Rifleman Archive
Thread: What SAC is necessary for non-stop spam of specials?
Atobusarragra wrote:
Bermag wrote:
Question is how accuracy on weapon relates to your accuracy skill. If they are added together then accuray on weapon doesn't matter but if it is working differently, maybe as speed skill modifies weapon speed, then weapon accuracy might be very improtant and using a -12 acc pup a bad move.
I dont see how this would be bad, Bermag. The speed equation, as complex as it is, shows that as long as you have a decently high speed skill you will fire relatively quickly. The same should be true of accuracy. For example, with an accuracy of 270, and knowing that the equations work now on the principle of diminishing returns, a drop of 12 points wouldnt mean much. In fact, you could make this up by taking certain foods, such as Crispic, or a Rifle accuracy stim. Not to mention SEAs.
Personally, I have a crate of -25 SAC, -18 accuracy pups I have been playing around with, and without using any of the above mentioned things (just rifle and pup) I still hardly ever miss.
Perhaps, I dont quite understand what you are saying though, or missiing something...
Ato
Message Edited by Atobusarragra on 06-03-2005 12:28 AM
What I mean is that, if your accuracy depends on your weapon accuracy and that your accuracy skill gives you an multiplier then a low accuracy (0 or below especially) might be real bad. For exampleformula is:
weapon accuracy x {some way to calculate modifier depending on accuracy skill}
or maybe
weapon accuracy + {accuracy calculated from skill accuracy but is in sam range as wepaons let say 200 accuracy gives you 10 accuracy}
However, if weapon accuracy and accuracy skill is just added together then it really doesn't matter. In that case weapon accuracy is pretty useless as well since usually accuracy on weapons are below 20 (I have +17 on my ALR using pre-cu made scopes)
Accuracy is also giving you extra damage and not just affect your chance to hit.
I really, really would like to find out how accuracy formula is working. If not exactly, at leats some hints how weapon accuracy relates to accuracy skill
Bermag wrote:
Question is how accuracy on weapon relates to your accuracy skill. If they are added together then accuray on weapon doesn't matter but if it is working differently, maybe as speed skill modifies weapon speed, then weapon accuracy might be very improtant and using a -12 acc pup a bad move.
Message Edited by Atobusarragra on 06-03-2005 12:28 AM
nope what? If you are refering to the caps being wrong or are you refering to the pup info? Kinda of a poinless post there
black666label wrote:
RemoMoxey wrote:
Ackehece wrote:
Saccaps on crafted weapons
All pistols (or at least those with advanced components): 65
All carbines: 73
All rifles: 82
Rifles can fire long term if you use a special like ranged shot but if you use any of our attacks there is no way around draining your action as intended by the devs. The long term sustainable fire rate of pistols is one of their advantages over rifles.
If you have an 82 SAC rifle with a 35% SAC P-UP your cost would be 54. Of course to get that low you would be looking at a SEVERE accuracy penalty (-30ish).
NOPE!
Message Edited by _Vicious_ on 06-03-200502:06 PM
Message Edited by _Vicious_ on 06-03-2005 02:06 PM
Bermag wrote:
Atobusarragra wrote:
Bermag wrote:
Question is how accuracy on weapon relates to your accuracy skill. If they are added together then accuray on weapon doesn't matter but if it is working differently, maybe as speed skill modifies weapon speed, then weapon accuracy might be very improtant and using a -12 acc pup a bad move.
I dont see how this would be bad, Bermag. The speed equation, as complex as it is, shows that as long as you have a decently high speed skill you will fire relatively quickly. The same should be true of accuracy. For example, with an accuracy of 270, and knowing that the equations work now on the principle of diminishing returns, a drop of 12 points wouldnt mean much. In fact, you could make this up by taking certain foods, such as Crispic, or a Rifle accuracy stim. Not to mention SEAs.
Personally, I have a crate of -25 SAC, -18 accuracy pups I have been playing around with, and without using any of the above mentioned things (just rifle and pup) I still hardly ever miss.
Perhaps, I dont quite understand what you are saying though, or missiing something...
