Carbineer Archive
Thread: Are speed attachments worth it?
well, that's what people used to say... but now your cool-downs are pre-defined regardless of speed attachments, right?
So if your cool down is 2 seconds, then you could have Carbine Speed +10,000 and it wouldn't make a diff, right?
Sophos707 wrote:
well, that's what people used to say... but now your cool-downs are pre-defined regardless of speed attachments, right?
So if your cool down is 2 seconds, then you could have Carbine Speed +10,000 and it wouldn't make a diff, right?
Nope, the Cooldown and Cycle Timers are controlled by Speed.....so getting more/less Speed will change them. The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.
To test this, get an Adrenaline Boost from a Doc and watch how fast those timers become.
Imo the best attachments to use are skills you want to improve that you are weak in rather than the skills your realy good in and just want to be better. If you have say 300 defence....another 5 from attachments wont even be noticed. But if your acc is only 95 adding another 5 could help you hit better considerably. Its all how the curve works. A skill your low in each extra point helps a lot...when you get good they dont help so much. But alwase help some.
ps
As for the cooldowns just use a diffrent attack. The cooldown is how long it takes to use that attack again. Pick 2 attacks and alternate them. I use legshot and some low level marksman shot.. This hits hard and keeps my action under controle And one shot comes right after the other. This is where the speed will help you. If your just going to auto attack with one shot...the speed wont mater anyway as the target is not realy a threat.
Message Edited by Quandry on 05-24-2005 06:05 PM
TAfirehawk wrote:
The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.
Could you explain this soft cap thing a little more, I'm not sure I understand what you mean.
Thanks!
Message Edited by Sophos707 on 05-24-2005 05:06 PM
Sophos707 wrote:
TAfirehawk wrote:
The problem comes in with 'soft caps' on those timers and little variance through common Speed ranges so the in-game effect is little change on LIVE.
Could you explain this soft cap thing a little more, I'm not sure I understand what you mean.
Thanks!
And are you saying that speed effects the cooldown timers, and not just the DPS?
Message Edited by Sophos707 on 05-24-2005 05:06 PM
Read my entire post, I said that Speed affects the Cooldown and Cycle Timers.....get Adrenal Boost from a Doc and the difference is HUGE ![]()
The 'soft cap' idea can come from 2 things, 1) diminishing return formula and/or 2) flat curve oftimer differences for large change in Speed(ex. +25 Speed is 4 sec timer and +125 Speed is 3 sec timer, thus not much difference in timer for large Speed difference).
Hope that helps....we don't have any hard numbers so it is just theory and feeling at this point ![]()
since there aren't any real caps anymore i would say it's worth it, but with more speed the faster you'll drain your action pool lol ![]()
NotoriousMatt wrote:
since there aren't any real caps anymore i would say it's worth it, but with more speed the faster you'll drain your action pool lol
Actually that isn't true, most mods have very noticeable 'soft caps'......this is what the Devs said they would do with all formula becoming diminishing returns.
Getting to 100 each point of speed is worth a lot with going up to about 125 or so still worth it but depends on how much credits you usually have (on ahazi it looks like the price per +1 speed has doubled/tripled for carbines, its about 750k-1mill per +1).
Above 125-150 the effect is negligible ..