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ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 08:02:00 -
[61] - Quote
its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip. |
Ignatius Crumwald
IMPSwarm Negative-Feedback
586
|
Posted - 2013.06.19 08:10:00 -
[62] - Quote
ladwar wrote:its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip.
There is zero reason for the rail to do more damage than it does. The forge gun, however, is for taking down enemies that have 10X their HP.
The rail gun still kills tanks faster.
You're worried about the wheelchair bound neighbor's massive dork meanwhile your wife has a really small vagina.
No on the RDVs... Not the assault, not without mods. Breach, but that's not really a viable weapon at all. It's just not |
ladwar
Dead Six Initiative Lokun Listamenn
649
|
Posted - 2013.06.19 08:27:00 -
[63] - Quote
Ignatius Crumwald wrote:No on the RDVs... Not the assault, not without mods. Breach, but that's not really a viable weapon at all. It's just not you say that like rail can do it firing without stopping without mods. |
Shijima Kuraimaru
WarRavens League of Infamy
223
|
Posted - 2013.06.19 09:22:00 -
[64] - Quote
Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time. |
The Robot Devil
BetaMax. CRONOS.
465
|
Posted - 2013.06.19 09:26:00 -
[65] - Quote
Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off
HAVs need smartbombs. Smartbombs
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
178
|
Posted - 2013.06.19 11:25:00 -
[66] - Quote
TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed.
see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this.
so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet:
1) ISK cost is WAY more, at times 30x more if I`m not mistaken.
2) PG is 1k
3) CPU is above a 100
etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh. |
Shijima Kuraimaru
WarRavens League of Infamy
223
|
Posted - 2013.06.19 12:24:00 -
[67] - Quote
Shouper of BHD wrote:TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed. see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this. so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet: 1) ISK cost is WAY more, at times 30x more if I`m not mistaken. 2) PG is 1k 3) CPU is above a 100 etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh.
So you're trying to call out Flying Pig for doing the same thing you are? That's pure ego right there. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1036
|
Posted - 2013.06.19 18:27:00 -
[68] - Quote
Sorry, did I not mention that I almost have 10m SP invested into Gunnlogi's and think forges are fine (they could use a decay effect over range, but that's another story)?
Tanks are expensive because, well, they're tanks, not the tuxedos everyone else is running around with. When you see one on the field, you don't point your AR at it and fire away, you find cover (or spam AV nades; let's talk about those). This kind of battlefield presence should come at a cost, and personally, I think the 1.4m fits I run around with are a pretty good bang for my buck, and I would actually be all for a price increase.
If I force people on the other team to switch to AV, that gimps their ability to fend off other infantry. My presence alone shifts the other teams' composition in favor of our team, who doesn't need to worry about a tank bearing down on them. The tank itself may seem expensive to you, but think about what the sight of one does to the other team.
PG is also fine. Two 15% PG upgrades and you can fit mroe tank than you know what to do with. If you want to have damage, you sacrifice tank. All of these threads being made about tanks not having PG are (for the most part) made by people that can't comprehend sacrificing one aspect for another. You can't have godmode on with an instagib rifle. You choose one, the other, or half of both.
As for your point of CPU being above 100... I'd need you to clarify what you mean on this. I seriously don't understand the point attempting to be made here. |
Aliakin Koreck
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2013.06.20 05:53:00 -
[69] - Quote
The most op weapon is..........Scrambler pistol.........headshots |
Harry Hendersons
Royal Uhlans Amarr Empire
0
|
Posted - 2013.06.20 17:35:00 -
[70] - Quote
ladwar wrote:its not even over a hundred points in DPS. I just wanted to state the fact so people stop throwing out incorrect information, if you going to argue have logic and math and numbers behind to back it up. this thread really is not about the damage, it is about idea of realism which is a null idea in games for balance. btw proto forge can take out a RDV in a single clip.
Truth speaks loudly |
|
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
179
|
Posted - 2013.06.20 17:45:00 -
[71] - Quote
Shijima Kuraimaru wrote:Shouper of BHD wrote:TheAmazing FlyingPig wrote:Raw numbers mean everything. Raw numbers are all that matter. Take nothing outside of math into consideration. Math is king. Math is omnipitent. If a number is greater than another number, the greater number should be reduced to the smaller number in the name of balance.