Ato
Message Edited by Atobusarragra on 06-03-2005 12:28 AM
What I mean is that, if your accuracy depends on your weapon accuracy and that your accuracy skill gives you an multiplier then a low accuracy (0 or below especially) might be real bad. For exampleformula is:
weapon accuracy x {some way to calculate modifier depending on accuracy skill}
or maybe
weapon accuracy + {accuracy calculated from skill accuracy but is in sam range as wepaons let say 200 accuracy gives you 10 accuracy}
However, if weapon accuracy and accuracy skill is just added together then it really doesn't matter. In that case weapon accuracy is pretty useless as well since usually accuracy on weapons are below 20 (I have +17 on my ALR using pre-cu made scopes)
Accuracy is also giving you extra damage and not just affect your chance to hit.
I really, really would like to find out how accuracy formula is working. If not exactly, at leats some hints how weapon accuracy relates to accuracy skill
Well, I havent found I'm missing much at all using -18 accuracy pup. So I dont think the simple multiplier equation can be right.
Again, if the equation is like the speed equation, a 3rd order polynomial, then the negative number is not necessarily 'bad', and asit would work on diminishing returns, for a master with decent accuracy mods the negative number on the pup would be neglible as I'm finding. It may, however, be bad news for a noob, or half finished templates.
RemoMoxey wrote:
Ackehece wrote:
Saccaps on crafted weapons
All pistols (or at least those with advanced components): 65
All carbines: 73
All rifles: 82
Rifles can fire long term if you use a special like ranged shot but if you use any of our attacks there is no way around draining your action as intended by the devs. The long term sustainable fire rate of pistols is one of their advantages over rifles.
If you have an 82 SAC rifle with a 35% SAC P-UP your cost would be 54. Of course to get that low you would be looking at a SEVERE accuracy penalty (-30ish).
NOPE!
Bermag wrote:
Atobusarragra wrote:
Bermag wrote:
Question is how accuracy on weapon relates to your accuracy skill. If they are added together then accuray on weapon doesn't matter but if it is working differently, maybe as speed skill modifies weapon speed, then weapon accuracy might be very improtant and using a -12 acc pup a bad move.
I dont see how this would be bad, Bermag. The speed equation, as complex as it is, shows that as long as you have a decently high speed skill you will fire relatively quickly. The same should be true of accuracy. For example, with an accuracy of 270, and knowing that the equations work now on the principle of diminishing returns, a drop of 12 points wouldnt mean much. In fact, you could make this up by taking certain foods, such as Crispic, or a Rifle accuracy stim. Not to mention SEAs.
Personally, I have a crate of -25 SAC, -18 accuracy pups I have been playing around with, and without using any of the above mentioned things (just rifle and pup) I still hardly ever miss.
Perhaps, I dont quite understand what you are saying though, or missiing something...
Ato
Message Edited by Atobusarragra on 06-03-2005 12:28 AM
What I mean is that, if your accuracy depends on your weapon accuracy and that your accuracy skill gives you an multiplier then a low accuracy (0 or below especially) might be real bad. For exampleformula is:
weapon accuracy x {some way to calculate modifier depending on accuracy skill}
or maybe
weapon accuracy + {accuracy calculated from skill accuracy but is in sam range as wepaons let say 200 accuracy gives you 10 accuracy}
However, if weapon accuracy and accuracy skill is just added together then it really doesn't matter. In that case weapon accuracy is pretty useless as well since usually accuracy on weapons are below 20 (I have +17 on my ALR using pre-cu made scopes)
Accuracy is also giving you extra damage and not just affect your chance to hit.
I really, really would like to find out how accuracy formula is working. If not exactly, at leats some hints how weapon accuracy relates to accuracy skill
It seems that all mod DPS's are wrong after you get below the 2s mod speed level, as there is a 2s cap now on speed. The mod DPS still uses its calculations using the lower speed, but in effect that isn't accurate.
So it seems to me the best kind of weapon is one that does alot of damage, is perhaps fairly slow (cause the speed mods will cap it anyway) and with a low SAC. Lower SAC means higher damage output over the course of an engagement, as you can put out specials more often doing more damage.
