|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.12 19:54:00 -
[1] - Quote
All stats are +- 1m with sharpshooter skill of 0 so no bonus range is applied.
Militia Assault Rifle Max Range: 79m Optimal Range: 1 - 35m Meta Level: 0
Assault Rifle Max Range: 78m Optimal Range: 1 - 35m Meta Level: 1
Breach Assault Rifle Max Range: 50m Optimal Range: 1 - 23m Meta Level: 2
Burst Assault Rifle Max Range: 78m Optimal Range: 1 - 35m Meta Level: 2
Tactical Assault Rifle Max Range: 110m Optimal Range: 1 - 71m Meta Level: 2
'Blindfire' Assault Rifle Max Range: 81m Optimal Range: 1 - 37m Meta Level: 3
GEK-38 Assault Rifle Max Range: 83m Optimal Range: 1 - 37m Meta Level: 5
GB-9 Assault Rifle Max Range: 54m Optimal Range: 1 - 24m Meta Level: 6
GK-13 Assault Rifle Max Range: 83m Optimal Range: 1 - 37m Meta Level: 6
GLU-5 Tactical Assault Rifle Max Range: 117m Optimal Range: 1 - 76m Meta Level: 6
'Gorewreck' GK-13 Burst Assault Rifle Max Range: 88m Optimal Range: 1 - 39m Meta Level: 7
'Killswitch' GEK-38 Assault Rifle Max Range: 92m Optimal Range: 1 - 41m Meta Level: 7
Duvolle Assault Rifle Max Range: 87m Optimal Range: 1 - 39m Meta Level: 8
'Codewish' Duvolle Tactical Assault Rifle Max Range: 122m Optimal Range: 1 - 80m Meta Level: 9
Allotek Burst Assault Rifle Max Range: 87m Optimal Range: 1 - 39m Meta Level: 9
CreoDron Breach Assault Rifle Max Range: 56m Optimal Range: 1 - 25m Meta Level: 9
Douvelle Tactical Assault Rifle Max Range: 122m Optimal Range: 1 - 79m Meta Level: 9
Laser Rifle Max Range: 81m Optimal Range: 61 - 78m Meta Level: 1
Elm-7 Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 4
Viziam Laser Rifle Max Range: 84m Optimal Range: 62 - 79m Meta Level: 8
Militia Shotgun Max Range: 29m Optimal Range: 1 - 5m Meta Level: 0
Shotgun Max Range: 29m Optimal Range: 1 - 5m Meta Level: 1
Specialist Shotgun Max Range: 29m Optimal Range: 1 - 6m Meta Level: 1
Breach Shotgun Max Range: 29m Optimal Range: 1 - 9m Meta Level: 2
'Chimera' Shotgun Max Range: 31m Optimal Range: 1 - 6m Meta Level: 3
CRG-3 Shotgun Max Range: 31m Optimal Range: 1 - 8m Meta Level: 4
K5 Specialist Shotgun Max Range: 31m Optimal Range: 1 - 8m Meta Level: 4
KR-17 Breach Shotgun Max Range: 31m Optimal Range: 1 - 9m Meta Level: 5
'Cerberus' CRG-3 Shotgun Max Range: 33m Optimal Range: 1 - 9m Meta Level: 6
Militia Scrambler Pistol Max Range: 69m Optimal Range: 1 - 16m Meta Level: 0
Scrambler Pistol Max Range: 68m Optimal Range: 1 - 16m Meta Level: 1
Burst Scrambler Pistol Max Range: 67m Optimal Range: 1 - 16m Meta Level: 2
Breach Scrambler Pistol Max Range: 49m Optimal Range: 1 - 15m Meta Level: 2
Assault Scrambler Pistol Max Range: 70m Optimal Range: 1 - 17m Meta Level: 2
'Surgewick' Scrambler Pistol Max Range: 70m Optimal Range: 1 - 17m Meta Level: 3
KLO-1 Scrambler Pistol Max Range: 83m Optimal Range: 1 - 17m Meta Level: 4
CAR-9 Burst Scrambler Pistol Max Range: m Optimal Range: 1 - m Meta Level: 5
TT-3 Assault Scrambler Pistol Max Range: 75m Optimal Range: 1 - 18m Meta Level: 5
TY-5 Breach Scrambler Pistol Max Range: 54m Optimal Range: 1 - 16m Meta Level: 5
'Flashbow' CAR-9 Burst Scrambler Pistol Max Range: 71m Optimal Range: 1 - 27m Meta Level: 6
Militia Submachine Gun Max Range: 39m Optimal Range: 1- 15m Meta Level: 0
Submachine Gun Max Range: 39m Optimal Range: 1 - 15m Meta Level: 1
'Toxin' ICD-9 Submachine Gun Max Range: 39m Optimal Range: 1 - 15m Meta Level: 1
Assault Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 2
Breach Submachine Gun Max Range: 39m Optimal Range: 1 - 15m Meta Level: 2
'Slashvent' Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 3
M512-A Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 5
M209 Assault Submachine Gun Max Range: 43m Optimal Range: 1 - 17m Meta Level: 6
SK9M Breach Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 6
'Bedlam' M512-A Submachine Gun Max Range: 43m Optimal Range: 1 - 17m Meta Level: 7
'Minddrive' SK9M Breach Submachine Gun Max Range: 41m Optimal Range: 1 - 16m Meta Level: 7 |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.12 21:39:00 -
[2] - Quote
Militia Sniper Max Range: 598m Optimal Range: 1 - 598m Meta Level: 0
Sniper Rifle [Experimental] Max Range: 1000+m Optimal Range: 1 - 1000+m Meta Level: 0
Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 1
Charge Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 2
Tactical Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 2
'Farsight' Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 3
NT-511 Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 4
C15-A Tactical Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 5
'Downwind' C15-A Tactical Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 6
'Genesis' NT-511 Sniper Rifle Max Range: 599m Optimal Range: 1 - 599m Meta Level: 6
Heavy Machine Gun Max Range: 59m Optimal Range: 1 - 34m Meta Level: 1
Assault Heavy Machine Gun Max Range: 80m Optimal Range: 1 - 49m Meta Level: 2
Burst Heavy Machine Gun Max Range: 59m Optimal Range: 1 - 36m Meta Level: 2
MH-82 Heavy Machine Gun Max Range: 62m Optimal Range: 1 - 38m Meta Level: 5
'Broadside' MH-82 Heavy Machine Gun Max Range: 66m Optimal Range: 1 - 40m Meta Level: 7
Boundless HMG Max Range: 65m Optimal Range: 1-38m Meta Level: 8
Six Kin Burst HMG Max Range: 65m Optimal Range: 1-38m Meta Level: 9
Freedom Assault HMG Max Range: 88m Optimal Range: 1-50m Meta Level: 9
Gastuns Min-7 HMG Max Range: 65m Optimal Range: 1-38m Meta Level: 10
All Forge Guns Max Range: 300-400m Optimal Range: 1 - 300m Meta Level: x
Militia 20GJ Blaster Max Range: 99m Optimal Range: 1 - 56m Meta Level: 0
Militia 20GJ Railgun Max Range: 299m Optimal Range: 1 - 299m Meta Level: 0
Militia MT-1 Missile LAuncher Max Range: 191m Optimal Range: 1 - 96m Meta Level: 0
Militia 80GJ Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 0
80GJ Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 1
80GJ Compressed Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 2
80GJ Stabilized Blaster Max Range: 239m Optimal Range: 1 - 102m Meta Level: 2
80GJ Scattered Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 3
80GJ Neutron Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 4
80GJ Compressed Neutron Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 5
80GJ Stabilized Neutron Blaster Max Range: 249m Optimal Range: 1 - 106m Meta Level: 5
80GJ Scattered Neutron Blaster Max Range: 199m Optimal Range: 1 - 85m Meta Level: 6
80GJ Ion Cannon Max Range: 199m Optimal Range: 1 - 85m Meta Level: 7
80GJ Compressed Ion Cannon Max Range: 199m Optimal Range: 1 - 85m Meta Level: 8
80GJ Stabilized Ion Cannon Max Range: 239m Optimal Range: 1 - 102m Meta Level: 8
80GJ Scattered Ion Cannon Max Range: 199m Optimal Range: 1 - 85m Meta Level: 9
All Large Railgun Turrets Max Range: 599m Optimal Range: 1 - 599m Meta Level: x
Thanks for the encouragement. I added a bunch of pistols, SMGS and a couple of shotties. It's getting harder to add stuff as I'm saving up SP for forge guns atm.
