Author Topic: Movement speed and damage  (Read 6587 times)

0 Members and 1 Guest are viewing this topic.

Offline ginn

  • Camper
  • ***
  • Posts: 479
Movement speed and damage
« on: March 21, 2012, 04:49:19 pm »
I find it pretty bad that how the damage taken is depending on your own speed.
Currently to calculate damage it's you take (bullet speed + opponent speed + self speed) * bullet dmg / 1000...
This just promotes defending, as you get no advantage by rushing fast.

It should just be (Own speed + bullet speed) * bullet dmg / 1000. Maybe make own speed * 2 to compensate.


This isn't very realistic, but that shouldn't be an issue in how to improve the game play.

Offline vehicledestroyer

  • Soldier
  • **
  • Posts: 120
  • I'm a Soldat freelancer, and I'm Looking for work.
    • Crash Commando Kings
Re: Movement speed and damage
« Reply #1 on: March 21, 2012, 11:35:07 pm »
Chasing enemies is also effected by player speed.

Considering it realistically; if I had a small caliber gun with only a few bullets I most likely won't kill someone from far away even if I make a few of the shots. If I run, jump or skip at him the bullets aren't going to be any more deadly because of the little speed I add to them..

Player speed or momentum effecting bullet speed is realistic. The way Soldat adds that to damage is not. This is what gives us the these 'issues'.

What might work is having the player speed that is added to bullet speed not effect damage or maybe reducing how much it does.

« Last Edit: March 21, 2012, 11:40:11 pm by vehicledestroyer »
I am a Soldat freelancer. I'm looking for projects and I have some of my own. I'm ready when you are...
My Projects:
Soldat weapon Factory 1.1
A community appeal
GTA II Mod

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: Movement speed and damage
« Reply #2 on: March 21, 2012, 11:52:14 pm »
you made absolutely no sense....

The way soldat calculates damage is realistic. However, from a game play point of view, it shouldn't take into account how fast the victim is moving.

13th_account

  • Guest
Re: Movement speed and damage
« Reply #3 on: March 23, 2012, 02:51:30 pm »
it shouldn't take into account how fast the victim is moving.

It doesn't. Though I'd be thrilled to be proven wrong.

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: Movement speed and damage
« Reply #4 on: March 23, 2012, 06:23:38 pm »
Could a dev please check the code. And tell us how this all works?

Offline Shoozza

  • Retired Soldat Developer
  • Veteran
  • ******
  • Posts: 1632
  • Soldat's Babysitter
    • Website
Re: Movement speed and damage
« Reply #5 on: March 23, 2012, 11:21:58 pm »
Could a dev please check the code. And tell us how this all works?
it shouldn't take into account how fast the victim is moving.

It doesn't. Though I'd be thrilled to be proven wrong.
Indeed only takes into account the bullet, bodypart and the bonus stuff
« Last Edit: March 23, 2012, 11:23:56 pm by Shoozza »
Rules
Tools: ARSSE - SARS - SRB - chatMod

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: Movement speed and damage
« Reply #6 on: March 24, 2012, 10:02:10 am »
Could a dev please check the code. And tell us how this all works?
it shouldn't take into account how fast the victim is moving.

It doesn't. Though I'd be thrilled to be proven wrong.
Indeed only takes into account the bullet, bodypart and the bonus stuff
then how come you can 1 hit kill with spas?

It does take into account of your own velocity, and victims velocity.

13th_account

  • Guest
Re: Movement speed and damage
« Reply #7 on: March 24, 2012, 11:21:50 am »
Actual Damage = [Damage] * [Hitbox modifier] * [Bullet speed]

Spas fires six pellets, so the damage would potentially sixtuple if all pellets hit.
Headshots do 115% damage, torso 100% and legs 90%.
A player can move at a speed of up to about 50 "movement units" by his own means.

123 * 1.15 * (139 + 50) * 6 = 160,404.3

A player has 150,000 "health units" when calculating with these available figures.

Granted it's somewhat rare to get as good of a shot as this. But completely possible.

