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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
235
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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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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8326
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Posted - 2014.01.24 17:51:00 -
[4] - Quote
Decent enough work. I would question your focus on damage per magazine though as that isn't the most relevant factor in the RR's dominance. Although it is convenient, things such as the very tight hipfire, long range, good alpha damage and preferable damage type are worth noting.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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devonus durga
P.L.A.N. B
236
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Posted - 2014.01.24 17:58:00 -
[5] - 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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Bones McGavins
TacoCat Industries
433
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Posted - 2014.01.24 18:15:00 -
[6] - Quote
At cqc the accuracy shouldn't matter much and should hurt the RR. Especially when you factor in aim assist. The bigger retical of the AR gives you more area where the enemy can be and still register a hit.
I personally can't use the Rr in cqc at all. Cbr/scrp for life. The rof allows folks to weave between my bullets too easily. |
Cat Merc
Ahrendee Mercenaries EoN.
5925
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Posted - 2014.01.24 18:18:00 -
[7] - Quote
Bones McGavins wrote:At cqc the accuracy shouldn't matter much and should hurt the RR. Especially when you factor in aim assist. The bigger retical of the AR gives you more area where the enemy can be and still register a hit.
I personally can't use the Rr in cqc at all. Cbr/scrp for life. The rof allows folks to weave between my bullets too easily. No actually I notice I do better with the RR in CQC. Mainly because shots hit when I hip fire, unlike with the assault rifle where it feels like 20% of the shots miss.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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deepfried salad gilliam
Sanguine Knights
394
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Posted - 2014.01.24 18:24:00 -
[8] - Quote
i cant remember the last time i had a cqc scuffle that lasted more than 4.8 seconds
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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LOADED'HORN
KILL-EM-QUICK RISE of LEGION
55
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Posted - 2014.01.24 18:32:00 -
[9] - Quote
If it is adjusted, it better not be as gimped as the burst Ar is up close. That would ruin the RR. It's a new gun, waiting over a year for new toys and variety has kept most of us hanging on to Dust. Just use the RR for a few days and compare it to an Ar. I'm still tearing ass with the Toxin, and glad Ar types can still hang near and mid range. You can almost throw a grenade farther then the Ar can shoot. Try to control yourselves. When things get adjusted, or nerfed. They get ruined. Over 6 months to adjust the hmg! Or forever... Typed on tablet, wow, amazing. Soooo cool.
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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
227
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Posted - 2014.01.24 18:48:00 -
[10] - 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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INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
227
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Posted - 2014.01.24 18:50:00 -
[11] - Quote
deepfried salad gilliam wrote:i cant remember the last time i had a cqc scuffle that lasted more than 4.8 seconds Eh killing in 5 seconds is cool, gives me time to kill more ppl. |
Horizen Kenpachi
Holdfast Syndicate Amarr Empire
130
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Posted - 2014.01.24 18:52:00 -
[12] - Quote
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
Hit me with your nerf bat.
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stlcarlos989
SVER True Blood Public Disorder.
1034
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Posted - 2014.01.24 18:53:00 -
[13] - Quote
Smart players who use the RR use always tap R1 so that when they engage an enemy the RR starts firing instantly.
STB Director, #1 in Warpoints E3 Closed Beta Build, Water Pipe Aficionado
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Orin the Freak
The Solecism of Limitation
689
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Posted - 2014.01.24 18:56:00 -
[14] - Quote
Highest damage and longest range should never be put together in a single full-auto gun. One or the other! |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
227
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Posted - 2014.01.24 19:01:00 -
[15] - Quote
Orin the Freak wrote:Highest damage and longest range should never be put together in a single full-auto gun. One or the other! Unfourtanetly when you look at the ability for the other weapons to melt shields and the efficacy against shields it doesnt have the highest dps, not to mention the firing delay. I mean look dude its Caldari, we are the best and as such our weapons are as well. |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
227
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Posted - 2014.01.24 21:36:00 -
[16] - Quote
stlcarlos989 wrote:Smart players who use the RR always tap R1 so that when they engage an enemy the RR starts firing instantly. And brillant ones use cover work with a squad run dampeners spam scans and face **** with any gun in the deck, there is no trump card here, no super weapon, only super players. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
691
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Posted - 2014.01.24 21:44:00 -
[17] - Quote
Good work OP, however, I think as Arkena noted you left out several critical factors.
