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NAV HIV
The Generals General Tso's Alliance
799
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Posted - 2014.01.16 20:04:00 -
[91] - Quote
Pokey Dravon wrote:Chaos Scum wrote:Pokey Dravon wrote:NAV I think you're misunderstanding me.
I think Plasma Rifle should be used ADS which is why it needs to have fast tracking when ADS since it is supposed to be used in CQC where traversal is high. The RR SHOULD be difficult to use in CQC, even when ADS because that's how rails are balanced to be ineffective in close quarters.
The increase to hipfire recoil in RR would be to prevent less skilled players from taking advantage of the very stable RR and hipfiring with pinpoint accuracy. Unfortunately you can't reduce tracking from the hip as it would hinder simple movement.
If you're fighting around the optimal range of the RR, tracking isn't an issue. I use it quite frequently and would not suffer at all from reduced tracking if fighting at the appropriate range. isn't the entire range of the rail its optimal? Negative. If that were the case there would no point in using any other rifle. Basically how they do it in EVE is optimal range is a calculated value that incorporates how far the gun can shoot before it starts losing damage, accuracy, and tracking speed. Long range weapons suffer from poor tracking, which means they can't rotate fast enough to hit stuff up close, but their damage reaches out very far. This gives turrets a sort of doughnut of optimal range, too close and the turret misses, too far and the damage falls off significantly.
Works for Rail tanks and Turrets, but fighting infantry it would have to be different. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1561
|
Posted - 2014.01.16 20:21:00 -
[92] - Quote
NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other.
Anyways did some quick calcs in my head for your scout scenario.
At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow.
At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow.
I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINGING tangential to your line of sight. If he is morning normally, or moving at all away or closer to you, the needed rotation speed drops drastically.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
70
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Posted - 2014.01.16 20:35:00 -
[93] - Quote
Notice that the Rail Rifle doesn't have an accuracy rating in it's info, that's because it has perfect accuracy, your shot lands where the reticle is (or would be). I think it's working as intended. How are you people being killed by Rail Rifles in CQC? |
NAV HIV
The Generals General Tso's Alliance
800
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Posted - 2014.01.16 20:35:00 -
[94] - Quote
Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINGING tangential to your line of sight. If he is morning normally, or moving at all away or closer to you, the needed rotation speed drops drastically.
Your calculation seems quite close. Let's see if we can work something out... |
Tch Tch
Red Shirts Away Team
152
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Posted - 2014.01.16 21:13:00 -
[95] - Quote
You can calulate your rate of turn by timing a full rotation.
Ie standing, squatting, aiming, not aiming.
You really don't need a fast rotation to keep up at long ranges. In fact over sensitive (fast) turning at range is detrimental.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1562
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Posted - 2014.01.16 21:21:00 -
[96] - Quote
NAV HIV wrote: Your calculation seems quite close. Let's see if we can work something out...
Tell ya what, I'll get on the Oceania Server sometime on the next day or two and I'll get some recordings of various ADS turn speeds and we can get some precise calculations. I really do think that tuning down the ADS tracking speed, or rather adjusting it for all rifles, will really help to give each weapon that doughnut of optimal range I was talking about.
Let me be clear, I'm not looking to nerf the RR into oblivion because of some grudge or whatever, I just want to see what can be done to give ALL rifles a clear role so that one doesn't make the other obsolete. I think minor adjustments like this can achieve this goal without gimping that weapons effectiveness at the intended ranges.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:27:00 -
[97] - Quote
Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINTING tangential to your line of sight. If he is moving normally, or moving at all away or closer to you, the needed rotation speed drops drastically. Guys the heavy had this and they got rid of it its not coming back
We fight for the future of the State not our
personal goals
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:30:00 -
[98] - Quote
Stupid Blueberry wrote:Notice that the Rail Rifle doesn't have an accuracy rating in it's info, that's because it has perfect accuracy, your shot lands where the reticle is (or would be). I think it's working as intended. How are you people being killed by Rail Rifles in CQC? They A. Stand still B. Don't strafe C. Don't find cover D. No gun game
PS a+b kinda the same thing except I've seen guys just run away or straight at me which is dumb
We fight for the future of the State not our
personal goals
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Obodiah Garro
Tech Guard RISE of LEGION
525
|
Posted - 2014.01.17 03:32:00 -
[99] - Quote
Reiki Jubo wrote:Its recoil is really noticeable but I noticed the other night that its actually better if you hip-fire it. Its a long range weapon, right? shouldnt the hipfire be horrible then? I like the weapon but its another tac ar if the hipfire is good.
