Carbineer Archive

Thread: Speed Testing on TC2

TAfirehawk
Sun Oct 02, 2005 5:19 am
#1

I setup two different Speed Tests just looking at the Weapon Speed, not my Carbine Speed.


#1 base speed = 2.38, mod speed = 1.48

6 shots in 24 seconds

Improved Leg Shot fired once every 4.0 seconds


#2 base speed = 2.38, mod speed = 1.74

7 shots in 28 seconds

Improved Leg Shot fired once every 4.0 seconds



The mod speed obviously has no effect....I tested7 shots (twice actually) that should have translated into a total of 5 extra seconds in Test #2 but it didn't, meaning in this test mod speed doesn't affect the cooldown timer for Improved Leg Shot.



I have not tried alternating Critical Shot with Leg Shot yet, but that is my next test. The other thing I can't do on TC2 is vary the Weapon Speed as all I get is Frog Carbines



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

blz
Sun Oct 02, 2005 5:51 am
#2

you coulduse that one free (ie no component required) 2% speed slice, but2% would take a large sample to get any meaningful variance in data.


do all the frog's carbines really have the exact same speed?



Bakur Zahl (disgruntled medical staff) Chilastra
Heja Te'Rya (smuggling Imperialist) Farstar
TAfirehawk
Sun Oct 02, 2005 6:47 am
#3

Finished the Critical Shot and Leg Shot Combo testing.


#1 base speed = 2.38, mod speed = 1.48
10 shots in 25 seconds
Critical/Leg Combo fired once every 2.5 seconds


#2 base speed = 2.38, mod speed = 1.77
10 shots in 25 seconds
Critical/Leg Combo fired once every 2.5 seconds



Looks like TC2 Beta is the same as LIVE.....mod speed doesn't mean much if anything.....glad I 100% Speed Sliced all my uber Carbines on LIVE





Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

TAfirehawk
Sun Oct 02, 2005 6:48 am
#4






blz wrote:

you coulduse that one free (ie no component required) 2% speed slice, but2% would take a large sample to get any meaningful variance in data.


do all the frog's carbines really have the exact same speed?





Basically yes.....and all the same DPS at the same CL too.....they are Frog Weapons



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

Zarqon
Mon Oct 03, 2005 6:52 am
#5

just let me get this straight. In the first test you fire only a single shot all the time, not cycling anything? So that is a measure of the primary cooldown right?


In the second case you alternate critical shot with legshot. From my own tests (not with a carbine though) I found that 2 attacks in cycle wasnot enough to allow the primary cooldown to complete for the first attack. I got a lower average time by cycling 3 attacks instead of 2.


As far as I have understood it (though I could be wrong), the primary cooldown of all attacks are on a set time, e.g. 4 seconds, as legshot appears to be, or 20-30 seconds or whatever stopping shot is. It is the secondary cooldown, the cooldown for other attacks, that iswhat is effected by your speedmod.


This still doesn't explain everything perfectly, but I think it would be good to also try tests with 3 different attacks and see if there's stil no detectable difference.





--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

Drakenya
Mon Oct 03, 2005 7:57 am
#6

Out of curosity, does a speed PuP work correctly?




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Drakenya - Master Smuggler / Elder Assassin / S. A. Ace Pilot
Raken - Commando / Elder Rifleman, Carbineer
Drak' - Bounty Hunter

The Original
Descrambler

Califerous
Mon Oct 03, 2005 10:18 am
#7

So, are you saying that while Legshot would have a 4s cooldown regardless, the time before you can fire off another special is what is affected by the modified speed? As in TA's assessment, While his Legshot took 4s, the time before he could do another special, was determined by the cooldown. Basically that would mean, while I would still have to wait for Leg to cooldown in the modified speed, which is far less, I can pull off another special. I take it. Which would be a good reason like TA said to speed slice, since I can just toss SAC pups on.



MCarb
TAfirehawk
Tue Oct 04, 2005 4:35 am
#8

I will test 3 Specials tonight then.....Critical, Rapid, Leg Shots.


Remember there are Cycle Timers and Cooldown Timers we are dealing with here....and each Special can have a different modifier to each of those. But the bottom line is I fired at exactly the same speed when I was at +105 Carbine Speed vs. +50 Carbine Speed



Iebas Feania
Former Correspondent of the Former Profession, CARBINEER

CrowdController
Tue Oct 04, 2005 6:06 am
#9

u r sayin that noob (or mele) char can shoot with same weaponsame speed as ranged master (or doublemaster)one ?



IGN - Roberion Sowman
canceled - R.I.P.
Sylow
Tue Oct 04, 2005 7:22 am
#10






CrowdController wrote:

u r sayin that noob (or mele) char can shoot with same weaponsame speed as ranged master (or doublemaster)one ?




This is exactly the message. It's also the reason why i currently fight perfectly well with my Intimidator Pistol despite being MCarb... speed doesn't matter, the difference in accuracy is not that bad...







Learn to sing!
Infinity - Papyn Biboon
MSL, MCarb Grunt Leader
Zarqon
Tue Oct 04, 2005 8:31 am
#11






Sylow wrote:





CrowdController wrote:

u r sayin that noob (or mele) char can shoot with same weaponsame speed as ranged master (or doublemaster)one ?




This is exactly the message. It's also the reason why i currently fight perfectly well with my Intimidator Pistol despite being MCarb... speed doesn't matter, the difference in accuracy is not that bad...







well, the thing is,let say speed worked, then there would still not be the huge difference. According to the speed formula, let's call it 's', on swgwiki (same as you got TA?) we have:


s(100) = 0.62


This means that you gain around 1/0.62 = 1.6, which is around 60% in firing rate, going from 0 mod to 100. This is nothing compared to what people were used to pre CU, where you could gain several hundred percent.


And if you already have some general ranged speed the difference is even less. The example TA was using with 50 compared to 105 gives:


s(50)/s(105) = 1.20


So you only gain aroud 20% moving from 50 to 105 in speed mod. Adding to that the problem with distinguishing between Cycle time, and cooldown time (primary and secondary cooldown) I wold say it's not so strange that it is hard to notice the difference when you increase your speed mod.






--------------------------------------------
Karon Oblodra, Dark Jedi
Azeth Ata, Master Bounty Hunter
Terossk, Trandoshan Warrior
Guildleader of MDU

meninus
Wed Oct 05, 2005 2:25 am
#12


The whole of the CU has been based on a mistake. I'm really glad these guys didn't programme my microwave



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