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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.15 12:18:00 -
[31] - 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
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Posted - 2012.10.16 23:07:00 -
[32] - 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
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Posted - 2012.10.24 09:29:00 -
[33] - 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. |
Jax GG
Osmon Surveillance Caldari State
84
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Posted - 2012.10.24 09:37:00 -
[34] - Quote
Hey,
Sorry to ask, but is there any chance of putting that into a google doc that is updated?
I could do it myself but i dont know when they get updated.
Regards
Jax |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.24 09:54:00 -
[35] - 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. |
ertert1
Seituoda Taskforce Command Caldari State
48
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Posted - 2012.10.24 12:06:00 -
[36] - Quote
Many +1's to you sir! |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.26 09:15:00 -
[37] - 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. |
VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.10.26 09:23:00 -
[38] - Quote
Musta Tornius wrote: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.
did you account for skills too? like trained to 5? |
VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.10.26 09:28:00 -
[39] - Quote
Musta Tornius wrote: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.
account skills to lvl 5 please so we know what the absolute max range is. also 1-38m is optimal fall off is 73m. Meaning your 100% accurate from optimal rang varying accuracy farther out. |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.26 09:39:00 -
[40] - 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. |
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Drommy Hood
Tritan-Industries Legacy Rising
239
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Posted - 2012.10.26 12:11:00 -
[41] - Quote
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. |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.26 12:15:00 -
[42] - 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. |
Specter RND
Ahrendee Mercenaries Legacy Rising
52
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Posted - 2012.10.26 14:00:00 -
[43] - Quote
I'll get some stats up for you on Forge guns and a Gastun Forge Gun as well as soon as I can. |
FatalFlaw V1
ISK Faucet Industries
76
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Posted - 2012.10.26 14:11:00 -
[44] - Quote
Good work to the testers who provided the numbers. Hopefully on release these are all standard stats that the player can view when deciding which weapon to use.
Side note: WTF is with the breach having less range? They REALLY nerfed that thing didnt they? It used to have longer range, at least based on the in-game text. |
Henry FitzEmpress
Reaper Galactic
22
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Posted - 2012.10.26 15:23:00 -
[45] - Quote
With there being an "optimal range" does that mean there is a damage drop off after optimal? |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.26 15:53:00 -
[46] - 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. |
Henry FitzEmpress
Reaper Galactic
22
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Posted - 2012.10.26 19:48:00 -
[47] - Quote
Musta Tornius wrote: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.
OK, thanks. I didn't realize sniper rifles were 100% damage at all ranges. Another piece in the puzzle of why sniping is so forgiving in this game versus other FPS. |
Specter RND
Ahrendee Mercenaries Legacy Rising
52
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Posted - 2012.10.28 02:26:00 -
[48] - Quote
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. |
Musta Tornius
BetaMax.
265
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Posted - 2012.10.28 11:04:00 -
[49] - 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! |
Specter RND
Ahrendee Mercenaries Legacy Rising
52
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Posted - 2012.10.29 14:44:00 -
[50] - Quote
Confirming that the max range is of my Grimlock and Breach Prototype Forge Guns have only 300m max range currently. Ill supply some more rigorous testing at a later date when I get running on Manus Peak a little bit more.
What I did before was target a Dropship from that range (He was sitting on the mountain, not moving if thats any indication of the pilots well-being) on Manus Peak from 310m and I noted that it didn't hit at all untill 295m, which lead me to confirm that the range of the weapon is only 300m. And another test provided with the Manus Peak Opposing Railgun Installation from a 350m Range and nothing happened still. I went up to 300m on the dot and it whacked the shield and half the armor off, a 2 shot for installations. I'll see to it about the Breach if it is any different or the standard charge forge gun rather an assault variant. |
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Musta Tornius
BetaMax.
265
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Posted - 2012.10.30 09:53:00 -
[51] - 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
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Posted - 2012.11.06 09:44:00 -
[52] - 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. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.11.06 10:50:00 -
[53] - Quote
The AR max range compared to the laser rifle's is so sad its funny. The AR encroaches on the range of the LR, and even surpasses it completely in some variants and tiers. |
SingleTap
Circle of Huskarl Minmatar Republic
110
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Posted - 2012.11.09 07:55:00 -
[54] - Quote
Wonderful thread. Thanks for the work you've put in, Musta. |
Musta Tornius
BetaMax.
265
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Posted - 2012.11.09 14:05:00 -
[55] - 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. |
Cortez The Killer
Immobile Infantry
182
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Posted - 2012.11.09 14:24:00 -
[56] - Quote
Good info, thanks for thew work putting it together. Could you repost it or have it moved to the Training Ground section? |
Musta Tornius
BetaMax.
265
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Posted - 2012.11.09 16:23:00 -
[57] - Quote
Yeah I spoke to a GM, should have it moved sometime soon to training ground. |
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GM Unicorn
Game Masters C C P Alliance
320
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Posted - 2012.11.09 16:50:00 -
[58] - Quote
Awesome post guys! Moving to Training Ground and sticked! |
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DJINN Riot
63
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Posted - 2012.11.14 06:56:00 -
[59] - Quote
any turret info? |
Musta Tornius
BetaMax.
265
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Posted - 2012.11.14 09:02:00 -
[60] - 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! |
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