Please help me better this guide by pointing out inaccurate info and if you got time, please read the guide at the bottom on how to figure out ranges and post them in this thread and I'll add them to the guide, thank you! Do mention what your relevant sharpshooter skill is for that weapon as it affects both max range and optimals.
Howto:
Get a weapon and go aim at one of your turrets, use the L1 button to zoom onto them. If the target info at bottom left comes up you are in weapon range. Walk as far back as you can whilst still having the target info up. When it dissapears take a step forward until the target info text comes back up. This is the max range for the weapon.
To check out optimal range start far away and move closer to the target. The efficiency indicator in target info will go up as you get closer, when it has peaked you are at max optimal range. Continue going closer, if it drops then you are at minimum optimal range.
The laser for instance has a 18m optimal range 'range' very near its max range. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 15:00:00 -
[3] - Quote
Added another pistol, sniper rifle and updated militia sniper rifle to exact stats. Also added part of the Forge Gun, need to have another look at that later on. Will add meta levels in next post to make ordering them clearer. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 15:41:00 -
[4] - Quote
Jax GG wrote:Other than learning to 'judge' distances, is there a way of knowing how far your target is from you?
Regards
If they are in weapon range you can press L1 to zoom in on them with your weapon and it will give you target info in the bottom left corner. If they are beyond your range then no you can't really tell their exact range. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 15:49:00 -
[5] - Quote
I'm gonna have another look at max ranges Cerebral Wolf jr, it's a bit annoying if they don't match up with the targeting info. Could you tell me what the efficiency is at the max range that you can still see the target info? If it's 1% or less then it's not a major issue as the damage from it will be minimal.
I did try using a laser rifle just 1m outside it's max range on an abandoned enemy LAV with full shields and it did 0 damage and the indicator wasn't red. As soon as I moved 1 meter forward the indicator went red, target info came up and the LAV started taking damage from the beam. It's definitely worth taking a look at though.
Thanks for the info on the rifle btw, I'll add it in in the next update. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 16:04:00 -
[6] - Quote
SGT Garrisson wrote:did u take into account the skills u have
example light weapon sharpshooter increases range so if u had this at lvl 1 whlie doing this it will give u a false reading
If you're referring to my stats then yes. I have light sharpshooter level 2 so I get 10% extra to ranges with light weapons. I've verified this with another character with a few of the same weapons but with no levels of sharpshooter upgrades.
All the stats are shown with NO rank of sharpshooter applied. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 16:14:00 -
[7] - Quote
So for now we don't unfortunately know the max range of the rifle. I done a check on regular tac rifle and it doesn't do any damage outside the max range I stated. Also its efficiency drops down to 2% at max range. I guess prototype weapons are a lot more powerful at range. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 16:46:00 -
[8] - Quote
I know it takes a little bit of effort but if you could tag team with another player Cerebral that has a sniper rifle ( any will do). Then you could target a structure at different ranges (use sniper as range finder) ad shoot at it. If the shield flashes then you are still in range, if it doesn't then you aren't. Be careful with turrets though, aiming at different parts of the turret even though you are standing still gives different range readings. So if you do do it, make sure the sniper aims at exactly the same part as you.
Just a suggestion if you're wondering or are bored :) |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 18:06:00 -
[9] - Quote
Grezkev wrote:+1 to this topic.
OP: Do you mind if I post results in the Hitchhiker's Guide to New Eden?
As long as you don't mess with the NDA I don't mind, sharing is caring. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.13 19:06:00 -
[10] - Quote
Added meta levels to almost all weapons and sorted them by meta level. Added all the advance assault rifles. Added the first submitted data. |
|
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.14 22:59:00 -
[11] - Quote
Added two more pistols (adv) and two shotguns. Tightened laser stats slightly, for those that are interested the minimum optimal range also increases with sharpshooter for laser so you'll have to keep the target further back if you skill it up.
Also added missing meta levels, that's all for now. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.15 12:18:00 -
[12] - Quote
Laurent Cazaderon wrote:love that Musta ! SO you were bored on IRC ?
Heh, dunno about that, IRC has its moments but most of the time it's quite quiet or then filled with ppl talking about theirs bowels :P
Anyway I just wanted to create something useful so here we are. Oh a heads up, I'm getting prototype ARs later today so I'll do some good testing with them. Hopefully I'll see the problem with the tac rifle that was mentioned previously. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.16 23:07:00 -
[13] - Quote
Hello, I finally finished assault rifles except for officer ones as they are too rare to get a hold of.
Now there is something I want to share regarding max ranges that came up in testing. Cerebralwolf & Tech mentioned earlier in the thread that they were hitting targets outside their max range with the tactical rifle (codewish). I finally got my hands on all the tactical assault rifles and so I could test this. My testing shows that this is not possible.
The steps I have done to test this are as follows (ordered to what I consider is the strongest proof first).
In the abc map I was close to enemy base near C behind a ridge, I popped my head over and got the enemy Railgun turret lined up and moved slightly out of max range of 122m for the 'Codewish' Duvolle Tactical Assault Rifle, one or two metres. I emptied the whole clip into the enemy turret and no reaction. I moved a meter or so forward and target indicator came up and showed me I was at 122m, I fired one shot and immediately the turret locked on to me and shot at me.
I broke the turret tracking on me and tried it again, same thing happened. This to me says that the bullets do not do any damage after their max range as the turret would have locked on to me if that was the case.
I have tested the same thing with enemy supply depots as they are stationary and pose no threat. Beyond the max range I could simply not damage them, when I moved into range I done minimal amount of damage put it still showed.
I have done the same on enemy LAV but as the few I shot at were moving I couldn't get a 100% certainty that no damage was inflicted beyond max range. Same with enemy soldiers.