erm it does have terrible hip fire and heck the recoil is so bad and the devs are always on meth... i figured they just throw it a bone, if your beating dudes with it in CQC then just consider yourself skilled/lucky |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1566
|
Posted - 2014.01.17 03:34:00 -
[100] - Quote
Jacques Cayton II wrote:Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINTING tangential to your line of sight. If he is moving normally, or moving at all away or closer to you, the needed rotation speed drops drastically. Guys the heavy had this and they got rid of it its not coming back
Incorrect. Heavies had reduced rotation speed all the time, which caused issues with movement because that speed reduction was on 100% of the time. I'm merely proposing a rotation speed reduction when aiming down the sight, completely different.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
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Posted - 2014.01.17 03:36:00 -
[101] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote:Pokey Dravon wrote:NAV HIV wrote: Works for Rail tanks and Turrets, but fighting infantry it would have to be different.
How is it any different? Its two units with a weapon, moving and shooting at each other. Anyways did some quick calcs in my head for your scout scenario. At 80m and a Scout sprinting a 9m/s (which I think its actually faster than top speed) sprinting at a 90 degree angle from you, you would need a rotation speed of about 6.5 degrees a second to track him. At that speed it would take a little under a minute to do a full 360 rotation while aiming down the sight.....obviously this is insanely slow and I would never suggest it to be anything near that slow. At 30m under the same conditions, you would need a rotation speed of 17 degrees a second, or about 21 seconds to rotate 360 degrees. Again, also rather slow. I'll admit I have not done the calcs to see what the actual ADS turn rate is, but I can assure you it is not nearly as slow as these calculations require. In addition, this is a scout SPRINTING tangential to your line of sight. If he is moving normally, or moving at all away or closer to you, the needed rotation speed drops drastically. Guys the heavy had this and they got rid of it its not coming back Incorrect. Heavies had reduced rotation speed all the time, which caused issues with movement because that speed reduction was on 100% of the time. I'm merely proposing a rotation speed reduction when aiming down the sight, completely different. If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
We fight for the future of the State not our
personal goals
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1566
|
Posted - 2014.01.17 03:39:00 -
[102] - Quote
Jacques Cayton II wrote: If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
Someone is grumpy
Also a weapon like the HMG should not have reduce ADS speed, that goes against the concept of close range weapons which is exactly what the HMG is. However for a long range weapon such as the Rail Rifle, it is a balancing mechanic. As I stated earlier, this is exactly how it works in EVE to much success.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:43:00 -
[103] - Quote
Pokey Dravon wrote:Jacques Cayton II wrote: If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
Someone is grumpy Also a weapon like the HMG should not have reduce ADS speed, that goes against the concept of close range weapons which is exactly what the HMG is. However for a long range weapon such as the Rail Rifle, it is a balancing mechanic. As I stated earlier, this is exactly how it works in EVE to much success. This isn't eve ccp has made that clear also spaceships aren't infantry fights can last hours on eve or fights are in seconds. If this was eve we would be standing still shooting guns at each other for 35 min till one guy dies ( i know it's not accurate by saying 35 min but whateves)
We fight for the future of the State not our
personal goals
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1566
|
Posted - 2014.01.17 03:45:00 -
[104] - Quote
Jacques Cayton II wrote:Pokey Dravon wrote:Jacques Cayton II wrote: If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
Someone is grumpy Also a weapon like the HMG should not have reduce ADS speed, that goes against the concept of close range weapons which is exactly what the HMG is. However for a long range weapon such as the Rail Rifle, it is a balancing mechanic. As I stated earlier, this is exactly how it works in EVE to much success. This isn't eve ccp has made that clear also spaceships aren't infantry fights can last hours on eve or fights are in seconds. If this was eve we would be standing still shooting guns at each other for 35 min till one guy dies ( i know it's not accurate by saying 35 min but whateves)
So you feel that the rail rifle should be effective at all ranges and the other rifles only effective at limited ranges?
