Modifié par EvanKester, 30 juin 2012 - 08:56 .
Game Mechanics Clarifications and Information (Updated 8/7)
#126
Posté 30 juin 2012 - 08:56
#127
Posté 30 juin 2012 - 09:09
edited bc I found better info. See newer post.EvanKester wrote...
Recoil fade doesn't even seem to be the same thing as accuracy recovery. For example: The Saber, which is nearly as accurate as sniper rifles when zoomed. It has no recoil fade, but its recoil is easy to compensate for anyway. But its accuracy penalties take forever to fade.
Modifié par capn233, 01 juillet 2012 - 04:35 .
#128
Posté 30 juin 2012 - 10:06
#129
Posté 30 juin 2012 - 11:06
#130
Posté 30 juin 2012 - 02:11
However, the sync kill information is wrong. Phantoms will usually perform a melee before stabbing you, however, she WILL stab you without any warning whatsoever from time to time. I actually had a phantom sync-kill me just after she got out of cover. She will also do it after being staggered (melee builds and vanguard should know about it) or after a cartwheel.
She can pretty much do it whenever she wants, tbh.
#131
Posté 01 juillet 2012 - 04:39
ok time for a better answer...EvanKester wrote...
Recoil fade doesn't even seem to be the same thing as accuracy recovery. For example: The Saber, which is nearly as accurate as sniper rifles when zoomed. It has no recoil fade, but its recoil is easy to compensate for anyway. But its accuracy penalties take forever to fade.
An old post from rlilewis had this info:
...I looked into recoil values heavily during ME2.
recoilfadespeed -
This places a ceiling on hip fire recoil. Closer to 0 the higher the
ceiling. Higher number = little or no upwards recoil
recoilzoomfadespeed - Does same as above but for when you are aiming down sights
A value of 0 on above removes ceiling entirely, so you eventually shoot the roof.
As for the valkyrie, not sure but I would also be interested in a full auto version so will be investigating.
----------------------------------------------------------------
here
are some of my notes on recoil from me2. I noticed that the saber is
missing several of them but the mattock contains all of them, so just
copy/paste.
I'm not sure what values control the aiming reticule bloom effect when firing.
************************
Recoil
************************
Recoil=(X=3.0f,Y=1.5f)
ZoomRecoil=(X=7.5,Y=1.5)
- Two main values controlling recoil for hip firing and aim down sights respectively
- Only the X value seems to have any affect, Y appears to be ignored
- X controls how far the cursor will move (UP, LEFT OR RIGHT) when the gun is fired
-
There appears to be some kind of limit on how far in each direction the
cursor can travel before it hits a ceiling and won't go any
higher/further
- For upwards recoil it seems that increasing the X value will actually lower the ceiling
- If you set it to a very high value for example you may not see any upwards recoil at all because the ceiling is so low
-
To get heavy upwards recoil and increase the height of the ceiling you
must reduce the value of "RecoilFadeSpeed" or "RecoilZoomFadeSpeed"
respectively
- In combination with a high Recoil X value
-
Higher X values will result in a large distance between the cursor
original position pre firing and the recoil position post firing
RecoilInterpSpeed=15.f
- This value is linked to the above "Recoil" value
-
It determines how fast the cursor moves from its existing position pre
firing to its new position generated by recoil after firing
- Higher values will give very snappy recoil while low values give sluggish recoil response
RecoilFadeSpeed=0.95f
RecoilZoomFadeSpeed=0.95f
- These two control how quickly your cursor will return from its recoil position to its original position prior to firing
- Also any number greater than 0 will put a cap on how high your cursor will jump up
- If it is set to 0 then there will be no cap and your cursor will keep rising constantly if you keep firing
- It seems these values have a strong link to upwards recoil
- Setting it very low to 0.1 for example with a high X Recoil value will result in large upwards recoil
- Setting it high to 0.95 with a high X Recoil value results in low or almost no upwards recoil
- Setting it to 0 with a high X recoil value results in massive upwards recoil (almost uncontrolable depending on interpSpeed)
RecoilYawScale=0.2f
- Higher values appear to give much more aggressive left/right recoil
RecoilYawBias=-0.2f
- Determines which way (left or right) the gun prefers to recoil to
- A negative number such as -0.9 will make it almost always go LEFT
- A positive value such as 0.9 will make it go RIGHT
#132
Posté 01 juillet 2012 - 05:04
GodlessPaladin wrote...
Inferno Grenades:
- Inferno Grenades will not damage Guardians. They will do the "aahhh I'm on fire" animation and everything, but won't actually take any damage (at least in my tests on the X360 version).
Question: What EXACTLY is the deal with the shrapnel evolution? It clearly doesn't work like with Cluster Grenades.
This is just a theory but I believe the shrapnel evo is just completely about the radius like any other radius evo for any other grenade. The grenade itself has shrapnel that must impact targets to apply the DoT. If they increased the radius without increasing the shrapnel count there would be wider gaps between the fragments at the outer most edge. By increasing the shrapnel by 1 they decrease these gaps.