You're running the numbers based on max damage delivered over time (from a single magazine)... Assume you had two 600 HP suits (generic HP) who wins the race? Then factor in sheild or armor...does the math work then?
I suspect my RR toting Caldari sheild tanked assault suit will get eaten up by the Galente armor tanker with a like tier AR if every shot counts.
"Third star to the right...straight ahead 'till morning."
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Whackjack
Intara Direct Action Caldari State
12
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Posted - 2014.01.24 22:17:00 -
[18] - Quote
We're talking about a +10/-10% efficiency against shields or armor for both the AR and the RR. That shouldn't come into account between the two in this comparison, because we're not talking about lasers and explosives here (+/- 20%).
We're talking about the RR's "I can do anything you can do, better" attitude. It has high DPS and high range.
Also, @ Horizen, if you're using ADS in CQB, God help you. |
devonus durga
P.L.A.N. B
247
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Posted - 2014.01.25 01:16:00 -
[19] - 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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Alena Ventrallis
The Neutral Zone
505
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Posted - 2014.01.25 01:28:00 -
[20] - Quote
Honestly, The Rail rifle needs to spool up for every shot. Instead of reduced kick, have the skill reduce spool up time, or something along those lines. Rails hit hard from far away, but their strength is alpha strikes, not sustained dps. That's where the plasma rifle comes in. Each individual round shouldn't be a problem. Its how many rounds you can pump into them in a small time frame.
Thus, have the RR spool up between each shot. Increase damage slightly to compensate, and perhaps slightly increase spool up time. Have the PR deal slightly less damage, but have a higher ROF and more ammo in the magazine, along with more ammo carried overall. Say 80 rounds per magazine, with 4 reserve magazines. Rail rifles have a mag of 40 with 4 in reserve.
PR should stomp RR if they can catch them. But first, they must catch the RR. This is the Caldari way of warfare. Stay out of range of those blasters and whittle them down. Gallente warfare is use a mix of armor for protection and speed to close the distance, use blasters to wipe the floor with the enemy, and repair quickly to move on to the next engagement. |
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LEHON Xeon
Pradox XVI Proficiency V.
137
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Posted - 2014.01.25 01:37:00 -
[21] - Quote
I actually wish RR wouldn't take a nerf in terms of long range ability as I use it for long range engagements like it's supposed to be for and for that I think it works awesome. I use optimum range to my advantage to attack people from rooftops or from in buildings. For CQC, I view it as a crutch for people who can't aim much and can get away with spray and pray (especially those that use RR in combination with a fatsuit). If I end up doing active CQC, that's what my ACR, or even regular CR is for.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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devonus durga
P.L.A.N. B
247
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Posted - 2014.01.25 01:50:00 -
[22] - 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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LOADED'HORN
KILL-EM-QUICK RISE of LEGION
56
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Posted - 2014.01.25 02:22:00 -
[23] - Quote
Alena Ventrallis wrote:Honestly, The Rail rifle needs to spool up for every shot. Instead of reduced kick, have the skill reduce spool up time, or something along those lines. Rails hit hard from far away, but their strength is alpha strikes, not sustained dps. That's where the plasma rifle comes in. Each individual round shouldn't be a problem. Its how many rounds you can pump into them in a small time frame.
Thus, have the RR spool up between each shot. Increase damage slightly to compensate, and perhaps slightly increase spool up time. Have the PR deal slightly less damage, but have a higher ROF and more ammo in the magazine, along with more ammo carried overall. Say 80 rounds per magazine, with 4 reserve magazines. Rail rifles have a mag of 40 with 4 in reserve.
PR should stomp RR if they can catch them. But first, they must catch the RR. This is the Caldari way of warfare. Stay out of range of those blasters and whittle them down. Gallente warfare is use a mix of armor for protection and speed to close the distance, use blasters to wipe the floor with the enemy, and repair quickly to move on to the next engagement.
Right before I read your post I was thinking of a 'Pulse RR' that fired every 2 to 3 seconds and did 80 to100 dps. Maybe we have stumbled into a new weapon design. Something that hits harder but more slowly. Lag 514 would love this gun! Cheers |
Darken-Soul
Tal-Romon Legion Amarr Empire
148
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Posted - 2014.01.25 02:24:00 -
[24] - Quote
I was promised stuff.
I am the real Darken
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