Arena FPS Pacing & Drawback Matrix

Matter.js Physics Sim
Sandbox Parameters
Time-To-Kill (TTK) 1.40s
Base Movement Speed 1.0x
Sprint Multiplier 1.0x
Equipment / Grenade Radius 1.2m
Spawn Clustering Propensity 0.30
Bullet Velocity 12 px/f
Active Combatants
8 Active
Engagements / min
24.0
Map Utilization
64%
Snowball Index
0.18
Combat Telemetry
TTK Distribution Histogram
Mean Engagement Spacing 18.4m
Combat Clumping Factor Low
ACTIVE MATRIX METRICS
Mean Engagement: 1.40s | Spacing: 18.4m | Snowball: 0.18 | Utilization: 64%
Empirical Sandbox Trade-off & Drawback Matrix
Iteration / Design Archetype Primary Mobility & TTK Map Demand & Sightlines Combat Drawback / Vulnerability Snowball Risk
Iteration A (Classic High-TTK) TTK: 1.4s | Speed: 1.0x Compact containment, controlled chokepoints Team-shot dependence, slow individual clutch potential Low (0.18)
Iteration B (Modern High-Mobility) TTK: 0.8s | Speed: 1.3x + Sprint High map stretch, wide open sightlines required Spawn-trapping propensity & dynamic sightline fatigue High (0.42)
Iteration C (Low-TTK Hardcore) TTK: 0.3s | Speed: 0.8x Corner-camping bottlenecks, high cover density First-look win bias, reduced counter-play window Extreme (0.65)

Arena FPS Pacing & Sandbox Drawback Matrix Explainer

Read the explanation

In the arena simulation, eight bots run continuous 2D steering physics toward their nearest opposing target, engaging in combat whenever spacing drops below two hundred fifty pixels. During active engagement, damage per frame scales inversely with Time-To-Kill, where damage equals one hundred divided by the product of TTK seconds and sixty frames. Switching preset archetypes instantly rebalances movement speed and spawn clustering, dynamically shifting engagement spacing and updating the snowball risk index across the matrix.

Super generates helpful tools and automates fact-checking across the internet proactively. If you enjoyed this tool, build your own with Super and share it with a friend.