Friday, 28 September 2007
Posted by Dave
I've noticed some weird stuff in TF2 and started to formulate ideas about why that might be. A quick bit of in-game testing turned up some unexpected results.
My first hypothesis, based on observing soldier RPG fire on heavy weapon dudes, was that the game doesn't just apply a fixed value of damage per weapon to any class regardless. A quick bit of testing with some class v class melee turned out this surprising result.
TF2 randomises damage to a large degree, making it really quite hard to tell what an average hit of something is for. However I noticed no difference in damage taken in hitting another scout versus hitting a HW dude. We hit each one twice to check and really I can ascertain that the damage of the scout's bat does about 28-47 damage per hit. The really strange thing is that crits always hit for 105. On any class.
So we can rule out the hidden armour, for melee at least. However even a quick hit with a soldier's spade yielded a whack well outside of the scout bat's range with a 55 and 61 hit. The more obviously heavier melee weapons do indeed do more damage.
Also I looked at patterns of bullet impacts from the scout shotgun and the spread on other weapons like the pistol and observed something interesting. It looks like the spread happens quite early. If you fire at a wall some distance away, you see it's quite tight. Yet if you fire right up close, you don't see the tightness of rounds you'd expect. Annecdotally, also, the weighting of the spread does seem odd. You most often take SOME sort of damage with someone firing a shotgun at you from the other side of the map. If the spread was 'natural', then that just wouldn't happen very often at all. Similarly with pistols, you see a number of railgun like accurate shots and then some very wide ones. I don't think valve is using random spreading precisely.
I suspect what they're doing is rolling a number as to how many of the shots or pellets are 'wide' and then throwing those wide, while those that aren't tend to be very tight.
I wonder if the crit figures I obtained end up being maximum damage x 2. It STILL seems high since I did not observe any hit that was over 50. And the crit rates are also quite high really. Normal crit in an RPG is 2X damage normally. Not 2X of the maximum damage your weapon roll could do and THEN some.
This goes some way to explaining the difference in opinion on the scout bat. One guy said it was even, that he'd seen someone taken down in two hits. I said, no it's quite pussy really, you need to whack people a lot with it. Of course with a crit being more than HALF the health of a heavier class like a soldier, it's not hard to see how the range comes about.