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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
527
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Posted - 2013.07.24 14:30:00 -
[211] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
972
|
Posted - 2013.07.24 23:53:00 -
[212] - Quote
Musta Tornius wrote: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. confirmed, on all laser rifles. |
ladwar
Dead Six Initiative Lokun Listamenn
974
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Posted - 2013.07.25 00:42:00 -
[213] - Quote
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. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
528
|
Posted - 2013.07.25 09:39:00 -
[214] - 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! |
ladwar
Dead Six Initiative Lokun Listamenn
977
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Posted - 2013.07.25 16:31:00 -
[215] - Quote
Musta Tornius wrote: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! yes this body of from installations. i'll try for the head modifiers and some tank spots but the armor values many take more time to get so i'll post the shield values soon. on vehicles for crit zones 83% on shields and 155% on armor. i do believe this works on infantry as well but will test shortly. |
ladwar
Dead Six Initiative Lokun Listamenn
977
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Posted - 2013.07.25 16:50:00 -
[216] - Quote
standard 80gj blaster 43m optimal 121m effective crits zone 132% on shields vehicles 165% on infantry shields. norma 110% on shields 90% on armor. |
ladwar
Dead Six Initiative Lokun Listamenn
977
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Posted - 2013.07.25 17:03:00 -
[217] - Quote
stabilizer standard blaster 80 gj blaster 145m effective(30%) 200-240m max(16%) optimal 52m 109% normal 109% on shields 90% on armor normal. |
ladwar
Dead Six Initiative Lokun Listamenn
977
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Posted - 2013.07.25 17:11:00 -
[218] - Quote
compressed standard blaster 80 gj 43m optimal 120m effective 168-200m max range (16% on shields) |
ladwar
Dead Six Initiative Lokun Listamenn
977
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Posted - 2013.07.25 17:41:00 -
[219] - Quote
scattered standard blaster 80gj. 43m optimal 120 effective 163m max (17%) other test have shown there is no range differences between tiers (MLT-PROTO) only from type (scattered, stabilized etc,) |
ladwar
Dead Six Initiative Lokun Listamenn
1007
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Posted - 2013.07.30 21:25:00 -
[220] - Quote
new graph on damage vs range on proto level turrets for numbers. effect is on shields. my ideal is the damage vs range for stabilized. please add it as well. |
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Musta Tornius
Cannonfodder PMC
549
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Posted - 2013.08.04 10:01:00 -
[221] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 10:06:00 -
[222] - Quote
Musta Tornius wrote: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. i'll finish small blaster soon. large and small rail should have the same ranges as last time but i'll recheck them. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 11:01:00 -
[223] - Quote
large rails 599m max & optimal , all overheat w/o any modules large 3 on compressed(35), 4 standard(25heat), 5 regulated large(20heat) small standard 4(25), 4 regulated(25), 3 compressed(45) small rails 299m max & optimal, all i did heat because that it really the only other factor besides damage which are shown. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
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Posted - 2013.08.04 11:32:00 -
[224] - Quote
Musta Tornius wrote:Measuring Distances
!!!!!EFFECTIVE RANGE MEASUREMENT IS OBSOLETE, ATTEMPTING TO FIND OUT NEW WAYS OF DOING THIS NOW!!!!!
Effective Range
This is the easiest range to measure, take your weapon that you are testing and aim it at a friendly turret and walk backwards, at some point the targeting information at the bottom left will dissapear, the last number it shows will be the effective range. It might change the number by a few metres sometimes for whatever reason so walk slowly back and note the last number before it 'jumps'.
dev blog on weapon ranges
CCP Remnant wrote:effective range at which point it will do around 30% damage.
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. |
ladwar
Dead Six Initiative Lokun Listamenn
1056
|
Posted - 2013.08.04 12:31:00 -
[225] - Quote
i did a much small graph on DPS with large blasters but it shows the info well enough here is the graph
compressed large blasters should not be used at all. |
Musta Tornius
Cannonfodder PMC
550
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Posted - 2013.08.04 13:03:00 -
[226] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1104
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Posted - 2013.08.04 15:00:00 -
[227] - Quote
Musta Tornius wrote: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. k tested rails both large and small. finished testing small blasters. posted their numbers on the post with same type of 80gj(large blaster) |
Planetside2PS4F2P
Osmon Surveillance Caldari State
19
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Posted - 2013.08.10 02:45:00 -
[228] - Quote
Besides sniper rifles, do any guns kill beyond 50 meters? |
Beren Hurin
The Vanguardians
1361
|
Posted - 2013.09.03 16:13:00 -
[229] - Quote
Awaiting info on changes due to 1.4... |
Beren Hurin
The Vanguardians
1361
|
Posted - 2013.09.03 16:14:00 -
[230] - Quote
Planetside2PS4F2P wrote:Besides sniper rifles, do any guns kill beyond 50 meters?
Laser rifles optimal are 55m-75m |
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Musta Tornius
Cannonfodder PMC
558
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Posted - 2013.09.03 21:58:00 -
[231] - 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 -
[232] - 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. |
ladwar
Dead Six Initiative Lokun Listamenn
1581
|
Posted - 2013.09.12 19:42:00 -
[233] - Quote
Musta Tornius wrote: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. i didn't hear about a range buff on vehicles. either way they need to fix rendering before adding more range. but i will retest all vehicle turrets once it comes. |
Beren Hurin
Onslaught Inc RISE of LEGION
1572
|
Posted - 2013.09.13 16:35:00 -
[234] - Quote
Made some charts to look at damage over time, and why, when, and where one rifle beats another. |
Musta Tornius
Cannonfodder PMC
575
|
Posted - 2013.09.13 18:04:00 -
[235] - 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 -
[236] - Quote
Update: New weapons won't be in till 1.6 so no new updates for a while I'm afraid. |
KalOfTheRathi
Nec Tributis
748
|
Posted - 2013.09.25 00:52:00 -
[237] - Quote
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. |
Musta Tornius
Cannonfodder PMC
606
|
Posted - 2013.09.25 10:36:00 -
[238] - 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. |
DeathwindRising
ROGUE SPADES EoN.
64
|
Posted - 2013.09.25 16:27:00 -
[239] - Quote
large missile turrets have a max range 270m. i tested and posted my findings in this thread here:
https://forums.dust514.com/default.aspx?g=posts&m=1333678#post1333678
the range document shows 250m as the max range (we now know thats incorrect) for large missile turrets. |
jerrmy12 kahoalii
Onslaught Inc RISE of LEGION
37
|
Posted - 2013.09.26 05:03:00 -
[240] - 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 forge guns got nerfed? |
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