Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Making you wet your self since 2003
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-03-03, 08:07 PM | [Ignore Me] #5 | |||
Second Lieutenant
|
I'd bet all the factions will have equal distance to damage ratios.
But I doubt they will bother with bullet velocity to distance.
__________________
|
|||
|
2012-03-03, 08:11 PM | [Ignore Me] #7 | |||
Second Lieutenant
|
Yup. So of the three factions, they have the highest accuracy and worst recoil.
__________________
|
|||
|
2012-03-06, 01:04 AM | [Ignore Me] #13 | ||||
First Lieutenant
|
I don't think that's quite right. I'm pretty sure that having a "high recoil" means the VS get a value rating of "High," not that the recoil itself is high. And based on past comments I'm also fairly certain that VS weapons will suffer from damage degradation over distance more than the NC/TR will. This is supported by this Planetside2.com article on the VS, where they state:
I would really like to get some sort of confirmation on that, though. I posted this elsewhere but it merits repeating. I think the High/Medium/Low stats on that PC Gamer graph are values that signify quality/desirability ratings. So to make it a little more clear, let's replace the color codes with grades A/B/C (I added degradation as well based on what we know): VS Accuracy = A Recoil (Burst Fire) = A Recoil (Sustained/continuous fire) = A Rate of Fire = B Damage Per Shot = B Damage over Range (Degradation) = C TR Accuracy = B Recoil (Burst Fire) = A Recoil (Sustained/continuous fire) = C Rate of Fire = A Damage Per Shot = C Damage over Range (Degradation) = B NC Accuracy = B Recoil (Burst Fire) = C Recoil (Sustained/continuous fire) = A Rate of Fire = C Damage Per Shot = A Damage over Range (Degradation) = B Last edited by Erendil; 2012-03-06 at 01:15 AM. |
||||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|