Ignore the fact that a rail tank gets to fire while keeping all of his speed, has unlimited ammo, never needs to reload, is nearly immune to all forms of non-AV weaponry, and makes children have nightmares of metal monsters drilling holes through their homes.
Ignore the fact that a forge gunner must deal with full damage from every weapon type, takes at least two seconds to fire, loses most of his already non-existant mobility while charging (or becomes immobile if you're using Breach), has a very limited clip, and can only watch in dismay as his prey leaves his sight with no hope of ever catching up to him.
But one number is bigger than the other, so forge is OP and should be nerfed. see this here children is a 1 sided argument where you only list the issues with 1 side and a positive while listing positives of the other yet completely ignoring its issues because everyone knows since this conversation has been going longer that theres already counter claims to this. so in stead of repeating myself I`ll just say, yes math is important, it allows you to count with your fingers a trick you haven't learned yet: 1) ISK cost is WAY more, at times 30x more if I`m not mistaken. 2) PG is 1k 3) CPU is above a 100 etc, got to say that you know what your talking about, because the tank can`t take damage from anti trooper guns the weapon must not be OP, thanks for your heavenly logic its been a laugh. So you're trying to call out Flying Pig for pointing out the issues you so conveniently ignored? That's pure ego right there. You get one argument shot out from under you and you find something else and you'll run this pattern in a circle. You're one of those people that just can't admit you're wrong even when something is laid out simply before you. If it's not damage, it's fitting, if it's not fitting it's cost. If you have so much problem with Dust 514's hard counter to armor, maybe you should go play something else. The forge is doing it's job as intended. We can tell because some tank jocks are QQing about it. Not all of them, not even a majority. Just some.
I honestly didn`t think of DPS I latterly forgot it existed so I wasn`t hiding that, secondly stuff that I didn`t provide numbers to I mentioned several times through out he thread, go look for yourself. |
Shouper of BHD
Better Hide R Die D.E.F.I.A.N.C.E
179
|
Posted - 2013.06.20 17:56:00 -
[72] - Quote
in my opinion (I`ve been thinking about it for a while and in some aspects I know I was wrong), FGs need a 50-150 DD nerf and small railguns need a 150-250 DD buff. In the long run PRO and maybe even ADV tanks would litterly need a team of FGers to take down or a AV vehicle and in my opinion that's fare, I truly don`t see why 1 man (yes this is the future I agree but I`m sure vehicles get improved material and tech as well) should be able to take out a tank, MAV, LAV, LAA or DS that makes sense but a heavy vehicle I think should require a AV turret or air support, a strike, a group of people or something so that's where I`m coming from. 1 of my other faults was my title, all things considered the FG isn`t the #1 (off topic, I used the Flaylock PRO 2 weeks ago, yes OP barely specked into it, so when it comes to a change in stats by % rather then number count different the flaylocks there), also there aren't as much OP weapons as there are other things OP, weapon wise most things are UP (kinda funny reading that but it is honest). so going back on topic, can we agree that a 50-150 DD damage nerf isn`t over reacting but a fare place to play and see? |
Shijima Kuraimaru
WarRavens League of Infamy
225
|
Posted - 2013.06.21 00:08:00 -
[73] - Quote
Shouper of BHD wrote:in my opinion (I`ve been thinking about it for a while and in some aspects I know I was wrong), FGs need a 50-150 DD nerf and small railguns need a 150-250 DD buff. In the long run PRO and maybe even ADV tanks would litterly need a team of FGers to take down or a AV vehicle and in my opinion that's fare, I truly don`t see why 1 man (yes this is the future I agree but I`m sure vehicles get improved material and tech as well) should be able to take out a tank, MAV, LAV, LAA or DS that makes sense but a heavy vehicle I think should require a AV turret or air support, a strike, a group of people or something so that's where I`m coming from. 1 of my other faults was my title, all things considered the FG isn`t the #1 (off topic, I used the Flaylock PRO 2 weeks ago, yes OP barely specked into it, so when it comes to a change in stats by % rather then number count different the flaylocks there), also there aren't as much OP weapons as there are other things OP, weapon wise most things are UP (kinda funny reading that but it is honest). so going back on topic, can we agree that a 50-150 DD damage nerf isn`t over reacting but a fare place to play and see?
Knee jerk reaction here so I may be over reacting but it reads like you want infantry based AV to be a deterrent to heavy armor rather than a threat. You reasoning appears to be because one man can't be a threat heavy armor.
