Deathmonger Posted June 20, 2009 Report Posted June 20, 2009 I like the concept of this gun, but because it drains more EPS and does less DPS than shredder, while providing fewer bullets, it doesn't really have a role. I think this ought to be the gun that rewards good aim and biding your time for the right shot, like its name suggests. If the firing rate were bumped to 12-15 from its current 24, you would have a weapon that could only fire in short bursts while leaving the attacker vulnerable if he misses, but really powerful when well-aimed. That would add something new and interesting to the tactical equation. Quote
Kilo Posted June 21, 2009 Report Posted June 21, 2009 (edited) Dunno what voodoo math you used, but:- Shredder costs about 98% more energy per second than Sharppinger, Gigajoulerailgun only costs 50% more- Shredder is 12.5% less efficient than Sharppinger, Gigajoulerailgun is only 6.5% less- Shredder is indeed the highest DPS gun but is only 18% more than sharppinger, while GJRG is 11% more- GJRG is 10% weaker than Shredder but costs 25% less energy per second... So hardly a gun without a role, it's a modification of Sharppinger for even more damage at more cost. Might be deserving of a small buff but hey not like it's lacking with the appeal of high charged L4 bullets. Either way halving the delay...rofl ya sure Edited June 21, 2009 by Kilo Quote
Deathmonger Posted June 21, 2009 Author Report Posted June 21, 2009 The math I used is (rate of fire) x (energy per shot) Shredder = (100 {unit time} / 9 {delay}) * (1 {level} * 40 {base energy}) = 444 energy per unit time Giga = (100 / 24) * (4 * 27) = 450 Sharppinger = (100 / 16) * (2 * 18) = 225 Another way of looking at it is shredder fires ~ 2.5x faster (9 vs 24), but each giga bullet costs about 2.5x more E (40 vs 108), so the EPS winds up being equivalent. I'd be curious what calculation you use to get Shredder being double the energy consumption of Sharppinger while Giga is only 50% more. At some point decreasing the delay on Giga would actually weaken it because it would suck up all of your energy and limit your spamming ability. Quote
Samapico Posted June 21, 2009 Report Posted June 21, 2009 Decreasing the delay on a gun cannot weaken it in any way... Someone could still fire it at a slower rate to have exactly the same result. Quote
kid Posted June 21, 2009 Report Posted June 21, 2009 (edited) no, but tapping the key in such a way can be difficult. if the delay were lowered enough, it can become near impossible to fire one bullet at a time. Edited June 21, 2009 by kid Quote
Kilo Posted June 21, 2009 Report Posted June 21, 2009 You're multiplying GJRG base energy by 4 instead of 3, so you're representing the energy cost as 4/3 the actual amount. Quote
Deathmonger Posted June 22, 2009 Author Report Posted June 22, 2009 You're multiplying GJRG base energy by 4 instead of 3, so you're representing the energy cost as 4/3 the actual amount. I didn't know that the base gun energy stays at a 3 multiple at L4, while damage is 4x as expected. That explains the discrepancy. Another issue is that it makes no sense to mount on spid or lanc, so it's only viable on terr. I suppose you could build a centering terr around Giga but everyone who tried it when it first came out found it lacking. Regardless of the calculation question, you can take the 'sniper gun' role idea for Giga however you wish. Quote
Samapico Posted June 22, 2009 Report Posted June 22, 2009 Whatever its stats are, it gains points for being a badass huge LVL4 gun. Quote
Dr Brain Posted June 22, 2009 Report Posted June 22, 2009 I like the concept of this gun, but because it drains more EPS and does less DPS than shredder, while providing fewer bullets, it doesn't really have a role. I think this ought to be the gun that rewards good aim and biding your time for the right shot, like its name suggests. If the firing rate were bumped to 12-15 from its current 24, you would have a weapon that could only fire in short bursts while leaving the attacker vulnerable if he misses, but really powerful when well-aimed. That would add something new and interesting to the tactical equation. A better implementation of that idea might be to have the client fire a single shot, but have the server replicate the shot a few times over. So the server does the bullet stacking rather than the client. Then you don't have any issue with "key tappers". Quote
Samapico Posted June 22, 2009 Report Posted June 22, 2009 Would be super confusing for the player shooting it, however.But it would be cool Quote
Dr Brain Posted June 22, 2009 Report Posted June 22, 2009 If the gun is already shooting L4s that they can't see on their screen, I figure that's not a major concern. Quote
Gannon8 Posted June 25, 2009 Report Posted June 25, 2009 If the gun is already shooting L4s that they can't see on their screen, I figure that's not a major concern.I miss the sound effect though. No biggie, I just miss it. Quote
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