Furthermore I have shot friendly turrets and their shields have always flared indicating a hit, once I moved out of range even 1 metre the shields did not flare at all. This is the same for all the weapons I have tested except maybe for Forge but I've only tested it once briefly.
I've spend many days now testing ranges and optimals and from that testing I can quite happily say that target indicator is the max range for the weapons listed in the original thread. If players have noticed differently then I can only assume it's down to hectic battle conditions skewing their numbers. I'd appreciate it if a DEV could weigh in with a definitive answer, though.
Anyway enough of me rambling, hope you all can make use of the effort I have put in, several days of grinding on a throwaway alt is a big boring :P |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.24 09:29:00 -
[14] - Quote
Added 6 SMGs and 4 Shotguns, so the advanced weapons are done now for most weapon groups. Going to have a look at forge guns and snipers next as I'm not in the mood for grinding sp for the proto weapons that I never use. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.24 09:54:00 -
[15] - Quote
I don't think that would be a good idea with the NDA in mind. Once it's lifted then sure I can do that. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.26 09:15:00 -
[16] - Quote
Added all the advanced snipers, still not sure what the max range for experimental one is, but it's at least 1km. Moved the guide and initial text a few posts down as I ran out of characters. Should have reserved the 2nd post but I didn't, meh. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.26 09:39:00 -
[17] - Quote
I prefer to list basic ranges. All you need to do is multiply the range by 1.05 for level 1, 1.1 for level 2, 1.15 for level 3 and so on to get your preferred stats. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.26 12:15:00 -
[18] - Quote
Drommy Hood wrote:The info on the shot guns is a little misleading though. I understand that obviously your just going by what the game tells you, but I can assure you that at 9 meters I do not do max damage with my shot gun. Could be to do with te spread maybe? But basically anything over 1m seems to do less damage. I can 1 shot most stuff at 1m range. At 5m all I can do is tickle them.
Well I assume the shotgun pellets are individual shots that do damage, and their damage is max up to 6-9 metres. Whether or not you can get them all on target at that range is a different matter alltogether. I'm sure hitting a LAV for instance at that distance with all the pellets is not an impossible task. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.26 15:53:00 -
[19] - Quote
Henry FitzEmpress wrote:With there being an "optimal range" does that mean there is a damage drop off after optimal?
Yep, that's exactly what it is. After optimal it drops off quite regularly up to its max range where it usually is only a small percent of the base damage. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.28 11:04:00 -
[20] - Quote
Specter RND wrote:Alright, got the info for my forge gun
'Grimlock' Guristas Assault Forge Gun Maximum range (With no sharpshooter bonus) - 300m Efficiency rate - Infinite, till max range is reached Meta Level - 9
And the Gastun's BRN-50 Forge gun is the same on the range as well. And as well as any other lower caliber Forge Gun.
Also, it seems that the Efficiency rate is 100% no matter what the range seems to be on a target other than the MCC. So that might be a bug. So that would mean that there is no true Optimal range other than 0-300m which is the max range.
Heya, thanks for supplying the info, however I would like you to tell me how you got to this range. I've been trying to get the range for forge guns and it's quite difficult as you don't get target info on friendlies other than friendly vehicles making range counting quite hard. I've been experimenting with the standard assault forge gun and its range is at least 780m so I find it a little bit odd that the grimlock would only have 300m.
So if you could verify how you tested it and double check your results I would appreciate it immensely, thanks for taking the time to help out! |
|
Musta Tornius
BetaMax.
265
|
Posted - 2012.10.30 09:53:00 -
[21] - Quote
So after a little info here and there it seems we can safely say the forge guns are a little bit strange. It seems that max range is somewhere between 300 and 400 whilst the optimal seems to be at max 300. The projectile flies way beyond this but doesn't do any damage. Hopefully it well be despawned rather than causing explosions with no damage. Thanks to everyone who helped. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.06 09:44:00 -
[22] - Quote
Hello everyone, thanks to dent 308 I have finished the laser rifles category, it seems viziam's only advantage over the elm-7 is a higher starting damage of 5 points. Considering after 9 shots fired they are equal it is not a big deal.
Anyway wanted to draw your attention to the laser thread at https://forums.dust514.com/default.aspx?g=posts&t=43341&find=unread
please help us improve laser rifles and pipe in with good ideas and opinions. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.09 14:05:00 -
[23] - Quote
Added all the advanced Heavy Machine Guns and the missing standard ones. Updates are going to slow down a bit from now but I'll keep adding as I go along. Will prolly have to revise some with the upcoming assault and laser rifle range adjustments. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.09 16:23:00 -
[24] - Quote
Yeah I spoke to a GM, should have it moved sometime soon to training ground. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.14 09:02:00 -
[25] - Quote
Heh I was actually thinking of doing some yesterday, thanks for reminding me. I'll add it to my todo list, you can always help out too if you want! |
Musta Tornius
BetaMax.
265
|
Posted - 2012.11.14 11:05:00 -
[26] - Quote
I added the first militia small turrets, I will add more as I got time and get the numbers. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.12.18 11:42:00 -
[27] - Quote
That's quite okay, I'm pleased to see my work being referenced around the forums and people aren't just guessing ranges of weapons in their arguments.
Pistols will need an update today at some point as their ranges are being modified in the upcoming build. Will post when I have done so. |
Musta Tornius
BetaMax.
265
|
Posted - 2012.12.21 13:09:00 -
[28] - Quote
Alright, I added 3 more pistols that were missing from advanced. I also check all the pistol ranges now that they have been updated with Chromosome. Optimals stayed mostly the same, I think there was only one small change on a breach or something.
The max ranges are now slightly shorter on the long shooting pistols capping in at just under 70m with the standard pistols. I'm going away so no more updates for a few weeks, happy holidays everyone! |
Musta Tornius
BetaMax.
265
|
Posted - 2013.01.15 19:29:00 -
[29] - Quote
Thranx1231 wrote:When you are back it would be wonderful if you could do an expansion of your data. (I don't know what the begging icon is?)
Pick a weapon class and expand all the data that makes choosing between them clear. Clip size, max ammo, DMG stats added to your excellent range chart would be a fantastic resource.
Offers to help would probably even get some assistance. I would help anyway.
Mogar has done just that over in his thread: https://forums.dust514.com/default.aspx?g=posts&t=48529&find=unread
You should be able to find most information you are after there, you can also help improve his thread with the missing information. You can also do the same in this thread if you like, all help is appreciated :) |
Musta Tornius
BetaMax.
265
|
Posted - 2013.01.20 21:50:00 -
[30] - Quote
Well that isn't entirely true Finn Kempers as they do have a max range too :) |
|
Musta Tornius
BetaMax.
265
|
Posted - 2013.01.22 10:10:00 -
[31] - Quote
VicBoss wrote:OP could i possibly use this for the Immortal Mercenary Press Online newspaper? Its a REALLY helpful chart of info and i was wondering if it could be posted there, of course the credit goes to you.
Thanks
That's fine by me, good luck with your newsletter. |
Musta Tornius
BetaMax.
265
|
Posted - 2013.01.26 08:51:00 -
[32] - Quote
Cody Sietz wrote:Fantastic list. Does anybody know what the dmg drop off range is of each class of weapons?
