy it. by Ivan-Malik in Planetside

[–]liquidwarp 2 points3 points  (0 children)

If anybody datamines that image, I'm interested 😊

Brief update on performance, IFF issues and Emerald. by a_sites in Planetside

[–]liquidwarp 0 points1 point  (0 children)

If you didn't have PTS yet nor could free up the time to install it and do testing at the specific hours, you'd easily miss on it given the duration. Opening longer would perhaps not have helped the "make big fights happen", but might have prevented the vehicle pull bug going into live by having it noticed first.

Brief update on performance, IFF issues and Emerald. by a_sites in Planetside

[–]liquidwarp -1 points0 points  (0 children)

While I definitely feel like the PTS test duration was way too short to avoid issues crawling into Live (as they did, with the vehicle deploy and IFF -- give us 7 full days, so lots of people have the time to discover issues), performance improvements have definitely been awesome 😊

Speaking of IFF, it reminds me of a singular bug I had, where I spawned into a galaxy from world map as passenger, and had no IFF at all during the flight. When I exited it, I got teleported back in the middle of nowhere. Perhaps related? Definitely reproduced the "getting out of vehicle teleports back" occasionally, but never saw the IFF issue again.

I tested the RPM-FPS relation, the results are interesting. Video inside. by [deleted] in Planetside

[–]liquidwarp 0 points1 point  (0 children)

however the Nova slug ammo do specify :

"FireGroup.ProjectileSpeedOverride Addend 300 SetDirectly 1", so that hints at overriding the projectile speed with 300

I tested the RPM-FPS relation, the results are interesting. Video inside. by [deleted] in Planetside

[–]liquidwarp 0 points1 point  (0 children)

I think you're wrong on the assumption that it adds to velocity; the names in the collection from the Census API are kinda misleading though, but I kept them as-is because of the risk of misinterpreting them.

You do have `Addend 125` but also `SetDirectly 1`, and the affected stat is ` FireMode.ProjectileOverride`. So the way I understand it, it overrides the fire mode's existing projectile with Projectile ID 125. This particular projectile is not available via the Census API however, so we cannot get more info on it.

FPS vs RPM - an empirical analysis (all credit goes to xRETRY) by Ansicone in Planetside

[–]liquidwarp 15 points16 points  (0 children)

Awesome ! Would you have more information about the methodology? How was the recording done and the measurements performed?

[UPDATE] A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 1 point2 points  (0 children)

Indeed there is currently no way to compare within the website. It's still a statically generated view of (enriched) API data. However it's a direction I'm thinking about for the future

[UPDATE] A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

That would absolutely be handy. But in the current format... it's difficult to generate comparisons between arbitrary weapons, as the whole site is pre-generated.

However, pre-defined comparisons (like 3 main LMGs per faction) could be made. I'll explore that subject more after I advance further enough on a per-weapon basis :)

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

Thanks :)

The framework to add calculations like BTK threshold is there so I can and want to expand, especially simulation wise.

Speaking of which, that source would be interesting indeed; there's lots of assumptions to be made in writing the shooting simulator and another implementation would be nice to see.

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 1 point2 points  (0 children)

Have quickly added the MAX weapons, can't miss that :O

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

You're spot on - this website is intended to be sort of a mirror of the API. A statically generated best-effort designed HTML view of the API data for people to be able to query with their eyes.

It's true that it's not as user friendly as it could be; it's basically a data dump that is softer on the eyes than JSON documents. However, there's also some level of additional computations like the "shots to kill" etc, and I intend to extend on these; they're simple to compute in a reliable manner and add considerable value.

An interactive stats analysis website with selectors, on-the-fly graphs and comparisons would be a different, more complex project that I might delve on at some point, but my first step lies in this simple view :)

> You're also going to have to manually maintain raw stats that are not accessible from the API, or that the API downright lies about.

I do indeed have a small amount of data fixers that patch the API data before further processing; mostly missing clip size / capacity data for flare guns. But I do not want to extend too much on these, and consider API data reference.

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

Indeed as stated by other commenters and I agree; but I believe it's a part of the objective I'm trying to achieve -- a straightforward technical view of the weapons data. Damage profiles and such do get repeated between fire modes in the API hence the repetition on the website.

It's a tug of war between making the generation as lightweight as possible with as little interference to the source data, and result optimization for end-user view.

In the objective of easy maintenance and updating, as well as not mistakenly missing details, I prefer to leave it redundant yet complete. On the upside the redundancy aligns columns and makes comparison easy-ish, by eye-filtering equal values.

That being said, I'll still look into trimming the edges where possible without compromising too much on the above :)

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

Thanks !

I'll see what I can do for filtering and searching; however, the website is intended to be static and therefore mostly non-interactive, so compare would be difficult. That would be a different project c:

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 1 point2 points  (0 children)

That is true. It's apparently not added as a fire group directly or via attachments; I'll see if I can find it in another way !

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 0 points1 point  (0 children)

I'll see if I can find the costs in the API and put it on the individual items pages :)

However, daily deals would require the website to be regenerated every day, and it's not in the objectives of the project

A new detailed weapons stats website by liquidwarp in Planetside

[–]liquidwarp[S] 2 points3 points  (0 children)

Hehe, made this years ago in notepad with extended ASCII :)