John Demonsbane
Unorganized Ninja Infantry Tactics
4481
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Posted - 2014.11.10 14:53:00 -
[1] - Quote
Vitantur Nothus wrote:@ Alena If the Shotgun fired 2 rounds per second, its RoF would be would be 120 RPM (not 85). While it can get off 2 blasts within a one second interval, it most certainly cannot get off 4 blasts within 2 a second interval. Here's why ...
Each blast is followed by a lengthy recovery period. A two blast sequence includes only one recovery period. A three blast sequence includes two, and a four blast sequence includes three. Your argument applies only when describing a 2HK (blast+recovery+blast) scenario, but we must account for the increase in number of recovery periods when estimated TTK for 3HK+ engagements (i.e. Sentinels).
@ Aeon Shotgun Proficiency was changed from + RoF to + Shield Efficacy.
OMG. This circular math discussion is driving me crazy. I barely care about this change and I just can't take it.
It just shouldn't be that hard to understand:
No, you do NOT get 2 shots EVERY second. That would, in fact, equate to 120 RPM, not 85.
-however-
You DO get 2 shots in THE FIRST second.
0 sec: 1 shot 0.7 sec: 2 shots -- one second has elapsed --
1.4 sec: 3 shots -- two seconds have elapsed --
2.1 sec: 4 shots 2.8 sec: 5 shots -- 3 seconds have elapsed --
3.6 sec: 6 shots -- 4 seconds have elapsed --
As you can see, you get 2 shots in one second, but don't get 4 shots in 2 seconds. If you go out further to the entire minute, you drop a few more of those second shots per second (which is a confusing phrase, isn't it?) and lose... wait for it... 120-85 = 35 shots, or a little more than one every other second, as you can see in the timeline above.
*walks away grumbling*
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
4485
|
Posted - 2014.11.10 17:50:00 -
[2] - Quote
Vitantur Nothus wrote:John Demonsbane wrote: This makes the DPS calculation of 900 a little high but not totally inaccurate in terms of the "real world" application of the weapons damage.
I realize that this may add to your grumbling, but ... We can't make a reasonable claim about "real world" DPS while assuming parameters which seldom exist in the "real world". In practice, targets do not remain stationary and centered at 0m when being shotgunned.
It did. Thing is, you can't count on all the bullets hitting from any weapon, yet we use total DPS calculations all the time. Why? Because with the of exception things like sniper rifles, PLC's, MD's, etc, that are essentially all-or-nothing, it's impossible to account for missed shots and therefore not helpful as a parameter.
You have to exclude it on the simple principle that it is both essentially unmeasureable and that it will even out in the majority of scenarios. You are absolutely correct in that this is the inherent flaw in using "paper" DPS calculations but there is no practical alternative. You have to base your "experiment" on the numbers you have available and see how the results pan out.
In this case, again, I really don't have much of an opinion on it other than lolmath debates drive me insane, But, if you did want to make it a viable choice for non-scouts in the manner proposed in the OP, the logical thing to do would be to also decrease the pellet spread to account for the longer range and make sure the reticule was a more accurate representation of it.
IMO a slightly longer range would be an effective way to do it, but that's about all I got on this topic.
(The godfather of tactical logistics)
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