Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
maybe deadcatz
Horizons' Edge No Context
947
|
Posted - 2015.10.04 02:27:00 -
[1] - Quote
How much is a nanite cluster worth in bullets for every single weapon?
And how many clusters do you need for a grenade?
Anyone know the numbers?
I'm coming up with a chart on a little idea I came up with.
Ha! You can't kill me! I'm already dead!
|
Malleus Malificorum
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
199
|
Posted - 2015.10.04 02:43:00 -
[2] - Quote
15% or less ammo (before bonuses) = 1 cluster >15% ammo (before bonuses) = 2 clusters Standard grenades = 12 clusters Av grenades = 24 clusters
At least that's all if i remember correctly.
Weep not poor children, For life is this way, Murdering beauty and passion.
I bring the light.
|
Sicerly Yaw
Corrosive Synergy No Context
1
|
Posted - 2015.10.04 02:54:00 -
[3] - Quote
if you need help testing this out I can offer my services
Reserved
|
MrShooter01
Ustio Mercenary Squadron
1
|
Posted - 2015.10.04 03:42:00 -
[4] - Quote
You can find the ammo nanite cluster use by looking up weapons, equipment, grenades, etc on stuff514.com
A sniper rifle for example has a TotalAmmoNanitesCost of 16, meaning it should use up that many nanoclusters to go from zero rounds to full ammo.
Some notes from my experience in the battlefield:
- Once every second, a nanohive will attempt to replenish ammo for every weapon type simultaneously for every merc in range until they are full or the nanohive is depleted
- with the possible exception of grenades, ammo is replenished by the percentage of that weapon's max ammo per second. It is rounded up to the nearest whole unit of ammo in the case of weapons with very limited ammo (plasma cannon, especially the militia variant)
- A nearly depleted nanohive will still give you a full cycle worth of ammo for all of your weapons, even if it does not have enough clusters to cover it all. This is most noticeable when multiple mercenaries with empty grenade slots stand in a nanohive. The higher the nanohive's supply rate, the more "free" ammo that will be given by the nanohive's last call.
- Militia locus grenades deplete nanohives unusually fast, this is because they have the same TotalAmmoNanitesCost of 24 that standard and above grenades have, but while better grenades have two or more grenades to split that ammo cost across, militia grenads only have one, which instantly uses all 24 nanoclusters when resupplied
- Armor repairing nanohives will always repair armor first before resupplying ammo. This costs 3 nanoclusters per cycle per merc.
Things I don't know: the effect of ammo expansion skills on a nanohive's supply rate and ammo nanite cost how fast nanoclusters are used up when constantly resupplying somebody shooting their weapon why flux nanohives exist
the rest is up to you good luck merc |
GeorgeN76
Eden Claims Corp
749
|
Posted - 2015.10.04 04:15:00 -
[5] - Quote
Congrats ^^^you have earned the the title "Nanomaster"
Scouts and Swarms
|
maybe deadcatz
TRUE TEA BAGGERS Smart Deploy
949
|
Posted - 2015.10.04 04:38:00 -
[6] - Quote
I had the odd thread in feedback and suggestions for a munition's nanhoive.
Std: 96clusters for 4 grenades.(cal logi bonus makes 120clusters approx,so one extra grenade)
Adv: 144 clusters for 6 grenade(cal bonus makes 180 clusters,7.5 but the system can do it as 8 grenades.)
Pro:192 clusters for 8 grenades.(cal bonus is 240 clusters for 10 whole grenades)
All number I just made up. I'm sure remote explosive also follows different numbers of clusters)
Damm I put the numbers in with milita nades in mind
Ha! You can't kill me! I'm already dead!
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |