Shipwright Archive

Thread: Weapon Experimentaion

Duster241
Sat Jan 22, 2005 10:29 am
#1

What is the best way to experiment weapons, i know everyone likes max damage the most, but what makes the best dps weapon or what is the best upgrade to use has anyone done the math.
PConsole
Sat Jan 22, 2005 2:56 pm
#2

For me its completely dependant on the ship the person is using. Rarely does the energy use per shot matter, with cap overcharge and the weapon overcharge bug and a half-way decent capacitor. Sometimes it comes down to mass. For a turret gun, I aim for refire rate because its hard for people to hit things.

For myself I value min over max.
NJS
Sat Jan 22, 2005 6:15 pm
#3

Yes it really is based on the ship. As a polit when I shop for the generic crop of blasters I uselly just look at min-max damage and its armor vs shields rate. However based on craft it can vary greatly.

For a A-Wing and other fast attack dog fighters you uselly want a gun that can fire quickly and a lot before a cap drain. Battles are going to be intence with little time to spear between aiming and dodging.

For X-Wings speed doesn't uselly matter as much due to its high feild of fire, so damage and energy useage are key factors here.

For bombers its damage although speed can help for turret guns, but for forward guns I like to pack a punch since the ship isn't going anywhere fast. Also for turrets if its Ions you want as much vs Shield rate as you can get. I personaly love it when my gunner can strip a target of its shields in a few shots and I take it out with the disrupters.

For MPCs I like Speed and damage since well with my Cap it doesn't run out any time soon with both guns constantly firing.

Anyways thats just my 2 cents from a pilot view.



The Force is my ally, and a powerful ally it is...

MonsofoLexius
Sat Jan 22, 2005 9:05 pm
#4

Ya really based on ship, capacitor, etc. But more or less I do....


up to .5 vs armor and shields


then maybe some mass if needed


Then about 60% (of whats left) in max damage


Then about 40% (of whats left) in min damage




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Symbolite
Sun Jan 23, 2005 1:16 am
#5

I know everyone likes high damage weapons but when i build a weapon i give it a speed limiter, the speed limiters slow the gun down, (The change is so small in speed its not even noticeable) and it also decreases Energy per shot. When actually experimenting on the weapon i experiment as much as i can on Max dmg and then put the rest into Energy per shot.

This gets something like advanced blasters down to just 17 energy per shot with a decent damage which i can't remember at the moment, guessing around 2300-2400 max damage. This works well with crafted capacitors, i wonder how nice a RE'd looted capacitor would work with this. It already takes me about 25-30 seconds to drain a lvl 7 crafted capacitor with 2 of these guns.
Duster241
Sun Jan 23, 2005 8:42 am
#6

Well thanks for the input. After flying in space some more and reading the commets ive come to the conclusion that rapid fire is good for pvp and higher damage for pve especially the gun boats, and that lowenergy/shot is needed if your capacitor isnt that good.To bad there isnt accuracy involed its almost impossibe to hit anything sideways,up, or backwards from a turret when a ship is movingbut thats another post lol.
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