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Posted (edited)

GUN GUIDE

by Relos

 

This guide is something I made for reference when buying a gun. Also take note of recharge gain; it is like a armor as well, use ?shipinfo

# for that (# being number of the ship)

 

KEY:

DPS= Damage per second

REU= Recharge use per 10 seconds (like ?shipinfo stats)

ADA= Damage per second against adamantine shell, the alien armor

 

Shell included

Lvl 1 = 128

Bomb = 755

 

Pea Shooter $300 EXP 0 Ships: 12345678
bounce 1 gunlevel 1 bulletdelay = 19
bulletenergy = 25 initialbounty -1
DPS: 674
REU: 1316
ADA: 411 

Gamma Ray $4500 EXP 20 Ships: 12
bounce 1 gunlevel 2 bulletdelay = 23
bulletenergy = 20 initialbounty -1
DPS: 839
REU: 1739
ADA: 513

Pulse Laser $5000 EXP 50 Ships: 12345678
bounce 1 gunlevel 2 bulletdelay 22
bulletenergy = 22 initialbounty -1
DPS: 877
REU: 2000
ADA: 536

Disruptor $10000 EXP 500 Ships: 1 3 5
gunlevel 3 bulletdelay 23 bulletenergy 21
DPS: 1122
REU: 2739
ADA: 687

Gauss Cannon $11000 EXP 1000 Ships: 12345678
multifire 1 gunlevel 2 bulletdelay = 25
multidelay = 25 bulletenergy = 25 multienergy = 25
initialbounty -1
DPS: 772
REU: 2000
ADA: 472

Arcfire Array $12000 EXP 1500 Ships: 123456
multifire 1 gunlevel 3 bulletdelay = 36
multidelay = 36 bulletenergy = 23 multienergy = 23
initialbounty -1
DPS: 717
REU: 1917
ADA: 439

Shredder $15000 EXP 2000 Ships: 1 3 5
gunlevel 1 bulletdelay 9 bulletenergy 39
DPS: 1422
REU: 4333
ADA: 867

Beam Array $16000 EXP 2500 Ships: 12345678
bounce 1 multifire 1 gunlevel 1
bulletdelay = 25 multidelay = 25 bulletenergy = 24
multienergy = 24 initialbounty -2
DPS: 512
REU: 960
ADA: 312

Plasma Cannon $20000 EXP 3000 Ships: 1 3 5
bounce 1 multifire 1 gunlevel 3
bulletdelay = 32 multidelay = 32 bulletenergy = 25
multienergy = 25 initialbounty -2
DPS: 806
REU: 2344
ADA: 494

Phaser $22000 EXP 3500 Ships: 12345678
gunlevel 2 bulletdelay = 17 bulletenergy = 25
DPS: 1135
REU: 2941
ADA: 694

Shrap Booster $25000 EXP 4000 Ships:  2 4 6
bounce 1 gunlevel 3 bulletdelay = 45
bulletenergy = 38 initialbounty -1 bombenergy 35
bombdelay 15 shraplevel 1
DPS: 573
REU: 2533
ADA: 351

Sharppinger $55400 EXP 6540 Ships: 1234567
gunlevel 2 bulletdelay = 16 bulletenergy = 17
DPS: 1206
REU: 2125
ADA: 738

Mass Driver $56300 EXP 6630 Ships: 1 34567
multifire 1 gunlevel 1 bulletdelay = 11
multidelay = 11 bulletenergy = 28 multienergy = 28
initialbounty -1
DPS: 1164
REU: 2545
ADA: 709

Gigajoulerailgun $60900 EXP 7080 Ships:   3 5 7
gunlevel 4 bulletdelay = 23 bulletenergy = 27
DPS: 1404
REU: 3522
ADA: 860

Positron Gun $61800 EXP 7170 Ships: 1 34567
bounce 1 gunlevel 3 bulletdelay = 22 
bulletenergy = 18 initialbounty -1
DPS: 1173
REU: 2455 
ADA: 718 7.6 1866

Trap Laser $62700 EXP 7260 Ships: 1 34567
bounce 1 multifire 1 gunlevel 2 
bulletdelay = 27 multidelay = 27 bulletenergy = 16
multienergy = 16 initialbounty -2
DPS: 715
REU: 1185
ADA: 437

Point Defense $66300 EXP 7620 Ships:   34567
pointdefense 1 pdweapon 1 pdlevel 3
pddelay 30 pdalt 1 pdrange 118000
bulletenergy = 128 bulletdelay = 600
DPS: 1077
REU: 0
ADA: 660

Edited by omnomnom
Posted (edited)

Is there an equation to calculate REU from bullet nrg?

I'm wondering how -bulletnrg will affect REU, so I can determine which guns I can spam indefinitely.

 

You want to find the energy use a shot takes and multiply it by the amount of times it can fire in a second. 100 delay = 1 second. Knowing how continuum works, it is:

 

(100/gundelay)(bulletenergy*gunlevel)

 

1000= 10 seconds of dividing, which is how the recharge stat is listed in ?shipinfo, or you could just multiply the answer by 10, since 100= 1 second anyway.

