Blueprint For Murder wrote:man- bear pig wrote:
Sure, no recoil, but the overheat limits how many rounds you can shoot with accuracy, compared to the CR that is only limited by the magazine size.
The fact that it does operate like an AR when hip fired is because of the broken heat mechanic, which is what we want fixed.
the 202% head shot is because of the +20/-20, so after you drop their shield, your lvl 5 proficiency in the rifle goes away, and then the +20/-20 comes into play. So what does it go down to? Is it 202-40-15=147%, or is the math different?
Base it 150% so 120% head shot multiplier once there shields are gone.
The shots posted earlier were 16 before over heat with no regard for heat would allow you to do 915 dmg with no headshots to armor alone before you overheat. 1372.8 damage to shields.
How are you getting those numbers? STD, ADV or PRO? Also, how long did it take for the overheat to happen? because the mechanic works over time. When I did it, in a suit with no bonus to overheat, I got 16 shots with 3 seconds to overheat.
In game, everyone has both shield and armor. So you have to see what it actually does to a target. We'll take the STD ammar sentinal frame is 360/600 as our base target.
That 3 second window is the key, because that time of use is what the heat mechanic is based off of, and what the most limiting factor is.
STD SCR: you have 16 shots at 78/52 (+20%/-20%).
It would take 5 shots to drop the Sentinels shield, and then it would take 12 to drop his armor. So with only the 16 shots in 3 seconds, the sentinal has 28 armor left. The SCR has overheated, done 50 damage to the user, and has a 5 second cool down before the user can do anything except move, no running.
STD RR:27 shots in 3 seconds at a damage of 40/54. (-15%/+15%)
So 9 shots and the sentinels shields are gone, 11 shots to bring his armor is done. With the 3 second limitation and including the .3s charge up time, the sentinal is at 60 armor. The RR still has 22 rounds in the clip.
STD AR: 40 rounds in 3 seconds, at 33.99/27.81 (+10%/-10%)
With that, 11 rounds for his shield, 22 and his armor is down. With 33 shots the sentinal goes down in 2.5 seconds. The AR still has 27 rounds in the clip.
STD BAR: 21 rounds(rounded down) in 3 seconds, at 63.932/52.208 (+10%/-10%).
6 rounds for shield, 12 for armor, 18 rounds, 2.52 seconds to drop the sentinal. BAR still has 18 rounds in the clip
STD SMG: 50 rounds in 3 seconds at 18.9/23.1, (-10%/+10%)
20 rounds for shield, 26 rounds for armor. 46 rounds drops the sentinel in 2.76 seconds. The SMG has 4 rounds in the clip left.
STD HMG: 120 rounds in 3 seconds at 15.3/20.7 (-15%/+15%)
24 rounds for shield, 29 rounds for armor. 53 rounds drops the sentinel in 1.325 seconds. The HMG still has 1447 rounds in the clip, and has only built up 21.2 heat.
Please, if I am wrong about the (X%/Y%) of each rifle, let me know and I can adjust the numbers.
Regardless, this the the basic math everyone brings up when they talk about the SCR being OP for damage. When you add in its limitations and compare them against the other rifles, it shows more. I didn't factor in the percentage of shots that actually hit, head shots, range, mods, etc because you can't really take that into account unless you get a collection of match data. Sure, numbers up front makes the SCR look strong, but compared to other guns in the same 3 second overheat window it has, it's nothing.
I would have done the combat rifle, but idk what the average ROF people can actually put out on it.