WEAPONS
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- Captain
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WEAPONS
Excellent job Marvin. Is it OK if I add them to my website?
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\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
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- Captain
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WEAPONS
Thx, I'll give you the cred for it of course;).Originally posted by Marvin
Go right ahead. Be my guest.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
-8- Bzzzzzzzzz! -8- -8-
\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
-8- Bzzzzzzzzz! -8- -8-
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- Lieutenant
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WEAPONS
Marvin, very nice tables. Would you consider adding a damage rate column to the particle weapon table? The different cycle rates mean the yield doesn't tell you everything about the damage output, it would be nice to see yield/sec or some multiple of it at a glance.
Speed is life
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WEAPONS
True. I suppose if I could get Oasis to sit still long enough, I could test out each cannon on her to see how long it takes to blow her up. (See if you can get her to volunteer.)Originally posted by Aures
The different cycle rates mean the yield doesn't tell you everything about the damage output ....
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- Lieutenant
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WEAPONS
Or you could just do the math. Here, I've done it for you:
yield*cycle rate is not difficult to calculate. The trebuchet is the only difficult one since the yield vs shields is different to hull (anyone know the exact figures?).
Code: Select all
10 120 1200
25 120 3000
35 120 4200
45 120 5400
70 100 7000
50 100 5000
100 100 10000
120 100 12000
40 90 3600
140 90 12600
150 90 13500
55 90 4950
200 90 18000
220 90 19800
80 90 7200
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- Lieutenant
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WEAPONS
I just multiplied the yield by the cycle rate. Higher yield means more damage per shot, twice the yield means twice the damage. Higher cycle rate means faster firing, twice the cycle rate means twice as many shots per second. Not sure what the conversion factor should be to get damage per second but yield*cycle rate is proportional to it.
No idea what the equivalent quantity would be for wing system turning rate.
No idea what the equivalent quantity would be for wing system turning rate.
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WEAPONS
also the hit rates can be very different depending on cycle rate, so quantifying actual damage over time is much more difficult than doing so for theoretical damage.
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WEAPONS
I think I'd be assuming every shot hits the target. That said, the math is easy (now that I know what those numbers mean) ... almost as easy as determining the impact of adding a cannon relay (it's supposed to double the yield). But analysis comes up short as long as you can't determine the additional impact of a heat sink.
[Edited on 11-14-2010 by Marvin]
[Edited on 11-14-2010 by Marvin]
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- Captain
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WEAPONS
To my knowledge cannon relay should improve firing rate and add another two barrels to the cannon.Originally posted by Marvin
I think I'd be assuming every shot hits the target. That said, the math is easy (now that I know what those numbers mean) ... almost as easy as determining the impact of adding a cannon relay (it's supposed to double the yield). But analysis comes up short as long as you can't determine the additional impact of a heat sink.
[Edited on 11-14-2010 by Marvin]
So that menas "double the yield" in a sort of manner since they don't fire all together. I think it's more like doubling the firing rate....but it can be in the middle.
Best regards
[IM] DennyMala
[IM] DennyMala
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WEAPONS
I know the Heatsink defenitely improves firing rate but can not determine by how much........
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