Thank you. What exactly do you mean by the damage drop off range? The percentage it decreases per metre up to max range or? |
Musta Tornius
BetaMax.
265
|
Posted - 2013.01.26 22:04:00 -
[33] - Quote
Well it hasn't cropped up on the forums before but you're right it would be an interesting statistic to record, might do it one day :P |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.05 12:17:00 -
[34] - Quote
Well I'm sure CCP will add range information to the weapon info text, until then this is just your best bet to avoid people moaning about lasers having double the reach of assault rifles and so on. |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.07 00:11:00 -
[35] - Quote
As far as I am aware of yes everything is still valid. Also this thread is stickied already :) |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.11 10:21:00 -
[36] - Quote
0 Try Harder wrote:Max range of all large railgun turrets is 599 meters. Optimal seems to be 1-599 too.
Did they remove the experimental sniper rifle from the game? If so every sniper rifle's range is 1-599 (optimal and max).
Except the thale. I don't know what the range is on that. I'd assume it's the same, but I know this guide is for facts only ;)
edit: I have access to all large blaster turrets too, and those are a bit more interesting. Some do more damage at long range and less at close (like the laser). I'll post that in a bit if you're still updating this.
Have you tested every single large railgun turret? If so I'll add it to the list, otherwise I'd prefer to add just the ones you have tested. Same with sniper rifles. I'm not too worried about officer gun's just yet but if anyone has the numbers it would be good.
Yeah by all means get me the blaster numbers, all help is appreciated and credit given where it's due :).
Reason for slow updates is cause the basic information is there and any skillprogress is just so slow now whereas before I could just roll an alt and get most numbers I wanted. The more people who are willing to help the quicker this guide can be finished.
I do believe CCP will add the range numbers into weapon information at some point in the future but until then I'll try and keep this up to date (which it is atm). |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.11 18:58:00 -
[37] - Quote
Looking good, I will get the meta levels and add all the ones you've listed today or tomorrow, great job btw! |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.11 20:24:00 -
[38] - Quote
The reason for meta levels is simply cause they show where abouts in the weapon list the item sit, bottom middle or top making it easy for players to see how the range stats change as they use more powerful weaponary. IF you want to sort out everything then that is muchly appreciated.
Only stats I'm after in this thread is the ranges but thanks for the offer. |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.11 23:59:00 -
[39] - Quote
Updated the second post with the large blaster and railgun turret information. Thank you very much and a +1 for 0 Try Harder for his work in researching all the turret stats! More like this guys and we could have the guide finished in no time! |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.16 18:21:00 -
[40] - Quote
This is a list of weapons still needed to be checked and added. If anyone could help by thoroughly testing some and supplying the data I would be most grateful.
prototype snipers
level 4 and prototype HMGs
all massdrivers
all small turrets
prototype smgs
all swarm launchers
prototype pistols
prototype shotguns |
|
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.22 09:43:00 -
[41] - Quote
Although things such as damage against shields / armour and how much the efficiency drops per 10m and headshot damage would be interesting stats. They would be better off in a more complete guide, this one was just intended for ranges. Maybe in the future I will add that to here once this guide is finished.
Thanks for the interest in helping it really is appreciated. |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.23 09:05:00 -
[42] - Quote
Beren Hurin wrote:St-1 missile/fragmented/cycled= 100m Accelerated st-1= 140m
Also noted that supply depots and CRUs have a critical zone with more weakness at their tops.
Testing next tier...
Are those max ranges? What about optimals? |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.23 14:16:00 -
[43] - Quote
Updated the 2nd post with the HMG info supplied by GeneralButtNaked, thank you very much. |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.25 20:49:00 -
[44] - Quote
Beren Hurin wrote:Musta Tornius wrote:Beren Hurin wrote:St-1 missile/fragmented/cycled= 100m Accelerated st-1= 140m
Also noted that supply depots and CRUs have a critical zone with more weakness at their tops.
Testing next tier... Are those max ranges? What about optimals? Those are optimals. Max is tough to figure without a friend because I think the missile disappear/explode not very far outside the optimal. Or at least it doesn't show an explosion. The efficiency number isn't accurate outside the optimal for that reason.
Shoot at a friendly turret, if it reaches the turret it won't damage it but it will make the turret target you for a second before it resumes its automated rotation.
Besides this doesn't the target information dissapear when you are targeting outside of weapon range? |
Musta Tornius
BetaMax.
265
|
Posted - 2013.02.27 20:23:00 -
[45] - Quote
Just a minor update, from testing it seems Forge Guns max range is 300m which is the same as optimal so I updated that stat.
Beren if you could get the max ranges for the weapons you tested I could add them to the list too, thanks! |
Musta Tornius
BetaMax. CRONOS.
275
|
Posted - 2013.03.16 08:30:00 -
[46] - Quote
Thanks for the info, I'll roll a throwaway alt and take a look myself later today. I wonder when the ranges changed again. |
Musta Tornius
BetaMax. CRONOS.
275
|
Posted - 2013.03.16 23:25:00 -
[47] - Quote
Right, status update, I rechecked all the pistols except for prototype with a new alt so got the right numbers. A great deal of the pistols were off by 2-4m for some reason and some a lot more. They have all been corrected and verified now.
Thanks for bringing this up 0 Try Harder and thank you for the rest of the values that were missing! |
Musta Tornius
BetaMax. CRONOS.
283
|
Posted - 2013.03.26 10:36:00 -
[48] - Quote
Nirwanda Vaughns wrote:ahh ignore this. read it wrong but just in case i didnt. shouldnt you multiply the optimal by 1.xx to get the skill applied?
Not sure if you wanted me to erspond to this or not but just in case, yes multiple by 1.xx where xx is your sharpshooter bonus to get the correct optimal range as well as correct max range. If you also have a sharpshooter proficiency then you'll have to do 1.XX * 1.YY where yy is the proficiency bonus. At least that is what I assume from other skill stacking in dust. I'll need to test it at some point when I get there (soon).
Also in your previous post you wondered how correct the stats are, well they are very correct :). They might vary by a metre or two but no more unless I've recorded it completely wrong. If you notice anything that seems off from your own experience or testing do say so and I'll look into it.
PS! Getting close to 100k thread views, come on guys let's get it over!
|
Musta Tornius
BetaMax. CRONOS.
294
|
Posted - 2013.04.03 20:12:00 -
[49] - Quote
Bojo The Mighty wrote:I didn't see the C27-N Specialist Sniper Rifle up there....it's currently salvage only FYI.
Nope I haven't got my hands on that one, besides I got no sniper skills really in this build so I'd need someone else to get the stats for that one. Feel free to help if you can :) |
Musta Tornius
BetaMax. CRONOS.
298
|
Posted - 2013.04.07 06:30:00 -
[50] - Quote
Looks like all the regular sniper rifles you can get from the market have now been added, thanks to 0 Try Harder for the info of the last two rifles! |
|
Musta Tornius
BetaMax. CRONOS.
298
|
Posted - 2013.04.07 21:02:00 -
[51] - Quote
ladwar wrote:well the large missile turrets range is 1-191m effective 100% even thou you can target farther the missiles explode at 191m IE was targeting installation at 243m with 43% effective but it would always explode at 191m.
