custom weapons

Tips, tactics, and general discussion for Evochron Legacy.
DORN
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Post by DORN »

I am not sure that I see the point of a weapon from the weapons lab, if to modify one aspect means a trade off in performance of other aspects.

Or can the overall performance be enhanced?
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Post by -splosives- »

The custom made weapons are generally better than the normal ones. Unless you do something really wrong with the design.
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DORN
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Post by DORN »

How about some examples for general combat where you have a mix of lots of variables.


What are the best changes for a Fusion Beam?

What are the best changes for a Phantom?

What are the best changes for an Exodus?
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Post by _-Caleb-_ »

Dorn in the seejay website u have an excel files with the features of the custom weapons :D

http://evochron2.junholt.se/main/merc2tools.htm

Regards!
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Post by -splosives- »

you can't change a phantom cannon or an exodus missile. You can only create new cannons, not change old ones.
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DORN
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Post by DORN »

Thanks for reminding me of those tables.


Still... it's a bunch of trade offs, right?


Or is there a sweet spot for general combat?
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Post by Triton83 »

From post: 159100, Topic: tid=10621, author=DORN wrote:How about some examples for general combat where you have a mix of lots of variables.


What are the best changes for a Fusion Beam?

What are the best changes for a Phantom?

What are the best changes for an Exodus?
It's hard to compare default weapons with custom ones because we don't have their exact energy consumption.

Weapon efficiency depends on your fighting style, your onboard equipment, your favorite shield/weapon power tweaker setting...

If you want high range and powerfull weapons go for rail or fusion cannon. Fusion cannon uses a lot of energy so don't max all sliders out if you need to keep a high shield recharge rate and/or to fire even with low energy. Plasma and metal cannon use less energy and deal less damage, at shorter ranges :cool:

EDIT :
From post: 159104, Topic: tid=10621, author=DORN wrote:Still... it's a bunch of trade offs, right?
No, as said Splosives, a good custom weapon is better than default weapons.

[Edited on 22/2/2013 by Triton83]
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hank
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Post by hank »

that last statement has me baffled ... regarding cannons

I've been using a custom beam weapon since 2.xx came out, better than any stock device but have not been able to build a cannon with the range of a Flarebeam or range + yield of a Maxim-R.

If a cannon with better range than those two are possible I wish somebody would say: "its possible" ... then I'd work out the details.

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Post by -splosives- »

Range? no. But you don't need the range of a flarebeam.
I think it's safe to say the flarebeam isn't the best cannon anymore, even with it's superior range.
The damage is just way too low to keep up with the custom cannons.
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DORN
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Post by DORN »

So...


Back to my original question.

What would be good general starting out settings for an example of each weapon?

The controlling factor being all around combat.


Or, if you can't be general, what are your favorite settings and state the reasons why.


Thanks!
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Post by Triton83 »

The last slider (heatsinks) should always be maxed out. It increases DPS and lowers heat, both effects are good.
The third slider (capacitor) should IMO also be maxed out, because it's the only one for range. And you want high range.
For the two first sliders, It's all about DPS vs energy consumption (I don't bother with heat).

With all sliders maxed out, plasma, metal and rail cannon use less energy than your ship output (with all power to weapons). So max them out and pick one considering your energy needs. Basically, if you're using equipment like shield recharger (you're often hit and use weapon energy to recharge) or afterburner drive to escape, you'll need a lot of energy. If you set a lot of energy output to shields, you'll produce less weapon energy. In those cases, you should pick a maxed out plasma or metal cannon because they use less energy and will let you shoot in difficult situations. But if you know how to take out a full group of enemies without being hit, with energy output set to -5S/+5W, you can use a maxed out rail cannon or a fusion cannon for better DPS. Maxed out fusion cannon will drop your energy very fast, so with the fusion cannon, go easy on the two first sliders. Unless you want to deal high yield burst in quick passes. All depends on your fighting tactics and skills :)
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Post by -splosives- »

From post: 159136, Topic: tid=10621, author=Triton83 wrote:Maxed out fusion cannon will drop your energy very fast, so with the fusion cannon, go easy on the two first sliders. Unless you want to deal high yield burst in quick passes. All depends on your fighting tactics and skills :)
According to my theory, it is more efficient to lower heatsinks for less energy usage instead of lowering yield.
This will result in a lower RPM, but a higher yield compared to the other way around, and it will also decrease energy usage per second because you will be firing less shots.
This will result into less damage being absorbed by shield resistance of your enemy, making your DPS more optimal.
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Post by hank »

From post: 159132, Topic: tid=10621, author=-splosives- wrote:Range? no. But you don't need the range of a flarebeam.
I think it's safe to say the flarebeam isn't the best cannon anymore, even with it's superior range.
The damage is just way too low to keep up with the custom cannons.
Thanks splosives, you answered my question. I don't use the flarebeam any more. My fav for many moons has been the Maxim-R. It helped me achieve my FAdm ranking and I will never forget what a wonderful performer she was and is. (I've kept the same Maxim I originally bought ... never thought to sell it and try something else ... especially when I saw what she does to vonari scum)

have a nice day

[Edited on 2-23-2013 by hank]
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Triton83
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Post by Triton83 »

From post: 159144, Topic: tid=10621, author=-splosives- wrote:According to my theory, it is more efficient to lower heatsinks for less energy usage instead of lowering yield.
This will result in a lower RPM, but a higher yield compared to the other way around, and it will also decrease energy usage per second because you will be firing less shots.
This will result into less damage being absorbed by shield resistance of your enemy, making your DPS more optimal.
Interesting therory :)
You can even lower actuator speed (less rpm & heat, more yield) to maximize the yield per shot. But I've tested it: even with a 100/0/100/0 design, energy consumption is still higher than maxed out rail cannon, with much less DPS.

Cannon . . . . . . . . . . . . E/min . . Y/min . . . Y/E . . . Range

FC 100/100/100/100 . . . 12090 . . 31980 . . 2.64 . . . 790
FC 100/100/100/0 . . . . . 10137 . . 26160 . . 2.58 . . . 790
FC 100/0/100/0 . . . . . . . . 8587 . . 22714 . . 2.64 . . . 790

RC 100/100/100/100 . . . . 8400 . . 30800 . . 3.66 . . . 780

The comparison hurts FC badly, shield resistance would have to be very important to counterbalance the DPS and "energy efficiency" loss :cool:
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DORN
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Post by DORN »

Thank you very much for the explanations.

I found Maarschalks optimizing settings chart and now it is more understandable.



So hank, I too have been having more combat success with the stock Maxim R currently. I am going to spend some time with the charts and see what the WL can come up with.


If I get stuck, I'll be back.

Thanks all.
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Post by -splosives- »

And that is why I use a rail cannon :P.
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Post by Maarschalk »

Geeeeeeeeez, now that every one knows what the best weapons are to use. every one is going to use them!.......;):P:cool:

I think that some of these posts should have been *SPOILER ALERTS*......;)
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


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DORN
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Post by DORN »

Thank you all,
These have not been spoilers for me. They have only made the incomprehensible accessible.
I can see now how fighting style will really influence design choices.


What is really interesting to me is the comparison to default weapons.


The default weapons table I have must be for pre 2.0EM.

Somewhere I saw that all weapons have been reduced?

Is there a current EM 2.0 default weapons table somewhere?
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Post by Triton83 »

You can check your default weapons stats in the middle of the inventory console when you're overmousing them, but there is missing energy and heat. Energy is very important, and I don't think any table has it, that's why default weapons are not easy to compare. I can just tell you this: Maxim R uses more energy than a maxed out Rail Cannon (same range, much more damages).
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