Fix accuracy statistics!
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Fix accuracy statistics!
People often get accuracy 170% or so with a panzer and even more with the flamethrower (ok not used much, but the panzer is). This should be fixed IMO, because you can't be more than 100% accurate. If your panzer rocket hits something, your accuracy should be 100%, not 200% if you hit 2 ppl, get it? Could this be fixed?
Re: Fix accuracy statistics!
You can get more than 1 hit per shot. Hence, more than 100%Mat3k wrote:People often get accuracy 170% or so with a panzer and even more with the flamethrower (ok not used much, but the panzer is). This should be fixed IMO, because you can't be more than 100% accurate. If your panzer rocket hits something, your accuracy should be 100%, not 200% if you hit 2 ppl, get it? Could this be fixed?
That is not an error.
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i know its easy way to calculate just see how much % of the shots are hits
but it would be better if its fixed i think so i you hit like 5 ppl in 1 shot the shot shuold be counted as 1 hit not as 5 hits since its only 1 shot
but it would be better if its fixed i think so i you hit like 5 ppl in 1 shot the shot shuold be counted as 1 hit not as 5 hits since its only 1 shot
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but it does count for accurycy (as a miss)gotenks wrote:and no shooting gibbed bodies doesn't count as a hit
and about accury make maybe it a client setting to draw old or correct way
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ofcourse it has a meaning how else can i get the aimbot rewardSickBoy wrote:who gives a shit about accuracy?
The number has no meaning at all
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No it doesn't. At least not in etmain. Hitting a downed player subtracts from shots fired. Of course, if you miss while trying to gib, that goes on your stats...=FF=im2weak4u wrote:but it does count for accurycy (as a miss)gotenks wrote:and no shooting gibbed bodies doesn't count as a hit
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src/game/g_match.c:G_addStats
I'm pretty sure this was added in RTCW OSP, and carried over to ET. However, in etmain at least, it looks it won't be done for some weapons. It might be broken in other ways too.
Just because people were begging bani not to count it as a miss doesn't that it was actually ever counted as one
Code: Select all
// Special hack for intentional gibbage
if(targ->health <= 0 && targ->client->ps.pm_type == PM_DEAD) {
if(mod < MOD_CROSS && attacker && attacker->client) {
int x = attacker->client->sess.aWeaponStats[G_weapStatIndex_MOD(mod)].atts--;
if(x < 1) attacker->client->sess.aWeaponStats[G_weapStatIndex_MOD(mod)].atts = 1;
}
return;
}
Just because people were begging bani not to count it as a miss doesn't that it was actually ever counted as one
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Yes, that's whats happening now, ut it should be FIXED. If you fire 2 shots and u miss both, your accuracy was 0%, if one of them hit something/someone, your acc was 50% and if both of them hit sth, your accuracy is 100%. Get it? You cant be more than completely accurate, even if you hit more people with 1 shot.You can get more than 1 hit per shot. Hence, more than 100%
That's what happens for most weapons...Mat3k wrote:Yes, that's whats happening now, ut it should be FIXED. If you fire 2 shots and u miss both, your accuracy was 0%, if one of them hit something/someone, your acc was 50% and if both of them hit sth, your accuracy is 100%. Get it? You cant be more than completely accurate, even if you hit more people with 1 shot.
It should stay the way it is now. If you're a soldier with a mortar you want to know how many people you hit, not just if you hit somebody or not; etc.
The current system produces meaningful values. What you propose wouldn't. Hitting one person with a single PF shot would be the same as hitting 6.Mat3k wrote: Yes, that's whats happening now, ut it should be FIXED. If you fire 2 shots and u miss both, your accuracy was 0%, if one of them hit something/someone, your acc was 50% and if both of them hit sth, your accuracy is 100%. Get it? You cant be more than completely accurate, even if you hit more people with 1 shot.
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