Speed seems to only be a factor till you hit tier 4 or Master.
Unless anyone can refute this? I'd be more than grateful to learn there isn't a 2s cap
KyeAshke wrote:
This is related to something that's been bugging me for the past few days now - speed and mod DPS.
It seems that all mod DPS's are wrong after you get below the 2s mod speed level, as there is a 2s cap now on speed. The mod DPS still uses its calculations using the lower speed, but in effect that isn't accurate.
So it seems to me the best kind of weapon is one that does alot of damage, is perhaps fairly slow (cause the speed mods will cap it anyway) and with a low SAC. Lower SAC means higher damage output over the course of an engagement, as you can put out specials more often doing more damage.
Speed seems to only be a factor till you hit tier 4 or Master.
Unless anyone can refute this? I'd be more than grateful to learn there isn't a 2s cap
bzzt wrong. Good News for you. There is no 2 sec cap on speed - it is just very very hard and expensive to get past it. I am not sure about any one special being faster then 1 per 2 secs but it has been shown (and it is verypossible - but hard) to get at least as low as 1.2 secs / shot
(Max out speed from trees) +(generic ranged speed mods) + (rifle speed mod sea's)+ (FS mods) + (speed powerup) + (Adrenal Boost) + (rifleman Stims)
Ackehece wrote:
KyeAshke wrote:
This is related to something that's been bugging me for the past few days now - speed and mod DPS.
It seems that all mod DPS's are wrong after you get below the 2s mod speed level, as there is a 2s cap now on speed. The mod DPS still uses its calculations using the lower speed, but in effect that isn't accurate.
So it seems to me the best kind of weapon is one that does alot of damage, is perhaps fairly slow (cause the speed mods will cap it anyway) and with a low SAC. Lower SAC means higher damage output over the course of an engagement, as you can put out specials more often doing more damage.
Speed seems to only be a factor till you hit tier 4 or Master.
Unless anyone can refute this? I'd be more than grateful to learn there isn't a 2s cap
bzzt wrong. Good News for you. There is no 2 sec cap on speed - it is just very very hard and expensive to get past it. I am not sure about any one special being faster then 1 per 2 secs but it has been shown (and it is verypossible - but hard) to get at least as low as 1.2 secs / shot
(Max out speed from trees) +(generic ranged speed mods) + (rifle speed mod sea's)+ (FS mods) + (speed powerup) + (Adrenal Boost) + (rifleman Stims)
since this is a sac thread, ackenhece, where did the variety in our weapons go? we used to have choices, depending on the situation. I miss the days when if I needed a fast acrrate rifle, with low sac, I could pick up a spraystick, if I wanted a heavy hitter, I just use a T21. I want those days back.
Cpl_Fisher wrote:
Ackehece wrote:
KyeAshke wrote:
This is related to something that's been bugging me for the past few days now - speed and mod DPS.
It seems that all mod DPS's are wrong after you get below the 2s mod speed level, as there is a 2s cap now on speed. The mod DPS still uses its calculations using the lower speed, but in effect that isn't accurate.
So it seems to me the best kind of weapon is one that does alot of damage, is perhaps fairly slow (cause the speed mods will cap it anyway) and with a low SAC. Lower SAC means higher damage output over the course of an engagement, as you can put out specials more often doing more damage.
Speed seems to only be a factor till you hit tier 4 or Master.
Unless anyone can refute this? I'd be more than grateful to learn there isn't a 2s cap
bzzt wrong. Good News for you. There is no 2 sec cap on speed - it is just very very hard and expensive to get past it. I am not sure about any one special being faster then 1 per 2 secs but it has been shown (and it is verypossible - but hard) to get at least as low as 1.2 secs / shot
(Max out speed from trees) +(generic ranged speed mods) + (rifle speed mod sea's)+ (FS mods) + (speed powerup) + (Adrenal Boost) + (rifleman Stims)
since this is a sac thread, ackenhece, where did the variety in our weapons go? we used to have choices, depending on the situation. I miss the days when if I needed a fast acrrate rifle, with low sac, I could pick up a spraystick, if I wanted a heavy hitter, I just use a T21. I want those days back.![]()