(09 Mar 11, 12:58AM)VenteX Wrote: @Everyone Else: Please, let's get back on topic here. There's practically enough posts here about the reaction test to make a new thread.
I see what you did there
VenteX Wrote:@makKE: Ahh, I see, so you included average reaction when making the sniper's stats, but only when making the sniper's stats. Seems perfectly logica- wait a minute... Doesn't that reaction time apply to everyone regardless of what weapon they use? Just because V-Man has an SMG doesn't mean his reaction speed is suddenly 0ms. Seems a bit fishy if I don't say so myself...
lets sort this out. the scenario is, two players round a corner and come face to face with each other. one is using the sniper, the other is using the SMG. both players are adequately skilled with their weapon(s), so we can assume 100% accuracy. we will also assume they have the same average reaction time of 215ms
Sniper: 215ms (to register enemy) + 180s (to scope in) + X (to aim and begin firing) + 215ms (to register hit) + 200ms (to switch to pistol) + 320ms (to shoot pistol twice) = (1130 + X)ms (or 970ms with one pistol shot like in 1.1.0.5)
SMG: 215ms (to register enemy) + X (to aim) + 560ms (to shoot seven times) = (775 + X)ms
this gives us a difference of 195ms (for one shot), which is pretty short. keep in mind that this is at close range, where they both have 100% accuracy. as the distance increases, the SMG will lose accuracy, which will cause their total time to increase with distance. the sniper, at long ranges, while having to use two shots instead of one + pistol, will definitely have the advantages at long ranges, as their accuracy should remain near 100% no matter how far it is.
That said, this is a hypothetical situation, and it doesn't count in any factors that can't be accurately measured. If you feel i have left out something from my calculations, please correct me.
Anyway, i guess what this is saying is that the calculations are pretty good for two shots, but if you take it down to only one shot, the sniper is at least equal to smg at close range, which shouldn't happen. I would recommend a longer settling time for the scope (500ms?) because that would tip the balance back toward the smg, with smg getting a kill 515ms before sniper. of course, if you no-scope, the sniper would still be able to compete with smg, so you would probably have to increase the spread by a decent bit to completely snipers from close combat situations. of course, you have to remember that AC is a relatively close range game, so the sniper will probably always be used at shorter ranges than it really should be.
VenteX also made a good point that if a player has near 100% accuracy, they will probably not be waiting to hear the hit sound before they start switching to the pistol, but i have no idea what that value would actually be, and i don't want to start making up numbers. However, this only strengthens my argument that the sniper is too strong in CQC.