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Unhit rate measurement server
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10 Jan 12, 09:58AM
(This post was last modified: 19 Jan 12 07:27AM by MasterKaen.)
Post: #1
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Unhit rate measurement server
I found Roflcopter's thread very enlightening, and saw a lot of people interested in measuring their own unhit rate, so I added a !drops command to my servers.
You can type !drops in chat to see your shots fired vs. dropped, as well as the percentage. Soon I'll add the ability to see other people's unhit rate as well. Let me know if you find a bug :P EDIT: I added tracking for hits as well as shots. I also added a !resetdrops command to reset the counts. They are also reset when a new game starts or you get a new client number. Good for testing different weapons. EDIT2: "!drops cn" will now give you drop stats for that client number, cn defaults to you. /connect ohgodwhy.info 1234 |
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10 Jan 12, 03:10PM
(This post was last modified: 10 Jan 12 03:18PM by paulmuaddibKA.)
Post: #2
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RE: Unhit rate measurement server
Wow thats neat!
I have a question though... To register unhits, you have to hit an enemy? Because when I shot to a wall the shots fired also counted and the percentage changed, I was with a friend but my aim is , how to say it, BIG SHIT, so Im curious if , to be tested, what I need is to hit point blank to a character 20 rounds and THEN type !drops... Thanks anyway!!!1!!11!1 Edit: I went back again and shoot carefully to the enemies to find I had like about 7 % drop. Then I shot the wall three rounds (SMG) and the drop counter said I lost 4 bullets in each round. Just saying, my question still stands ! |
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10 Jan 12, 04:02PM
Post: #3
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RE: Unhit rate measurement server
Seems interesting, I'll give it a try soon.
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10 Jan 12, 05:17PM
Post: #4
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RE: Unhit rate measurement server
I just tested this, nobody was on the server and it said I had no drops...so I'm guessing you have to hit an enemy?
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10 Jan 12, 05:28PM
Post: #5
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RE: Unhit rate measurement server
Just joining the empty server and shooting at walls will give you a measurement of your bullet drop rate. I'll talk to Roflcopter to make sure what I'm measuring is the same thing he measured, but currently it measures all dropped bullets vs shots (so unshot is actually a better word).
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10 Jan 12, 07:26PM
Post: #6
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RE: Unhit rate measurement server
Hmm 15.9% dropped, I guess that puts me about average...
:( |
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10 Jan 12, 07:30PM
Post: #7
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RE: Unhit rate measurement server
Mine is 19-24% with the AR
feelsbadman Also, I'm working on getting it to count dropped hits vs real hits. Sorry it was really late when I made this last night. |
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10 Jan 12, 07:33PM
Post: #8
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RE: Unhit rate measurement server
i have around 20% too................................ :( meh
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10 Jan 12, 08:14PM
(This post was last modified: 10 Jan 12 08:28PM by X-Ray_Dog.)
Post: #9
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RE: Unhit rate measurement server
100 rounds, 20 gone :/
And also, some stats: Ping: ~45 FPS: 200 My Location: West Coast U.S.A ==Computer== Windows 7 Home Premium 64 bit 64mb dedicated video memory i3 Intel Core Processor (4 cores) @ 3.3GHz 4gb RAM |
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10 Jan 12, 08:26PM
(This post was last modified: 10 Jan 12 08:50PM by macm.)
Post: #10
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RE: Unhit rate measurement server
37,5% on my retarded laptop.
Can you beat my record? |
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10 Jan 12, 08:53PM
Post: #11
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RE: Unhit rate measurement server
Mystered has already. He loses 42% of bullets.
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10 Jan 12, 09:18PM
Post: #12
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RE: Unhit rate measurement server
OMG! fixing this should be priority number 1 before any releases, i wonder how many of those who said it just doesnt feel the same anymore were actually feeling this? for me using SMG is recent Ive always been a shoty noob and am i pleased i was :)
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10 Jan 12, 09:29PM
(This post was last modified: 10 Jan 12 09:29PM by ElCrema.)
Post: #13
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RE: Unhit rate measurement server
Guess this is the "weird AR lag feeling kinda thing" I used to complain when the tests for 1.1 started and eventually got used to it...
Got a question thou: With this hitdrops ending and most of players having a better accuracy with auto weapons won't the whole balance issue be severely affected? Its already nasty to play sniper vs AR with players having an 20% hitdrop in average I wonder how bad will be when there is none... |
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10 Jan 12, 09:32PM
Post: #14
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RE: Unhit rate measurement server
People complain that the shotty is too powerful, fix the dropped bullets and blam, weapons are balanced! There's no overpowering the automatics by registering the original intended bullets. All of the auto users will have a tad bit more power but the shot guns had taken over for a while. No one uses the carbine and I find it rather effective.
* X-Ray_Dog still favors the AR |
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10 Jan 12, 09:32PM
Post: #15
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RE: Unhit rate measurement server
I think this is already fixed in SVN? Anyway, I added some stuff. See first post.
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10 Jan 12, 11:56PM
Post: #16
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RE: Unhit rate measurement server
I dunno, but if SMG is getting a damage boost AND I'm going to be given more hits, y'all are in for an uproar.
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11 Jan 12, 12:59AM
(This post was last modified: 11 Jan 12 01:01AM by Jason.)
