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Stefan Stahl
Seituoda Taskforce Command Caldari State
415
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Posted - 2014.01.30 13:44:00 -
[1] - Quote
Unfortunately with at the onset of 1.7 I skilled into Scouts because I was expecting Scout-content soon, so my heavy skills came late to the party.
But ever since I've skilled past Forgegun 3 I've had similar findings to you. This is because the Forgegun scales very well.
From the top of my head: 25% DPS bonus from Forgegun operation 5, 25% DPS bonus from normal to assault forgegun, 20% DPS bonus from standard to prototype, 15% DPS bonus from proficiency, ~17% DPS bonus from two complex damage mods. This adds up to a total DPS bonus of 250% from a militia FG to a prototype assault FG, not even considering the difference in clip size.
Consider now that a militia forgegun has a higher DPS than a prototype swarm launcher and you may start to imagine the power a well skilled forgegun user wields.
Of course a Railrifle will still kill this forgegun user within 1.5 seconds at 70 meter range, but that's not the topic here. My conclusion is that two comparatively well skilled forgunners can absolutely deter or destroy most HAVs in the field. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
416
|
Posted - 2014.01.30 14:12:00 -
[2] - Quote
Drapedup Drippedout wrote:Mistakes! First, the operations skill reduces the charge time by 5% not damage. The Ishukone Assault does base 1500, plus 2 complex dmg mods (18.6%) + 15% prof 5 = 33.6% buff, that's 2040 per round, every 3.1 or so seconds. Also, no difference in clip size until you get to officer. Please check stats before posting. The time between two shots called the charge time, the charge time is reduced by 5% per level.
Without operations skill it's DPS = dmg / chargetime, with operations skill it's DPS = dmg / (chargetime*0.75). Above I approximated 1/0.75 as being 1.25 because I'm lazy and that's a lower bound on the result. On second thought this is actually 4/3 ~= 1.34 or a 34% increase in DPS.
And there is indeed an increase in clip size from militia to prototype. Please check stats before posting. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
418
|
Posted - 2014.01.30 14:58:00 -
[3] - Quote
Lorhak Gannarsein wrote:Lag, maybe? If you keep the trigger down, will the next shot work? Or does the issue only occus when you let go of the trigger after the shooting-animation has played?
I'm asking because maybe locally the charge-timer ran out and the shooting-animation played while server-side the weapon wasn't charged yet at the time the client told it that the trigger went up. In that case a player-side solution would be to keep the trigger down even well after the shot has visually fired, even if the clip is empty and the reloading animation starts. |
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