DeathwindRising
ROGUE SPADES EoN.
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Posted - 2013.10.28 05:29:00 -
[2] - Quote
D legendary hero wrote:Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? the numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower.
0.2 seconds to charge... the assaul combat rifle will have fired 4 rounds at 23.3 damage per round. thats 93 damage before youve fired your first shot. and thats why Rail Rifles will be bad in CQC, since hey don have the ammo to spray and pray, and they also have the longes reload of all AR's. you pop a few rounds to damage them until they ster shooting, then take cover til they stop shooting. repeat until they reload, then you attack full force.
the stats on rail rifles made their weakness abundantly obvious to me. i guess the ones complaining didnt notice that fact. |