Spreadsheets!
I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons.
In general
>Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup.
>Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets.
>Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile.
NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this postTime per magazine (heat isn't accounted here), and the damage that would cause
>Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time.
>Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage
Railgun calculations account for the charge time only for the first shot, in-line with current mechanics>Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage
>Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage
missile calculations assume all direct hits, splash isn't accounted>Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage
>Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage
burst DPS based on above data - does not account for reloads
>SB: 357.14
>LB: 750
>SRg: 550.24 to 715.32
>LRg: 711.17 to 924.52
>SM: 333.33 to 433.33
>LM: 2766.67 to 3596.67
Now we add a reload and second magazine to try to calculate true DPS.
reloads based on unskilled user>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 =
288.46 true>LB: 8s reload.
658.26 true>SRg: 4s reload.
460.41 to 598.53 true>LRg: 8s reload.
583.89 to 759.06 true>SM: 4s reload.
275.86 to 358.62 true>LM: 10s reload.
732.35 to 952.06 trueEnd result:
>Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle.
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles.
>Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses.
>Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
effects on HAV strategy (based on turret type)
Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well.
An Ammo Expansion Unit is a useful module, as you will eat up ammunition very quickly.
Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV.
Damage modifiers will increase your Alpha damage, which is a very good thing to have on this.
Large Missile: Be keenly aware of any cover you can use for shoot-and-scoot combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output.
As you want to be in cover, try to fit a Fuel Injector to scoot back behind a building or rock when you've fired your magazine. This will reduce the amount of time you are exposed to the enemy.