Sounds interesting, could you tell me which turret(s) exactly you tested, please? |
Musta Tornius
BetaMax. CRONOS.
299
|
Posted - 2013.04.15 08:18:00 -
[52] - Quote
Scheneighnay McBob wrote:LMTs confuse me. The installations have great range, but the one on my tank doesn't even have long enough range to hit a dropship.
Things went quite funny after the great missile nerf of 2012. Maybe in uprising things will normalise a little bit. |
Musta Tornius
BetaMax. CRONOS.
302
|
Posted - 2013.04.28 10:11:00 -
[53] - Quote
An update: I'm preparing this info thread for Uprising, in the next major update you'll see that weapons that have NOT YET been checked will have a mark next to them Not Checked for Uprising 'NCU'.
I thought about keeping old values around for a bit but it will just clutter the info and this thread so instead I'll keep a copy of this thread and if anyone wants to know the old values then feel free to ask here.
Another part that I've added to this thread is that each weapon category now has a header that is underlined, next to this header are some values in form of S X% / A X% / SH X% / AH X%. These values are the weapons damage against Shields, Armour, Shield Head, Armour Head. I'll fill in the missing ones as I check the weapons in Uprising.
I won't of course be able to check everything on my own as there are too many weapon skills to upgrade and I'm focused on a few in Uprising so if anyone wants to help please post the info you've gathered in this thread after Uprising hits.
Thanks for following, hope you have found this thread useful.
PS! I've added the upcoming weapon categories to the list but they are still unpopulated. |
Musta Tornius
BetaMax. CRONOS.
302
|
Posted - 2013.04.28 13:57:00 -
[54] - Quote
Thanks to my corp mate monkey999517 I have now got all the different shield and armour modifiers, once Uprising comes I'll do a quick check to see if they have changed and what the new weapon ones are. |
Musta Tornius
BetaMax. CRONOS.
304
|
Posted - 2013.04.29 10:28:00 -
[55] - Quote
Mini update: Added some standard and adv. mass drivers. They all seem to have the same 134m ish range. |
Musta Tornius
BetaMax. CRONOS.
304
|
Posted - 2013.04.30 07:35:00 -
[56] - Quote
0 Try Harder wrote:I think you forgot to change the value of the 'Flashbow' CAR-9 Burst Scrambler Pistol. It has the same range (max and effective) as the regular CAR-9.
(I just double checked on my alt :P)
Fixed, thank you. |
Musta Tornius
BetaMax. CRONOS.
313
|
Posted - 2013.05.06 21:07:00 -
[57] - Quote
Thanks for the first bit of info Bendtner92, I've started updating the thread slowly, personally I've got forges and hmgs covered so whatever else you guys skill into please post some info! |
Musta Tornius
BetaMax. CRONOS.
316
|
Posted - 2013.05.07 00:21:00 -
[58] - Quote
All HMGs except Gastuns have been added to the list, also scrambler pistol, toxin smg, exile assault rifle. |
Musta Tornius
BetaMax. CRONOS.
316
|
Posted - 2013.05.07 13:24:00 -
[59] - Quote
I've added all the assault rifle data that Bendtner92 provided to the main post, thanks! |
Musta Tornius
BetaMax. CRONOS.
320
|
Posted - 2013.05.07 22:17:00 -
[60] - Quote
Rynx Sinfar wrote:thank you for maintaining this
It helps that people are willing to donate their time towards this too but you're welcome :) .
I've added the first two lasers, they haven't changed from Chromosome at all, although my old values were a little skewe. |
|
Musta Tornius
BetaMax. CRONOS.
326
|
Posted - 2013.05.09 09:05:00 -
[61] - Quote
Thanks Soozu, I added your shotty info. I also added some pistols and SMGs. |
Musta Tornius
BetaMax. CRONOS.
333
|
Posted - 2013.05.10 12:04:00 -
[62] - Quote
Those are some sweet graphs, nice to see how the damage falls off at range. |
Musta Tornius
BetaMax. CRONOS.
333
|
Posted - 2013.05.10 12:04:00 -
[63] - Quote
Citpaan Hacos wrote:Musta, I use a Charge Sniper an managed to get a 595 meter kill today, so I think it's safe to say their range is still at least 599.
Well we got lower value at 595, still need an upper one before I'm including it :) |
Musta Tornius
BetaMax. CRONOS.
336
|
Posted - 2013.05.12 10:21:00 -
[64] - Quote
I've added the officer ars, also added militia shotty and crg-3. Got 4 shotguns done, the basic weaponary is coming nicely together now. If anyone has specced up protoype smgs, pistols, shotties or any of the other missing weapons please take 10 mins to help out this thread.
Get your weapon and aim down the sight at a friendly turret and watch the numbers change as you move backwards and forwards. When the efficiency is at is highest and you move one metre back and it drops then you have reached its optimal range. When you move out of range then the target info completely dissapears, get the max range this way. |
Musta Tornius
BetaMax. CRONOS.
336
|
Posted - 2013.05.14 14:24:00 -
[65] - Quote
I've added one aur flaylock pistol, if I get a respec I'll check more flaylock pistols and scrambler rifles. I also added a basic scrambler rifle. More to come as always, help is wanted too! |
Musta Tornius
BetaMax. CRONOS.
337
|
Posted - 2013.05.14 23:13:00 -
[66] - Quote
RECON BY FIRE wrote:CRW-04 Scrambler Rifle Max Range: 83m Optimal Range: 1 - 45m
CRD-9 Assault Scrambler Rifle Max Range: 73m Optimal Range: 1 - 29m
Added, thank you! |
Musta Tornius
BetaMax. CRONOS.
337
|
Posted - 2013.05.15 08:32:00 -
[67] - Quote
I've added those modifiers, thank you! |
Musta Tornius
BetaMax. CRONOS.
337
|
Posted - 2013.05.15 18:03:00 -
[68] - Quote
Thank you very much, if you got a bit of spare AUR to spend don't hesitate to do the aurum ones too :) |
Musta Tornius
BetaMax. CRONOS.
338
|
Posted - 2013.05.15 22:42:00 -
[69] - Quote
I doubt you'll get anything good for 500 :P but fair due. It is not super important right now getting those ranges as they most likely correspond to their ISK variants of the same meta level. All in good time. |
Musta Tornius
BetaMax. CRONOS.
339
|
Posted - 2013.05.18 20:50:00 -
[70] - Quote
Malicae Destroinen wrote:On some of the weapons you have XM as the range. What does this mean? And how far is this range?
Xm = Unknown
I just use X for the variable whatever it could be. I should prolly have put an explanation somewhere but I didn't think about it :) |
|
Musta Tornius
BetaMax. CRONOS.
340
|
Posted - 2013.05.21 13:58:00 -
[71] - Quote
We've reached a 100 000 thread views! Looks like this was a good choice for a topic :) Party on Wayne! |
Musta Tornius
BetaMax. CRONOS.
