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Thread Statistics | Show CCP posts - 1 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5239
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Posted - 2015.03.07 02:10:00 -
[1] - Quote
I always assumed it was 100 but from what I'm seeing number wise....I don't think that's the case. Anyone, either Dev or player, happen to know what the actual capacity of a turret is?
I know it can fire 4 times, with the 4th shot overheating the turret. (EDIT: For Large Rails, that is)
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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CCP Rattati
C C P C C P Alliance
18150
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Posted - 2015.03.07 03:00:00 -
[2] - Quote
I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Intara Direct Action Caldari State
2611
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Posted - 2015.03.07 03:26:00 -
[3] - Quote
CCP Rattati wrote:I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc. Should I take this to mean rails aren't supposed to overheat on shot 4?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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DRT 99
Commando Perkone Caldari State
200
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Posted - 2015.03.07 05:02:00 -
[4] - Quote
Current rails were supposed to overheat on shot 7 based on a previous post by Ratatti. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5241
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Posted - 2015.03.07 05:11:00 -
[5] - Quote
CCP Rattati wrote:I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc.
Thanks! I was killing myself trying to figure it out because the numbers just were not working out. The fact that the programming....doesn't really make sense, would explain a lot of this. I'll harvest your formula, it'll be a huge help. Thanks again!
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Harpyja
Legio DXIV
2336
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Posted - 2015.03.07 05:35:00 -
[6] - Quote
On a somewhat related note, what is the cooldown speed of the large blaster and railgun? I want to do a graphical comparison of the turrets' damage over time but I can't do it without the cooldown rates...
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5241
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Posted - 2015.03.07 05:40:00 -
[7] - Quote
Harpyja wrote:On a somewhat related note, what is the cooldown speed of the large blaster and railgun? I want to do a graphical comparison of the turrets' damage over time but I can't do it without the cooldown rates...
With my highly scientific "One Mississippi Method", an overheated railgun takes about 10 seconds to completely cool down. However it seems to also be non-linear which....I don't want to even think about. So for the calcs I'm working on, I'm going to say its 10 Heat/s + some salt.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Harpyja
Legio DXIV
2336
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Posted - 2015.03.07 05:47:00 -
[8] - Quote
Pokey Dravon wrote:Harpyja wrote:On a somewhat related note, what is the cooldown speed of the large blaster and railgun? I want to do a graphical comparison of the turrets' damage over time but I can't do it without the cooldown rates... With my highly scientific "One Mississippi Method", an overheated railgun takes about 10 seconds to completely cool down. However it seems to also be non-linear which....I don't want to even think about. So for the calcs I'm working on, I'm going to say its 10 Heat/s + some salt. Would you know the non-overheated cooldown rate? Since that's what I'll be using in my calculations to represent the damage over time curves.
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5241
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Posted - 2015.03.07 06:19:00 -
[9] - Quote
Harpyja wrote:Pokey Dravon wrote:Harpyja wrote:On a somewhat related note, what is the cooldown speed of the large blaster and railgun? I want to do a graphical comparison of the turrets' damage over time but I can't do it without the cooldown rates... With my highly scientific "One Mississippi Method", an overheated railgun takes about 10 seconds to completely cool down. However it seems to also be non-linear which....I don't want to even think about. So for the calcs I'm working on, I'm going to say its 10 Heat/s + some salt. Would you know the non-overheated cooldown rate? Since that's what I'll be using in my calculations to represent the damage over time curves.
I'd have to log in and test it....I would have told you but I needed to know how heat buildup worked first so I knew how much heat I was cooling off from being non overheated. So....Soon(tm)?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Harpyja
Legio DXIV
2336
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Posted - 2015.03.07 06:31:00 -
[10] - Quote
Pokey Dravon wrote:Harpyja wrote:Pokey Dravon wrote:Harpyja wrote:On a somewhat related note, what is the cooldown speed of the large blaster and railgun? I want to do a graphical comparison of the turrets' damage over time but I can't do it without the cooldown rates... With my highly scientific "One Mississippi Method", an overheated railgun takes about 10 seconds to completely cool down. However it seems to also be non-linear which....I don't want to even think about. So for the calcs I'm working on, I'm going to say its 10 Heat/s + some salt. Would you know the non-overheated cooldown rate? Since that's what I'll be using in my calculations to represent the damage over time curves. I'd have to log in and test it....I would have told you but I needed to know how heat buildup worked first so I knew how much heat I was cooling off from being non overheated. So....Soon(tm)? Whenever you can
I got my raw damage graph all set up and it looks a bit interesting. Been playing around with different cooldown rates and the large blaster doesn't seem like it fits in. Or maybe the missile launcher is actually overperforming by just a little.
"By His light, and His will"- The Scriptures, 12:32
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Darth-Carbonite GIO
Random Gunz RISE of LEGION
1744
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Posted - 2015.03.07 17:34:00 -
[11] - Quote
CCP Rattati wrote:I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc.
And we thank you ever-so-much for fixing that nightmare. +1
Make my Scrambler Pink!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5250
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Posted - 2015.03.07 17:39:00 -
[12] - Quote
Darth-Carbonite GIO wrote:CCP Rattati wrote:I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc. And we thank you ever-so-much for fixing that nightmare. +1
Oye.....Im sure its a programming nightmare but I would really love to see all heat buildup move to heat per shot, the heat/s seems to be the source of all kinds of magical issues.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3099
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Posted - 2015.03.07 17:42:00 -
[13] - Quote
Darth-Carbonite GIO wrote:CCP Rattati wrote:I think it is 100.
But how heat works, and I had to have a programmer look at this, is actually that every shot fired, while there is any heat built up on the turret, adds twice the heat cost per shot.
This was killing me because I could not figure out why rails were overheating on shot 4.
the correct calculation is shown in the turrets tab in the HAV bring back google doc. And we thank you ever-so-much for fixing that nightmare. +1 Stop reminding me how awesome the previous ADSs wereGǪ
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Derpty Derp
Dead Man's Game
881
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Posted - 2015.03.07 18:56:00 -
[14] - Quote
DRT 99 wrote:Current rails were supposed to overheat on shot 7 based on a previous post by Ratatti.
Thank god for that 'issue' then... Rails are already strong as hell... 7 shots would mean me speccing fully into large rails and never using anything else. |
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