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Gunnery for dummies v1.3.2 - A beginner's guide to the common weaponry.
naufrago:
Yeah, whoever updated the table at http://gunsoficarus.com/gameplay/weapons/ put everything in alphabetical order, but for whatever reason a lot of the damage values and types got mixed around. I posted somewhere else to let them know that it needs a bit of fixing, but now I'm thinking I should write an email instead.
Echoez:
--- Quote from: Arona Elmlor on July 12, 2013, 10:01:24 pm ---As a new player, I appreciate your guide very much! I've found it extremely helpful as I try to understand all the factors that come into play with the guns. I've spent hours in the sandbox with your guide, trying out the various guns and ammo combinations. One question, though. After the 1.3 update, the GoIO website (http://gunsoficarus.com/gameplay/weapons/) shows that the Artemis has a damage type of Explosive and an AoE of Explosive, while your guide says the AoE is shatter. Didn't it change to Explosive with the update, or is the website incorrect? Thanks again for taking the time to make the guide!
--- End quote ---
Since I still use the gun in game on my Junker and checked the in game stats recently I can assure you the weapon still deals an AoE Shatter, not explosive.
Thank you for taking the time to read my guide and I hope to see you in the skies, if you wish to practice further, feel free to add me in your friends list as well, my username is Echoez in the game.
DerZivilist:
I'm a new player too, playing engineer. One of my level 1 achievements calls for using burst rounds to kill components. And with those, I made an odd observation yesterday (v1.3.1 already).
For one, I used them to great effect on the banshee. If it's already good at spreading fire around, than 50% more radius will make it even better, and two more rockets per volley helps as well. It already fires relatively quickly, so the slight drop in rate of fire isn't too critical.
And here's the odd part: the whirlwind gatling. It obviously has no AoE worth mentioning and will never hit multiple components, burst rounds or not... I loaded them anyway, because it makes the magazine go from 60 shots to 72 shots. And then I listened to the rhythm of the shots. And while on the banshee, or the echidna, or the artemis I was easily able to tell the difference in rate of fire... I couldn't detect any difference whatsoever with the whirlwind. It hammered at exactly the same cadence as before, as far as my perception was concerned. I even went in sandbox mode to doublecheck in a stress-less situation, and it still felt the same. Could someone please independently test that?
That would mean that you get 12 extra shots on a primary armor breaker with no penalty whatsoever. Whether that's a bug or not, at least until the next patch it seems like a decent enough option for close range. Greased rounds will still pull higher DPS in the short term, but will inflict less total damage per clip and negatively impact gun mobility and projectile speed.
Pickle:
I'm not sure the sound of the Whirlwind is synched to the actual firing rate, someone from Muse will have to confirm. But using Burst Rounds on the Whirlwind has always appeared to be more effective than the numbers would suggest. It's possibly the increased slip size giving a greater DPC, or the effects on the DPS(C).
Echoez:
--- Quote from: DerZivilist on August 13, 2013, 04:58:49 am ---I'm a new player too, playing engineer. One of my level 1 achievements calls for using burst rounds to kill components. And with those, I made an odd observation yesterday (v1.3.1 already).
For one, I used them to great effect on the banshee. If it's already good at spreading fire around, than 50% more radius will make it even better, and two more rockets per volley helps as well. It already fires relatively quickly, so the slight drop in rate of fire isn't too critical.
And here's the odd part: the whirlwind gatling. It obviously has no AoE worth mentioning and will never hit multiple components, burst rounds or not... I loaded them anyway, because it makes the magazine go from 60 shots to 72 shots. And then I listened to the rhythm of the shots. And while on the banshee, or the echidna, or the artemis I was easily able to tell the difference in rate of fire... I couldn't detect any difference whatsoever with the whirlwind. It hammered at exactly the same cadence as before, as far as my perception was concerned. I even went in sandbox mode to doublecheck in a stress-less situation, and it still felt the same. Could someone please independently test that?
That would mean that you get 12 extra shots on a primary armor breaker with no penalty whatsoever. Whether that's a bug or not, at least until the next patch it seems like a decent enough option for close range. Greased rounds will still pull higher DPS in the short term, but will inflict less total damage per clip and negatively impact gun mobility and projectile speed.
--- End quote ---
I salute you for trying to experiment with the guns and see what works. Yes Burst rounds are indeed pretty good on the Banshee. After playing some time I can assure you that I can tell the difference between the fire rate on both the Banshee and the Gatling with Burst loaded. On the Gatling, using burst doesn't get you 12 shots for 'free', you lose considerable DPS and the most important thing of all is that you have absolutely no accuracy unless you are realy close to them, which is a big downside as missing a lot of shots hampers you efficiency a lot and the explosion radius you get is not realy worth it.
As for the missing round suggestions, here I suggest some general tips and ammo and I wanted to keep it simple enough, though I might need to change some things due to 'updates'.
I suggest you experiment for yourself as well and see what works on 'general' and specific situations. What do you want to use the gun for? Burst on Banshee for example, as you stated, is very good for lighting multiple fires, while greased is amazing at DPS and focusing on the armor or balloon realy quickly.
Fly safe!
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