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Lanius Pulvis
Osmon Surveillance Caldari State
12
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Posted - 2013.10.04 20:37:00 -
[1] - Quote
I've been reading threads till I'm cross-eyed and I can't seem to find answers to certain questions.
1) What is the actual increase in number of rounds if you max out ammo capacity for Sniper Rifles and Scrambler Pistols. And is this carried ammo or in the magazine?
2) Is an active scanner the only way to see remote explosives other than eye, or can you do something like max out scan precision?
3) Does the Dragonfly Scout Suit get the scout bonuses or not since it's a BPO? |
Rynoceros
Rise Of Old Dudes
842
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Posted - 2013.10.05 00:51:00 -
[2] - Quote
1) Ammo capacity only affects what in the magazine. Not total ammo.
2) Don't know. Would like to know.
3) From what I understand, Yes. |
Smooth Assassin
Stardust incorporation
213
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Posted - 2013.10.05 23:44:00 -
[3] - Quote
1) What Rynoceros said
2) Scanner can't detect remotes
3) What Rynoceros said |
Templar 514
Amarr Templars Amarr Empire
4
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Posted - 2013.10.06 04:56:00 -
[4] - Quote
Lanius Pulvis wrote:I've been reading threads till I'm cross-eyed and I can't seem to find answers to certain questions.
1) What is the actual increase in number of rounds if you max out ammo capacity for Sniper Rifles and Scrambler Pistols. And is this carried ammo or in the magazine?
2) Is an active scanner the only way to see remote explosives other than eye, or can you do something like max out scan precision?
3) Does the Dragonfly Scout Suit get the scout bonuses or not since it's a BPO?
I don't know the answer to #2, but for #3, the Dragonfly Scout isn't affected by skill bonuses AFAIK. The 'Dren' Scout G-1 and the other Scout G-1 BPO ('Valor', IIRC) are affected by the skill bonus, but the Dragonfly Scout is not. This being said, it's still an excellent suit, even if it doesn't get skill bonuses.
Rynoceros wrote:1) Ammo capacity only affects what in the magazine. Not total ammo.
To answer #1, and to also correct the above quote, the Ammo Capacity support skill affects total carried capacity of ammunition. For the basic and Charge variants of the Sniper Rifle, this totals out to five (5) additional rounds, increasing capacity from 25 to 30 (ammo capacity skills are usually +5%/level, with +25% at Lvl5). The Tactical Sniper has 30 before skills, totaling "37.5" rounds after the max skills. As I do not have the skill at Lvl5, I don't know how this rounds in practice, but since it's been stated that rounding is always in the players favor, I *assume* that it rounds up to 38 rounds total.
The quoted poster might be confused regarding Scrambler Pistols since ScP Operation is +1 clip capacity per level. I'm just guessing here though, so sorry if I guess wrong.
Also for reference, a small number of weapons (4, IIRC) actually use a +1 total ammo capacity per level of the relevant skill. Most of the time, these are weapons with total ammo capacities of less than 20 rounds, so you actually end up with better bang for you SP than before that was changed to be the case. |
Fist Groinpunch
Goonfeet Top Men.
118
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Posted - 2013.10.06 05:47:00 -
[5] - Quote
I just bought a level of SP ammo capacity. Where before I had 11 in the clip with 31 waiting, after buying the first level of the skill I now have 11 in the clip plus 33 waiting.
2 extra rounds per level.
EDIT - I have 11 rounds in the clip because I maxed out SP proficiency. |
CharCharOdell
Shining Flame Amarr Empire
1073
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Posted - 2013.10.06 18:46:00 -
[6] - Quote
Assume this: C = max ammo for a new character using this weapon L = what level the related ammo skill is at n = what the modifier of the skill is (a 3% ammo bonus will be calculated as 0.03) T = ammo of skilled up character with a specific weapon
T = C(Ln) 310.50=270*(1+(5*0.03)) (Assault Rifle, I think)
You can do this with any weapon. |
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