How is CoF determined?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by minhalexus, May 31, 2014.

  1. minhalexus

    Why do some weapons have more CoF?
    What is the general trend for having high CoF?
    Which Faction has the highest CoF?

    Should there be an attachment that reduces CoF?
  2. Codex561

    1 - Is for balance; a gun with more CoF will be less effective when not ADS which takes some time making you less effective in CQC
    2 - Guns that are meant for mid/long range
    3 - It really comes down the the gun, all factions have low CoF guns and high CoF guns
    4 - Its called a laser sight
  3. Snorelamp

    There are CoF values for ADS, hip-fire, and additional CoF adjustment for stand vs. crouch and stationary vs. moving.

    Generally, guns meant for closer ranges will have smaller moving and hip-fire CoF. Guns that are meant for longer ranges will have tighter ADS CoF but larger hip-fire and moving CoF.

    There's also bloom, which increases CoF for each bullet until you cease firing, which usually roughly balances out damage per shot - higher damage per shot = more bloom in most cases.
  4. Iridar51

    I'm not sure if you even know what CoF is. Check out my weapon mechanics guide, link is in my signature.
  5. FieldMarshall

    Alternatively, if you have the manual for Planetside 1 there is a page dedicated to explaining what the COF is, with pictures and everything!
  6. FateJH

    There's a developer, a graphic artist, and Higby. They're out playing CoD. They're deciding how many bullets will hit on target. The developer says "We'll draw a circle on the screen, throw the bullets in the air, and whatever lands inside the circle, we'll count as hits." The graphics artist says "No, we'll draw a circle on the screen, throw the bullets in the air, and whatever lands outside of the circle, that's what we'll count as hits." Higby says "No no no. We'll throw the bullets way out in the air, and whenever the netcode works, it hits!"
    • Up x 3
  7. Cinnamon

    There are only really two stats for cone of fire that matter in terms of quickly evaluating a weapon. Moving cone of fire and jitter.

    Moving cone of fire is something that is tighter for "assault" type weapons and is listed on the weapon stats if you look hard enough for it. It sets how tight the cone of fire is at start if you fire when moving, which is most of normal firing in ps2, and is listed separately for aiming and hipfire.

    Jitter is not listed but adds to the cone of fire by randomly shaking the weapon aim around. Generally the lighter the weapon and the higher the rate of fire the more it jitters.

    Burst only weapons have a large built in buff to cone of fire.
  8. Pikachu

    Why is COF such a strange concept for ps2 players? How common is it that weapons have perfect accuracy in video games?
    • Up x 2
  9. IamDH

    But...........what did the developer say?

    a ring-ding-ding-da-ding-ding
    pa-pa-pa-pawww
  10. Robes

    Darkfall!
  11. RaidsRUs


    I always loved that joke, and its variations. Good job on adapting it to PS2.
  12. Klypto

    When COF while ADS is greater than your recoil when ADS, that's when it starts to get funny.
  13. RHINO_Mk.II

    Quake. Doom. Unreal Tournament.
  14. Pikachu

    UT minigun and pistols has different COF for its 2 firing modes. The basic one might have 0 angle. Doom pistol and chaingun has COF, or maybe its a cylider. Quake 2 minigun has COF and maybe SMG too. Hyperblaster is funny because the origin of the projectiles actually rotates.
  15. Pikachu

    How can you compare an angle to a speed?
  16. Klypto


    I don't understand your question. Cone Of Fire is supposed to simulate the user's inaccuracy with the weapon and not the inaccuracy of the weapon itself. The weapons if fired from a locked mounted position should have sniper-like accuracy at fairly decent ranges. Hip fire COF is because the character doesn't know exactly where the barrel of the gun is pointing. They just have a general idea, which is why there is a crosshair that is somewhat spread out.

    Even with using the sights of a gun, this game has some COF while Aiming Down Sights. It starts to get a little silly though when your gun doesn't really have a lot of visible recoil or noticeable drift, yet somehow the character is theoretically having a very hard time keeping the barrel straight (COF while ADS). It results in shots missing or going off angles in a way that doesn't make much sense because there isn't much visible feedback indicating what is happening.

    The other problem is that the cone of fire for every shot while ADS is centered off the middle of the screen and not based on where the sights or gun currently is, so if your sights drift off, you are better off placing a dot in the center of your screen and hiding the gun sights.