If we forget for a sec the other factors like elevation difference and the tendency or not to overshoot the formulas you provided do not justify an ellipsoid shape. The only why one can get an ellipsoid shaped is if the probabilities of distance and angle scatter are linked, and a high distance scatter shot will have a low angle scatter and vice versa.
First, let's all agree that none of us know how Relic has implemented the scatter feature into their game.
According to the way scatter features are phrased in the attribute editor, I would be inclined to agree with Vipper.
No, if you look at weapons with very similar distance and angle like mortars they'll form a circle with enough rounds fired. If you put more extreme values in distance scatter for your weapons you will not get rounds flying off to the sides, all the very long distance rounds will be going down the center.
I have not done the mortar test myself. This is probably the first thing I should try out.
My intuition is that Relic/whoever implemented the game engine, would have gone for an easy-to-implement option. The Vipper-model is very easy to implement. However, implementing an elipsoid scatter area is not as complicated as it sounds (it also happens to better match players' expectations).
Edited to add: There are also two things about the attribute editor that tip me off to believe Vippers theory more, and it has to do with horizontal scatter:
- Why is angle_scatter used, instead of some kind of scatter ratio?
- Why is there no max_horizontal_scatter attribute in the editor?
I'll probably play around with modding this weekend. I am getting curious about the effect of scatter_offset on units.
- How would sexton perform with a scatter offset of 0 or an offset of 1?
- How would mortars perform with a scatter offset of 1? Would that cause them to overshoot, or to undershoot? (mortar angle is way more than 45 degrees; aiming further up would cause the shell to land closer).
PS: Is there any way we can inquire Relic to ask them how scatter rolls are calculated. Obviously, since the effect doesn't follow the description of the modding tools, one of the two has to be a bug.
Angular scatter estimate as in first post: 5 - 15 (50*0.1 150*0.1)
Actual(?) angular scatter: 4.37 - 13 (distance/tan(90-angle/2))
I am not sure what you mean by the first statement (0.1 stands for what?)
From your second statement, am I right to deduce that you consider the scatter area to be a rectangle?
However, wouldn't you say that the scatter area looks a bit more like this?
Your findings on scatter offset, though look both surprising and interesting. I had the same opinion, which was also influenced by the modding tools (and your OP!).
From own, personal very thorough experience with PIATs (scatter_offset: 0.2). It seems that PIAT projectiles barely ever undershoot. Moreover the maximum possible undershoot distance seems by far smaller than the overshoot distances I have experienced.
Perhaps this is influenced a lot by elevation, weapon angle etc?
Would it be possible to test Katyusha vs Panzerwerfer scatter? Both of them have the same scatter_offset (0.1), comparable scatter values. However, the Katyusha seems to fire its rockets at a steeper angle.
Also, do weapons with 0 scatter_offset have the same scatter pattern? It might be worth to try SU-76 (scatter_offset = 0, very steep firing angle).
Reticule type (which one to pick from the ui_reticule folder) and sizes are defined at the end of the ability files. They have no link whatsoever to the actual scatter of the weapons being used, the values are entered purely by hand and are mostly completely wrong because they've barely been updated in the years since the game was released.
No scatter affecting effect in this game is ever updated over to the reticules either, even though it's very easy to do scripting wise.
Now, regarding the reticules, could we go through one example to see if I got it right; let's take the Katyusha.
If I got this correctly, the targeting circle values for Katyusha are under fatality_katyusha_rockets, and the radius of the reticule is 20.
According to your section about scatter in the OP, the radius of the reticule should correspond to a distance of ~120, if we ignore distance_scatter_max (the distance_scatter_ratio of the Katyusha is 0.1667).
If I understand horizontal scatter well enough, the targeting reticle of the Katyusha should correspond to what happens at range ~229 (well beyond the maximum range of the Katyusha)
Well, his cloak was nerfed to brit sniper level, so all he got left now is vastly superior RoF compared to other snipers and the 100% kill last model ability at vet1.
Its more fine then not.
Guys, no matter how much you increase the stealth cooldown (e.g., 30 secs), the cooldown on the cloak applies ONLY if the shot was fired from stealth.
What this means? There is a way to allow OST/UKF snipers to fire WHILE RETAINING STEALTH.
(Yes, I've already informed Relic about it. Yes, it's the intended design).
In this scenario, an OST sniper wants to attack a conscript squad which is reasonably far away. The soviet player has a sniper of their own nearby so that he can countersnipe.
1) Place the OST sniper in cover with hold fire active.
2) Order the OST sniper to move out of cover in the direction of the conscript squad.
3) The moment the OST sniper steps OUT OF COVER press the STOP button.
