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DMR vs. NR by the numbers
Posted By: RC MasterDate: 1/16/12 10:24 p.m.

In Response To: Balanced weapons (RC Master)


Shots to kill:
DMR = 4 anywhere + 1 head = 5

= 7 anywhere
NR = 5 anywhere + 1 head = 6

= 9 anywhere

With bleed-through in the Title Update, it is revealed that the NR doesn't do exactly 1/6ths of a shields worth of damage per shot - it does very slightly more. So after 5 shots, the 6th shot will cause left-over damage to health within the paradigm of bleed-through damage. When directed at the head, this is an instant kill.

The below empirical evidence was gleened from simply making 1 kill with each weapon at point blank range on the built-in Asylum variant using a modified TU BTB Slayer gametype that spawned everyone with both a NR and DMR. Played in a local lobby.

I will assume that the delay from physically pulling the trigger to the actual execution of the shot from each weapon is the same, since I have no way to measure it.

For reference, when I say 'frames' I mean uniquely rendered frames, of which there are about 30 in a second (29.97) rather than frames outputted by the Xbox to the TV (which is usually 60 (59.94)).

From the frame where the first shot connects, the number of frames that passes until each subsequent shot is observed to connect until the final killing shot.

DMR
0
12 +12
24 +12
36 +12
48 +12

Needle Rifle
0
9 +9
19 +10
28 +9
38 +10
47 +9

Min time to Kill
DMR= 1.60s = 48 frames
NR = 1.57s = 47frames

Note that the NRs cooldown seems to alternate 9, 10, 9 etc. If this cycled the opposite way around, 10, 9, 10 etc. then it would also take the NR 48 frames to kill - exactly the same as the DMR.

We shall assume the pattern with the NR continues on subsequent shots.

1 missed shot
DMR = 60 frames = 2.00s (6 total shots)
NR = 58 frames = 1.93s (7 total)

2 missed shots
DMR = 72 frames = 2.40s (7 total) (if you still hit anywhere, the DMR kills here)
NR = 67 frames = 2.23s (8 total)

3 missed shots
DMR = 84 frames = 2.80s (8 total)
NR = 77 frames = 2.57s (9 total) (if still hit anywhere, NR kills here)

Body shot difference: 2.57s - 2.40s = 0.17s (5 frames)

Commentary
So if you can land every shot and the final headshot, you might have a marginal time advantage with the NR. Of course, if a shot is missed, due to the higher ROF, a NR user can have another go sooner. If multiple shots are missed, that advantage increases.

The NR has two distinct mechanical advantages over the DMR in TU:
1. It is, for all intents and purposes, Zero Bloom,
2. It is fully auto-matic - just hold the trigger down.

So as range increases, you retain perfect accuracy, and don't have to move your trigger finger. Compared to a DMR user who at least has to mash the trigger and whose reticle will bloom, introducing at least an element of luck.

The DMR has quite significant shot magnetism, so as a DMR user's reticle blooms, this might actually help with landing the final headshot, so long as they're within red-reticle range. Though as Fyrewulff demonstrates, you get help with that on the NR as well.

Past red-reticle range (more than half the length of Asylum) the DMR of course has a higher zoom level, which will help seeing what you're trying to hit, but then again, the NR is ZB, so if your aim is spot-on, you might as well pick that.

Lets say you get a little bit of a jump on a DMR player, and this gives you an average advantage of 200ms - for the sake of argument, lets say their first shot on you compared to yours on them is delayed by that amount. If they hit all of their shots perfectly, landing the final headshot as well, you, with the NR, must miss a shot for them to win.

On the other hand, if you both go for the body shots (or miss a couple of shots entirely), your jump advantage means you'll still be slightly ahead, and you'll have an additional chance to hit the head as well: A Needle Rifle user can kill on the 6th, 7th, 8th, and 9th shots. A DMR user can only kill on the 5th, 6th or 7th.

Conclusion
The Needle Rifle is badass and is more than a match for the DMR. It's only downfall is the slightly lower zoom level for extreme (BTB) ranges, but that can be solved with superior aiming skill - do you have it?

So if you wanted to know how games like THIS or THIS were possible, now you know.

Personally, I shall be lolling all the way and exploiting this knowledge to get my K/D back over 2.0!* I advise that if you are going to end up playing in TU games, that you make friends with the NR as soon as possible.

(*a couple of weeks ago it was 1.96, and now it's 1.99 over 22,000 kills)


Message Index




Replies:

Balanced weaponsRC Master 1/16/12 3:26 p.m.
     heh...RC Master 1/16/12 5:19 p.m.
     I'd like to see a video of the Needle Rifle game *NM*kidtsunami 1/16/12 5:32 p.m.
           +1 *NM*hezekiah 1/16/12 9:18 p.m.
                 Re: +1ZackDark 1/16/12 9:37 p.m.
     DMR vs. NR by the numbersRC Master 1/16/12 10:24 p.m.
           Re: DMR vs. NR by the numbersOverdoziz 1/16/12 10:38 p.m.
                 Re: DMR vs. NR by the numbersRC Master 1/16/12 11:16 p.m.
                       Re: DMR vs. NR by the numbersuberfoop 1/16/12 11:21 p.m.
                             Re: DMR vs. NR by the numbersLawnmower172 1/17/12 5:38 p.m.
                                   What about 3-barrel muskets? ;) *NM*uberfoop 1/17/12 7:35 p.m.
                                         I ain't THAT old, kiddo. ;)Lawnmower172 1/17/12 9:22 p.m.
                       Re: DMR vs. NR by the numbersOverdoziz 1/17/12 12:22 p.m.
           Re: DMR vs. NR by the numbersHoovaloov 1/18/12 6:30 a.m.



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