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CROSSOUT TEST #6: Reload-based Shotguns [Junkbow, Fafnir and Nidhogg]


Contents: Hey all, ColdFire here. Today, I will do an
in-depth analysis on my favorite type of weapon, the junkbow family. They are reload-based
shotguns that fire chunks of junk on the enemies. The contents of this video are:
Reload speed; Turning speed;
Mounting size; Recoil;
Damage and Co-drivers; Damage vs. distance;
Damage spread. First, let’s start by the very obvious.
As you can see, the reload speed is not affected by coolers or radiators. The only module class
that affects reload speed is engines. The engines that work on Junkbows are the: Colossus,
Hot-red and Oppressor. The colossus, is my favorite one and gives a flat 20% increase
in the reload speed, the Hot-red also gives a flat bonus but only of 10%. And finally,
the oppressor gives a bonus that is proportional to the speed, with a maximum of 30% at 80
km/h. The other way to boost the reload speed of Junkbows is by using the Echo cabin. The
perk of the cabin boosts the reload speed by 50% when activated. So, let’s test all
this! For turning speed, all 3 weapons behave exactly
the same. Check it out! For size, the Junkbow can be mounted closer
together than the other two. You can fit 3 of them on a space that is 12×4, while the
Fafnir and the Nidhogg need a space that is 16×4.
For the recoil, the bigger the gun, the stronger the punch! Check it out!
For damage, The Junkbow do a base-damage of 136, the Fafnir a base-damage of 152 and the
Nidhogg do 184. When we add co-drivers, the damages are increased by 5% with Master Jack,
Bulldog or Misty. However, Bulldog also gives 5% bonus to durability, and 5% to maximum
range. At first, I imagined that the Junkbow class
of weapon behaved just like MGs or heat-based shotguns and had optimal and maximum ranges.
What I mean by that, is that I imagined that they had a fixed damage output as long your
target is closer than the optimal range, and the damage starts decreasing the further the
target is, until it reaches zero when at maximum range. So, to test that, I elaborated the
following experiment. I have made a long leviathan with a side ruler marking increments of 1
meter (3 blocks). Then used an also long vehicle to align with the ruler and shot the leviathan
at each 1 meter. After repeating this procedure for 20 times
for each weapon, I came up with this graph. From this data it is clear that the weapons
do full damage up to a range, and then they start doing less damage with the distance.
Also, it is amazing how accurate the Nidhogg is with that sharp drop of damage near the
maximum range. Also, for the Junkbow, I tested with Bulldog,
Master Jack and Without co-driver bonus. And the results are the following. You can see
that Master Jack increases damage but don’t boost maximum range, while Bulldog boost both
attributes when compared to no-codriver. However, after showing this data to a friend,
he pointed out that Junkbow-kind of guns don’t have damage falloff. So, I went out to test
this. What I did, is to make a very large target and tried that again.
Turned out he was right. Although the data I obtained was correct, I was looking it the
wrong way. The drop-off damage with the distance comes from pallets of junk missing the target
due spread. So I performed a new experiment to evaluate this.
To check the effect of pallet spread I came up with the following Idea. I limited the
spread cone with structural parts making a long variable-length square-shaped barrel.
So, although I am hitting a large humpback cabin at a fixed range, the effect is the
same of hitting a smaller target at different ranges.
For each gun, at each barrel length, 25 shots have been fired. The results are compiled
in the image you can see. Each square represents a combination of distance (x-axis) and number
of hits (y-axis). So, for example, at close ranges, all 25 shots landed all 8 pallets.
However, when we increase the distance, more pallets start to miss. For example, from the
25 shots fired with the Junkbow, 10 of them landed all 8 pallets on the target, 7 of them
landed only 7, 6 of them landed only 6 and 2 of them landed only 5. I will leave this
image on the screen for a few seconds, so you can take a better look.
So, by looking at this raw experimental data. I tried to model the projectile path as a
straight line coming out from the gun at a random angle. For that model, I considered
the following hypothesis: 1 No bullet-drop (i.e. the path of every pallet
is straight) 2 The radial angle of ejection is random and
follows a uniform distribution from 0 to 360° 3 The angle of deviation from the central
line is also random and follows a Gaussian distribution (with mean 0 and standard deviation
to be defined) So, on this model, the only unknown parameter
is the standard deviation for the angle of deviation. I estimated this value by minimizing
the difference between experimental and simulated data. And the values I got were 6° for the
Junkbow, 5° for the Fafnir and 4° for the Nidhogg. By using that model with the estimated
spread angle, I came up with the following simulated spread pattern.
From that image, it is clear that the Nidhogg have a spread pattern much tighter than the
other two. Also, id like to highlight that those tests consider static shooter, which
means that at higher speeds, the Fafnir will probably behave similar, if not better than
the Nidhogg. Ok, recap time. The reload speed of reload-shotguns
are not affected by coolers or radiators. The only modules that reduce reload speed
of shotguns are engines and the Echo cabin. The best choice is either the colossus or
the oppressor. The colossus is probably better for wedge builds, while the oppressor for
drive by builds. If you don’t have that spare energy, consider adding a hot-red engine.
The turning speed for all three guns is identical. The mounting size for the Fafnir and Nidhogg
is similar. The bigger the gun, the stronger the punch. For damage, the Junkbow do 136,
the Fafnir do 152 and the Nidhogg do 184, however, the Nidhogg have a lower rate of
fire than the other two. Also, the only thing that affects damage is the number of pallets
that hit the target. All guns fire a total of 8 pallets, and the Nidhogg is the most
precise one. For co-drivers, the only ones who affect the reload-shotguns are Master
Jack, Bulldog, and Misty. However. The clear choice here is The Bulldog.
So, I think that would be all for this analysis guys! I hope this video was helpful, and if
it was, subscribe to the channel for more. And I see you next time!

