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Greased v Charged

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HamsterIV:
@Wundsalz
Did your chart take into account heatsink increase 2 bullet clip guns to 3 bullet clip guns? Thus making DPS /w reload greater on things like the merc because you get 3 shots before reload.

Greased is slightly better on the gat than charged, but charged does not decrease muzzle velocity. So a charged gat can reach further than a greased gat. That said, I prefer my gat gunner to start with lesmok and swap to greased. Perhaps one day I will try and kite on a metamidion v meditation duel with charged gat rounds and see if I can get hull strip before the greased gunner can get range. I imagine that scenario would be very difficult to pull off.

Alistair MacBain:
450m range with charged compared to 360m range compared with greased ...
I doubt you will get the upper hand. Especially taking into account that forward flying faster backwards flying.

Wundsalz:

--- Quote from: Alistair MacBain on November 17, 2014, 02:50:16 am ---Such a table is nice and all but not the ultimate conclusion.

--- End quote ---
The tables are a useful tool to quantify certain aspects of ammo types. If you've ever wondered whether you could use burst or charged rounds to increase your continuous damage output of the gatling gun or not, you can take a look at the DPS(reload) table and will see that charged rounds barely have got an influence on this aspect while burst rounds actually decrease the continuous damage output.
Of course such tables alone are not sufficient to tell whether a ammo type is useful or not. They only cover a certain aspect of the ammo types and some of the date needs to be looked at twice to interpret it correctly. E.g. the entries for the artemis states heavy clips are among the best ammo choices to increase the DPS(clip). However the DPS(clip) is only increased by heavy because the number of shots (and hence the number of delays between shots is reduced). As a result the ratio of shots/time(inbetween shots) and ultimately damage/time is increased. So you don't want to bring heavy clips for the artemis to optimize the DPS because the only thing it effectively does compared to normal rounds is to decrease the damage per clip without granting any benefit. note that the same effect makes charged rounds look a bit better in the DPS(clip) table than it actually is as well (in those cases where the amount of ammunition is reduced by it).


--- Quote from: Alistair MacBain on November 17, 2014, 02:50:16 am ---DPS isn't the best indicator for damage in goio. It works yes but only to a certain extent.

Or the numbers are wrong if its supposed to be damage per clip in the first table ...

--- End quote ---
The first table illustrates the damage per second without reload times taken into consideration NOT damage per clip. Its interesting in particular for weapons which can reach interesting damage threshold without reloading the weapon (e.g. a buffed gatling gun can quite reliably strip a pyramideons armor)

The second sheet is more interesting for weapons where prolonged fire and reloads are necessary to do interesting stuff (e.g. hull strips with mercuries or carronades)

Damage per Clip is another very interesting aspect which is worth to be maximized (especially if interesting thresholds can be reached and the weapon can be emptied rather quickly - e.g. for light flak and heavy flak). While this aspect is not illustrated in a seperate table it is somewhat included in the DPS(reload) table. A Higher Damage per Clip tends to increase the DPS(reload) as well.


--- Quote from: HamsterIV on November 17, 2014, 03:35:15 am ---@Wundsalz
Did your chart take into account heatsink increase 2 bullet clip guns to 3 bullet clip guns? Thus making DPS /w reload greater on things like the merc because you get 3 shots before reload.

--- End quote ---
The numbers in the tables are derived from this spreadsheet. Clipsize alterations are included in the calculations which have been made there. heatsink doesn't improve the mercuries DPS with reload compared to normal rounds though. Unless it's buffed in which case it even outperforms charged mercuries (As I've been told - I didn't do the math on this myself).


--- Quote from: HamsterIV on November 17, 2014, 03:35:15 am ---Greased is slightly better on the gat than charged, but charged does not decrease muzzle velocity. So a charged gat can reach further than a greased gat. That said, I prefer my gat gunner to start with lesmok and swap to greased. Perhaps one day I will try and kite on a metamidion v meditation duel with charged gat rounds and see if I can get hull strip before the greased gunner can get range. I imagine that scenario would be very difficult to pull off.

--- End quote ---
charged rounds are not a good pick for gatling guns. That's something these tables illustrate fairly well. Compared to normal rounds charged rounds haven't got a significant impact on the continous damage output and even slightly reduce the dps in a single clip. The only benefit they provide is a damage per clip boost of less than 5%.

Alistair MacBain:
Thats what I meant Wund. Didnt want to step on your work I just wanted to make sure that this spreadsheet doesnt answer all questions. And for alot of guns the damage per clip is the better indicator for effective ammo types.
Take a lumberjack. The DPS doesnt matter to much aslong as you get 2-3 shots in the enemy balloon most of your work with the lumberjack is already done.

Schwalbe:
I have a little different "chart" when deciding ammos.

Greased:
- Only in cases when I'm supposed to unleash close range hell, so I'm sure no bullet shall miss.
- High clip / weaponry effective against parts which is not Mercury nor carronade.
- Most noticable examples: Gatling for hull raping, Flamer for stacking as much fire as it is possible (wow, noobs so panicked, ship much on fire, wow, much ragequits wow), rendering guns useless, Banshee because of higher chance of setting balloon on fire, or for disabling, or for finishing ones hull, OR something I call, pardon me, gangbang salvos on Leon's full banshee mobula. Seriously, Muse, banshee OP.

Charged:
- Two pieces of ammo per clip, as charged won't alter them.
- Mid-long range
- I'm sure I won't miss both shots, as gun shot slower and enemy may have chance to rebuilt parts I destroyed.
- Mercury or heavy carro. I'm not experienced enough with lumberjack and heavy flak, by far I think lochnagars make more havok loaded on heavy flak.

However I'm no expert. For example I recently learned, that incendiaries on light carro might be a good idea...

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