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Incendiary Rounds

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Extirminator:

--- Quote from: ZanC on January 27, 2015, 08:35:32 am ---Well I tested it by spawning 108 test dummies, firing a single incendiary round at all their balloons - 44 of them caught fire (40.74%). I ran this test a few months back and got similar results.
My assumption is that the flamer doesn't have secondary dmg type, so it only applies the 20% or 25% only once to direct dmg.

--- End quote ---
So the question is, if it is 20% or 25%. Once we answer that question, you can determine what gives you more fires per second. And that can really go both ways here, if you got a result of 40.74% - That's quite an average result between the presumed 38% and the suspected 43%(average is 40.5%).

ZnC:

--- Quote from: Extirminator on January 27, 2015, 08:42:45 am ---
--- Quote from: ZanC on January 27, 2015, 08:35:32 am ---Well I tested it by spawning 108 test dummies, firing a single incendiary round at all their balloons - 44 of them caught fire (40.74%). I ran this test a few months back and got similar results.
My assumption is that the flamer doesn't have secondary dmg type, so it only applies the 20% or 25% only once to direct dmg.

--- End quote ---
So the question is, if it is 20% or 25%. Once we answer that question, you can determine what gives you more fires per second. And that can really go both ways here, if you got a result of 40.74% - That's quite an average result between the presumed 38% and the suspected 43%(average is 40.5%).

--- End quote ---

Sorry I wasn't clear on that post, I fired a gatling incendiary round at the balloons. In theory the average for that should be 40% flat (20% direct, 20% secondary) and my tests support that.

Extirminator:

--- Quote from: ZanC on January 27, 2015, 09:52:06 am ---
Sorry I wasn't clear on that post, I fired a gatling incendiary round at the balloons. In theory the average for that should be 40% flat (20% direct, 20% secondary) and my tests support that.

--- End quote ---

I would still like some sort of confirmation from code access people about 20/25%, but that sounds more reasonable^^

Extirminator:
Sorry for double post, but actually, I haven't taken into account some things and some other data I have from some time ago that supports your claims for 20% as well, when second glancing it. I might have just been mislead. Just wondering what Queso might have been talking about then?

VomAct:
Every time I see greased or heatsink mines I die a little on the inside....

Incendiary is essential for a mine gunner, as it changes the way the projectile arcs in a unique way.  I have seen it arc over a ship and deploy mines behind them, causing them to basically ram into you full force with no armor.  Also, normal mines have an OK chance of setting 5 stacks normally, but incendiary mines will almost always set 4-5 components with 5 stacks.

That being said, it is mediocre in carronades but that is about it.  Compared to heavy clip (or loch in the H. Carro) it really has no advantage against balloons and if you are using heavy carronade to cause engineers to panic, charged or heavy work better for taking out components.  Lumberjack loch has closer range and can effectively be kept up close to indefinitely with good engineering.  I suppose incendiary gatling could force a choice between chemspray and mallet if the engagement has been going for several clips, but most ships will either be able to keep chemsprays up during the loss of DPS from greased or they will have lost armor anyway and it doesn't matter.

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