Author Topic: Arming Time and You  (Read 4632 times)

Offline Thomas

  • Member
  • Salutes: 80
    • [SPQR]
    • 20 
    • 44
    • 45 
    • View Profile
Arming Time and You
« on: December 15, 2013, 09:35:38 pm »
A concept a lot of players know about, but don't fully make use of is arming time. Arming time is a unique feature to some weapons, where it takes them a certain period before they can be used to their full effect. This is used with the Echidna Ligh Flak Cannon, Hades Light Cannon, Phobos Mine Launcher, Typhon Heavy Flak Cannon, and the Lumberjack Heavy Mortar.

Essentially the goal of these arming times is to prevent them from being too effective at close range. However, you can use certain ammo types to your advantage to use these guns closer than the enemy expects. This idea came about to me by playing with the Phobos Mine Launcher, which is most effected by arming time. The arming time is a flat period of time, and not affected by range. Changing the velocity of the shot, or the arming time itself can alter it's effective range.

A weapon with an arming time striking before it's armed will only do the initial damage type without the second damage type.


Quick Table - Minimum Arming Range (m)

RegularLochnagarIncendiaryGreasedLesmokHeatsink
Hades15060112.5120275.4120
L Flak22590168.78180382.59180
H Flak24096180192408192
Lumberjack22088165176374176
Mine Launcher20080.4150.75160.8341.7160.8


Regular

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades82500.6150140030Fire-45Pierce
L Flak63500.64322587545Explosive-30Explosive
H Flak224012401440150Exp-180Exp
Lumberjack62750.8220165050Shatter-300Flechette
Mine Launcher1 (5)673200200150Pierce-150Impact


Lochnagar
(1 round, +125% damage, -90% gun rotation, no recoil, 250 damage to gun, -60% arming time, -50% aoe)

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades12500.2460140067.5Fire-101.25Piercing
L Flak13500.25790875101.25Explosive-67.5Explosive
H Flak12400.4961440337.5Exp-405Exp
Lumberjack12750.32881650112.5Shatter-675Flechette
Mine Launcher1 (5)671.280.480.4337.5Pierce-337.5Impact

Incendiary
(+20% increased fire ignition chance, -25% projectile speed, -25% clip size, -30% rate of fire)

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades6187.50.6112.5105030Fire-45Pierce
L Flak5262.50.643168.78656.2545Explosive-30Explosive
H Flak218011801080150Exp-180Exp
Lumberjack5206.250.8165165050Shatter-300Flechette
Mine Launcher1 (5)50.253150.75150.75150Pierce-150Impact

Greased Rounds
(+60% Rate of Fire, +20% Clip Size, -15% Rotation speed, -20%Damage, -20% projectile speed)

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades102000.6120112024Fire-36Pierce
L Flak72800.64318070036Explosive-24Explosive
H Flak219211921152120Exp-144Exp
Lumberjack72200.8176132040Shatter-240Flechette
Mine Launcher1 (5)53.63160.8160.8120Pierce-120Impact

Lesmok
(+70% Projectile Speed, -30% Clip Size, -30% Rotation Speed, +30% projectile lift)

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades64590.6275.42570.430Fire-45Pierce
L Flak45950.643382.591487.545Explosive-30Explosive
H Flak140814082448150Exp-180Exp
Lumberjack4467.50.8374280550Shatter-300Flechette
Mine Launcher1 (5)113.93341.7341.7150Pierce-150Impact


Heat Sink
(Gun cannot gain additional fire charges while loaded, +30% clip size, +50% rotation speed, -17% damage, -20% projectile speed)

GunClip SizeVelocity (m/s)Arming Time (s)Minimum Armed Range (m)Maximum Armed Range (m)Damage
Hades102000.6120112024.9Fire-37.35Pierce
L Flak82800.64318070037.35Explosive-24.9Explosive
H Flak319211921152124.5Exp-149.4Exp
Lumberjack82200.8176132041.5Shatter-249Flechette
Mine Launcher1 (5)53.63160.8160.8124.5Pierce-124.5Impact

-----------------------------

As you can see, a good choice of ammo takes some decision making. It really depends upon the gun and the situation. As far as arming time is concerned, you generally want to make it arm sooner to hit targets that are closer.

For comparison, the effective ranges of the gatling gun and mortar are 450m and 400m respectively. This means that the normal arming time of most guns is actually within the effective range of those close range guns. However, close range ships tend to move in a lot closer rather than stay at maximum effective range. Especially if they feel they can counter your arming times.

This is where a good ammo selection can lead to some surprise damage.

The most effective at reducing the distance is Lochnagar, but the restriction on clip size and the fact that it will damage/break your gun should be considered; making it only truly effective on guns with already low clip size such as the heavy flak. You can use it on mines as well, but remember that the ammo type also reduces aoe.


One helpful tool is the range finder, as this can assist with ideal ammo selection for the various ranges. Many players on long range guns use lesmok to increase accuracy, but it should be noted that this increased speed increases the distance the shot travels before arming. Knowing when they're too far or too close for the various ammo type can be a great advantage.




Offline Frogger

  • Member
  • Salutes: 20
    • [Duck]
    • 23 
    • 45
    • 45 
    • View Profile
Re: Arming Time and You
« Reply #1 on: December 16, 2013, 12:52:21 am »
Extremely useful reference. Thank you!