May I point you to the dragon missile system. One man carrying two missiles and a launcher quite capable of crippling, if not destroying, a main battle tank with one shot.
But then reality makes for an unbalanced game. A game where some tank jocks want the other team to severely handicap themselves to deal with one or two vehicular threats if they use infantry based AV. Requiring a four or six man AV team to take out a HAV will be fine when we're running 60 vs 60. But at 16 vs 16, it's just not a feasible option. Tanks will either run around opposed, but not threatened, while the non-AV infantry's ability to take and hold points will be handicapped, or all infantry based AV, except grenades, will become nearly extinct and people will QQ about there being too many tanks on the battlefield that they can't counter. Wait... That last one is already happeing. LOL
Personally, the primary thing I see wrong with HAVs is that they don't have the PG/CPU to properly fit the modules to fit the differing play styles of the various tank jocks. I'm sure there will be proto hulls coming, but until then... Tank Jocks are going to have to work with what CCP has available to them. And the advanced hulls... Their shield and armor bases need to be brought up to match the basics. I know the difference isn't much, but every little bit helps.
So no. In my opinion Infantry AV doesn't need much of a fix (cough, AV Grenades, cough), but HAVs do need work.
Oh wow. Look at that. A dedicated forge gunner arguing for HAV fixes. Imagine that. |
Spkr4theDead
Namtar Elite Gallente Federation
192
|
Posted - 2013.06.21 00:13:00 -
[74] - Quote
Delta 749 wrote:Queen of Uranus wrote:Congrats on the turret QQ twas salty.
Posted this in another thread but it applies here as well.
Maybe this will help.
*Starts throwing rocks
Learn to dodge fool. Oh you know whats the best, tank drivers trying to run you over, you jumping on top of their little toy, then hitting with grenades and bullets and what else have you while they panic and throw it in reverse running to the red line No joke I rode some dumb bastard all the way across the map with him failing to shake me off You probably haven't come across someone with intelligence yet. |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:17:00 -
[75] - Quote
buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense |
Void Echo
Internal Error. Negative-Feedback
245
|
Posted - 2013.06.21 00:20:00 -
[76] - Quote
Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time.
so then we tank drivers are just supostu sit there and let you take out our hp with your forge gun that does more damage than our rail gun on the same gear level? no I don't think so. |
Shijima Kuraimaru
WarRavens League of Infamy
225
|
Posted - 2013.06.21 06:15:00 -
[77] - Quote
Void Echo wrote:Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time. So then we tank drivers are just supposed to sit there and let you take out our hp with a forge gun that does more damage than our rail gun on the same gear level? No. I don't think so.
Hey. You've got no excuse. I was taken out by a rail tanker, not for the first time, yesterday while I was jogging. You really can't call what a heavy does running. It was, as usual, OHK. Good shooting.
But yes if you're just going to sit there, I will take out your HP with my Forge Gun. The Forge Gun only does more damage per shot, it doesn't out DPS the Rail Turret as you can see above if you read it. |
Ray Gunmetal
The Red Guards EoN.
1
|
Posted - 2013.06.21 07:23:00 -
[78] - Quote
Void Echo wrote:buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense
trade ya?
you can have the breach forge gun for ur main turret if i get the large railgun as a heavy weapon, both as they are in the game right now of course |
Shijima Kuraimaru
WarRavens League of Infamy
226
|
Posted - 2013.06.21 07:35:00 -
[79] - Quote
Ray Gunmetal wrote:Void Echo wrote:buff the rail gun cannons (large turrets) so that they do at least 100 more damage to HP than the forge guns of the same level, that way the logic will make sense, otherwise you should just equipped a breach forge gun as the main cannon on a tank because the rail gun of the same level is weaker which makes no sense trade ya? you can have the breach forge gun for ur main turret if i get the large railgun as a heavy weapon, both as they are in the game right now of course
Oh heck yeah! I'll take 1100+ DPS, a range of 600 meters, high accuracy, and unlimited ammo even if it means I get an overheat mechanic. |
Novawolf McDustingham The514th
The Official Mintchip Fanclub
298
|
Posted - 2013.06.21 08:39:00 -
[80] - Quote
LOL at all the tank drivers suffering from forge gun envy... stop being a bunch of aspies and think about this a bit.
