All Weapon Stats in Actual Values Test Results (Stage 1 – Shield DPS)

The missile damage is so sad - you would probably be better off smashing your cockpit window and shooting at the enemy's shields with an assault rifle.

This gave me an idea which is slightly off topic: A DOT weapon (damage over time) would be awesome and would enable some new tactics like swooping in, shooting your target and then backing out again!

(Don't ask how I arrived at this it involves a commander jumping out of his smashed cockpit yelling "This is spartaaaa" then launching marines with a torpedo then something like the vulture droids for star wars :D)
 
Last edited:
This is a great aanalysis! Thank you very much for your work guys.

Probably a silly question, but did not find any conclusive answer:

If I used gimballed laser weapons and decide (because opponent using chaffs) to shot without targeting - so like with fixed weapons - will the damage on the other ship be still the same from a "gimballed weapon" or now new like from a "fixed weapon"?
My feeling says that damage will change to the fixed one, but perhaps anybody from you have made some actual testing?
 
...

The weapon systems actually one of the best i've seen, its in depth and well thought out the balance between weps is mostly superb, lots of good for burst, good for dps, good for versatility but not OP. To tell you the truth other than the turrets or gimbals that don't fit the curve i wouldn't rebalance anything except missiles.
My thoughts exactly! +rep
 
I would change mines back to being thermal and effective against shields; I'm pretty sure the nerf on them was an oversight (and if not, should have been).

P.S. How are the Hull and/or Subsystems tests going Cmdr. StarLightBreaker?
 
Last edited:
Cmdr Pale Night and I have already done tons and tons of testing on hulls (much more than the time spent on shields) and we are still trying to decipher the data. It's really complicated. When we fully understand them (including how to present them) I will post them out.[/QUOTE

Are you still actively working on interpreting hull damage? Am anxious to see those results!
 
this seems odd to me..
DPS of multi cannons:
C1G: 2.03; C1F: 3.75
C2G: 5.59; C2F :6.02

The DPS ratio between gimballed and fixed is nearly 2 for class 1. While that same ratio is much, much smaller for class 2. Could this be a measurement error?

edit: The DPS ratio between gimballed and fixed seems to be rougly the same for class 1, 2 and 3 pulse lasers. The extreme difference that is present for multi cannons between classes is not to be found for the pulse lasers.
It would seem a bit inconsistent. Perhaps the DPS of C1G multi's was undermeasured?
 
Last edited:
Hey, could you test the new Class 2 Burst Lasers?

I imagine they fall in the same DPE as the other burst lasers, but there are some exceptions to it.
 
Pretty sure FD didn't publish it as experimentation is part of the game. And it would make the game appear too complex to learn.

Re:missiles. I like their ineffectiveness against shields. They're impact-fused. No impact, no warhead yield.
 
+100 to OP.
- several million to FD for not providing this simple information

it seems even worse than that. FD provided incorrect information in the game.


If we look at the Thermic Weapon DPS / EPS, we see the order is for large weapons


C Fixed Beam
D Fixed Burst
C Gimballed Beam
D Fixed Pulse
E Gimballed Burst
E Gimballed Pulse
D Turreted Beam
E Turreted Burst
F Turreted Pulse


However, looking at the weapon rating Gimballed and Fixed Beams are rated C, while the fixed burst is rated D, even thoug it's equal to a gimballed beam in terms of dps.




Also, the 20 million beam turret is rated D, while dealing less damage than the gimballed pulse and burst - Rated E.
 
I believe, rating did not explain dps only - it also takes into account difficulty of aiming. That's why gimballed and turret weapons are rated higher than fixed ones, despite dealing less damage/second.
 
Last edited:
Back
Top Bottom