Alien attack fire rates?
Ghosthree3
Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
Trying to put together a table, for it I need the fire rates of the following attacks:
Skulk Bite
Lerk Bite
Lerk Spike
Fade Swipe
Onos Gore
I have all but the Lerk Bite and Onos Gore from the wiki (they could be wrong though), unfortunately it is incomplete and doesn't have the other values. Can anyone provide them?
Ok, doing quick tests in game (attack for 10 seconds, divide by damage, divide by 10) it seems that almost all the wiki answers are wrong, so anyone have the correct ones?
Skulk Bite
Lerk Bite
Lerk Spike
Fade Swipe
Onos Gore
I have all but the Lerk Bite and Onos Gore from the wiki (they could be wrong though), unfortunately it is incomplete and doesn't have the other values. Can anyone provide them?
Ok, doing quick tests in game (attack for 10 seconds, divide by damage, divide by 10) it seems that almost all the wiki answers are wrong, so anyone have the correct ones?
Comments
EDIT: Also, if there's any difference, I want BT values.
EDIT: Why is stuff half out of the window in the animation graph window?
EDIT2: Can move with middle mouse I see...
EDIT3: Swipe speed "attack_speed" that's just awesome.
EDIT4: Got Skulk and Onos, can't figure the others out.
Contrary to belief, FPS still does affect fire rate.
The wiki says the skulk attack delay is 0.45 (that means about 2.22 attack speed), yet the animation graph says speed 2 like in the image above. The onos anim graph says 1.2 speed, the others I can't find.
IIRC, the "speed" value is how much faster to run the animation compared to its inherent speed. So you would need to load the attack animation in some kind of editor (3DStudioMax?), see how fast it runs there, then check for "speed" settings, then verify that the "speed" setting is actually used...
Or you could use a stopwatch to time how long it takes to do 20-30 attacks.
I think you can figure out which way is easier...
Why was it changed to be controlled by animations?
Could those two be related ? (I feel like the former causes the latter)
It all depends on granularity and how it's measured.
Pretend that granularity is 30 frames per second (33.3333 milliseconds). A 470 millisecond animation is 14.1 frames. The extra frame would add N/2 (i.e. 15 milliseconds) extra for every animation. So, 450 for the animation alone would explain why I was measuring 470 using a metronome at high FPS. The extra 5ms is probably general overhead of code.
Your going to have some error because of the time between the last attack and the 10 second mark. The longer you increase the time window, the smaller that error becomes.
A very easy way to test would be to use some visualization. Download Audacity and create a click track. Record the skulk bite for 20 or 30 seconds and compare it to the click track. This will tell you two things: if bites are all the same length and how accurate you BMPs measurements are.
I just did this while facing a wall. The FPS still fluctuated between 140 and 160. I recorded the bite for a little over twenty seconds. Sometimes, there were small difference between bites. A click track of 129 BMP exactly matched the pattern - even with the small variances. 128 and 130 BMP tracks got out of sync. This equates to 465ms per bite.
At an extra 15 ms per bite with very precise measurement and a very large sample size, I can say with pretty high confidence that granularity is 30 frames per second. The animation is 450ms with N/2 overhead, where N is the granularity.
[/drops mic - walks off of stage]
http://i40.tinypic.com/b9ip34.gif
I imagine you taking a crap while posting, and your voice sounding like that... everytime.
)
And once you have the dps, you devide 9.5 with that number, then you have "seconds per spikes".
9.5 is the damage of lerk spikes. 9.5, because every odd spike deals 9 damage, while every other spike deals 10..
So the pattern is; 9, 19, 28, 38, 47, 57 and so on.