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devonus durga
P.L.A.N. B
235
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Posted - 2014.01.24 17:39:00 -
[1] - Quote
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
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devonus durga
P.L.A.N. B
235
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Posted - 2014.01.24 17:40:00 -
[2] - Quote
Post 2_-------- ease of use and sustained dps
Math time everyone! Everyone seems to think higher ROF = easier to use because of higher margin of error. This is true in most cases, however n the great RR vs AR debate it isn't, in fact the rail rifles lower rate of fire gives it the edge. I use the basic RR and AR for this comparison.
The damage per clip is the primary number to keep in mind for your ease of use, as well as hose time (amount of time firing with full auto)
Ar stats: 435 DPS, damage per clip: 2040 , 12.5 rounds per second, 60 rounds per magazine, hose time 4.8 RR stats: 432 DPS, damage per clip: 2400, 6.66 rounds per second, 42 rounds per magazine, hose time 5.6
At the start of an engagement if an RR and AR pull the trigger at the same time, the AR inflicts 108 damage while the RR spools up At the 4.8 second mark {when AR must reload} the damage output stands at AR: 2040, RR 1932. For an additional 1.05 seconds past this mark, the RR outputs an additional 468 DPS. (Still assuming both started firing at the same time). This means it is easier-áto use in a spray and pray capacity, which is easiest way to use a weapon.
Then, this is the important part, there is the effect missed bullets have, which is the main reason the rail rifles rate of fire makes it easier vs the AR high rate of fire.
For every 1 second off target, when bullets hit nothing, the AR loses 21.3% of its total posible damage from its magazine. The RR, in contrast, loses only 18% of its total possible damage per magazine in 1 second. This gives the rail or rifle roughly a 3.3% higher degree of error over one second, meaning it can afford to miss more (yet has higher hip fire accuracy)
Over a 4.8 second engagement, a rail rifle can afforrd to miss 15.8% (roughly 6 shots} more of the Tim then AR, and still inflict the roughly the same damage(less 108 damage from spool up lag, if you factor that in the rail rifle still can miss roughly 10.6% more of the time}. It then inflicts more damage after this point, while the AR reloads.
So in the ease of use, though AR and rail rifle are close, the rail wins.
Now an AR can beat it, since it doesn't have to keep firing unlike the rail rifle, it can fire in bursts. But in spray and pray conditions, the easiest way to use any weapon, the Rail rifle has the edge. Then let's add on the range, etc etc. Making rails the "easier" weapon to use. They don't have to get within 37m to do max damage, have a higher degree of error, and allow them to output more DPS. As a lot of people don't factor in reloads, but a rail rifles sustained DPS actually outclasses the AR as well.
I apologize for the math, but I'm so tired of everyone saying its ROF is a negative for the rail rifle vs other rifles, when really, it isn't.
For those interested in the sustained DPS here it is. Sustained DPS means its damage output with reload factored in. Using the above stats and the additional reload spoad stats AR: 3 seconds RR 3.2 leaving a difference of .2 however the RR gains an additional .8 seconds of fire over the AR before reloading. Subtract the .2 difference in reload speed and you are left with .6. So the RR receives an extra .6 seconds per firing cycle
Example: rail rifle firing continuously over 60 second. Would have to reload 6 times. Total time firing: 40.8 seconds= 17625 damager per minute
Assault rifle firing continuously for 1 minute. Reloads 7 times: total time firing= 39 seconds. 16956 damage per minute
16956/17625
And yes I know, neither weapon has enough base ammunition capacity to sustain fire for a minute. I'll be factoring ammunition capacity in my own mega thread I'm about to start eventually.
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devonus durga
P.L.A.N. B
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Posted - 2014.01.24 17:40:00 -
[3] - Quote
Reserved for more math ****. Probably max damage output factoring in total ammo, and maybe some shi on RR varients,.
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devonus durga
P.L.A.N. B
236
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Posted - 2014.01.24 17:58:00 -
[4] - Quote
Most of these discussions have revolved around its cqc effectiveness.
I don't mind getting nerfed by them from a far. But every time a RR eats me alive in cqc I rage.
And I have several smaller posts documenting their effective ranges and such, but not people know those facts. Its the less known or thought about ones that actual push the RR beyond its role and into op land that I focused on, and most if that comes from its insanely good cc abilities considering its range.
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devonus durga
P.L.A.N. B
247
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Posted - 2014.01.25 01:16:00 -
[5] - Quote
Horizen Kenpachi wrote:U forgot that aiming down scope ar dosnt move for half a clip where as the rail jumps all over the place. To biased to take seriosly uv not got into ar pop and cover enouth and im glad ar is dead seen enouth to nealy kill dust qq
Please tell me how often you have to aim down sites within 30 meters.
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devonus durga
P.L.A.N. B
247
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Posted - 2014.01.25 01:50:00 -
[6] - Quote
I guess I'm going to have to do all the math
Coming soonGäó -damage efficiency factoring in armor and shields -the armor bias and the effect on dps -the effect of this bias in regards to over all repair time, which effects its capabilities and effectiveness against enemy units. (Hint,extra shield damage is less important/vital then extra armor ddamage, armor damage takes longer to repair, and in a non kill engagement armor damage is better. In a straight kill engagement, my preliminary numbers show a bias towards rail rifle as well.
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