INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
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Posted - 2014.01.24 18:48:00 -
[1] - Quote
devonus durga wrote:I have decided to consolidate all my thoughts and mathematical analysis regarding the great AR vs RR debate in one thread, as I'm tired of having to dig up the stuff I said/equated in other threads every time a new one pops up. Please not these are copy pastas of previous discussions.
So without further adu, my mega thread of mathematical doom. Please feel free to check my work. I did most of it by h#nd so some numbers are approximate
Post one--------------- cqc factors
run gek 38s so I am biased, but I decided to sho with math why RR are op, and beat AR in close ranged, when they should not by canon/intention. These figures are using the standard variants of each. The difference may be greater or lesser in adv. And proto. Variants. I use a term call hose time to describe the amount of time it takes to fire a whole clip/magazine.
AR DPS= 435. RR DPS = 432 Ar hose time= 4.8. RR hose time= 5.6 Damage per magazine Ar =2040 RR =2400 Accuracy: Ar= 55.1. RR = 58.26
What gives the RR the edge is its increased damage per magazine and extended duration to spray a d pray, as well as its greater hip firei accuracy. An Ar will get less bullets on target due to its decreased hip fire accuracy, and will have to reload sooner while an RR can keep spraying bullets in his face. Even if you factor in the .25 charge up time the RR only loses 108 damage at the start of the engagement while gaining 344 after an Ar would need to reload. I can only assume these numbers become greater with higher tier rail rifles. That coupled with the higher effective range and lack of dispersion while aiming down sites makes them much More powerful then Ar s in just about all circumstances.
Please note I did all this math by hand and would appreciate someone checking my work, and please forgive any formatting or spelling errors, this tablet hates me.
As far as my reccomendations to make the RR function more in line with e role it was Intended, I think simply reducing the hip fire accuracy would make it perform more in line with the role it was designed for, much like tactile Ars are very inaccurate fired from the hip. Reducing its ammo capacity or ROF some might also make it less effective in cqc, however I think that might nerf the gun more then needed Your math doesnt reflect the ars ability to melt shields, nor the fact that its a plasma vs, a rail, nor the fact that it does out dps the weapon, its supposed to be good upclose bc its a rr, it just also has the longest range, this the same gek, or duvolle everyone wanted nerfed 2 builds ago? I still use my duvolle fine, your math also doesnt account for higher fitting resources or put simply skill. If you, got skill you, will own with any gun. Math is nice but your showing the stats ccp used when thry made the gun. We know the math thats why we picked it. Practice and get better.
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