Cant wait for Combat 2.0

I mostly agree with OP, but the Tormentor is basically a hand canon. Very much just a pistol version of the Executioner so it makes sense.

Besides the glaringly obvious travel time, plasma also suffers from resistances on suits. I was very surprised at those stats. They should not be as high. Another thing that would help them is damage spillover. A beam or bullet I can hand waive but a plasma bolt has more substance that isn't so easily disapated.

Problem is that engineering follows no logic. Scopes are apparently permanent additions, for example. But on the shotgun it adds a holographic sight instead that reduces spread.
 
Laser pistol have 18 bullets in the magazine. Can you empty it in 3 sec? Go and try and let me know. Count : Twenty one , Twenty two , Twenty three and it should be empty, if not measure the time you will empty 18 bullets from magazine and then we can have the actual rate of fire.
I wasn't arguing, I just pondered whether a burst firing weapon could manage it.
 
I wasn't arguing, I just pondered whether a burst firing weapon could manage it.
I've used all weapons and although I haven't measured their performance I can tell you that most of the stats are not representative for actual state. Maybe I will go and try to roughly measure TK Zenith later.

Edit: TK Zenith is like 5 shots per sec. Measured few times but manually not with video recording and precise measure maybe it is possible to be 6.7/s. Manticore Oppressor ROF looked very optimistic at 6.7/s but it actually what I got 50 rounds for 7.5 sec. Measured on a planet surface with nothing around with 90 fps.

Well, I was wrong then. Weapons stats might be actually true, maybe I will check with lower FPS as this might be the reason I believed otherwise.
 
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I mostly agree with OP, but the Tormentor is basically a hand canon. Very much just a pistol version of the Executioner so it makes sense.

Besides the glaringly obvious travel time, plasma also suffers from resistances on suits. I was very surprised at those stats. They should not be as high. Another thing that would help them is damage spillover. A beam or bullet I can hand waive but a plasma bolt has more substance that isn't so easily disapated.

Problem is that engineering follows no logic. Scopes are apparently permanent additions, for example. But on the shotgun it adds a holographic sight instead that reduces spread.
thats what the scope does on all weapons. there is no real "scope". its all just holographic, made for close to mid range combat. Some Weapons (like the Executioner) already have it attached, in which case the zoom is just enhanced (screenshot is an unmodded Exe). The "Scope" will not be replaced if it is already on a Weapon.
Pistol3.jpgPistol4.jpgRifle.jpg
 
I've used all weapons and although I haven't measured their performance I can tell you that most of the stats are not representative for actual state. Maybe I will go and try to roughly measure TK Zenith later.

Edit: TK Zenith is like 5 shots per sec. Measured few times but manually not with video recording and precise measure maybe it is possible to be 6.7/s. Manticore Oppressor ROF looked very optimistic at 6.7/s but it actually what I got 50 rounds for 7.5 sec. Measured on a planet surface with nothing around with 90 fps.

Well, I was wrong then. Weapons stats might be actually true, maybe I will check with lower FPS as this might be the reason I believed otherwise.
My guess is they used their internal timers to get the values.

But in practice, it's never exactly that anyway. I'll say this though, the p15 is deadly. A little known destroyer of suits.

If not for the fact I'm in love with plasma, I'd get mine up to G5.

Appreciate the science efforts.
 
But on the shotgun it adds a holographic sight instead that reduces spread.

[HEAVY BREATHING]

(I love choked down shotguns in games, lol)

Does the spread only narrow when in ADS, or does it just narrow the spread on the hip too (I think there's actually another engineering modification for that in particular huh?)
 
The only way you can measure rate of fire is by measuring the time you are able to empty a magazine and then do the math.
I do not have desire to do that , but I suspect that FPS might have impact on that as well. I am just telling you that those stats we see are not representative of the actual state of weapons and DPS and so on.
That is DPM. DPS is damage over time.
 
The only way you can measure rate of fire is by measuring the time you are able to empty a magazine and then do the math.
I do not have desire to do that , but I suspect that FPS might have impact on that as well. I am just telling you that those stats we see are not representative of the actual state of weapons and DPS and so on.
That is DPM. DPS is damage over time.
There are edge-cases though.
Back when the Guardian-Fighters released, they had wrong dps Values due to the Reload after a single shot.
If you assume an infinite amount of Rounds and zero Reload, you will get false values.

Damage per Magazine or Damage per Shot would be better values to use. To get a unified value, you need to calculate a full Cycle.
Cycle Time = (Magazine Size / Rate of Fire) + Reload Time
Cycle Time = (20 Rounds / 2 Rounds per Second) + 5s Reload Time
Cycle Time = 10s + 5s
Cycle Time = 15s
15s. Thats how long it takes to empty the Magzine and Reload a new one.

Then you just need Damage Per Shot, and you can calculate the real DPS.
DPS = 50 Damage per Shot / 15s per Cycle
DPS = 3.33

Compared to the case with infinite ammo and no reload
DPS = 50 Damage per Shot * 2 Rounds per Second
DPS = 100

As i said, we had exactly this case with the Guardian Fighter.

Well, correct me if im wrong. I just woke up, my Brain is not fully working yet.
 
Until the time I end up with two Executioners with faster handling, stowed reload, and extra mags, I'm enjoying the AR-50 as a second primary. After shooting the last plasma round, I either just killed someone, or I have an unshielded target in front of me. If I just killed, I can afford the reload time. If not, then the AR-50 is perfect to finish the unshielded foe. Plus in group fights, the AI teammates often strip enemy shields, so the kinetic is handy to quickly finish 2/3 foes.
 
... Damage per Magazine or Damage per Shot would be better values to use. To get a unified value, you need to calculate a full Cycle. ...
It’s even worse!
As combat includes constant energy/kinetic weapon switching, this has to be included as well.
Not for plasma weapons, though, as those weapons don’t need to be switched.
 
It’s even worse!
As combat includes constant energy/kinetic weapon switching, this has to be included as well.
Not for plasma weapons, though, as those weapons don’t need to be switched.
why would it be worse?
a "damage per cycle" would show the "true dps" of the Weapon.

Weapon switching is not something you can show on the Weapon as this requires external values. Damage Falloff, Enemy Absorb and all that.
The Weapon can only show its own Values.
 
I think they just need to up the damage of the Oppressor bit, the SMGs to a lesser extent, and flatten out resistance values a little. Otherwise the balance of the weapons seems surprisingly close for a first pass considering how badly they murdered ship combat with engineers.
 
I think they just need to up the damage of the Oppressor bit, the SMGs to a lesser extent, and flatten out resistance values a little. Otherwise the balance of the weapons seems surprisingly close for a first pass considering how badly they murdered ship combat with engineers.
I would also add Range and Projectile Speed to that, to get away from this Arena Mode.
 
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