340
|
Posted - 2013.05.21 17:06:00 -
[72] - Quote
hydraSlav's wrote:Musta Tornius wrote:We've reached a 100 000 thread views! Looks like this was a good choice for a topic :) Party on Wayne! Woohoo! Gotta say, this thread is invaluable as the only updated/current/accurate resource about weapon ranges. My spreadsheet could not be complete without it
Haha thank you, I really should get the ball rolling and get the std stuff done on the rest of the weapons at least. It used to be easier as you could roll an alt and then basically test any standard weapon and advance. Now you have to play several games to get the required isk and sp.
But yes, I shall do some more updating soon, once I can let go of the wheel of my Blood Raiders Saga ;) |
Musta Tornius
BetaMax. CRONOS.
340
|
Posted - 2013.05.23 08:09:00 -
[73] - Quote
The covenant sniper rifle checked out at the same old 599m range and the shield modifiers remain unchanged so I presume they haven't changed the sniper rifles ranges at all. I would have to verify all of them of course but for now it seems it's the same. |
Musta Tornius
BetaMax. CRONOS.
349
|
Posted - 2013.05.28 09:49:00 -
[74] - Quote
Thanks for the info guys. I've added the forge guns, fixed typo with sniper, moved charge sniper, added the supplied smg data, added flaylock modifiers, removed a few obsolete weapons.
Keep it coming guys it's starting to look a lot nicer now! |
Musta Tornius
BetaMax. CRONOS.
371
|
Posted - 2013.06.06 10:27:00 -
[75] - Quote
The weapons that don't have 'NCU' next to their names have been checked in uprising. So basic and adv laser have been checked, prototype hasn't.
I just rechecked the basic scrambler rifle and CCP hasn't changed its stats at all, couldn't say about the adv or prototype though.
It's quite straightforward getting optimal ranges. You target a friendly turret from a few metres away with ADS then you walk backwards until the efficiency per centage starts to decrease, the point at where it starts to decrease is the max optimal range. When the targeting info disappears completely you have reached the max range. There's a few tricks like making sure you always aim at the same spot on a turret as it can be further away or closer if you move the crosshair. |
Musta Tornius
BetaMax. CRONOS.
371
|
Posted - 2013.06.06 15:43:00 -
[76] - Quote
Beren Hurin wrote:isn't the bonus to armor damage on Mass Drivers like 130% not 104%...?
Yeah it's a mistake I forgot to correct, someone did mention it earlier :P . Could you verify if it's exactly 130% then I'd be happy and change it to that? Thank you! |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
374
|
Posted - 2013.06.10 12:32:00 -
[77] - Quote
So after getting level V pistols I have now completed the scramblers except for the aurum versions but they are most likely the same as their isk variant. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
376
|
Posted - 2013.06.10 15:36:00 -
[78] - Quote
Scheneighnay McBob wrote:There's no way the scrambler rifle range/optimal can be correct. My scrambler rifle gets outranged by ARs all the time- not vice versa.
You'd have to take that up with recon by fire. I've personally only checked the first scrambler rifle and I know that one is correct for sure. The other stats do fall in the same range so I presume that they were recorded correctly.
Bendtner92 checked the assault rifles and I know he knows how to do it so I don't see anything wrong with those stats unless ccp has stealth changed something which I doubt very much. I suggest you use militia assault rifle and the basic scrambler rifle and check for yourself, though.
Tac rifles don't count of course as they have a lot longer range than regular ARs. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
394
|
Posted - 2013.06.20 07:41:00 -
[79] - Quote
This is a test reply as I have two notifications saying that people have replied to this thread but there are no new posts in it, so testing to see if the replies still work in here. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
394
|
Posted - 2013.06.20 14:36:00 -
[80] - Quote
PC added, thank you. Could you possibly check the other PCs too? |
|
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
428
|
Posted - 2013.06.26 17:41:00 -
[81] - Quote
Haha, I'm sure it will be fine, one of the ccp devs indicated that the new weapon ranges will be ingame in which case it's easy peasy getting them written down here. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
432
|
Posted - 2013.07.02 12:41:00 -
[82] - Quote
Initial testing show that AR and HMG and Forge guns have not had their regular ranges modified at all, the new absolute range has simply been added on. For AR it seems a few hundred metres but I need to get that down accurately. Regular HMG clocks in at 130m absolute range. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
432
|
Posted - 2013.07.02 14:50:00 -
[83] - Quote
Regular AR and laser rifle clocks in at about 250m absolute range from testing. Oh I see the modified the scrambler rifles a little, I'll update it shortly on the main page. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
434
|
Posted - 2013.07.02 19:07:00 -
[84] - Quote
Well the TAC is prolly 100m now same as the regular duvolle TAC, CCP did state they done these tac rifles so they could prepare for the caldari railgun and what not. Don't know of course if they'll change the TAC after the new weapons are released or not, so that remains to be seen.
The only AR I have personally checked today is the exile and it has identical stats to uprising 1.1 exile (except for absolute). I'll need to reformat the stats a little bit to include the third range but I'm really running out of character space so we'll see if I compact it a bit.
I intend to remove the bracket values from chromosome as I don't think they are needed anymore, I'll preserve a copy for historical use if anyone needs to know the old values they are welcome to ask here or on IRC. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
439
|
Posted - 2013.07.05 10:05:00 -
[85] - Quote
As you guys and girls might have seen I've moved all information over to a Google spreadsheet which still needs a little more work done before everything is included. There are many ranges missing in orange that I would be greatly appreciative if you were to help me aquire that data by posting in this thread, thank you very much!
Oh, and also I've added explanations how to do the testing in the second post, it should be pretty straightforward. If you have any questions do not hesitate to ask here. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
439
|
Posted - 2013.07.06 07:35:00 -
[86] - Quote
Scheneighnay McBob wrote:Heads up for turrets- I've discovered that while it may say they you're out of range, you're still doing (very high) damage. Checked it with the large railgun on my HAV. Doesn't turn red, but it still destroys a turret easily
Are you saying it does damage even beyond it's Absolute range? As in no crosshair flashes or anything but it still damages the turret? |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
455
|
Posted - 2013.07.08 10:41:00 -
[87] - Quote
There must be as there's a modifier for it, problem is hitting it dead on and then not having the splash damage do the kill to the body or w/e. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
455
|
Posted - 2013.07.08 14:02:00 -
[88] - Quote
Just a minor heads up, All weapons have been moved to the google spreadsheet. At the bottom left you can choose between infantry and vehicle weapons. I've removed the old vehicle ranges as they were severely outdated and need re-checking so get to work people! |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
527
|
Posted - 2013.07.24 14:30:00 -
[89] - Quote
Beren Hurin wrote:What's your process for finding effective range? I really don't think laser rifles damage drops to 30% over 4 meters.
It's just when the information stops showing, same as old max range. Others think it's around 30% of weapon efficiency but you'd have to check all weapons to know for sure if the 30% is true.