#133
Posté 01 juillet 2012 - 05:18
#134
Posté 01 juillet 2012 - 05:25
BTW, Scorpion rounds explode in 2.5 seconds after being stuck to something. They always explode after that duration has happened. I do not believe that they have any sort of proximity explosion characteristics.
#135
Posté 01 juillet 2012 - 05:32
capn233 wrote...
ok time for a better answer...
An old post from rlilewis had this info:
[...]
Thanks, that's really helpful and explains recoil fade, but I'm still curious about the details of aim error—IE, the bullet's tendency to stray from where the crosshairs are pointed.
I'm not quite sure how min and max aim errors, factor, nor the aim penalties and interp speeds. I can make an educated guesses, but some of it seems a touch strange. Most of all, I'm unsure what's going on with the growing and shrinking crosshairs. The Saber, again, has fairly normal values in both, but its crosshairs take longer than normal to shrink after firing.
Modifié par EvanKester, 02 juillet 2012 - 07:05 .
#136
Posté 01 juillet 2012 - 08:39
#137
Posté 02 juillet 2012 - 01:07
#138
Posté 02 juillet 2012 - 03:18
as i can see in topic, this info seems not complete
this is for bronze
"PlayerShieldRegenPct" X=0.33f,Y=0.33f, \\\\means 33% per second
"PlayerShieldRegenDelayFromDestroyed", X=3.5f,Y=3.5f
"PlayerShieldRegenDelayFromPartial\\",StatRange=(X=2.5f,Y=2.5f)),
this is for silver
(StatName=\\"PlayerShieldRegenPct\\",StatRange=(X=0.286f,Y=0.286f)),(StatName=\\"PlayerShieldRegenDelayFromDestroyed\\",StatRange=(X=4.0f,Y=4.0f)),(StatName=\\"PlayerShieldRegenDelayFromPartial\\",StatRange=(X=3.0f,Y=3.0f)
this is for gold
(StatName=\\"PlayerShieldRegenPct\\",StatRange=(X=0.25f,Y=0.25f)),(StatName=\\"PlayerShieldRegenDelayFromDestroyed\\",StatRange=(X=4.0f,Y=4.0f)),(StatName=\\"PlayerShieldRegenDelayFromPartial\\",StatRange=(X=3.0f,Y=3.0f))
still no info about how booster (such as shield regen bonus) inflict these parameters. Any info?
Modifié par inakrin, 02 juillet 2012 - 03:18 .
#139
Posté 02 juillet 2012 - 04:21
Here's a few things that have been mentioned many times, would love confirmation or some testing.
Cryo Blast
Many people claim evo 2 radius only spreads the freeze effect, not any of the debuffs from evos 4 and 6. I don't know if their claims include the evo 3's slow down or not. Would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Sticky Grenade
Have heard that claim that this grenade power is underrated due to many not realizing it's the only grenade power that gains the bonuses from ammo round consumables. Again, would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Concussive Shot
It has appeared to many for a long time that evo 5 amplification does not work, which if true is a real shame. Not sure if this belief applies to both MP and SP or just the former. Yet again, would love to see this thoroughly tested, and/or if a dev could chime in to confirm or deny.
Krogan Melee
The only melee damage values your OP is missing.
Ammo Powers
All I could find is this though there seems to be a few questions there too. Would really like to know if Warp rounds do more damage to health, barriers, or only biotically affected targets. Have always thought the latter, if not true then they just became a lot more versatile.
Modifié par Simbacca, 02 juillet 2012 - 06:40 .
#140
Posté 03 juillet 2012 - 05:09
:ph34r:nevermind...
Modifié par hippojoe, 03 juillet 2012 - 05:09 .
#141
Posté 03 juillet 2012 - 05:15
Modifié par GodlessPaladin, 03 juillet 2012 - 05:16 .
#142
Posté 03 juillet 2012 - 06:35
bronze: 33% per second, 3.5 from destroyed, 2.5 from partial destroyed
silver: 28.6% per second, 4.0 f/d, 3.0 f/p-d
gold: 25% per second, 4.0 seconds delay before regen after full destroy, 3.0 second delay before regen after partial destroy
Modifié par inakrin, 03 juillet 2012 - 06:38 .
#143
Posté 03 juillet 2012 - 09:51
The penetration bonus from AP ammo applies to only 1 of 2 equipped weapons, the one that you have in your hands at the start of the match. Tested on Glacier, shooting through the glass windows.
http://social.biowar.../index/12947389
Modifié par Pekkan, 03 juillet 2012 - 09:55 .
#144
Posté 03 juillet 2012 - 09:54
inakrin wrote...
GodlessPaladin, fix your info about the shields. I think that people here are not playing bronze much..
bronze: 33% per second, 3.5 from destroyed, 2.5 from partial destroyed
silver: 28.6% per second, 4.0 f/d, 3.0 f/p-d
gold: 25% per second, 4.0 seconds delay before regen after full destroy, 3.0 second delay before regen after partial destroy
Thanks, but can I get a source here?
It's much, much more helpful if people actually show me the evidence.
Modifié par GodlessPaladin, 03 juillet 2012 - 09:56 .
#145
Posté 03 juillet 2012 - 10:01
UserUnknown85 wrote...
First, this thread is really nice! Tons of information in there!
However, the sync kill information is wrong. Phantoms will usually perform a melee before stabbing you, however, she WILL stab you without any warning whatsoever from time to time. I actually had a phantom sync-kill me just after she got out of cover. She will also do it after being staggered (melee builds and vanguard should know about it) or after a cartwheel.
She can pretty much do it whenever she wants, tbh.
The information came from the devs. We can only assume she doesn't need to melee the synched target.
#146
Posté 03 juillet 2012 - 10:07
#147
Posté 03 juillet 2012 - 10:15
Mozts wrote...
UserUnknown85 wrote...
First, this thread is really nice! Tons of information in there!
However, the sync kill information is wrong. Phantoms will usually perform a melee before stabbing you, however, she WILL stab you without any warning whatsoever from time to time. I actually had a phantom sync-kill me just after she got out of cover. She will also do it after being staggered (melee builds and vanguard should know about it) or after a cartwheel.
She can pretty much do it whenever she wants, tbh.
The information came from the devs. We can only assume she doesn't need to melee the synched target.
Well I don't mean to be a douche, but they also said that ULM was fixed or that TC rank 6 evo was additive. Anybody can make mistakes....
I'm aware that this isn't something that can be easily tested, but surely I'm not the only one that has noticed? It's especially obvious when comparing it to the Atlas. The Atlas will only grab you if the last action it performed was a smash/melee. As soon as it starts shooting again, you're safe.
Banshees/Brutes will grab you if you get in their vicinity (in the banshee's case, that means in the same map). Phantoms, however, seem pretty inconsistent. They usually slash at you first, but oftentimes she'll just transition straight into it. Just try charging her with a vanguard and then heavy-melee stun-lock her. If your timing is off, she'll insta-kill you, yet she never performed a melee that I could see? Perhaps her melee just gets cancelled by a stagger and she still considers it has been done? I don't know...
#148
Posté 03 juillet 2012 - 10:29
#149
Posté 03 juillet 2012 - 10:30
UserUnknown85 wrote...
Mozts wrote...
UserUnknown85 wrote...
First, this thread is really nice! Tons of information in there!
However, the sync kill information is wrong. Phantoms will usually perform a melee before stabbing you, however, she WILL stab you without any warning whatsoever from time to time. I actually had a phantom sync-kill me just after she got out of cover. She will also do it after being staggered (melee builds and vanguard should know about it) or after a cartwheel.
She can pretty much do it whenever she wants, tbh.
The information came from the devs. We can only assume she doesn't need to melee the synched target.
Well I don't mean to be a douche, but they also said that ULM was fixed or that TC rank 6 evo was additive. Anybody can make mistakes....
I'm aware that this isn't something that can be easily tested, but surely I'm not the only one that has noticed? It's especially obvious when comparing it to the Atlas. The Atlas will only grab you if the last action it performed was a smash/melee. As soon as it starts shooting again, you're safe.
Banshees/Brutes will grab you if you get in their vicinity (in the banshee's case, that means in the same map). Phantoms, however, seem pretty inconsistent. They usually slash at you first, but oftentimes she'll just transition straight into it. Just try charging her with a vanguard and then heavy-melee stun-lock her. If your timing is off, she'll insta-kill you, yet she never performed a melee that I could see? Perhaps her melee just gets cancelled by a stagger and she still considers it has been done? I don't know...
Thats what I meant. You don't have to see it to count. And you're assuming a stagger\\cover should cancel it but we don't know that.
Sure sounds strange, but its working so far. I'm trying to get synched by a spawned phantom(the ones you can see poping in the respaw point) and I they always melee first.
Modifié par Mozts, 03 juillet 2012 - 10:32 .
#150
Posté 03 juillet 2012 - 10:56
[/quote]
Thats what I meant. You don't have to see it to count. And you're assuming a staggercover should cancel it but we don't know that.
Sure sounds strange, but its working so far. I'm trying to get synched by a spawned phantom(the ones you can see poping in the respaw point) and I they always melee first.
[/quote]
But I'm pretty sure staggers/shooting does cancel the "sync-kill ability" for the Atlas. If a phantom can slash at a teammate, then take a stroll halfway through the map, go into cover, shoot at some people, then stab someone, then its not really as if she needs to perform a melee before a sync-kill, no? Idk.
It's just that I read on the forums about how the insta-kills supposedly worked, then a phantom taught me otherwise. People should just always assume that they're ready to do it, it would save people attempting solo's some grief (yes, a phantom stabbed me on wave 10, the first time I tried soloing gold
EDIT : darn quotes not working
Modifié par UserUnknown85, 03 juillet 2012 - 10:59 .





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