Rifleman Archive
Thread: Can someone clarify the speed issue?
Ok, I am having an argument with someone on my PA boards about how the speedmodifiers work. I say, that at Master Rifleman, you get 90 speed mods. This means that if I have like a T21 that has a base speed of 7 seconds, I will shoot a nonspecial attack every .7 seconds, but the speed cap is at one or something. Then specials will multiply onto that.
He says something like with a 90 speed mod, you will shoot at 7.3 seconds with a 7 second rifle. This makes no sense to me. He also says with a mod of 100 you will shoot at 7 seconds. Can someone please say who is right, he is very stubborn.
Darkshot wrote:
Ok, I am having an argument with someone on my PA boards about how the speedmodifiers work. I say, that at Master Rifleman, you get 90 speed mods. This means that if I have like a T21 that has a base speed of 7 seconds, I will shoot a nonspecial attack every .7 seconds, but the speed cap is at one or something. Then specials will multiply onto that.
He says something like with a 90 speed mod, you will shoot at 7.3 seconds with a 7 second rifle. This makes no sense to me. He also says with a mod of 100 you will shoot at 7 seconds. Can someone please say who is right, he is very stubborn.
Tell him to go find a master rifleman and duel him. He'll see that there ain't no 7 second delay.
My understanding is that the speed cap is applied after the calculation of the special so it is possible to hit the one second cap with your specials as well as with your auto fire.
Darkshot...
Rifle Speed 101: How to determine your Rifle's Rate of Fire
The formula is: (weapon speed * shotpenalty * ((100 - rifle speed modifier) * .01).
Example: Laser rifle with speed 5.2
Normal Attack Speed (without firing any specials):
If your speed modifier is +40, thenactual speed = 5.2 *((100 - 40) * .01) = 3.12 seconds
If your speed modifier is +65, thenactual speed = 5.2 *((100 - 65) * .01) = 1.82 seconds
Firing HeadShot2s, which have a timepenalty of 1.75...
If your speed modifier is +40, thenactual speed = 5.2 * 1.75 * ((100 - 40) * .01) = 5.46
If your speed modifier is +65, thenactual speed = 5.2 * 1.75 * ((100 - 65) * .01) = 3.1
WayneInAustin is the bomb diggity, and would make a fine correspondent!
As would many others... We just need someone who gives a rats arse! And WayneInAustin is a fine example.
Where can I find a list of all the time penalties for rifleman?
WayneInAustin wrote:
Firing HeadShot2s, which have a timepenalty of 1.75...
master riflemen speed is capped at 3
the pistol users were getting nervous that riflemen were doing almost as much damage as them, and even though pistols fire 4 times faster than rifles, they convinced the devs that Riflemen need taken down another notch.
travenwatts, check the sticky near the top of these boards with 'styles' in the title.
HARPOON, no idea what you mean. There is speculation of this being implemented, but I've heard no confirmation from a Dev or Correspondent. I'm a Master and fire near once per second, no problem ![]()
The followingtable is based on analysis fromFlyojumper and has been updated
by Seflyn and just a little bit by myself over time...
Something very important to stress is that the damage multipliers below are applied after
the 1.5x multiplier that gets applied to all shots.
D = Damage multiplier (higher is better)
T = Time mulitplier (lower is better)
M = Mind usage mulitplier (lower is better)
Rifles:
Head Shot1 D x1.5 T x1.5 M x4
Head Shot2 D x2.5, T x1.75 M x5
Head Shot3 D x3.0 T x2.0 M x7
Mind Shot1 D x1.5 T x1.8 M x6 DoT Bleed attack
Mind Shot2 D x2.0 T x2.0 M x5 DoT Bleed attack
Conceal Shot D x2.5 T x3.0 M x5
Flushing Shot1 D x2.0 T x2.1 M x5 Stun + Raises posture
Flushing Shot2 D x4.0 T x2.6 M x6 (AE) Stun + Raises posture
Flurry Shot1 D x2.5 T x2.0 M x5 Dizzy
Flurry Shot2 D x2.0 T x2.3 M x6 (AE) Dizzy
Strafe Shot1 D x2.0 Tx2.0 M x5
Strafe Shot2 D x5.0 T x3.5 M x6 (AE) Clears cover + delay
Startle Shot1 D x2.0 T x2.1 M x5
Startle Shot2 D x4.0 T x2.6 M x6 (AE) Raises posture (Broken?)
Surprise Shot D x3.0 T x3.0 M x5
NOTES:
(AE) = Area of Effect = affects multiple targets
(DoT) = Damage over Time (bleed shots)