We tested it with Delta Iddon and yes it drops down to nothing quickly. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
528
|
Posted - 2013.07.25 09:39:00 -
[90] - Quote
ladwar wrote:missile large optimal range 125m for all types and levels. max &effective 250m w/o caldari enforcer bonuses. small missile 100 optimal and max &effective 200m at max range it explodes while not getting down to 30% so not a true effective but it never goes to 30% so yea. on shields 48% and 78% on armor (at max range) 131% 69% at optimal ranges for all missile turrets. tested on all missiles from MLT-PRO without any change in ranges. please add to the list for everyone general knowledge and thank you for the docs.
Thank you for all that testing, lovely job. Is the 131% and 69% armour body and shields body? I've added all the ranges except for the modifiers, just waiting for your confirmation. Could you just use one missile turret to check the head modifiers too? Muchly appreciated! |
|
Musta Tornius
Cannonfodder PMC
549
|
Posted - 2013.08.04 10:01:00 -
[91] - Quote
Added the ranges ladwar supplied, great work on that front! Only weapons missing on the vehicle side now are the large and small railguns and the small blasters!
I've updated a few ranges I've checked, nothing major. I also need to get in contact with Wolfman and get a definitive answer on what effective range is now that the ADS has been updated to show absolute range too. |
Musta Tornius
Cannonfodder PMC
550
|
Posted - 2013.08.04 13:03:00 -
[92] - Quote
ladwar wrote: this should be an ok measurement(30%) for effective. while absolute range is where weapons will continue to do incidental damage without change till max range where it stops doing damage. this is just a general idea that could/can be used for infantry weapons, this might lead to more testing for the longer ranges but would give a better overall picture. just tossing an idea out there.
That is one option, I'd like to speak to Wolfman before I decide on specifics though. |
Musta Tornius
Cannonfodder PMC
558
|
Posted - 2013.09.03 21:58:00 -
[93] - Quote
Just making a small note, will add it to main document later. Plasma cannon max range is roughly 200m, it has a 6 second projectile lifetime so it's difficult to get max range but the measured one is a good indicator anyway.
Props to Grit Breather for testing with me! |
Musta Tornius
Cannonfodder PMC
570
|
Posted - 2013.09.10 08:48:00 -
[94] - Quote
Just a heads up, in 1.5 AR ranges are getting changed so I'll need some help with checking them as I haven't got more than a level in AR operation. Vehicle weapons will be getting a range buff (at least large blasters) so they'll need to be re-checked too.
Will work on checking ranges as soon as 1.5 lands, will also update the colour scheme in the document to show what's been checked for 1.5 and what hasn't. |
Musta Tornius
Cannonfodder PMC
575
|
Posted - 2013.09.13 18:04:00 -
[95] - Quote
Nice job Beren, it's nice to see a lot of data popping up on ranges lately. Keep up the good work! |
Musta Tornius
Cannonfodder PMC
593
|
Posted - 2013.09.18 15:13:00 -
[96] - Quote
Update: New weapons won't be in till 1.6 so no new updates for a while I'm afraid. |
Musta Tornius
Cannonfodder PMC
606
|
Posted - 2013.09.25 10:36:00 -
[97] - Quote
KalOfTheRathi wrote:The Railgun range used to max at 599m, although with the latest solution it is difficult to determine the effective and maximum. The target disappears and fluctuates between being displayed or not, sometimes dependent on which direction one brings the weapon to target on it. The targeting information is equally frustrated and occasionally one can get an orange pip but it is not guaranteed.
I can establish the range with a sniper rifle but it too is view limited and used to have the 599m limit as well. However, the weapon effects versus shield/armor are often not displayed even though they can be destroyed. If one does damage the cross that appears after firing will turn red.
The Installation Rail Gun Turrets are not the same as Tank RGT. The do more damage then the 1106.88HP 80GJ Rail Gun. How much exactly I have yet to determine accurately.
My earlier experiments with Forge Guns, after the universal Nerf, was 299m maximum. Step back one meter to 300m produced Zero damage. That appears to have changed somewhat but again target information is missing and will limit the useful information.
Good luck filling this out.
Thanks for the info, the good thing about sniper rifle is that its optimal effective and absolute range are afaik all the same. Forge guns do have a small 20m extra absolute range, I've tested it to death so I know it for sure (friendlies, enemies, using sniper rifles, lavs, turrets etc.) as forge gun is something I've used for over a year now I like to know the ins and outs of it when it changes :) .
I haven't tested the stationary turrets at all, maybe one day they'll be added on too but not now. |
Musta Tornius
Turalyon 514 Turalyon Alliance
669
|
Posted - 2013.12.02 11:41:00 -
[98] - Quote
KalOfTheRathi wrote:jerrmy12 kahoalii wrote:forge guns got nerfed? Yes. They used to be able to snipe across the entire map. Effectively their range was unlimited. Once fired it went until it hit something. Back in Closed and Open Beta. Then they got the Nerf that has been in existence since Uprising. I don't recall when it happened anymore, just a long time ago and now they are range limited to 300m with an extra max range of 20 more meters. One step past that range and they do no damage at all. This was a Ninja Nerf as well. If you haven't heard of one you will. CCP/Shanghai waits until you really like something then without warning, refunds of either AUR/ISK or SP whatever you liked is no longer worth having. Fun guys. Gals too if they have any.
There was actually a time in closed beta where forge guns ranges where about 100-200m, it was dreadful. 300m is fine and it's been like that for a long time. Roll on 1.7, it will be interesting to see changes.
Dust514 Weapon Range & Information
|
Musta Tornius
Turalyon 514 Turalyon Alliance
677
|
Posted - 2013.12.10 14:49:00 -
[99] - Quote
Any information after this post is for uprising 1.7. Only optimal ranges please unless you think there is something wrong with the information presented.
Dust514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
681
|
Posted - 2013.12.13 11:35:00 -
[100] - Quote
maeth-01 2501 wrote:GM Unicorn wrote:Awesome post guys! Moving to Training Ground and sticked! The swarm distances are wrong???
What makes you say that? The information was pulled from the SDE. The lock-on range for a swarm launcher is only 175m but the missiles can fly almost three times that distance.
Dust514 Weapon Range & Information
Team Fairy DUST
|
|
Musta Tornius
Turalyon 514 Turalyon Alliance
682
|
Posted - 2013.12.14 02:26:00 -
[101] - Quote
maeth-01 2501 wrote:Musta Tornius wrote:maeth-01 2501 wrote:GM Unicorn wrote:Awesome post guys! Moving to Training Ground and sticked! The swarm distances are wrong??? What makes you say that? The information was pulled from the SDE. The lock-on range for a swarm launcher is only 175m but the missiles can fly almost three times that distance. That's what I thought..... but the spread sheet right at the start of this post does not mention 175 meters anywhere I know from the patch notes they say 175 but as I just said the spread sheet does not and this thread was based on it... have a look for yourself and tell me if im reading it wrong? Optimal Range, Effective Range and Absalute range all say 500 meters No 400 meters which they used to do and no mention of only being able to lock on at 175.... granted the mislles can fly further but surely the lock on distance should be mentioned, should it not???
The reason I never had a lock-on column is because I never used to have swarm launchers in the spread sheet. This is the first iteration where they have been added. I'll add a little note to them somewhere on the bottom regarding the lock-on range. A new column wouldn't be worth it just for one group of weapons.