 

EDIT: The bulletenergy can be shown from ?shipstatus-v. Internally the stat is pre-multiplication. Modifications to this stat work on this internal stat.

 

EDIT2: I consider Gigajoule to use bulletenergy as level 3, as it appears to you, and the gunlevel is hacked to 4 afterwards for everyone else.

Edited by omnomnom
Posted

I see..

Thanks. :p

Can someone double check the math for me in case? ;)

 

 

Trying to find out specs for plasma cannon.

Terr+Temp+Shell. The REU I got was 1968.75..

So that means I wouldn't be able to spam forever on a terr? D:

Posted

I see..

Thanks. :p

Can someone double check the math for me in case? ;)

 

 

Trying to find out specs for plasma cannon.

Terr+Temp+Shell. The REU I got was 1968.75..

So that means I wouldn't be able to spam forever on a terr? D:

That is also what I got.

 

Yeah, you wouldn't. Though it would take 1040 seconds of constant firing to run out... and you would recover like 100+ seconds of firing by waiting 1 second...

Posted

Kay ty. ;D

 

Now this MIGHT be a little off topic...

but how does xradar&antiwarp affect how long you can spam?

Does anyone know the REU by the 2?

 

nope.

 

I still wonder why people are so interested in spamming guns indefinitely.

It's not like you're ever going to manage to take advantage of that anyway :/

 

I did not make this guide for the sole purpose of spamming guns.

Posted

It's just personal interest at this point.

 

Think about it. Why WOULDN"T you be interested in spamming guns indefinitely?

If you could spam positron forever, wouldn't you?

As opposed to shooting 1 bullet every minute.

Same idea, just less exaggerated.

 

Pulse forever > Trap forever > Pea forever.

Posted (edited)

u should add an easy to calculate stat DVR

DVR would be damage output per recharge drain

i guess DPS / REU = DVR

 

Hmm....

 

We shall see. I'll do that... I'll also add in shifted damage...

 

EDIT: What I call shifted damage is dps-energy loss from firing.

Edited by omnomnom
Posted

Me again. I hate to be the prick who one-ups somebody when they are doing something constructive, but I have one more stat to add based upon one of the earlier topics: Max effective range. In the other topic I had the probability formula, so I am defining it as the point at which REU/10 exceeds DPS times the probability of hitting a target warbird based upon the 40 directional sprite.

 

In plain english, this is the range where even given perfectly aimed shots the energy loss in the shooting ship equals the energy loss in the target, given random positioning of the ships. (i.e. The shooter shoots doesn't adjust his position to line up with the target prior to firing, which is what bombers do. Yes, you could do it with guns, but that's not really how gunning operates.)

 

ranges.xlsx

 

Range is in pixels.

 

The range columns refer to the shooter's ship. There are some quirks in the chart which should be obvious to anyone with common sense. For example, you can't put shredder on a javelin, and bullets fired from a lanc will time out before reaching 2458 pixels, etc. Also, I left out PD because PD is 100% efficient and thus has 'infinite range'.

 

Targets for this chart are warbird/javelins. Multiply by .5 for target Sharks, 1.5 for Terrs/Weasels, and 2 for Spids/Levis/Lancs

 

Also keep in mind that this is *max* range where damage between you and your target is *equal*, but your typical goal is to hurt your target *more* than yourself. You can divide your range by how much you want your target damaged more than yourself.

 

If you have a problem with my formula, the concept of 'effective range' has a certain amount of subjectivity anyway. The idea is to get ball-park figures to quickly use for mental math in the heat of combat, not to precisely land a bullet on the moon.

 

Examples:

 

You are a javelin with gauss. You decide to shoot at a shark for an effective range of 1180/2 = 590 pixels for 1:1 damage. However, you don't want 1:1 damage, you want 3:1 damage because you hate him three times more than yourself. You then take your 590 and divide it by another 3 to get 197 pixels.

 

 

You are a terrier at low energy after killing someone. A noob warbird flies up and unkindly sprays shredder in your general direction in attempts to vulch you. The range he has to work with is 669 x 1.5 = 1004 pixels. Fortunately, you are packing a plasma cannon with an effective range of 1401 pixels. Thus, if you open up the distance and engage this punk between 1004 and 1401 pixels, all of the bullets he fires will hurt him more than you, and all properly aimed bullets you fire will also hurt him more than you.

Posted

u should add an easy to calculate stat DVR

DVR would be damage output per recharge drain

i guess DPS / REU = DVR

agreed, however, unit average dmg:unit energy cost would be easier to grasp

=DPS/(REU/10)

 

this statistic is about proportional to aileron's 'range' values for single shot ships. Multiply 2x for double barrel, 3x for tri-bullet, 4x for quad-bullet

 

But range based on energy exchange isn't intuitive. It'd make more sense to chart out DPS for varying distances, distance in shiplengths

  • 3 weeks later...
  • 3 weeks later...
Posted (edited)

How are you calculating the DPS? Just for giggles I recalculated Plasma (got 800) and Giga (got 1391) using (100/delay)*(64+(64*level)).

Unless I'm using the wrong numbers, why are you always slightly off?

Edited by spidernl

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