omnomnom Posted November 22, 2010 Report Posted November 22, 2010 (edited) GUN GUIDEby 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 secondREU= Recharge use per 10 seconds (like ?shipinfo stats)ADA= Damage per second against adamantine shell, the alien armor Shell includedLvl 1 = 128Bomb = 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 November 22, 2010 by omnomnom Quote
Zasso Posted November 23, 2010 Report Posted November 23, 2010 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. Quote
omnomnom Posted November 23, 2010 Author Report Posted November 23, 2010 (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 November 23, 2010 by omnomnom Quote
BZAP Posted November 23, 2010 Report Posted November 23, 2010 (edited) edit, relos got to it before me. And I forgot about gunlevel Edited November 23, 2010 by BZAP Quote
Cheese Posted November 23, 2010 Report Posted November 23, 2010 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. wise Quote
Zasso Posted November 23, 2010 Report Posted November 23, 2010 I see..Thanks. 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: Quote
omnomnom Posted November 23, 2010 Author Report Posted November 23, 2010 I see..Thanks. 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... Quote
Zasso Posted November 23, 2010 Report Posted November 23, 2010 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? Quote
spidernl Posted November 23, 2010 Report Posted November 23, 2010 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 :/ Quote
omnomnom Posted November 23, 2010 Author Report Posted November 23, 2010 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. Quote
Zasso Posted November 23, 2010 Report Posted November 23, 2010 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. Quote
Cheese Posted November 23, 2010 Report Posted November 23, 2010 u should add an easy to calculate stat DVRDVR would be damage output per recharge draini guess DPS / REU = DVR Quote
omnomnom Posted November 24, 2010 Author Report Posted November 24, 2010 (edited) u should add an easy to calculate stat DVRDVR would be damage output per recharge draini 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 November 26, 2010 by omnomnom Quote
Aileron Posted November 27, 2010 Report Posted November 27, 2010 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. Quote
BZAP Posted November 27, 2010 Report Posted November 27, 2010 u should add an easy to calculate stat DVRDVR would be damage output per recharge draini guess DPS / REU = DVRagreed, 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 Quote
Deathmonger Posted December 14, 2010 Report Posted December 14, 2010 This thread fails for failing to account for damage/energy cost. If you don't deal with that, the above chart would suggest that Giga is a good gun, when in fact it is an energy pig. Quote
spidernl Posted January 2, 2011 Report Posted January 2, 2011 (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 January 2, 2011 by spidernl Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.