Post: #17
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RE: Unhit rate measurement server
(10 Jan 12 09:29PM)ElCrema Wrote: Guess this is the "weird AR lag feeling kinda thing" I used to complain when the tests for 1.1 started and eventually got used to it... Yeah I've complained also since start of 1.1, but everyone just said: 'QQ you're noob kkkk jaja learn 2 play' Dude, players from w00p like w00p|Newbie are getting 0% drops anyway, ON UNFIXED servers, how is that fair to begin with? They're essentially playing every server like it's fixed. Why should his weaker aim result in greater scores over me and even you because players like you and I are losing 15%/20% of bullets on hlin and other popular match servers. Dam gets 2.6% dropped, and Horus little over 6% - in reality, to them they lose almost nothing. Clearly it effects some worse than others. Also, this bug doesn't effect accuracy - since your client will still register hits still even if they are dropped, e.g. fire 5 shots, 2 hit. But it could say 5/5. (10 Jan 12 09:32PM)MasterKaen Wrote: I think this is already fixed in SVN? Anyway, I added some stuff. See first post. I found another bug in 1.1 recently where bullets are passing THROUGH the player instead of hitting them, I assume no-one picked up on this before because it is just counted as a missed shot. However I doubt this has been fixed in SVN - more work to be done yet. |
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11 Jan 12, 11:07AM
Post: #18
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RE: Unhit rate measurement server
(11 Jan 12 12:59AM)Jason Wrote: I found another bug in 1.1 recently where bullets are passing THROUGH the player instead of hitting themDo you mean the sniper trail thing, or something else? I.e. is it just a graphical bug, or do the shots actually not damage the target? Please be as specific as possible when reporting a problem. And next time you find a bug, maybe report it properly instead of just dropping it in as a sidenote, if you want us to fix it. |
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11 Jan 12, 02:24PM
Post: #19
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| RE: Unhit rate measurement server | |||
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19 Jan 12, 03:55AM
(This post was last modified: 19 Jan 12 04:05AM by Edward.)
Post: #20
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RE: Unhit rate measurement server
Hey :) what's the difference between dropped shots and dropped hits?
I got 10.2% dropped shots and 8.2% dropped hits I played something like 8-10 minutes. PJ : 30-40 Ping : +200 FPS : 50-56 |
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19 Jan 12, 04:16AM
Post: #21
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RE: Unhit rate measurement server
(19 Jan 12 03:55AM)Edward Wrote: Hey :) what's the difference between dropped shots and dropped hits? I played with 400 ping and a pj of 40-50 and got 6% drop, then i played with 200 ping pj of 30-50 and dropped 32%, i have seen players with 1 ping drop over 20% |
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19 Jan 12, 07:25AM
Post: #22
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RE: Unhit rate measurement server
(19 Jan 12 03:55AM)Edward Wrote: Hey :) what's the difference between dropped shots and dropped hits? Dropped shots counts the total number of dropped "shots" (including knife swings and grenades thrown) that were dropped vs the total "shots" fired (again including knife/grenades). Dropped hits is the same thing, but only counts shots the server would have considered hits. It's also worth mentioning that your drop rate will vary greatly depending on what weapon you use. I guess I'll post mine too: weapon: AR pj: 45-50ms ping: 45-60ms dropped shots: ~20% dropped hits: ~18% |
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24 Jan 12, 12:47AM
Post: #23
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RE: Unhit rate measurement server
more statistics, ping didn't make a difference in my tests, i notice that with a steady fps like 50, i get 0% drops. With "jumping" fps, i get a lot!
< steady 50 fps = 0% < "jumping" fps (/maxfps 100) = 27,7%When i set maxfps to 20, drops go insane. 1 funny thing i've noticed, in ac_desert there's something wrong with the stairs: i get around 100 fps in ac_desert < Looking at this stairs i get 18! WHY?! <Whats wrong with it? And this one?> Shooting at it> <40%This was tested on my laptop, on my desktop i get a pretty decent fps, i get 0% drops and still i notice most of my shots aren't being registered. So i think this may be a client sided problem, pherhaps the information is not sent in some ocasions (i'm no programmer). |
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24 Jan 12, 02:36AM
Post: #24
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RE: Unhit rate measurement server
Like macm, I had 0% drops when I played at a steady fps.
Used an AR and had 45 ping. I usually play at /maxfps 200, but the server reported ~15% drops. After disconnecting and changing my maxfps to 150, i got around 9% I finally found a steady fps for my computer at 125 and got 0% drops. yay! Thanks for creating this thread/having that function in that server (: |
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24 Jan 12, 07:11AM
Post: #25
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RE: Unhit rate measurement server
Ping: 129
FPS: 200 AR drop: 39% SMG drop: 22% lol |
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24 Jan 12, 09:21PM
Post: #26
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| RE: Unhit rate measurement server | |||
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25 Jan 12, 12:35AM
Post: #27
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RE: Unhit rate measurement server
Thanks for that info, macm. I was able to get my AR drop rate from 22% to 1% by capping my framerate. :D
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25 Jan 12, 12:53AM
Post: #28
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RE: Unhit rate measurement server
i had 8-9% drops on 48 fps max, and ~10-20% on 1000 max (my dell only has about 100 fps max tho)
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25 Jan 12, 06:11AM
(This post was last modified: 25 Jan 12 06:12AM by W@rr!0r.)
Post: #29
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RE: Unhit rate measurement server
What other servers do u have MasterKaen?
And also do u have the script to enable other servers to be able to do this too? |
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26 Jan 12, 04:55AM
Post: #30
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RE: Unhit rate measurement server
Masterkaen maybe you should make your server a private server. Its hard to test it out if there are noobs who keep voting lss or tosok douze :|
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