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2012-12-18, 03:20 PM | [Ignore Me] #1 | ||
Lieutenant Colonel
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Im curious what exactly the effect of lasers and advanced lasers is on COF.
What exactly do soft point and high velocity ammo do. What exactly are the penalties for a suppressor. etc
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2012-12-19, 04:49 AM | [Ignore Me] #2 | ||
Captain
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I'd like to know as well. So far the compensator and the forward grip have almost not noticeable difference on any of the faction's LMGs. I do notice a difference with the laser sight and hip firing COF on the NS-11 but haven't put it on anything else.
I put softpoint on everything I can... but have no idea if it helps |
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2012-12-19, 05:09 AM | [Ignore Me] #4 | ||
Captain
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My assumption of the softpoint is that it should be enough added damage to make up for the nerf from the default weapon to the weapon you can put it on... ie CARV to CARV-S lose some accuracy and ROF... soft point adds just enough damage to make the TTK the same for both? Maybe?
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2012-12-19, 09:43 AM | [Ignore Me] #5 | ||
Master Sergeant
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For a little test we did, it seems that Soft point ammo has a sweet spot of shooting. It could have been the suppressor I use (Yes, LAs should by suppressors instead of flash suppressors for sneaking). From what I see, at a set distance, the damage increases, but once you leave that distance, closer or longer, it diminishes.
Its a quite confusion ammunition, same for High Velocity Ammo. Tested with and without. The effect is the same. Withand without suppressor on. The effect is just the fucking same. Its quite dishearting to spend 100 certs on a certification that MIGHT help you, even though you have no real numbers to work on. |
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2012-12-19, 12:22 PM | [Ignore Me] #6 | |||
Master Sergeant
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From the datasheet notes:
https://docs.google.com/spreadsheet/...r=false&gid=13
On the datasheet for each weapon, there is a max damage, a max damage distance, a minimum damage, and a minimum damage distance You do max damage in the range from 0 --> max damage distance from max damage distance --> min damage distance it's a linear dropoff in damage from min damage distance --> infinity (max render distance) it does the minimum damage So let's look at one weapon, the basic T9 Carv. Here are its stats -- Max Damage: 143 Max Damage Distance: 10m Min Damage: 125 Min Damage Distance: 65m -- So HVA would extend that min damage distance out to 75m. I assume this also changes the linear damage dropoff (the damage in the range between max damage distance and min damage distance) from (143-125)/(65-10) = 0.327 damage/m to (143-125)/(75-10) = 0.277 damage/m A key point here is that beyond 75m, it doesn't do anything except reduce bullet drop and increase your recoil. -- SPA pushes the maximum damage distance out to 15m but reduces the minimum damage by one tier, in this case from 125 to 112. The minimum damage distance stays the same. I assume the linear damage dropoff is, once again, changed as well. Probably a good idea would be to compare the damage at certain ranges for each case. I'm not good at formatting this sort of stuff, but let's calculate the damage at intervals of 5m, starting from 10m (STA = standard) Range: 10 - 15 - 20 - 25 - 30 - 35 - 40 - 45 - 50 - 55 - 60 - 65 - 70 - 75 STA: 143.0 - 141.4 - 139.7 - 138.1 - 136.5 - 134.8 - 133.2 - 131.5 - 129.9 - 128.3 - 126.6 - 125.0 - 125.0 - 125.0 HVA: 143.0 - 141.6 - 140.2 - 138.8 - 137.5 - 136.1 - 134.7 - 133.3 - 131.9 - 130.5 - 129.2 - 127.8 - 126.4 - 125.0 SPA: 143.0 - 143.0 - 139.9 - 136.8 - 133.7 - 130.6 - 127.5 - 124.4 - 121.3 - 118.2 - 115.1 - 112.0 - 112.0 - 112.0 I'm sure some spreadsheet wizard could make a bunch of tables and graphs and make it look all pretty, but I'm not going to do that. So, if all my assumptions are true, SPA is only an improvement at 10-20m and HVA is good from 20m out. I would love to know exactly how far 20m is to gauge when I should use the different ammos, though. Last edited by Bocheezu; 2012-12-19 at 12:57 PM. |
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2012-12-20, 07:28 AM | [Ignore Me] #9 | ||
Master Sergeant
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That's interesting.
