Grotaiche wrote...
I have a question about the "Reload Duration (Reload Cancel)" durations listed in the sheet : what do they mean exactly ? Because if it's the time it takes for the weapon to be actually reloaded (vs the total reload animation time), it's probably inaccurate. For example, the Hurricane's reload time with reload cancel is somewhat the same as the reload time without reload cancel. Same can be said of Harrier, Talon, Wraith, etc...
So what am I missing here ?
Reload cancel is the time it takes for the game to refill your clip(which happens mid-reload animation). It is the duration of a reload cancel that was executed perfectly.
There isn't a huge difference between reload cancel and regular reload duration for weapons with fast reloads however. Once you factor in human reaction time, it gets even smaller.
nicethugbert wrote...
I know you can't account for the player's attempt to manage recoil/spread/etc. But, these things do make a difference and the simplest calculations are already simplified cases. It would be useful for comparative purposes at least.
It would be interesting to see DPS calcs for enemies. I know they shoot in bursts so it would have to be two calculations, one for min and one for max DPS.
The thing is that I have no number to use. For example, in the formula that accounts for accuracy with the Revenant, what % of bullets should I say didn't hit? Why should I use that number?
I'm working on something for all of my spreadsheets right now. It's possible I can take a look at enemy DPS in doing this.