36 thoughts on “CROSSOUT TEST #6: Reload-based Shotguns [Junkbow, Fafnir and Nidhogg]

  1. 3 nidhoggs
    Oppresser
    Master jack for damage and health increase
    Echo cabin
    Big foots
    Cloak
    gas gen
    And that's the stuff my build has

  2. Can you stack the perk from the echo cabin and the oppressor engine to get an 80% reload speed bonus at maximum speed? That would require lots of enemies nearby so I guess that would be difficult to test huh?

  3. this is a real mathematician, someone who can actually USE their knowledge, many people go to high-end universities and study for years and years and they never know how to do anything in practice.

  4. As someone who has to do lots of statistical analyses and design a lot of experimental models, I really, REALLY, love this type of content 🙂 keep up the good work man.

  5. This must have been one hell of a workout to compile, love that dedication. Great job, keep it up :D.

  6. Absolutely masterful! You should put this content on Udemy and make some $$$! Personally I think the oppressor is for me, I love the drive by style. Only used it with fatmans and it was amazing but lost it crafting 🙁 have to get it back. My friend, keep up the good work! There's nothing like it

  7. Yo Coldfire.
    Another really well produced video.
    We need work your 2k subs now.
    I've gone back through all of your content & overall I'm very impressed.
    Its nice to see someone go a little more in-depth when reviewing weapons/items for CO.

  8. Really good how it's formatted great job the junk bow shotgun class needed a video like this thank you.

  9. That is some very good data! You took the time to field test the equipment and the math results are amazing! Excellent work! Exactly how we did tests in the military. Thousands of hours worth of testing equipment. It's very complex. Main questions asked are how much will it cost? How soon can we expect to have working units and how many units can be expected in that time frame? Does it meet or exceed the current standard?

  10. Просто Охренительный Анализ! спасибо! ты крутой ! наверное один из САМЫХ ! смотрю теб всегда!

  11. I'm more than impressed!! This is by far the most analythical approach to crossout ever. NASA us looking for you my friend!! Keep up the good work!!

  12. You could test the mobility effects in place by just spinning your wheels midair. Just need something to lift them off the ground.

  13. Nice experiment design there! According to crossoutdb, junkbow does have optimal distance of 30m while the other two have equal optimal and max range…so theoretically if you elongate the junkbow spread pattern by 1/3 and also take into account the very recent 20% accuracy nerf (don't know how they quantitize that) it might be similar to the nidhogg spread you got. That also means if you shoot at a big enough target at 40m with junkbow you will still see reduced damage, with a 20X32 target im getting ~80dmg quite consistently (s.d < 5) at 40m with junkbow.

  14. Hi man, such a good work here ! Good job, but i'm french (so i'm not english lol) and i don't understand this a 10:50 i don't understand what mean "wedge builds" and "drive by builds"
    Hope you can rep me 🙂
    Ty bye

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