Commando Archive
Thread: AOE Testing: Hard Numbers (ATTN: Helios) (UPDATED WITH ALL COMMANDO WEAPONS)
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Latenighter
Tue Apr 19, 2005 2:20 pm
#14
Great work on this. The benefits of running a firing range are shown in your numbers.
Would it be possible to get some folks into the Weapon Depot to test each of the weapons, but getting results on ACCURACY, Rate of Fire, and DPS?
My thought would be to determine:
1) how much the general ranged accuracy and speed mods actually help,
2) whether the Heavy Weapon/rifle/etc Mods are more or less effective than the general mods, 3)is there a cap on these mods.
This can be done by a standard one profession commando using the same special and weapon on a target for say 100 shots. Then have a BH/Commando do the same weapon & special for 100 shots. Did the accuracy improve based on the general mods? Did the speed increase? If so, how much?
Tying this kind of informatino in with the AOE results, and burn stats, will give us a true picture of our DPS. Which we can then compare against Rifle/BH, Carb/BH, Pistol/BH, etc combos if we run THEM through a firing range to get their data.
That was my thought on the firing range concept, to get comparative numbers to make sure the results at the end of the balance permit Commandos to have comparable DPS results.
Would it be possible to get some folks into the Weapon Depot to test each of the weapons, but getting results on ACCURACY, Rate of Fire, and DPS?
My thought would be to determine:
1) how much the general ranged accuracy and speed mods actually help,
2) whether the Heavy Weapon/rifle/etc Mods are more or less effective than the general mods, 3)is there a cap on these mods.
This can be done by a standard one profession commando using the same special and weapon on a target for say 100 shots. Then have a BH/Commando do the same weapon & special for 100 shots. Did the accuracy improve based on the general mods? Did the speed increase? If so, how much?
Tying this kind of informatino in with the AOE results, and burn stats, will give us a true picture of our DPS. Which we can then compare against Rifle/BH, Carb/BH, Pistol/BH, etc combos if we run THEM through a firing range to get their data.
That was my thought on the firing range concept, to get comparative numbers to make sure the results at the end of the balance permit Commandos to have comparable DPS results.
MrBulwark
Tue Apr 19, 2005 7:38 pm
#15
I found a firing range.
On dathmir, the Nightsisters dont fight back (bug)
Find a nice elder or two and fire to your harts content 
Rathask
Tue Apr 19, 2005 10:48 pm
#16
Looks like the Devs implemented a firing range of sorts outside Bestine. Hundreds of little level 1 critters all clumped nicely together - very effective testing area. (Thanks, Devs! : ) I started testing and was shocked to see that AoE was actually working today. That being the case, I grabbed a paper and pencil to write the stats down, but by the time I got backthere, it had stopped working again. Nonetheless, I was able to get some new info. All numbers are approximations going off memory.
Plasma Flamehtrower: normal damage against primary target, 600 or 700 damage against secondary.
Normal Flamethrower: normal damage against primary, 1000 damage against secondary (note that this is how it's supposed to be - the plasma flamethrower is a more powerful single-target weapon with a limited AoE and the normal flamethrower is a more powerful area weapon).
Lightning Beam Cannon: normal damage against primary, 1000 damage against secondary.
Acid Beam Cannon: normal damage against primary, 500 or 600 against secondary.
Also, during this time, the proton grenade flame dot was working (inasmuch as it actually caused the flame animation to appear - dot damage is still nonexistant atm). It stopped working at the same time the AoE damage did, so I would suggest that the two problems are interlinked.
Anyway, the AoE stopped working about 10 to 15 minutes before the time of this post. It is interesting to note thatthe time period when it was workingwas right after the server crashed and had to be restarted. This would suggest to me that AoE works after server restart, but then something happens server-side about half an hour later. Of course, this is just speculation, but... -shrug-
Message Edited by Rathask on 04-19-2005 10:58 PM
Message Edited by Rathask on 04-19-2005 10:58 PM
StarNick
Thu Apr 21, 2005 12:17 am
#17
Yeah its touchy...sometimes full AoE on certain weapons, sometimes a big chunk, sometimes a little chunk, sometimes (and seems especially common with the PFT) nothing at all.
Ze AoE is zery strange! Lets hope it gets fixed in the next patch
Ze AoE is zery strange! Lets hope it gets fixed in the next patch
DragonSnack
Thu Apr 21, 2005 6:57 am
#18
What gives????
I must be missing something...
After the CTD and ISP problems I get to be on for more than a few minutes.
Last night prior to and after the text center - TC5- went down
I was n ot able to fire my Palsma rifle; no gtraphics, no creatues bweing hit - only the icons changing colors.
I did gat somekind of download when I logged into the test center when I first started last night.
This also occured with the explosive sniper rifle.
also
Is the respec onlyon the TC-[server name] because if it is o TC5 then I can't find it.
I tried creating a toon on TC4 but I am not regrinding from noob again!
I did'nt even try TC3
Message Edited by DragonSnack on 04-21-2005 01:59 PM
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