Ok, I want first to show all the data and then dissect out some major findings. The tables below show the smallest mean T100 values for each full-auto primary weapon (rows) in the game in their corresponding groups for each distance (columns). The values are smallest with respect to attachment combinations, burst size, and aimpoint.
Scale of the simulations
To find the optimal parameters for minimum T100, 100000 shots were simulated for 36 guns, 20 distances, 22 aimpoints, 14 shots/burst, 12 attachment combinations, 2 recoil comp. modes, 2 inter-burst intervals, and 3 conditions (base ADS, move ADS, move HIP) so far: (36 * 20 * 22 * 14 * 12 * 2 * 2 * 3 = 31933440 times the 100000 shots.)
How to read the tables
For an example, please look at the top-3 ARs below.
At the distance of 40 m and in the row for SCAR-H, the cell shows the following information:
265 2.4
175 h p 2
1. The first row shows the expected optimal performance of the gun. Optimal = smallest T100.
The first number is the mean T100: it will take on average
265 milliseconds to inflict at least 100 damage.
The second number is the mean "B100": it will take on average
2.4 bullets to inflict the damage sufficient for the T100 above.
2. The second row shows that parameters that give the optimal T100.
The first number, here 175, indicates the height of the aim location in cm between 80…190 cm (see the model above). Roughly, 90 cm indicates aiming at the low-edge of the stomach hitbox, 145 cm at the middle of the chest hitbox, and 175 cm at the middle of the head hitbox. So, with SCAR-H, aim at the face!
The letters indicate the attachments that give this smallest T100: here heavy barrel & potato grip.
h: heavy barrel
c: compensator
m: muzzle brake
a: angled grip
p: potato grip
e: ergo grip
Top-2 attachment combinations and their use percentage are shown under the weapon name.
The last number, here 2, indicates the optimal burst size (between 2…15).
3. The color of the hitbox shows how good or bad the T100 value at this distance is with respect to the mean T100 of this weapon group ( -(T100 - MeanT100) * 100% ). See also the color bars above the full tables.
Green colors show that the gun kills faster than average and
reddish colors suggest that you will hit the dirt first.
The second column shows the balance percentage (see 5. above), <%>, averaged across all distances. The guns are sorted by this number so that the overall “best”, fastest-killing guns are in the top. For SCAR-H, the value -22.6 means that across all distances with optimal parameters, SCAR-H will kill the target 22.6% faster than an average AR.
Optimal and Fixed-burst/aim Tables
There are two kinds of cuts into the data below. For each playstyle, the
optimum tables show what are the optimal aim locations, attachments, and burst sizes in any single
condition (say non-moving/moving ADS/HIP). Fixed-burst/aim tables are fixed to 3-shot bursts (burst RoF used where applicable) aimed at mid torso (130).
2x2 Playstyle variables
Inter-burst Interval (IBI)
For each condition, two factors define are four playstyle categories. First, the inter-burst interval (IBI): If you are a fast clicker and proficient in maintaining
aim AND controlling the recoil between bursts while micro-bursting, IBI 100 ms (= 100 ms interval between bursts) is your category. Typical click rates with IBI 100 ms are ~5 Hz. If you overall prefer longer bursts, take more time to control the aim, or are not pro in
controlling the recoil between bursts, look into IBI 300 ms. Typical click rates there are 1-2 Hz, depending on burst sizes ofc.
Recoil Compensation
Second, recoil compensation: There are now two categories for recoil compensation
within bursts. "Perfect compensation" assumes that the player can, well, perfectly control the vertical recoil including the first shot multiplier. In perfect compensation, the trend (mean drift) of the horizontal recoil is also compensated. "No compensation" means that there just is no compensation. Note how this influences aim location, attachments, and burst sizes. I'd say most players are somewhere in between these categories depending on how difficult subjectively the gun is to control. Perfect compensation for the most difficult guns (thinking of
The bitch heavy barreled SCAR-H...) can even for the best players be difficult enough to make easier guns more effective in game!
Notes
Note that recoil compensation
between bursts is always assumed perfect => pick your IBI accordingly. Finally, note also (again) that all simulations assume perfect aim. Whether someone is capable of aiming at the middle of the head hitbox of a moving target while compensating for the flight time of the bullet is not considered here. For other headshot considerations, see the third post (below).
Assault, stationary ADS
Assault, moving ADS
Assault, moving HIP
Engineer, stationary ADS
Engineer, moving ADS
Engineer, moving HIP
Support, stationary ADS
Support, moving ADS
Support, moving HIP
Carbines, stationary ADS
Carbines, moving ADS
Carbines, moving HIP
(i) How to estimate recoil compensation difficulty? High vertical recoil is more difficult to compensate than small vertical recoil but can this be quantified? The same goes for high vs. low FSM or any FSM in high-vs.-low RoF gun. I think we need realistic models for recoil compensation, or specifically the mouse movement trajectories that expert players can make to compensate for FSM, vertical recoil, and the horizontal trend. This, as far as I see, necessarily involves measurements with players using simulated in-game-like gun and mouse mechanics.
(ii) Should we include noise into the aiming? No-one has 100% jitter-free mouse control. Variability in the aimpoint would probably decrease the relative effectiveness of aiming at the head.
(iii) Doing the tables separately for stationary and moving conditions is easy. How to construct the ‘optimal’ compromise or to choose the single optimal attachment combination for both stationary and moving gameplay? For example, would it make sense to search for the weapon and single attachment combination that gives the best overall performance for short-range (5 - 15 m) moving HIP, medium-range (15 - 50 m) moving ADS, and long-range (50 – 100 m) stationary ADS accuracy?
(iv) When the approach is validated, I’m going to make the simulation and visualization programs freely available. These data would benefit from a live (web page) user interface.
(v) Opinions, critique & feedback, please!