Maybe we've been thinking this through all wrong and the only thing the oppressor is missing is the ability to sprint while firing it.
These in a vacuum calculations(and the spreadsheet) are AWESOME and help out a couple of other things I've been looking into.
Thanks! I'm glad they've helped you out.
Some feedback: Your ROF for the Eclipse uses the Aphelion's, it should be 10/s.
I checked the ROFs and it seems like the Eclipse's is ok. Were you referencing the Zenith? The ROF I have in the spreadsheet for the Zenith is reported in-game as 5.7 shots per second, which is the same as the Aphelion's though I'm not quite sure how accurate that is given the burst firing mode.
For some reason burst weapons throw me for a loop when I'm trying to figure things out whenever they're involved
And while I'm still testing, initial data indicates the suit shields are probably near -50% thermal.
Interesting... Factoring that in, here's what the Oppressor looks like compared to all other weapons with that -50% Thermal resistance @ 35 m:
It's only about 0.4 seconds faster than the Eclipse in Bodyshot TTK, assuming that there's nothing strange going on with how Plasma / Absolute damage interacts with shields.
At point-blank:
About a second faster than the Eclipse.
Aphelion takes 5 shots to drop shields to 0, Zenith drops shields on the 5th shot(and has an extra), Eclipse takes 9.
I think for the next set of updates to the calculator I'll break out the shots required to drop shields and deplete Suit HP into their own cells so it'll be easier to verify/rectify theory and reality.
I actually had the spreadsheet outlined that way but decided to consolidate those calculations into a single cell to reduce the number of columns. Silly me, trying to be all neat and tidy
I have my suspicions that all displayed values are actually rounded in the display and are up to +/- 0.05 under the hood.
I suspect that to be the same as well. It's incredibly difficult trying to construct these calculators without having accurate data like we have with our ship equipment.
This whole exercise has made me appreciate the creators of all the third-party tools we all rely on much, much more than when I started this relatively simple spreadsheet.
Jaxxed and I have been working on determining some of the unexposed stats. In-game derived estimates for reload speed are now in the Odyssey Materials Helper Loadout Editor. We're working through the stow/ready split times for weapons as well(not all of them are 50/50). It's tough to get measurements that are better than +/- 3% though.
Excellent! I'll update the spreadsheet with this new data over the coming days. I greatly appreciate your efforts to determine these stats and for sharing them with the community.
There was always something I wanted to test, but it's hard to get reliable results in CZs and/or settlements when your FPS is yanky. Have you ever tried just manually tapping (as fast as you can) with something like an Aphelion or an AR-50? Firstly, on my end the sound starts breaking and it either skips shots or the shots lag behind, but also I had the distinct feeling I was able to shoot slightly faster (and kill NPCs faster) than in automatic mode. But maybe that's just some laggy placebo effect caused by my subpar FPS in settlements.
Yes, I've noticed that too with the Oppressor. It will always
fire at a rate of 6.7 shots/second but the audio seemingly follows the manual tapping.
There is also an issue with semiautomatic weapons in low FPS situations in Elite. I first noticed this with the Shock Cannons when I was messing around with an autofire macro (one that fired the Shock Cannons at their max rate of fire - 10 shots/second, or 100 milliseconds between shots) while playing in VR a while back: when the framerate dropped low enough for reprojection to kick in, the macro didn't fire the Shock Cannons as fast. I tested this further by manually locking the framerate via the Display options menu as well as manually firing the Shock Cannons and noticed the exact same thing.
It would seem as though Elite's user inputs are polled at the game's framerate and that the lower the framerate, the less the user's inputs are polled and thus semiauto weapons suffer a practical reduction in ROF.
I'm not entirely sure how to interpret that hypothesis aside from trying to mathematically map out the refresh and input rates and see how far being out-of-phase from the refresh rate affects detection/fire rate...
I'm... going to need another spreadsheet, aren't I?