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Post by neightrix on Apr 16, 2017 5:39:18 GMT
These are not necessarily exact, but measured using clips and close enough to have a conversation about.
Valkyrie - 250 rpm (500 advertised) Sweeper - 300 rpm (450 advertised) Hornet - 367 rpm (950 advertised) