Talk:Flare revolver

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Damage Testing[edit]

I believe the damage figures on the main page are inaccurate. Below code snippet copied from file:"FlareRevolverProjectile.uc" in the killing floor SDK.

 defaultproperties
 {
    HeadShotDamageMult=1.500000
    ExplosionEmitter=Class'KFMod.FlareRevolverImpact'
    FlameTrailEmitterClass=Class'KFMod.FlareRevolverTrail'
    ExplosionSoundVolume=1.650000
    ArmDistSquared=0.000000
    ImpactDamageType=Class'KFMod.DamTypeFlareProjectileImpact'
    ImpactDamage=100
    StaticMeshRef="EffectsSM.Ger_Tracer"
    ExplosionSoundRef="KF_IJC_HalloweenSnd.KF_FlarePistol_Projectile_Hit"
    AmbientSoundRef="KF_IJC_HalloweenSnd.KF_FlarePistol_Projectile_Loop"
    AmbientVolumeScale=2.500000
    Speed=1500.000000
    MaxSpeed=1700.000000
    Damage=25.000000
    DamageRadius=100.000000
    MyDamageType=Class'KFMod.DamTypeFlareRevolver'
    ExplosionDecal=Class'KFMod.FlameThrowerBurnMark_Medium'
    LightType=LT_Steady
    LightHue=255
    LightSaturation=64
    LightBrightness=255.000000
    LightRadius=16.000000
    LightCone=16
    bDynamicLight=True
    DrawScale=1.000000
    AmbientGlow=254
    bUnlit=True
 }

Did a very short experiment on testmap6pfix using the console commands "enablecheats" & "arsenal". (Solo game, normal difficulty, 6 "faked" players generated by the map, level 6 firebug)

Results as follow:

  • The flare revolver is able to kill a siren in one headshot.
  • It took one flare revolver headshot + another 9mm headshot to kill a husk.
  • Clots, Crawlers & Stalkers died in one bodyshot.

From the results, it seems that flare revolver DEFINITELY does more than 25~40 points of damage. As such, I have removed the existing figures from the main page until further testing is done.

-Porkchops 08:52, 10 November 2012 (UTC)

Correct damage added[edit]

As shown in your code, the base damage is 100 (impact) plus 25 (inital burn). Both of these benefit from the Firebug's damage bonus. These values are corroborated both by the Weapon Stats PDF (I can't link without triggering the spam filter, but you can find a thread about it on the Tripwire KF forums) and rigorous in-game testing.

-HoopleDoople 23:09, 16 November 2012 (UTC)

Damage Amendments[edit]

OMG! Our figures are wrong again! :'(

I've recently discovered a mutator which shows the exact amount of damage you have done to an enemy.... (You can find it in the steam workshop link here: http://steamcommunity.com/sharedfiles/filedetails/?id=99937969 ) Turns out that the initial damage done on a direct hit is 100 and the splash damage done on a near miss is 25 (I think). Afterburn damage is then applied to the zed with a damage ramp-up of roughly 1.2x per tick + a slight variance.... (Findings are from observations, NOT from code in the SDK. Think I've spent enough time testing for 1 day. Don't have the energy left to go digging thru more code.)

Have done some testing on the Xmas testmap ( http://steamcommunity.com/sharedfiles/filedetails/?id=113031799 ) Results below:

Level 6 Firebug
Damage Headshot Bodyshot Near Miss Average Cumulative
1 2 3 4 5 6 7 8 1 2 3 4 5 6 1 2 3 4 5 6 7 8
Initial 240 240 240 240 240 240 240 240 160 160 160 160 160 160 40 38 40 40 40 40 40 40 - -
1 35 33 35 33 35 33 33 33 40 40 40 43 43 40 48 48 48 49 49 48 48 48 41.0 41.0
2 57 57 57 57 57 57 57 57 54 57 54 54 54 54 54 57 54 59 59 57 59 54 56.2 97.2
3 67 67 64 64 64 67 64 64 62 67 62 62 64 64 62 64 64 67 68 64 68 62 64.6 161.8
4 76 76 72 72 73 76 73 72 72 73 72 68 72 73 68 73 72 73 76 73 78 68 72.8 234.6
5 83 86 78 78 83 86 81 81 81 83 81 78 81 83 78 81 81 83 83 83 88 78 81.7 316.3
6 91 92 86 88 92 92 88 91 91 91 88 86 91 91 86 91 88 91 91 91 96 98 90.0 406.3
7 100 102 92 96 100 100 96 97 100 100 96 96 97 97 96 97 97 97 97 100 105 97 98.0 504.3
8 110 110 100 102 110 107 105 105 110 110 102 102 107 107 105 107 107 107 105 107 115 105 106.6 610.9
9 116 120 107 112 116 116 115 112 120 116 112 112 115 115 115 115 116 116 112 115 121 115 115.0 725.8
10 126 126 115 120 126 124 121 120 126 124 120 121 121 121 124 121 126 124 120 124 129 124 122.9 848.7
11 136 134 121 129 134 134 129 126 136 131 129 131 129 129 130.6 979.3
12 144 144 131 136 140 140 139 136 145 139 139 139 136 136 138.9 1118.1
Total 1381 1387 1298 1327 1370 1372 1341 1334 1297 1291 1255 1252 1270 1270 876 892 893 906 900 902 948 879
Unperked
Damage Headshot Bodyshot Near Miss Average Cumulative
1 2 3 1 2 3 4 5 6 7 1 2 3 4
Initial 150 150 150 100 100 100 100 100 100 100 25 25 25 25 - -
1 22 22 21 33 28 30 30 30 28 27 30 31 30 30 28.0 28.0
2 36 36 36 36 33 36 36 36 34 34 34 37 34 36 35.3 63.3
3 40 40 42 42 37 40 40 42 40 39 39 43 39 48 40.8 104.1
4 45 45 40 46 42 45 46 46 46 43 45 49 45 48 45.1 149.1
5 49 51 51 52 48 51 52 52 52 48 51 55 49 52 50.9 200.1
6 55 57 55 57 52 57 57 57 57 54 55 60 54 58 56.1 256.1
7 61 63 61 61 58 63 63 63 63 60 61 64 58 64 61.6 317.8
8 66 69 66 66 63 69 69 69 69 64 66 69 64 69 67.0 384.8
9 70 73 70 70 67 75 73 73 73 70 72 73 69 75 71.6 456.4
10 76 79 76 76 72 79 78 79 78 75 78 78 73 81 77.0 533.4
11 81 84 82 81 78 84 84 84 84 81 82.3 615.7
12 87 90 87 87 87 87.6 703.3
Total 838 859 837 807 678 729 728 731 724 782 556 584 540 586 - -

Notes:

  • All my tests are done on a scrake.
  • Note that some of the unperked bodyshot tests contains only 11 figures instead of 12. This is not an error. I have experienced the same problem when doing the firebug bodyshot tests but initially wrote them off as human error. (the numbers were scrolling too fast and I could have missed 1.)
  • Suspect that the above issue is due to the same hit being registered twice. Believe that it could be related to the issues of using m79/m32/law vs fleshpounds and using shotguns vs certain zeds. To elaborate, I suspect that after the initial "direct hit" by the flare, the explosion is "hitting" both the scrake's head hitbox & body hitbox, thus causing an additional 2 ticks of damage. This would explain why:
    • There are always 12 damage figures when I hit the scrake @ his head. (The head & body hitbox are close enough together that the explosion will always hit both.)
    • There are sometimes only 11 figures when I hit the scrake with a bodyshot. (The explosion radius is small enough that I did not always splash the head hitbox.)
    • Damage figures #1 from the headshot tests always seem smaller than usual. (Damage falloff from centre of explosion.)
    • There are always only 10 figures on a near miss. (I was always aiming @ the floor & the resulting explosion will never reach the head hitbox.)
  • When doing headshots, only the impact damage portion will be applied to the head. ALL burn damages are applied to the body of the zed. (When headshotting with a unperked flare revolver, the scrake can only be decapped when I used the command "set zombiescrake headhealth 150". Any figure @ 151 & above will leave the scrake alive.)
  • Fleshpounds have a resistance to afterburn ramp-up. Tried it on a fp for curiosity's sake & the damages are 28,19,16,19,19,16,19,19,16,19,16,16 (Total 222)
  • Tried to headshot a siren again @ 6-man normal diff. Turns out that she didn't die this time. This goes to show that I'm not really the most meticulous of testers. Therefore, pls take my finding with a pinch of salt. (I've provided the links to the tools used so you can conduct your own tests.)
  • Mediawiki really should give us an easier way to edit tables! I think I've spent more time typing in the numbers on the wiki than doing the actual tests!!!

Will edit the main page later. Trying to find a way to include a separate "Total Average Afterburn Damage" column to the table. (533 unperked, 848 level 6 FB, disclaimer stating that you can do up to an additional 270 pts of afterburn damage if you hit with a direct shot....)

-Porkchops 23:30, 4 January 2013 (UTC)

New Page?[edit]

Should make a new page for the Community Weapon DLC Pack, not slap it on the flare revolver page. -Anonymous

Flare Gibs[edit]

I noticed that the line about flare gibbing is inaccurate. When I went to go test what the flares can gib however, a single flare revolver can gib a Fleshpound on Beginner. I'm thinking that rather than specimen type, it relates to some overkill amount. Katotsu 08:06, 18 November 2013 (GMT)

Did another Beginner test, and was able to gib the Patriarch when he was under 50 health left. Additional testing seems to indicate that the gib happens when the flare's blunt damage reduces the head health to 0. Anyone want to confirm this before we edit the page? Katotsu 08:52, 18 November 2013 (GMT)