Offline Falcon`

  • Flagrunner
  • ****
  • Posts: 792
  • A wanted lagger
Re: Movement speed and damage
« Reply #8 on: March 24, 2012, 11:43:26 am »
mind that 150 health is in non-realistic mode. in realistic it's 65.
If you're not paying for something, you're not the customer; you're the product being sold.
- Andrew Lewis

Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live.

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: Movement speed and damage
« Reply #9 on: March 24, 2012, 12:10:06 pm »
Actual Damage = [Damage] * [Hitbox modifier] * [Bullet speed]

Spas fires six pellets, so the damage would potentially sixtuple if all pellets hit.
Headshots do 115% damage, torso 100% and legs 90%.
A player can move at a speed of up to about 50 "movement units" by his own means.

123 * 1.15 * (139 + 50) * 6 = 160,404.3

A player has 150,000 "health units" when calculating with these available figures.

Granted it's somewhat rare to get as good of a shot as this. But completely possible.
right... so it is how I want it to be already :p...

Do you by any chance know how fast one walks on plain ground in "movement units"?

13th_account

  • Guest
Re: Movement speed and damage
« Reply #10 on: March 24, 2012, 12:12:56 pm »
Nope. But you could easily calculate it yourself now that you know the damage formula. Fire one shot when you're standing still and one when you're moving on a dummy bot and note how much health he has left after each shot.
« Last Edit: March 24, 2012, 12:14:40 pm by 13th_account »

Offline ginn

  • Camper
  • ***
  • Posts: 479
Re: Movement speed and damage
« Reply #11 on: March 24, 2012, 02:24:14 pm »
Nope. But you could easily calculate it yourself now that you know the damage formula. Fire one shot when you're standing still and one when you're moving on a dummy bot and note how much health he has left after each shot.

well... I have difficulties calculating this...

basically I did some testing, almost point blank I did 112 damage while standing still... running the calculation 1000*100*1,15/1000 = 115, so I lost roughly 3 speed on the air time (112/1,15 = ~97).
Now I tested while holding forward and shooting at point blank... then I did 127 damage.... 127/1,15 = 110.4... and then + roughly 3, means I was walking in 13 speed units.

However, when I try to put speed 30 on mp5... and then start running, I can hit myself (running into the bullets). Now, maybe you think I run that fast? well, I don't. walking on one of those runmode servers, I go in roughly 63km/h, when I'm running I get up to 120km/h~, which is roughly 2x as fast. Unless my maths is off, (there's also inheritance... which makes this be even more off) 30/13 =/= 2... so, somehow something is really off....


edit: testing with even higher bullet speed, at 35-40 (with AK... somehow the mp5 bullets are slower...) I'm still hitting myself in the back.
« Last Edit: March 24, 2012, 02:31:40 pm by ginn »

Offline Bistoufly

  • Soldat Beta Team
  • Flagrunner
  • ******
  • Posts: 782
Re: Movement speed and damage
« Reply #12 on: March 24, 2012, 04:27:09 pm »
Don't forget that in runmode server, it's not displayed in speed units but in km/h. There is some math done to transform the numbers. I could ask exhunter what the walking speed is in soldat speed units.

Edit:

I found the calculations inside the script file:  Distance(XB,YB,X,Y)*2.4*3600/10000,2) + ' km/h'
« Last Edit: March 24, 2012, 04:38:02 pm by Bistoufly »

Offline ExHunter

  • Inactive Soldat Developer
  • Soldier
  • ******
  • Posts: 154
  • Speedy go!
Re: Movement speed and damage
« Reply #13 on: March 25, 2012, 03:10:06 pm »
Well,

We noticed that 1 meter in soldat is also around 1 speed unit (compared to a body if we say he is around 2 meters tall, but we are not 100% sure!). Actually the GetPlayerStat(ID, 'VelX')/GetPlayerStat(ID, 'VelY') function could fit better for it, but I dislike GetPlayerStat on a Server that uses a rather heavy script. :/
« Last Edit: March 25, 2012, 03:12:45 pm by ExHunter »