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Damage per energy - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Site & Forum Feedback (https://discoverygc.com/forums/forumdisplay.php?fid=14) +---- Forum: Discovery Wiki (https://discoverygc.com/forums/forumdisplay.php?fid=40) +---- Thread: Damage per energy (/showthread.php?tid=97585) Pages:
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Damage per energy - Karst - 04-24-2013 I just added damage per energy to Class 9 guns. It's hull damage for all guns except pulses, which use shield damage to calculate this. Does anyone think this is too confusing? Planning to add the other classes too, at some point. RE: Damage per energy - Luke. - 04-24-2013 To be honest, the wiki is so out of date in places that anything is useful really. That said, people will find out damages and such in-game anyway but I'm sure a lot still use the wiki for reference so I'd say there's nothing wrong with that. RE: Damage per energy - Alastair_S1D - 04-24-2013 (04-24-2013, 01:38 PM)Karst Wrote: I just added damage per energy to Class 9 guns.Wow sounds great!. I am looking for guns that do a lot of damage but are still energy efficient. So this might ease my search a bit more thanks! RE: Damage per energy - Karst - 04-24-2013 Thanks for the feedback. I realize the wiki isn't entirely up to date, but I believe the weapon stats are correct. And it's very hard to check that sort of thing in game, since you can't view all weapons of a class in one place. FLstat is annoying to use for weapons, and lacks several parameters present in the wiki. I've added Class 8 guns, which revealed some interesting things. Class 8 guns are almost all more efficient that Class 9s, but the ratio is not always the same. For example, Class 9 Gaian, Xeno, and Corsair guns are all among the worst in the game when it comes to efficiency. Their class 8 guns however are all about average. On the other hand, the Zoners' Fury 4 is actually even less efficient than the already highly inefficient Fury 5. RE: Damage per energy - Luke. - 04-24-2013 That would certainly be useful when people are looking to to buy guns for a setup and definitely if it's a close call between 2 or more. So yeah, keep it up dude! RE: Damage per energy - Karst - 04-24-2013 Added Class 10s. Some observations: Codenames are generally less efficient than I had assumed, the average codename is only slightly more efficient than the average class 9. Also, ARCHANGELS are more efficient than I had imagined. They're still the least efficient codename, but a couple others come pretty close. RE: Damage per energy - Ingenious - 04-25-2013 As long as you are getting down to the nitty-gritty, you might as well calculate the Dogfight Range. Assume two fighters are thrusting at each other and shooting. Then the range of the gun is = lifetime * (velocity + 400 m/s) Also compute DPS / Range, DPS / Dogfight Range, DPS / Range / Energy. RE: Damage per energy - Govedo13 - 04-26-2013 Good work. Codes efficiency was nerfed for good in 4.86. They were a bit too good, but still there are only 3-4 usable codes rest is useless. Such table would show the new players what to buy. Corsair guns were quite Ok before they got raped by hessian devs.. for the greater good of other factions... RE: Damage per energy - Karst - 04-26-2013 (04-26-2013, 09:10 AM)Govedo13 Wrote: Corsair guns were quite Ok before they got raped by hessian devs.. for the greater good of other factions... Salamancas are indeed very inefficient, but to be fair, Hessian guns are barely any more efficient. And at least Salamancas are powerful. Natterturns are weak AND inefficient. Added Class 2 turrets. RE: Damage per energy - Pancakes - 04-26-2013 (04-26-2013, 03:19 PM)Karst Wrote:(04-26-2013, 09:10 AM)Govedo13 Wrote: Corsair guns were quite Ok before they got raped by hessian devs.. for the greater good of other factions... Corsair guns might be inefficient, but their ships generally have really big power-cores |