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jacques Cayton II
Fatal Absolution Covert Intervention
544
|
Posted - 2014.01.17 03:47:00 -
[105] - Quote
The thing is its not cqc it's garbage. Increase the charge up time to .5 if it'll make you happy
We fight for the future of the State not our
personal goals
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1566
|
Posted - 2014.01.17 03:48:00 -
[106] - Quote
I get plenty of kills at CQC with it and I'm a terrible shot.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Tch Tch
Red Shirts Away Team
158
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Posted - 2014.01.17 03:50:00 -
[107] - Quote
Jacques Cayton II wrote:Pokey Dravon wrote:Jacques Cayton II wrote: If you remember correctly when uprising first hit hmgs couldn't turn while ads at least very fast get your facts straight
Someone is grumpy Also a weapon like the HMG should not have reduce ADS speed, that goes against the concept of close range weapons which is exactly what the HMG is. However for a long range weapon such as the Rail Rifle, it is a balancing mechanic. As I stated earlier, this is exactly how it works in EVE to much success. This isn't eve ccp has made that clear also spaceships aren't infantry fights can last hours on eve or fights are in seconds. If this was eve we would be standing still shooting guns at each other for 35 min till one guy dies ( i know it's not accurate by saying 35 min but whateves)
Eve combat is on rails and the ability to hit is your character and turrets abilities.
You select a target and upto eight turrets will fire at it and the game calculates if you hit.
Turrent - the sound a tankers pants makes when he finds out the four swarm militia doing squats around him aren't AFK.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1566
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Posted - 2014.01.17 03:55:00 -
[108] - Quote
And the reason EVE Rail turrets can't hit things up close is because they have **** poor tracking speed, meaning they will frequently miss targets that are orbiting (strafing) at short range. You can argue all you want that "Dust isnt EVE" but the concepts come from the same source and thus would need to be balanced in the same way.
Rail turrets on tanks are handled the same way. You can literally drive faster than the rail can track you at close range, meaning that in a vehicle strafing situation, the rail turret has a minimum range.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
163
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Posted - 2014.01.17 04:01:00 -
[109] - Quote
Quit acting like only one weapon is better in cqc than it should, currently there are 3 the RR being the least of these 3. Ttk of each, scr too short to guestimate, cr around .5-1 sec, RR right around 1-1.5. Adjust up or down for heavies/logis and scouts.
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1567
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Posted - 2014.01.17 04:06:00 -
[110] - Quote
I don't think anyone was saying its the only weapon that is too effective at CQC, but this topic is specifically about the RR
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Tectonic Fusion
974
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Posted - 2014.01.17 04:07:00 -
[111] - Quote
Pokey Dravon[* wrote: Increase Charge Time Slightly - The Charge time plays a much larger role in close quarters than it does at long range, by increasing the time it will be harder to fight up close. Nothing significant but a couple tenths of a second longer would be appropriate.
Only thing that it needs. But it should have the charge time of a rail gun turret so if you flank them, they are totally helpless. Also the other stuff you posted will make it totally almost useless. And it's tracking speed is already really slow.
Solo Player
Squad status: Locked
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 04:10:00 -
[112] - Quote
GLOBAL RAGE wrote: I'm with JL on this one. CCP calls systems RIFLES when they are actually GUNS. The feet per second that these rounds are traveling at, if rifle twist @ 1:10 the round would have been spun up to over 500,000 RPM- they would disintegrate in flight. In gun theory a plasma envelope would help in aero stability, and using light weight metal impregnated ceramic pellets would work in a coil gun creating the kinetic energy needed without recoil. The velocity that most of DUST's weapons produce infer that the breach/chamber psi would have to be over 150,000 psi (explosive propelled ) , making the light weapons very heavy due to barrel weight. ya ya invisible aluminium ....lol!
JL's physics teacher is Uncle Sam, how's life in the Shadow of Mt. Ranier?
Peace/out-from sunny Tampa
Good to hear from you, Rage. I'm still in the area but on short trip at the behest of my physics teacher.
The majority of my work ref. rail gun or novel kinetic penetrators was on the operational capabilities requirements and applied sciences end not really raw physics. I actually found the use fo the charge up time to be pretty interesting by CCP. One of the biggest problems with practical application of rail gun technology in current form is surge capability from capacitors. We can generate the appropriate levels of power for vehicle mounted systems and use the energy once delivered, however, delivering the surge required was always the longest pole in the tent. Effectively the micro-charge on the RR kinda simulates the load and dump of the capacitor systems...probably totally by accident but it's kinda neat.
Look me up in game and shoot me your channel and we'll sqd up.
"Third star to the right...straight ahead 'till morning."
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1567
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Posted - 2014.01.17 04:11:00 -
[113] - Quote
Tectonic Fusion wrote:Pokey Dravon[* wrote: Increase Charge Time Slightly - The Charge time plays a much larger role in close quarters than it does at long range, by increasing the time it will be harder to fight up close. Nothing significant but a couple tenths of a second longer would be appropriate.
Only thing that it needs. But it should have the charge time of a rail gun turret so if you flank them, they are totally helpless. Also the other stuff you posted will make it totally almost useless. And it's tracking speed is already really slow.
Well at least we can agree to disagree
In all reality its difficult to really make any concrete claims about balance since we can't personally test these suggestions ourselves, so in the end its mostly speculation. Theory crafting is fun though.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 04:53:00 -
[114] - Quote
Pokey Dravon wrote:Well here is the issue, it has to be stable and accurate to hit from far away, but that advantage is also reflecting onto the hip-fire as well, making it extremely powerful at close range. There are a couple factors you can play with here so I'll give my opinion of how to tweak the RR to make it less effective at close range but retain its advantage at long range.
- Increase Charge Time Slightly - The Charge time plays a much larger role in close quarters than it does at long range, by increasing the time it will be harder to fight up close. Nothing significant but a couple tenths of a second longer would be appropriate.
- Significantly increase recoil when fired from the hip - This gun should kick like a mule when fired from the hip. The dispersion should remain tight, but the recoil should be difficult to work with.
- Decrease turn speed when aiming down the sight (ADS)- Tracking speed isn't very critical when fighting from range, but it is critical up close. Reducing ADS tracking speed would prevent players from aiming down the sight to avoid the recoil at close range, but not hinder tracking at long range.
Pokey...I normally think you are spot on with your comments, however, I have to disagree with you a bit on this front. You know I'm a pretty dedicated rail rifle operator and i've used it exclusivley since they were introduced. My point is not that I'm a "protect my weapon at all costs guy" but a more that the RR supports the Caldari style that I want to play. Also...and I think this is key...I've got an average gun game and the RR keeps me honest as far as the intended use. Any varsity player can make just about any weapon seem "OP" and therefore they need a nerf.
Increasing charge time: Totally disagree with this. During testing the charge time was already increased once from .2 to .25sec to offset advantages of the weapon. I can tell you from my experience the RR is a dicey CQC weapon against an evenly matched player. I find myself often having to switch to my SMG when in tighter quarters already. You can manage a single target in CQC with some practice at shaping the engagement but when you have don't have the initiative or you are facing mulitple targets...the RR drops in effectiveness dramatically.
Increase in hipfire recoil: This might be a good solution if there if CCP final determines an adjustment to the RR is needed. I'm entirely sold on it to be honest because the RR does have some pretty serious recoil already...without the 25% recoil reduction at Lvl V this thing does in fact kick like a mule and is pretty unwieldy to use. I don't mind mitigating weapon drawbacks with SP investment and that's pretty much what this did.
Decrease ADS tracking: Interesting idea but not sure how that plays out. You end up nerfing a bit of what is the intended strength of weapon. To be clear, not saying its a bad idea...I'm just not sure how it would effect things with different variables like X/Y sensitivity settings and target tracking at range.
............................ As far as a role for the rail rifle it dials in exactly on the Caldari style of the the mid to long range shooter that can support a squad and actually supports and enables a pure shield tanking style. With even tier weapons and players the Rail does come up short against the AR...period.
With variations of player skill, weapon tiers, and damage mods I'm not sure I can say that any weapon is where it needs to be in terms of balance. I do know that player skill is always the ulitmate trump card...a whole lot of proto weapon and drop suit users get killed by militia weapons and BPO suits.
"Third star to the right...straight ahead 'till morning."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
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Posted - 2014.01.17 05:11:00 -
[115] - Quote
Tch Tch wrote:Jaysyn Larrisen wrote:Tch Tch wrote:Eko Sol wrote:I just want to throw this out there but, technically, the RR wouldn't have typical recoil. It would have equal dispersal to the outside of the weapon. This means that there would actually be zero recoil in the reverse of the direction of the projectile. Again, it would go out to the "sides" of the rifle but since it is even it will appear non-existent and not affect aim.
I say this to prove the point that this is a game and so they made recoil against all of physics. Just like dropping a tank on top of a tower over 150m in the air and being able to shoot at better than 45 degree angles downward from a 90 degree flat and parallel land/tile.
It's a game. Let it be a game first and then accurate later.
About the hip shooting. Here is another interesting fact. if you train a person who has never fired a weapon 20 hours how to fire down the sight using the eye and 20 hours from the hip they are more accurate from the hip. This goes for hand guns though...not rifles (at least not to my knowledge).
It's a game.
