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Presentation: Weapon Effectiveness Scales on 6 Dimensions[message #310233] Sun, 16 September 2012 21:42 Go to previous message
sorca_2 is currently offline sorca_2

 
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Registered:September 2010
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(Scroll to the third post if you just want to see some example data without my explanations.)

Background

I've tried several times to make an overall effectiveness index for the weapons in 1.13 because a) new players struggle to figure out what weapons are best, b) even regular players have never heard of some of the prototype weapons, and c) comparing weapons in game is difficult due to the sheer volume of data. My previous attempts were unsuccessful because, when it comes down to it, it's hard to put things like weapon speed and attachment compatibility in the same scale. It's also hard to say one weapon is "better" than another because range isn't very important inside of 10 squares, and a weapon with burst/auto capability is almost always better than a semi-automatic.

Inspired by recent games (notably the upcoming Mechwarrior Tactics), I decided to attempt a multidimensional approach instead. The following are the results of my efforts. Please let me know what you think, particularly if you have constructive suggestions.

Each of the six dimensions of analysis is rated on a scale of 1-7 (with one exception) where 1 is the worst and 7 is the best. This was done because 7 has a nice "average" of 4, it fits with the in-game implementation idea I have, and it just happened to work well in almost all of the weapon data I included.

Though the scales combine data from dozens of variables from the 4870 release, the following variables were not included in the current "proof of concept" stage: reliability, repair ease, no semi-auto, attack volume, selection of ammo types, magazine size, reload time, AP to reload manually. Moreover, I based this version on OCTH statistics because I understand them better and there are fewer numbers to work with. Now that I have created the scales, it would be relatively simple to create NCTH scales or scales for AIMNAS, UC/AFS/DL, etc. I excluded the Dart Gun and the Flamethrower because they were throwing off the scales.

Dimensions

1. Damage

This 1-7 scale is pretty straightforward. THe minimum damage from the 4870 guns is 20, max is 60. I converted these values to the 1-7 scale using percentiles--roughly the bottom 14% of damage scores got a "1" on the Damage scale, 15-28% got a "2" etc. up until the top 14% got a "7".
Limitations: This does not account for ammo types. It could if we think it's necessary.

2. Range
This 1-7 scale is done with the same logic as the Damage scale.
Limitations: The only thing I can think of is that, in my experience, the difference between range 12 and range 20 is much more important than the difference between range 50 and range 58. The percentile approach should address this to some extent, but it would be possible to do a geometric conversion so the values are skewed such that differences between shorter ranges are bigger than differences between longer ranges.
Example scores:
Name        Range    Range Scale
.38 Special  10.5        1
Rem. M870    15.0        2
MP5N         17.5        3
SIG SG550    38.0        6
M24          78.0        7



3. Accuracy
Again, this 1-7 scale was made using percentiles like the previous two scales. The min OCTH accuracy is -2 and the max is 12, so the distribution isn't very exciting. OCTH accuracy of -1 converts to 1 on the Accuracy Scale, OCTH accuracy of 6 converts to 5, and so on.
Limitations: This only addresses the accuracy value, not the Auto Penalty or Burst Penalty because they are factored in elsewhere. On a NCTH scale, it would probably make sense to factor in Handling and Aim Levels.


4. Speed
Here's where it starts to get interesting. The two variables here are ReadyTime (time it takes to raise the weapon) and ShotsPer4Turns (AP it takes to fire). First I created percentile scores for ReadyTime and ShotsPer4Turns. I then combined these scores weighting ReadyTime by .33 and ShotsPer4Turns by .66. This means that ReadyTime is essentially half as important as ShotsPer4Turns. I did this because you ready a weapon much less often than you fire it. Still, ReadyTime is important in some of the most dangerous situations.
Limitations: Does not currently factor in ManualReloadAPs. It would be fairly simple to give manual-reload weapons a blanket -1 hit on the scale, for example. We could potentially include Magazine Size and Reload Speed, but I thought these were much less important than ReadyTime and ShotsPer4Turns.
Examples:
Name        ReadyTime    ShotsPer4Turns   Speed Scale
Barret M82A2   19             6.57             1
AK-47          15             12.85            3
FAMAS G2       9              15.03            5
FN Five-seveN  0              23.5             7


(Continued below...)

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