Chaosforge Forum

DoomRL => Discussion => Topic started by: Errant on January 03, 2009, 09:24

Title: Dualgunner
Post by: Errant 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.
Title: Re: Dualgunner
Post by: LockeCarnelia 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.
Title: Re: Dualgunner
Post by: Kornel Kisielewicz 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;   
 
:)
Title: Re: Dualgunner
Post by: Zero on January 03, 2009, 11:13
Could anyone explain that in English please?
Title: Re: Dualgunner
Post by: 007bistromath 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.
Title: Re: Dualgunner
Post by: rekenne 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?
Title: Re: Dualgunner
Post by: Kornel Kisielewicz on January 03, 2009, 20:26
It'll be with 1.0. But I'll first reveal the Lua API.
Title: Re: Dualgunner
Post by: rekenne on January 03, 2009, 20:27
Is the next release .9.9 or 1.0?
Title: Re: Dualgunner
Post by: Kornel Kisielewicz on January 03, 2009, 20:59
Errr, probably 0.9.8.11 :P
Title: Re: Dualgunner
Post by: rekenne on January 03, 2009, 21:35
No!
Make it be 9.9.10.1 instead!
Title: Re: Dualgunner
Post by: Malek Deneith 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
Title: Re: Dualgunner
Post by: 007bistromath on January 04, 2009, 03:46
He should probably just start labeling them by year instead of version number. :V
Title: Re: Dualgunner
Post by: Kornel Kisielewicz 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
Title: Re: Dualgunner
Post by: ParaSait on January 04, 2009, 10:04
Why don't you just release version 1.0? XD
Title: Re: Dualgunner
Post by: Kornel Kisielewicz on January 04, 2009, 10:26
1.0 will be the finished product.
Title: Re: Dualgunner
Post by: rekenne on January 04, 2009, 10:50
Haha! Hex numbering! I like that.
Title: Re: Dualgunner
Post by: Kornel Kisielewicz on January 04, 2009, 10:51
Well, I broke that already, because the current version should be A :/
Title: Re: Dualgunner
Post by: raekuul on January 04, 2009, 11:48
Easily retconned by naming the next version 0.9.8.B, and saying in the archives (and probably with a quick hack) that this version was only ever known as 0.9.8.A
Title: Re: Dualgunner
Post by: 007bistromath on January 04, 2009, 21:03
We have always been at war with Eastasia.
Title: Re: Dualgunner
Post by: Visalos on January 04, 2009, 23:15
comrade ogilvie!
Title: Re: Dualgunner
Post by: Errant on January 04, 2009, 23:49
.....aaaaaand does the same idea apply to reload times?

Man, now i have to do math to figure out if the second shot is worth the loss of speed. Make mods spawn in pairs and give us two advanced pistols >:(

..damn that would be broken, but awesome.
Title: Re: Dualgunner
Post by: rekenne on January 05, 2009, 00:41
Reload times, I'm not sure.
However, dualgunner is VERY worth it. When you get down to dualgunning in around .35 turns, so you're shooting off 4-6 bullets every time an enemy moves... You know it's worth it. Of course, that's with a speed modded advanced pistol, a Blaster, and maxed out Finesse.