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fire rate stats are incorrect

fire rate stats are incorrect

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10 груд. 2024, 11:4410.12.24
30.01.24
71

fire rate stats are incorrect

I don't know exactly when, but a few months ago some of the weapons stats (especially fire rate) changed, and the results were a bit odd. I logged a bug for the same and in the latest update, the patch notes mention that the fire rate stats have been fixed.

However, I took a look at a couple of weapons and while some things have changed, the stats themselves still look wrong. Here are a couple of examples, in both cases taking the weapons' max rank values.

Fragment gun 8

  • damage per round - 14026
  • fire rate - 36 rpm (rounds per minute)
  • magazine size - 6

With these values we get:

  • DPS = 14026 damage per round * 36/60 rounds per second = 14026*36/60= 8415.6 damage per second
  • Time to empty magazine = 6 rounds per magazine / (36/60) rounds per second = 6*60/36= 10 seconds 

HOWEVER in practice, fragment guns empty their magazines in under 5 seconds.


Missile rack 8

  • damage per round - 7872
  • fire rate - 31 rpm (rounds per minute)
  • magazine size - 6

With these values we get:

  • DPS = 7872*31/60= 4067.2 damage per second
  • Time to empty magazine = 6*60/31= 11.6 seconds 

HOWEVER in practice, missile racks empty their magazines in under 2 seconds, and do much more damage than 4067 per second.

What's going on? 

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10 груд. 2024, 11:4810.12.24
10 груд. 2024, 13:35(відредаговано)
30.01.24
71

By the way, one possible reason for this oddness is that the fire rate mentioned in the UI includes reload times (even though the description in the UI says it excludes reload times). 

Of course I could be wrong.. this theory is based on just looking at these two weapons (fragment gun and missile rack), but if this theory is correct then I strongly recommend going back to the original approach of mentioning fire rates excluding reload time). That is much more valuable info so having it readily available is better.

10 груд. 2024, 13:3910.12.24
03.04.23
1

Yeah

CrystalDrewCommunity Manager
11 груд. 2024, 11:0711.12.24
10.02.23
2248

Hello! Could you please update us on whether you have the latest 3.240 version of the game? Previous versions may impact the correctness of this stat.

CrystalDrewCommunity Manager
12 груд. 2024, 10:1812.12.24
10.02.23
2248

UPD: the calculation includes the reload time, so the stats are correct.

12 груд. 2024, 11:5312.12.24
30.01.24
71

Thanks, CrystalDrew. That clears things up and is indeed what I suspected (see my 2nd post).

However I disagree that they are "correct", since the fire rate is explicitly described in the UI as excluding reload time.

There are two ways to fix this

  • Change the description to read "including" reload time.
  • Just revert the calculations to what they were 1 year ago. A year back the stats were perfectly fine. There was nothing wrong with how they were calculated, so I don't understand why they were changed (twice).

I strongly recommend the second fix. Fire rates that include the reload time are not as useful for us players when we are evaluating weapons.

14 груд. 2024, 20:2514.12.24
30.01.24
71

Apart from what I've mentioned in my last comment, thermal lance 6 has impossible stats.

  • Fire rate in stats (including reload time, per your update) = 274 rpm
  • Fire rate in seconds = 274/60 = 4.57 rps (including reload time)
  • Number of rounds in magazine (in stats) = 75
  • Time to empty magazine = 75/4.57 = 16.4 seconds including reload time
  • Reload time in stats = 22.5 seconds

The time to empty the magazine, since it includes reload time, should have been greater than 22.5 seconds.

I haven't checked other beam weapons.

14 груд. 2024, 20:3414.12.24
30.01.24
71

Also, FYI, here's the case number for issues I had raised with the last stats update that was made a few months ago - 5797367. Both sets of changes have to be reverted for the fire rates and related stats to return to normalcy.

CrystalDrewCommunity Manager
16 груд. 2024, 14:1316.12.24
10.02.23
2248
tar

Thanks, CrystalDrew. That clears things up and is indeed what I suspected (see my 2nd post).

However I disagree that they are "correct", since the fire rate is explicitly described in the UI as excluding reload time.

There are two ways to fix this

  • Change the description to read "including" reload time.
  • Just revert the calculations to what they were 1 year ago. A year back the stats were perfectly fine. There was nothing wrong with how they were calculated, so I don't understand why they were changed (twice).

I strongly recommend the second fix. Fire rates that include the reload time are not as useful for us players when we are evaluating weapons.

Hello! Thanks for your input. It's likely that the team will use the 1st option, but it's not a priority now. Stay tuned 👌

17 груд. 2024, 12:3017.12.24
30.01.24
71

Thanks, CrystalDrew. I'd like to understand why this change was necessary in the first place. What problem was there in the original "exclude reload time" stats that this new approach is actually solving? If it's a question of priority/effort, it should be just as easy to revert back to the earlier approach.

Secondly, even with the understanding that the stats include reload time, the stats for thermal lance 6 are clearly wrong (see a couple of comments back). I haven't tested other recharging type weapons but it's possible this will be a problem for other recharging type weapons as well.

19 груд. 2024, 08:5919.12.24
30.01.24
71

Hi, moderators. Please see my comment from 2 days ago - 1) What problem in the original stats are these new stats trying to solve? 2) The new stats have a bug with at least one weapon - thermal lance 6.

5 січ. 2025, 17:0905.01.25
30.01.24
71

Happy new year! Moderators, please see my previous comments.

9 січ. 2025, 15:1309.01.25
30.01.24
71
CrystalDrew

Hello! Thanks for your input. It's likely that the team will use the 1st option, but it's not a priority now. Stay tuned 👌

Hi, CrystalDrew. Please see my reply of Dec 17th.

9 січ. 2025, 18:0009.01.25
19.09.18
99
tar

Thanks, CrystalDrew. That clears things up and is indeed what I suspected (see my 2nd post).

However I disagree that they are "correct", since the fire rate is explicitly described in the UI as excluding reload time.

There are two ways to fix this

  • Change the description to read "including" reload time.
  • Just revert the calculations to what they were 1 year ago. A year back the stats were perfectly fine. There was nothing wrong with how they were calculated, so I don't understand why they were changed (twice).

I strongly recommend the second fix. Fire rates that include the reload time are not as useful for us players when we are evaluating weapons.

why are you struggling and desperate to understand the scam methods of this game, what you're saying, is called NERF, simple, they always have done it, they always will, and it's the only way they have to make you spend, otherwise the game would have died a year ago.. lately there is nothing correct anymore....

10 січ. 2025, 07:4010.01.25
30.01.24
71
RcFs200

why are you struggling and desperate to understand the scam methods of this game, what you're saying, is called NERF, simple, they always have done it, they always will, and it's the only way they have to make you spend, otherwise the game would have died a year ago.. lately there is nothing correct anymore....

I play the game, so I find it worth my time to suggest improvements or point out bugs. Peace to you.

CrystalDrewCommunity Manager
10 січ. 2025, 14:1910.01.25
10.02.23
2248
tar

Thanks, CrystalDrew. I'd like to understand why this change was necessary in the first place. What problem was there in the original "exclude reload time" stats that this new approach is actually solving? If it's a question of priority/effort, it should be just as easy to revert back to the earlier approach.

Secondly, even with the understanding that the stats include reload time, the stats for thermal lance 6 are clearly wrong (see a couple of comments back). I haven't tested other recharging type weapons but it's possible this will be a problem for other recharging type weapons as well.

Hello! Sorry for the late reply. This change was implemented as currently the calculation is made in the way that it was initially supposed to be. The earlier approach did provide not precise info.

According to our devs, currently all the stats depict faithful information.

11 січ. 2025, 07:3611.01.25
11 січ. 2025, 07:37(відредаговано)
30.01.24
71
CrystalDrew

Hello! Sorry for the late reply. This change was implemented as currently the calculation is made in the way that it was initially supposed to be. The earlier approach did provide not precise info.

According to our devs, currently all the stats depict faithful information.

It's interesting for me to know how long it will take for a weapon to empty its magazine (excluding reload time). It helps judge what kind of play style i might need, e.g. how long i will have to reveal the mech to fire the weapon before hiding again, and whether i have mechs that suit those numbers. I can get that information from the current stats also, but it's harder and non-intuitive.

If i can't convince you of the value of that approach, that is fine. But in that case you still need to change the description to read "including" reload time. That will at least prevent the current stats, as described, from being outright wrong. Right now, because of the description, they are by no stretch precise.

Secondly, I pointed out a bug in the stats for beam weapons. See my comment from December 14. I just found that the same also applies to the repeater. Here's an example for Repeater 10:

  • Fire rate in stats (including reload time) = 219 rpm
  • Fire rate in seconds = 219/60 = 3.65 rps (including reload time)
  • Number of rounds in magazine (in stats) = 20
  • Time to empty magazine = 20/3.65 = 5.48 seconds including reload time
  • Reload time in stats = 6 seconds 

This is impossible. The time to empty the magazine including reload time should of course be greater than the reload time.

So, to summarize, you need to minimally do the following: change the fire rate description to read "including", and fix the overall stat numbers for thermal lance, repeater and any other weapons that have incorrect numbers as described above.

14 січ. 2025, 07:4714.01.25
30.01.24
71
CrystalDrew

Hello! Sorry for the late reply. This change was implemented as currently the calculation is made in the way that it was initially supposed to be. The earlier approach did provide not precise info.

According to our devs, currently all the stats depict faithful information.

Hi, CrystalDrew. Please see my examples in previous comments about the anomalies.

CrystalDrewCommunity Manager
14 січ. 2025, 12:2714.01.25
10.02.23
2248
tar

Hi, CrystalDrew. Please see my examples in previous comments about the anomalies.

Thanks for all the info and the examples! We are likely to get back to these stats in the future, but not at this moment, as we have more prioritized tasks to work on, including the Matchmaking system. Our team appreciates your enthusiasm and input 🙂

14 січ. 2025, 19:3714.01.25
14 січ. 2025, 19:37(відредаговано)
30.01.24
71
CrystalDrew

Thanks for all the info and the examples! We are likely to get back to these stats in the future, but not at this moment, as we have more prioritized tasks to work on, including the Matchmaking system. Our team appreciates your enthusiasm and input 🙂

Well.. that you've finally acknowledged the problem is some consolation at least. Thank you for that. On your part, I hope you take away from this that the devs are not infallible ("According to our devs, currently all the stats depict faithful information"). 

And while you might consider this low priority, I'll just reiterate that there was nothing conceptually wrong with the old system. For some reason you prioritized "fixing" something that wasn't broken (at least you haven't explained what was broken), and now that you've actually broken it you've deprioritized it. I hope you reconsider the priority sooner than later. 

Otherwise players have no way of reliably evaluating weapons before purchasing them.

27 лют. 2025, 17:277 днів
30.01.24
71
CrystalDrew

Thanks for all the info and the examples! We are likely to get back to these stats in the future, but not at this moment, as we have more prioritized tasks to work on, including the Matchmaking system. Our team appreciates your enthusiasm and input 🙂

Hi, CrystalDrew. The newly released Gemini also has buggy stats. It has:

  • 9 rounds per minute
  • 2 rounds per magazine
  • 6 seconds delay

So, time to empty magazine = 2*60/9 = 13.33 seconds including reload time. Excluding reload time that comes to 7.33 seconds, which is clearly not the case. 

Including previous examples, per my knowledge the stats are buggy for at least the following weapons - beam weapons, repeater, and gemini.