Something mappers might want to look at


Waldo
10-25-2005, 08:32 PM
I made a firing range map last night, and did a number of test fires to get a feel for weapon accuracy at different ranges. You can see the results online at http://www.orst.edu/~holtt/range

What's in it for mappers? Well, basically some interesting statistics about what ranges weapons are effective (or not effective) at. How to use this data? It offers some interesting suggestions about distances in maps, and how to use them to the advantage (or disadvantage) for different weapons.

Here's a few observations / opinions I've got from looking at the results. Basically these are the "effective" distances for several classes of guns. By effective I mean the accuracy is such that a shot at the center of the player's chest is pretty much certain to hit in theory. Lag, server issues, etc. can of course mess this up.

Beyond about 100 feet (1200 map units), rifles aren't very effective without iron sites.

Beyond about 20-30 feet (240-360 map units), automatics (Thompson + MP40) begin to lose their effectiveness. Same with pistols.

The BAR (and probably MP44) are effective out to about 75 feet (900 map units). Single shot is effective closer to 100 feet (1200 units).

MGs are effective out to 100-150 feet (1200-1800 units).

Snipers are effective at HUGE distances. It's no problem for a sniper to hit a stationary target at even 1000 feet (12,000 map units).

Iron Sites are effective at HUGE distances. Like the sniper, Iron Sites can consistenly hit a target at even 1000 foot ranges (if they can see the target).

Snipers only begin to get useful beyond 500 feet (6000 map units) or so. Beyond that many units, it is difficult to actually see a target except with a sniper scope. It's doable, but it takes some effort.


More range data that's not on that link above, but I've tested a bit...

A grenade tossed while looking upwards a bit will go about 100 feet. If shot level or tilted up a bit, a rifle grenade will fly and then bounce about 300 feet (3600 map units) before blowing up.


So. How to use this data? Think about these ranges when you lay out space in a map. Below are a couple of brainstorms. They aren't necessarily PERFECT rules, but just guesses/assumptions based on effective weapon ranges.


If you set up a defensive spot that covers a doorway or other narrow passage, a rifle will be able to defend it and hit anyone coming through if it is 75 feet (900 units) away. A rifle will be unable to cover a target effectively at 150 feet (1800) units or more. To give a sense of scale, the main street in Donner is about 165 feet long.

A Thompson/MP40 that has to rush a distance of 50 feet will have a hard time firing on anyone at the other end of that rush.

Given the main Donner street is 165 units long, only an MG, Sniper or iron site rifle can pretty much be a perfect defender, assuming the shooter sees and is able to target every enemy accurately. A thompson can't guard one end of the street unless they are willing to wait until the enemy is close.

If you have a 100 foot wide open space with no cover, rifles at one end will be able to protect it against charging automatics. Only a sniper or MG or IS rifle can take out the opposing rifles.

No current map really lets the snipers work at their most effective. Truely long ranges in maps (2x or 3x the Donner main street for example) would let snipers really do well.

A grenade tossed along a flat level ground can just reach a rifle at their effective maximum range (rifles max range). If you put some obstructions or other objects 10-20 feet (120-240 units) in front of the rifle location, it will probably stop the bouncing nades and protect the rifles.

Given the maximum range of a rifle grenade at around 300 feet (3600 map units), only a bazooka could take out a sniper beyond that range.

If you make a large open space in a map with no cover, and that space is over say 100 feet (1200 units) across, a good rifle or MG will be able to completely shut down any autos (Thompson/MP40/BAR/MP44) trying to run across. THe only way the autos will make it is if there is cover for them, or the attackers can't hit them. Only a sniper, IS rifle, MG or bazooka/panzerschrek will be able to potentially take out the defenders at full range.

Dwin
10-25-2005, 08:40 PM
This will certainly be very helpful.

Thanks, Waldo!

StreamlineData
10-25-2005, 10:10 PM
ooooo... now this would come in handy!

Nice work, Waldo!
Thanks! :)

Waldo
10-25-2005, 10:36 PM
Hopefully. So I'm just making some guesses here based purely on the shot cone numbers. How it really works in practice is another matter :^)

travis
10-25-2005, 10:52 PM
mmm thats wuite interesting, something i think a lot of doders will be interesed in... Id love to see results with the first dod:s version to the now patcher ver as i understand some things were tweaked with weapons?

2ltben
10-25-2005, 10:54 PM
Some actual figures for comparison

I set Delta-Y at 1.83 meters, or 72 units. Time equates to ~0.61 seconds. Effective Range means virtually no bullet drop(I set Delta-Y to 1 centimeter), which means 0.045 seconds.