4) (You need to time this well) Right-click on the conscript squad so that the sniper will fire the shot AFTER the sniper leaves camouflage (alternatively: release hold fire)
5) Immediately after the shot is fired, order your sniper to retreat back to the initial cover.
If you time Step 4 carefully (i.e., account for the camouflage timer and the aim time), the opponent will not have the opportunity to fire back (all snipers have a reasonably long aim time).
Naturally, this feature massively benefits the two snipers with lingering camo the most.
(yes, this works on all camo in the game)
Please share with everyone & abuse until rebalanced.
Ready aim is used for the first time you fire at something after switching targets. Fire aim is used for other rounds.
If there are two enemy squads, and you switch target (e.g., right-clicking) from one squad to the other, ready_aim time will kick in.
However, what happens when you only focus your fire on only one squad, and a model from that squad dies? Does aiming at another model from the same squad also count as "switching targets" (and thus, gets the ready aim penalty), or not?
I just came up with a few extra questions regarding weapon DPS.
1. What is the effect of ready_aim_time on DPS?
The only difference between vickers_k and Tommy Bren is, literally, max ready_aim_time (vickers_k has 0.5, Bren has 1)
2. How do you calculate small arms DPS (if you have a formula that takes into account aiming times, it's ace)
To make the formula simpler, you can assume a fixed distance to the target (I could calculate rate_of_fire/accuracy/etc for a particular distance)
3. (I can answer this question for myself if you provide a detailed enough formula for #2). I see that submachineguns, commando Bren, Ober mg34 etc have a moving cooldown multiplier which is < 1. Does this mean that the DPS of these units actually INCREASES while on the move (or at least offsets the lower accuracy)?
(edited to add)
4. You mentioned that commandos get a better version of the Bren when buying it from the weapon racks. In a previous post you also mentioned that if a Commando/Sapper drops the Bren, it becomes a Tommy Bren
What happens if a Commando picks up a dropped Bren weapon from the ground?
That perfectly answers my question. Also explains why there are only 3 damage modifiers, even though there appeared to be 4 zones in total.
I guess I have a few posts to amend now!
Edit: Regarding the AEC, it seems that not only did it get a constant, decent 24 damage for the far zone. The middle distance modifier was also buffed; This means that the insta-kill radius has also (very slightly) increased.
I've been wondering how to properly calculate the AoE damage of a weapon
If I have this correctly, it depends on:
- The base damage of the weapon
- the AoE radius
- The AoE distance profile (Near/Mid/Far)
- The AoE damage multiplier (Near/Mid/Far)
Let's assume that we have a weapon with:
- Base damage = 80
- AoE radius = 6
- AoE distance profile: 1.5/3.0/4.5
- AoE damage multiplier 1/0.5/0.3
Is the following way the correct way to calculate damage?
If the distance from impact is:
- Between 0 and 1.5 (near distance): damage = 80 (base damage; no modifier)
- Between 1.5 and 3: damage = 80 * 1 (near-distance profile) = 80
- Between 3 and 4.5: damage = 80 * 0.5 (mid-distance profile) = 40
- Between 4.5 and 6: damage = 80 * 0.3 (far-distance profile) = 24
(I used to think that the AoE would deal no damage further than the AoE far distance value. However, the AEC debacle proved me wrong - the patch only touched the radius; not the distance profiles)
Note: when an ability that affects infantry has +1 speed listed, this means it will change posture to the next one. Infantry default move speed is 3.6, gaining +1 posture speed will raise them to the "fast" speed which is 5.4. If they are moving in mud then they will go from 2 to 3.6 instead.
Does the posture also affect whether the unit can fire on the move? To me, it seems that hoorah, tactical movement, commandos camouflage etc also have the side effect of preventing fire-on-the-move.
(Also, is the bonus for "For Mother Russia" a +25% accuracy?)
Commando camouflage:
Lasts for 3 seconds out of cover.
First strike bonus (requirement: 10 seconds since last combat, camouflaged, using default Sten):
+50% accuracy on first shot
+1 movement speed for 5 seconds
First shot, as in the first SMG burst, or as in, literally, the first shot of the first burst?
I also have a few more questions:
1) There is a 25% scatter penalty when firing artillery in the FoW. When exactly does the game determine whether the penalty should apply? Is it on a per-shell basis (i.e., when the shell is fired), or is it on a per-barrage basis?
2) Could you tell me where I can find information about (artillery) targeting recticles in the gaming files? (I can navigate the Attribute editor) i.e., I'm more interested in finding how big each recticle is, and whether the recticle has ANY relation to the scatter area (it doesn't, but is it still useful in any way?).
Since this is for nearly all artillery units, I would rather learn how to fish!