Main > Q&A
A few questions
Devinstater:
--- Quote from: HamsterIV on November 01, 2013, 12:32:28 pm ---3) Each gun has a base ignition chance per hit value. Some guns it is 0% like the Gatling gun. Some guns it is 100% like the flare gun. Incendiary increases the ignition % chance per hit. So using incendiary on the Gatling gun would mean some of the bullets will now apply 1 stack of fire. Most explosive weapons have a 30% (I think) chance of adding a fire stack on hit/AOE. Using incendiary bumps that up to 40%.
The flamethrower spits out a dozen or so particles per second. Each particle has a small percentage chance of starting a fire but there are so many particles that you are guaranteed to start a few. Incendiary flame throwers start more fires because it increases each particle's fire starting ability.
Incendiary works best on weapons that have a high rate of fire. Gatling guns, banshees, and flame throwers are ideal candidates. The flare gun is not since it already has a 100% chace of ignition. As Smollett said, most people use incendiary for its secondary effect of reducing muzzle speed.
Fire is not that big of a threat to a well trained crew unless you are going all in with fire like the cake clan. One weapon putting out occasional fire damage is not a threat. 3 weapons putting out a constant stream of fire is a threat.
--- End quote ---
The tooltip says nothing about reducing muzzle speed. Why would this be beneficial?
Captain Smollett:
Guns with arming times like flak cannons, hades and lumberjack lose effectiveness within a certain proximity (around 200M give or take 50M for the guns) due to arming timers.
If the shot moves slower it will take longer to arrive at target and arm at closer ranges.
Echoez:
--- Quote from: Captain Smollett on November 02, 2013, 12:40:11 am ---Guns with arming times like flak cannons, hades and lumberjack lose effectiveness within a certain proximity (around 200M give or take 50M for the guns) due to arming timers.
If the shot moves slower it will take longer to arrive at target and arm at closer ranges.
--- End quote ---
I think we should mention the fact that it doesn't have to do with arming range but more with the arming time as well for better understanding.
The projectile simply 'arms' after some set timer, so making it travel slower, will activate that arming timer to close distances.
Exact default arming ranges for now are:
225m for the light Flak
300m for the heavy Flak
300m for the Lumberjack (not sure why it says 220 in game, it's still 300 like in 1.2 isn't it?)
150m for the Hades
N-Sunderland:
Heavy flak is 240, lumberjack is an outrageously low 220.
Echoez:
--- Quote from: N-Sunderland on November 02, 2013, 10:18:57 am ---Heavy flak is 240, lumberjack is an outrageously low 220.
--- End quote ---
Weird, I'm certain the Heavy Flak's arming was officialy raised to 300 after the monstrous damage buff it got.
Lumberjack was 300 in 1.2 and there was no patch note that said it got changed?..
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