Dust514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
780
|
Posted - 2013.12.15 12:28:00 -
[102] - Quote
RED FARM wrote:Great job. Could you update with ROF and clip size?
Well I could do, clip size is stated in the SDE. RoF is given as how long it takes between shots in seconds but I could convert that to Rounds per minute as that's prolly what everyone wants to see.
I'll have a look later today at updating it. It's getting quite wide but I guess it doesn't matter. Maybe I should move the modifiers to their own page to clean it up a bit.
Thanks for the input. Also guys and girls, I'm missing combat rifle and rail rifle data so get testing for me please!
Dust514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
781
|
Posted - 2013.12.15 19:29:00 -
[103] - Quote
Clip sizes have been added for all weapons, RoF is missing for now, will add it later today or tomorrow. Nothing extra about it just haven't gotten around to it yet.
I've also moved the weapon modifier table to it's own sheet as it was getting a bit big. At some point I'll also add one for vehicle weaponry.
Dust514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
792
|
Posted - 2013.12.19 00:57:00 -
[104] - Quote
RoF added as RpM for all the weapons. Waiting for tomorrows re-release of the SDE before confirming HMG changes.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
805
|
Posted - 2013.12.20 09:15:00 -
[105] - Quote
maeth-01 2501 wrote:Musta Tornius wrote:RoF added as RpM for all the weapons. Waiting for tomorrows re-release of the SDE before confirming HMG changes. Great job..... you do realise you may have to change this all again at some point though... I hope people appreciate you because of this!!
I'm sure they do, I started this thread back in November of 2012, it's seen plenty of revisions :). With the SDE out the only numbers I can't grab with some code are the optimal ranges so the amount of work has actually drastically been reduced for me!
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
808
|
Posted - 2013.12.22 11:11:00 -
[106] - Quote
Just a minor update, I've confirmed that the ranges haven't changed with the HMG hotfix the other day. Updated RoF is added for them though.
Also added more aurum and faction warfare gear, so far their ranges correspond with their regular tiered varieties. Missing some combat rifles and rail rifles, could someone be so kind to get them for me?
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
810
|
Posted - 2013.12.23 19:10:00 -
[107] - Quote
agent caron wrote:you should use the new SDE
I am using the SDE, I have used it since the day it was published, I'm also an admin on https://neweden-dev.com/Main_Page which comprehensibly covers the SDE (or getting there at least :) ).
The only reason we still have to test for some values is that optimal ranges are not included in the SDE at all unfortunately.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
811
|
Posted - 2013.12.23 21:07:00 -
[108] - Quote
Lt Royal wrote:Ishukone Assault Rail Rifle Optimal Range - 75m Effective Range - 100m Absolute Range - 250m
Kaalakiota Rail Rifle Optimal Range - 75m Effective Range - 100m Absolute Range - 250m
IGÇÖm not sure if I was documenting down the wrong information but I would have thought the Assault and Scoped variants would have very different stats! Anyway let me know if you need help with anything else o7
Actually that is 3m less than what CCP initially said the ranges would be which is what I expected to see so I'm glad.
Yeah, it's quite strange how assault variant gets to have the same optimal range as the regular variant but I do believe your measured values are correct.
If it's not too much a bother I'd like to get the SL-4 and the SB-39 ranges too, please! Just optimal is fine as I've already got the rest from the SDE.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
812
|
Posted - 2013.12.23 22:57:00 -
[109] - Quote
Thank you very much! I'm waiting for some of the combat rifle range still but no it doesn't seem to be like that, it's just the rail rifle that has this oddity with the ranges.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Turalyon 514 Turalyon Alliance
920
|
Posted - 2013.12.24 01:32:00 -
[110] - Quote
Lt Royal wrote:I can do all the Combat Rifles too if you like?
By all means, be my guest :)
DUST514 Weapon Range & Information
Team Fairy DUST
|
|
Musta Tornius
Black Phoenix Mercenaries Legacy Rising
925
|
Posted - 2014.01.08 17:00:00 -
[111] - Quote
Lt Royal wrote: Sorry for the delay, IGÇÖve been very busy recently. IGÇÖll get on this tonight at some point.
Ready and waiting! Feed me your data!
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Black Phoenix Mercenaries Legacy Rising
926
|
Posted - 2014.01.09 12:14:00 -
[112] - Quote
Lt Royal wrote:Combat Rifle Optimal Range - 56m Effective Range - 69m Absolute Range - 250m
RS-90 Combat Rifle Optimal Range - 62m Effective Range - 76m Absolute Range - 250m
BK-42 Assault Combat Rifle Optimal Range - 52m Effective Range - 76m Absolute Range - 250m
Six Kin Assault Combat Rifle Optimal Range - 56m Effective Range - 83m Absolute Range - 250m
Boundless Combat Rifle Optimal Range - 67m Effective Range - 83m Absolute Range - 250m
Sorry about the long reply, IGÇÖve been really distracted of late with corp related stuff. But here is the stats you requested!
Lovely job, I'll add them in a few hours, thank you very much for your work!
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1156
|
Posted - 2014.03.18 18:41:00 -
[113] - Quote
New values for 1.8 are up, vehicles and modifiers haven't been updated yet, will deal with vehicles tomorrow. More optimals will be available after we actually get to play 1.8 next week :)
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1226
|
Posted - 2014.03.25 14:53:00 -
[114] - Quote
So, new sheet is up and looking good, just need those optimals guys. If they aren't on the sheet then please supply them, thank you!
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1231
|
Posted - 2014.03.27 20:32:00 -
[115] - Quote
All weapons have some optimals now with most weapon groups being completely done. Hard work so I hope you guys appreciate it.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1232
|
Posted - 2014.03.27 23:22:00 -
[116] - Quote
Bendtner92 wrote:Kaalakiota Rail Rifle: 75m optimal. Ishukone Assault Rail Rifle: 75m optimal.
Six Kin Submachine Gun: 31m optimal. Boundless Breach Submachine Gun: 31m optimal. Ishukone Assault Submachine Gun: 32m optimal.
Balac's GAR-21 Assault Rifle: 50m optimal. Krin's SIN-11 Assault Rifle: 50m optimal.
Breach Shotgun: 5m optimal. CRG-3 Shotgun: 4m optimal. HK4M Shotgun: 4m optimal.
Added, thank you very much, the guide is almost complete!
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1283
|
Posted - 2014.04.26 17:35:00 -
[117] - Quote
John Demonsbane wrote:Question: Post-1.8, is there a new damage/range curve for the LR?
https://docs.google.com/spreadsheet/ccc?key=0Aj6O9uv2Dgu_dGFrNjkyNzhzS0xTcnRrQUlyNUNPT0E#gid=26
Have a look there, I can't remember if we ever done a consolidated one or not but std and viziam have their own sheets and graphs. Just make sure they are the 1.8 labeled ones.
You can always grab all the available data and make the graph yourself.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Musta Tornius
Molon Labe. General Tso's Alliance
1284
|
Posted - 2014.04.26 19:37:00 -
[118] - Quote
I haven't got one for laser ranges no, you'd have to make it yourself :)
DUST514 Weapon Range & Information
Team Fairy DUST
|
|
|
|