Deathmonger Posted February 13, 2008 Report Posted February 13, 2008 (edited) Sorry about the format...maybe somebody who knows how to format properly can fix... Guns Gun Cost Level Base Dam Delay E Dam/E Dam/S Ammo Dam/A Ammo Burn Rate Pea Shooter 1000 1 130 19 31 4.19 6.84 2 65 0.11 Pulse Laser 5000 2 194 22 44 4.41 8.82 5 38.8 0.23 Beam Array 8500 1 130 25 25 5.2 5.2 4 32.5 0.16 Disruptor 9000 3 258 23 66 3.91 11.22 6 43 0.26 Gauss Cannon 11000 2 194 25 62 3.13 7.76 0 N/A Plasma Cannon 17000 3 258 29 75 3.44 8.9 7 36.86 0.24 Shredder 20000 1 130 9 42 3.1 14.44 6 21.67 0.67 Shrap Booster 23000 3 254 39 111 2.29 6.51 9 28.22 0.23 Positron Gun 50000 3 254 22 57 4.46 11.55 17 14.94 0.77 M!@#$%^&* Driver 50000 1 130 11 31 4.19 11.82 8 16.25 0.73 Sharppinger 100000 2 194 17 38 5.11 11.41 3 64.67 0.18 Dam/E is an energy efficiency rating, Dam/S is a damage-per-second rating. Ammo Burn Rate is Ammo Used/Delay to compare how fast various guns will burn through ammo. Beam array is very energy and ammo efficient. Pulse is balanced, disruptor gets more Dam/S for a bit less efficiency, and Shredder delivers big damage at high energy and ammo burn rates. I would do this same analysis for the bombs but somebody needs to explain to me how the base damage changes by bomb level and the contribution of shrap. Ships Ship Cost Init/Max Energy Init/Max Recharge Init/Max Speed Init/Max Thrust Init/Max Rot Bullet Speed Bomb Speed Warbird 500 800/1500 1000/1500 3000/5000 26/49 200/300 4000 3500 Javelin 500 900/1625 950/1400 2800/4700 24/47 200/300 3400 4500 Spider 6000 1900/2875 1200/1800 1600/2500 10/20 120/190 3750 2500 Leviathan 6000 2000/3000 1150/1700 1400/2200 8/18 120/190 2200 5500 Terrier 8000 1250/2100 1400/2100 2600/4200 19/37 145/235 3800 3700 Weasel 9000 1350/2225 1350/2000 2400/3900 17/35 145/235 3500 4800 Lancaster 10000 2775/4000 1450/2150 2750/4250 13/21 140/240 1500 1500 Shark 25000 1000/1675 1500/2250 2700/4150 20/40 200/300 3000 3000 One change to note is that the terrier has been boosted across the board. Edited February 13, 2008 by Deathmonger Quote
Syrith Posted February 13, 2008 Report Posted February 13, 2008 http://www.minegoboom.com/cgi-bin/ryan/bomb.cgi Quote
Deathmonger Posted February 13, 2008 Author Report Posted February 13, 2008 What I was looking for was: The base damage is 750 I believe. Does it change for L2 and L3 bombs? How does inactive shrap damage work? Quote
Syrith Posted February 13, 2008 Report Posted February 13, 2008 base dmg doesn't change. inactive shrap is the shrapnel that hits the ship almost immediately after the bomb explodes. Quote
Scud Posted February 14, 2008 Report Posted February 14, 2008 (edited) http://img170.imageshack.us/img170/7775/gunsyg6.png http://img265.imageshack.us/img265/1076/shipscn1.png Hopefully this helps a bit. Edited February 14, 2008 by Scud Quote
Syrith Posted February 14, 2008 Report Posted February 14, 2008 BTW the dmg/s amounts are wrong and the burn rates are wrong too. the delay is in milliseconds Quote
Deathmonger Posted June 12, 2008 Author Report Posted June 12, 2008 Um, ok pretend they're MS and they're still correct ratio-wise. Quote
Gar Posted June 15, 2008 Report Posted June 15, 2008 (edited) Guess nobody realized that I already did all this, with more values and correct values, and for bombs and sublights. http://www.ssforum.net/index.php?showtopic=20285 Edited June 15, 2008 by Gar Quote
Prottos007 Posted June 22, 2008 Report Posted June 22, 2008 http://img170.imageshack.us/img170/7775/gunsyg6.png http://img265.imageshack.us/img265/1076/shipscn1.png Hopefully this helps a bit.Helpful, but Sharppinger doesn't use any ammo, FYI. Quote
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