Railguns are balanced for tank vs tank battles, not tank vs heavy battles. If they up the damage on railguns then tank vs. tank battles would be one shot shorter, they're fast enough as it is. A railtank vs heavy is a one shot victory for the tank already,.
This "discussion" is a waste of time that serves to real purpose.
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Deranged Disaster
Seraphim Initiative. CRONOS.
232
|
Posted - 2013.06.21 08:42:00 -
[81] - Quote
The railgun installations are militia/basic grade. Enough said. |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
|
Posted - 2013.06.22 03:49:00 -
[82] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
Mobius Wyvern
BetaMax. CRONOS.
2042
|
Posted - 2013.06.22 05:18:00 -
[83] - Quote
http://www.youtube.com/watch?v=WF1tw3Zcvo8 |
Ray Poe
Algintal Core Gallente Federation
0
|
Posted - 2013.06.22 19:22:00 -
[84] - Quote
Harry Hendersons wrote:Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2
Coming to PS4 this year
WTF is this? |
Yani Sing
Krusual Covert Operators Minmatar Republic
2
|
Posted - 2013.06.22 21:16:00 -
[85] - Quote
Flaylock is op |
Scheneighnay McBob
Bojo's School of the Trades
1727
|
Posted - 2013.06.22 21:49:00 -
[86] - Quote
KAGEHOSHI Horned Wolf wrote:Railguns get zoom, UNLIMITED ammo, less charge time. Railguns also can fire again like 4 times with half a second intervals without needing to charge again (more DPS). You can't balance properly if you only look at one aspect. and heavies move at about negative 4 m/s |
LEOn Mendez
Sebiestor Field Sappers Minmatar Republic
0
|
Posted - 2013.06.22 23:24:00 -
[87] - Quote
The floylock needs a balance as im getting killed way more than the smg and quicker. |
Davey Newcome
Ostrakon Agency Gallente Federation
1
|
Posted - 2013.06.23 05:02:00 -
[88] - Quote
The flaylock needs a good tune/balance. Other than that im ok. |
Marston VC
SVER True Blood Public Disorder.
347
|
Posted - 2013.06.23 05:05:00 -
[89] - Quote
The "balance" your looking for can be found in the fact that Heavy suits sprint at 5 m/s while a tank goes over 20 (if im not mistaken). What you lack in damage is made up for in mobility, Though I will admit that its weird how a handheld weapon does more damage then a tank mounted turret. Who knows, maybe one day tanks will get another HP buff, or a PG/CPU buff. |
Shijima Kuraimaru
WarRavens League of Infamy
229
|
Posted - 2013.06.23 08:43:00 -
[90] - Quote
Marston VC wrote:The "balance" your looking for can be found in the fact that Heavy suits sprint at 5 m/s while a tank goes over 20 (if im not mistaken). What you lack in damage is made up for in mobility, Though I will admit that its weird how a handheld weapon does more damage then a tank mounted turret. Who knows, maybe one day tanks will get another HP buff, or a PG/CPU buff.
Let me repost this just for you...
Shijima Kuraimaru wrote:Let's look at raw Proto Forge Guns (w/Operation skill 5). Remember that the charge time before each shot is a constant therefore Damage Per Second (DPS) remains the same regardless of number of shots fired.
Kaalakiota: 1584.0 damage, 3.5 (2.625) sec charge time. DPS = 452.571(603.429) Ishukone Assault Forge Gun: 1663.2 damage, 2.5 (1.875) sec charge time. DPS = 665.28(887.04) Wiyrkomi Breach Forge Gun: 2773.0 damage, 6 (4.5) second charge (immobilized) DPS = 462.167(616.222)
Now let's look at raw Proto Rail Turrets. Remember, large rail turret charges in .3 seconds and that is when it fires it's first shot. Following shots are at the 1.8/2.2 second refire rate. I'm going to figure DPS over two (three) shots as a supposed tanker swore up and down that a Proto Compressed Particle Cannon overheats on the third shot no exceptions, otherwise I'd figure it over four shots.
80GJ Regulated/Particle Cannon: 1438.9, .3 second spool, 1.8 second refire. DPS = 1370.381(1106.846) 80GJ Compressed Particle Cannon: 1798.7, .3 second spool, 2.2 second refire. DPS = 1438.96(1148.106)
So, the Large Rail Turrets outperform Proto Forge Guns in damage over time.
It shouldn't be that hard to understand. |
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