With the exception of 10 to 20m High Velocity Ammo does more damage at every range The difference at that range is minimal. If you can manage the increased recoil then HVA. Otherwise I won't bother. |
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2012-12-20, 08:16 AM | [Ignore Me] #12 | ||
Lieutenant Colonel
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I suspect that either soft point data is presented wrong in the data sheets or that you are misunderstanding it. probably for the HVA too.
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2012-12-20, 02:16 PM | [Ignore Me] #13 | |||
Master Sergeant
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People have to realize those damage numbers (the 143 and 125) are what they are for a very specific reason: that's the amount of damage it takes to kill a non-infil non-nanoweave (500 shields + 500 health) player in a certain number of shots. 167 damage per shot --> 6 shots 143 --> 7 shots 125 --> 8 shots 112 --> 9 shots 100 --> 10 shots 91 --> 11 shots So having SPA extend the 143 damage out to 15m just means you have 5 extra meters to 7-shot a guy. Once you have the slightest bit of dropoff from that 143, it will take 8 shots to kill a guy until you get to 125. In the case of SPA, I calculate that to happen at 45m compared to the 65m of standard. Now, in the case of HVA, the extra fractional damage only helps you when nanoweave is involved. Rank 1 nanoweave: 500 shields + 550 health = 1050 total 6 shots --> 175.0 damage required 7 shots --> 150.0 8 shots --> 131.3 9 shots --> 116.7 So with HVA you could kill a motionless rank 1 nanoweave in 8 shots out to 50.4m, while standard can only 8-shot a rank 1 nanoweave out to 44.3m. So in that small range of 6.1m, standard would require one more shot than HVA. Let's look at other ranks of nanoweave. rank 2 nanoweave: 500 shields + 562 health = 1062 total 6 shots --> 177.0 damage required 7 shots --> 152.8 8 shots --> 132.8 9 shots --> 118.0 In this case, HVA extends the 8-shot range from 41.2m to 46.8m. The distance has gotten shorter while the effective range of HVA is less (only effective in a 5.6m window now). If we warp ahead to rank 5 -- rank 5 nanoweave: 500 shields + 625 health = 1125 total 6 shots --> 187.5 damage required 7 shots --> 160.8 8 shots --> 140.7 9 shots --> 125.0 HVA extends the 8-shot range from 17.1m to 18.3m. Basically useless for this weapon, the T9 Carv. Weapons with higher damage could see more use out of HVA. Will have to recalculate. Last edited by Bocheezu; 2012-12-20 at 02:32 PM. |
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2012-12-20, 11:09 AM | [Ignore Me] #14 | ||
Colonel
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Depends on the gun if it's noticeable, but never put a silencer on a sniper rifle. The bullet drop increases drastically to the point that it makes the gun pointless at range.
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2012-12-20, 02:52 PM | [Ignore Me] #15 | ||
Master Sergeant
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OK, let's re-do those HVA numbers for a high-damage weapon: the NC6 Guass Saw. This weapon has these stats:
Max Damage: 200 (5 shots to kill non-infil, non-nanoweave) Max Damage Distance: 10m Min Damage: 167 (6 shots to kill non-infil, non-nanoweave) Min Damage Distance: 85m (20 meters longer than the T9 Carv) In this case, HVA extends the minimum damage distance out to 95 meters. rank 1 nanoweave: 1050 total 5 shots --> 210.0 damage required 6 shots --> 175.0 7 shots --> 150.0 HVA extends the 6-shot range from 66.8m to 74.4m, a 7.6m window (about a 11.4% improvement in 6-shot range). Rank 5 nanoweave: 1125 5 shots --> 225.0 damage required 6 shots --> 187.5 7 shots --> 160.8 HVA extends the 6-shot range from 38.4m to 42.2m, a 3.8m window (almost a 10% improvement in 6-shot range). It's not completely terrible, I guess. Last edited by Bocheezu; 2012-12-20 at 02:57 PM. |
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