📊 Weapon data spreadsheet

I’ve made changes to the accumulator’s stats, due to it’s current state.
Details are as follows:


Original:
image (9)
Accumulator passively charges up to 2.5 arrows. Takes about 10.5 seconds.

Requires 80 kills to charge up from an empty gauge, to a full gauge. 16 kills are needed for an arrow.

A fully charged gauge provides 5 seconds of boost. 1 arrow is about 1 second of boost.

Charging is paused for 2 seconds after boosting.


The main issue was that it took way too long to charge by kills (80 kills for a full gauge, meaning 16 kills for an arrow). It also doesn’t help that the boost is so short either. 5 seconds isn’t exactly a lot considering how hard it is to charge up the accumulator.
Also, I believe I originally proposed to make the passive charge stop when it fully charges the 3rd arrow. Not at 2.5 arrows.


Updated:
image (10)
Accumulator passively charges up to 3 arrows. Takes about 14 seconds (this is an estimate).

Kill requirement starts at 90. Reduces to 50 as charge increases (starts at 18 kills per arrow. reduces to 10 kills per arrow). The higher starting kill requirement tries to prevent the player from charging up the first arrow way too fast. The increased starting passive charge speed already tries to make up for that, anyway.

A fully charged gauge provides 6 seconds of boost. 1 arrow is about 1.2 seconds of boost.

Charging is paused for 2 seconds after boosting. (no change)


This change tries to make charging by kills faster. As it stands, it’s rather too slow, for not much effect. In tandem to this change, the maximum boost time has been increased to 6 seconds.

Passive charge now also fills up the whole of the 3rd arrow, rather than half of it. Faster, too.


Overall Changes:
Passive Charge Threshold is changed from 0.5 to 0.6. (From 2.5 arrows to 3 arrows)

Starting Passive Charge Speed is increased to 0.135 (from 0.125). About 8% faster to make up for the following change below.

The Kill Charge has been changed to reduce as charge increases. Starting Kill Charge is now 90 kills (about 18 kills). Final Kill Charge has been reduced to 50 (10 kills).

Maximum Boost Time has been increased from 5 seconds to 6 seconds.


Here is the excel file with the aforementioned changes: https://cdn.discordapp.com/attachments/627238843401240626/1082017931476598844/CIU-WeaponData-v130.override.xls

6 Likes

Changed in v.131 :medal_sports: Idea

10 Likes

Once again, back with a change for accumulator (because its still rather weak).


Current:
image (20)

  • Maximum possible passive charge is 3 arrows.
  • First arrow takes 1.48 seconds to passively charge. Slows down tremendously when it’s closer to hitting the limit, to a complete halt.
  • Maximum possible kill charge is 5 arrows.
  • Kill Charges start at 18 kills for the first arrow. Reduces to 10 for the fifth.
  • A full bar of boost, lasts 6 seconds (Each arrow is 1.2 seconds).
  • Charging is paused for 2 seconds whenever you deactivate boost.

Changed:
image (21)

  • Maximum possible passive charge is 4 3/4 (previously 3) arrows.
  • First arrow takes 1.48 seconds to passively charge. Slows down to as low as 10 seconds when closer to hitting the limit.
  • Maximum possible kill charge is 5 arrows. Unchanged.
  • Kill Charges now start at 12 kills (previously 18) for the first arrow. Reduces to 10 for the fifth.
  • A full bar of boost now lasts 7.5 seconds (Each arrow is 1.5 seconds. Previously 1.2 seconds).
  • Charging is paused for 2 seconds whenever you deactivate boost. Unchanged.

Writer’s Notes:
The passive charge limit was changed because I realized restricting it THAT much was a pretty harsh way to incentivize the need to be more active. Now it’s made to charge up way higher, but still not completely, yet slowly enough to not make it TOO good.

In tandem with the above change, the passive charge speed was made to slow down to a crawl, rather than completely stop. It made the 3rd arrow before take an eternity to charge…

Starting Kill Charge has been made much lower. I honestly have no idea why I thought making making the first few arrows completely disregard the player’s activity was a good idea at all.

Boost time is made longer (7.5s). 6 seconds didn’t really get players very far anyway. Plus, given the amount of time taken for the darn accumulator to charge, 6 seconds doesn’t really pay off for your patience.


You can try out these changes here:
https://cdn.discordapp.com/attachments/1051713972522467360/1123905478792052736/CIU-WeaponData-v135.override.xls

8 Likes

Changed in v.137 :medal_sports: Idea

13 Likes