Garand Max Range: 520 meters - 20,000 units
Garand Effective Range: 38 meters - 1,500 units

Thompson Max Range: 171 meters - 6700 units
Thompson Effective Range: 13 meters - 500 units

BAR Max Range: 500 meters - 20,000 units
BAR Effective Range: 38 meters - 1,500 units

M1919A4 Max Range: 500 meters - 20,000 units
M1919A4 Effective Range: 38 meters - 1,500 units

Colt M1911A1 Max Range: 160 meters - 6,300 units
Colt M1911A1 Effective Range: 12 meters - 475 units

*edit*
Very interesting results I had for the 98k's Effective Range. 1337 units.

98k Muzzle Velocity is 755 meters per second. Velocity * Time = Range, or 33.975 meters, or 3397.5 centimeters. 1 inch = 2.54 centimeters, and 1 inch = 1 unit. 3397.5/2.54 = 1337.60 units. Now I understand why the 98k always kills in 1 hit.

JoshuaC
10-25-2005, 11:06 PM
Thats was an interesting read good data for map makers :D

eddi.
10-25-2005, 11:07 PM
good stuff Waldo

haircut
10-26-2005, 03:13 PM
Thank you Waldo ... something very useful here :kitty:

What is 2ltben going on about?

2ltben
10-26-2005, 04:01 PM
Originally posted by haircut
Thank you Waldo ... something very useful here :kitty:

What is 2ltben going on about?

Originally posted by 2ltben
Some actual figures for comparison

SWK
10-26-2005, 07:28 PM
This is some very useful information, even for people who aren't making maps. It's good to know exactly what the guns are capable of before all of the in-game variables are added.

Thanks Waldo!

Stuka
10-26-2005, 08:25 PM
good stuff, kudos

mumblyjoe
10-27-2005, 12:33 AM
Thats great waldo. That also gave me some ideas for better tactics for Donner :D

Ca-Chicken-Soup
10-27-2005, 01:36 AM
Wow I totaly underestimated the IS, they are so effective. Thanks Waldo, no doubt I'll use this info.
:PARROT:

Waldo
10-27-2005, 01:19 PM
Originally posted by Star Wars Kid
This is some very useful information, even for people who aren't making maps. It's good to know exactly what the guns are capable of before all of the in-game variables are added.

Thanks Waldo!

Indeed. I've modified my tactics a bit. If a guy w/an automatic starts shooting at me from medium range and I'm a rifle, I now run backwards if I can - to reduce the chances he'll hit me. Sometimes works.

Shane
10-27-2005, 01:55 PM
Originally posted by Waldo
Indeed. I've modified my tactics a bit. If a guy w/an automatic starts shooting at me from medium range and I'm a rifle, I now run backwards if I can - to reduce the chances he'll hit me. Sometimes works.

What if I don't have a backwards key?

Waldo
10-27-2005, 09:56 PM
Originally posted by Shane
What if I don't have a backwards key?

Uh..... "bind s kill" - try that!

Unk
10-28-2005, 12:30 PM
ill do that:dog:

SgtPoisonMiller
10-29-2005, 12:15 AM
OKAY...

So I tried this map out, and I did some things to further test accuracies, specifically on the M1 vs K98

ACTUALLY...

They are MUCH more accurate than what his pictures show...

I put bound my alt key to "setpos 0 90 0", which would reset my shot to exactly the same place after each shot... this would insure no user error...

I found that the Kar and Garand are equally accurate...

and, on iron sights... are 100% accurate...

at 1000ft I was landing shots ontop of eachother... NO shot strayed... that was all standing, crouched, and prone... there were no changes in accuracy...

I also did some experimenting and I found out that it doesn't matter how fast between each shot you take with Garand...

I am going to do some movement tests right now to see how it does...

2ltben
10-29-2005, 07:49 AM
Does DoD:S have bullet drop? I don't get it until sometime between this afternoon and Monday.

SgtPoisonMiller
10-29-2005, 10:48 AM
Yesterday I got done doing some movement tests and rapid fire tests...

Movement with M1 and Kar in Iron Sights does not effect accuracy at all. As long as you can have good enough reflexes to put your iron sights right on the enemy at 1000ft, then you're going to hit him nomatter what...

Also, with STG-44 and BAR, rapid fire is effective up to 100ft.

With MP-40 and Thompson, it is effective up to 75ft.

With un-IS'd Kar and Garand, they are effective up to 50ft.

Another thing I noticed is that a scoped sniper rifle is less consistant than an ironsighted rifle... With the sniper rifle the scope has wobble, which takes away from aim... So if you can see an enemy enough to put an iron sight on him, then you are better off....

Also, there does not seem to be bullet drop at 1000ft.

I guess the main point of this post is to say that M1 Garand and Kar-98 are both 100% accurate no matter what in ironsights... and the shot is determined by the VERY tip of the sight...

RoadRunner*RR*
11-01-2005, 10:41 AM
the accuracy is terrible (fix it), iron sights are useless.. please take them away and leave them to cod/cod2.

tbh..

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