Interested why the rail rifle wouldn't have typical recoil as per Newton's Three Laws. The bullets going out would have a momentum. The rifle would have an equal momentum backwards ie recoil. If you could fire fast enough you would have a rocket engine. That's not accurate. I helped work on some actual railgun projects previously and one of the primary advantages is that they have essentially no recoil at all which is an advantage in target tracking and 2nd shot engagement. Rail guns impel the projectile by using magnetic coils or rails actived in sucession to hyper accelerate a kinetic penetrator. Normal projectile firearms have a recoil because their is a essentially a controlled explosion inside the weapon that powers the projectile downrange. The larger caliber / higher power round has a proportionally larger "explosion" thus creating the higher level of recoil. http://www.utexas.edu/research/cem/IEEE/PR%2052%20Weldon%20Publications.pdfConservation of Momentum or "Why Homer won't allow perputal motion machines in his house."
The paper was written in '86. My experience in category is from 2010 and on. The short answer is the modern kinetic delivery systems use a bit of a different system and frankly have come a long way. There is force generated but not in the style of classic projectile weapons. Imagine the projectile passing through magnetized coils or rails...the equal but opposite reaction is actually pushing back against the rail coils and not the weapon breach. What this effectively does is cause the barrel to wear out extrodinarly quickly due to the forces involved and heat generated from accelerating hypervelocity projectiles.
Basically...you don't get "recoil' transmitted to the user but the weapon will generate significant heat and degrade preformance until failure very quickly depending on the robustness of the matierals used.
"Third star to the right...straight ahead 'till morning."
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
690
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Posted - 2014.01.18 16:10:00 -
[116] - Quote
Bump
"Third star to the right...straight ahead 'till morning."
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Charlotte O'Dell
Fatal Absolution Covert Intervention
1648
|
Posted - 2014.01.18 16:16:00 -
[117] - Quote
the rail rifle is fine. stop the qq, whiners.
Charlotte O'Dell is the highest level unicorn!
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
690
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Posted - 2014.01.18 16:25:00 -
[118] - Quote
Charlotte O'Dell wrote:the rail rifle is fine. stop the qq, whiners.
Lol...you said it better and faster than I did.
"Third star to the right...straight ahead 'till morning."
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GLOBAL RAGE
Consolidated Dust
18
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Posted - 2014.02.13 14:45:00 -
[119] - Quote
Jaysyn Larrisen wrote:GLOBAL RAGE wrote: I'm with JL on this one. CCP calls systems RIFLES when they are actually GUNS. The feet per second that these rounds are traveling at, if rifle twist @ 1:10 the round would have been spun up to over 500,000 RPM- they would disintegrate in flight. In gun theory a plasma envelope would help in aero stability, and using light weight metal impregnated ceramic pellets would work in a coil gun creating the kinetic energy needed without recoil. The velocity that most of DUST's weapons produce infer that the breach/chamber psi would have to be over 150,000 psi (explosive propelled ) , making the light weapons very heavy due to barrel weight. ya ya invisible aluminium ....lol!
JL's physics teacher is Uncle Sam, how's life in the Shadow of Mt. Ranier?
Peace/out-from sunny Tampa
Good to hear from you, Rage. I'm still in the area but on short trip at the behest of my physics teacher. The majority of my work ref. rail gun or novel kinetic penetrators was on the operational capabilities requirements and applied sciences end not really raw physics. I actually found the use fo the charge up time to be pretty interesting by CCP. One of the biggest problems with practical application of rail gun technology in current form is surge capability from capacitors. We can generate the appropriate levels of power for vehicle mounted systems and use the energy once delivered, however, delivering the surge required was always the longest pole in the tent. Effectively the micro-charge on the RR kinda simulates the load and dump of the capacitor systems...probably totally by accident but it's kinda neat. Look me up in game and shoot me your channel and we'll sqd up.
The use of carbon nano tubes in layers looks like the capacitor holy grail for electron storage. The ability to produce sheets of carbon nano film, adhesives and the right rare earth elements are missing, but research goes on. FSU and Harvard Med. are looking at acid baths similar to those used in protein research.
Looks like Big Blue will have their Destroyer platform online soon, squids got the juice..lol
Peace/out
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Vermaak Doe
SVER True Blood General Tso's Alliance
1363
|
Posted - 2014.02.13 14:51:00 -
[120] - Quote
Charlotte O'Dell wrote:the rail rifle is fine. stop the qq, whiners. Maybe the Ar just needs a buff then, it'll be fine with the same range as the rr right, that's completely balanced right?
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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