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Author Topic: Dualgunner  (Read 5052 times)

Errant

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Dualgunner
« on: January 03, 2009, 09:24 »

Question: how does Dualgunner work, exactly? Is the offhand weapon using it's own stats, or is it borrowing stuff like reload/firing speed from your primary?

I want to know how to use my mods to their best efficiency, y'see.
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LockeCarnelia

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Re: Dualgunner
« Reply #1 on: January 03, 2009, 10:31 »

I THINK, and don't quote me on this, that reload time is both pistols' times added together, making 200%, then reducing it to a 120%.  Mods influence it less than with a single pistol.  Firing time is based on the slowest pistol, so ANY mods on your faster gun won't make a bit of difference unless you mod the slower gun first.

This is all speculation, however.
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Kornel Kisielewicz

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Re: Dualgunner
« Reply #2 on: January 03, 2009, 10:34 »

Code: (delphi) [Select]

function TBeing.getFireCost: LongInt;
var iModifier : Real;
begin
  if (Eq[ efWeapon ] = nil) or (Eq[ efWeapon ].isMelee) then Exit(ActionCostAttack);
  if canDualGun then
    iModifier := 1.2 * ( Eq[ efWeapon ].Props.UseTime + Eq[ efWeapon2 ].Props.UseTime) / 2
  else
    iModifier := Eq[ efWeapon ].Props.UseTime;
  iModifier *= FireTime/1000.;
  if (PistolBonus > 0) and (IF_PISTOL in Eq[ efWeapon ].flags) then iModifier *= (5.-PistolBonus)/5;
  getFireCost := Round(ActionCostFire*iModifier);
end;   
 
:)
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Zero

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Re: Dualgunner
« Reply #3 on: January 03, 2009, 11:13 »

Could anyone explain that in English please?
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007bistromath

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Re: Dualgunner
« Reply #4 on: January 03, 2009, 11:50 »

What it means is that the firing time of a dualgunner is equal to 1.2 times the average of his weapons' firing times, or .6 of their combined time.

Thus, a CL3 DG char with unmodded pistols has, (I think) a firing time of .72. The third level of SoG would bring it to .48. I've seen that number before, so I'm pretty certain I'm doing the math right.

If I have the order these things are counted correct, the same character with S1 in each starts at .648, and comes down to .432.

I could be wrong about where exactly the mods fit into this equation, but I think the way it works is you figure the time of each weapon independently, starting with mods, working your way through SoG and Fin for each one, then you plug the two numbers you get into the DG formula.
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rekenne

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Re: Dualgunner
« Reply #5 on: January 03, 2009, 19:16 »

... Oh, that's fucking awesome.
Does all this revealing of code mean it's going to change or that DoomRL is going to be OS soon?
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Kornel Kisielewicz

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Re: Dualgunner
« Reply #6 on: January 03, 2009, 20:26 »

It'll be with 1.0. But I'll first reveal the Lua API.
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rekenne

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Re: Dualgunner
« Reply #7 on: January 03, 2009, 20:27 »

Is the next release .9.9 or 1.0?
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Kornel Kisielewicz

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Re: Dualgunner
« Reply #8 on: January 03, 2009, 20:59 »

Errr, probably 0.9.8.11 :P
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rekenne

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Re: Dualgunner
« Reply #9 on: January 03, 2009, 21:35 »

No!
Make it be 9.9.10.1 instead!
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Malek Deneith

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Re: Dualgunner
« Reply #10 on: January 04, 2009, 00:33 »

Look at that - seems that the people want to wait more for the next version ;) You know what to do Kornel :P
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007bistromath

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Re: Dualgunner
« Reply #11 on: January 04, 2009, 03:46 »

He should probably just start labeling them by year instead of version number. :V
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Kornel Kisielewicz

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Re: Dualgunner
« Reply #12 on: January 04, 2009, 09:14 »

Yet actually considering the toppling of balance in the next version it could pass as 0.9.9...Or wait, let's do a 0.9.8.A version now! :D
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Re: Dualgunner
« Reply #13 on: January 04, 2009, 10:04 »

Why don't you just release version 1.0? XD
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Re: Dualgunner
« Reply #14 on: January 04, 2009, 10:26 »

1.0 will be the finished product.
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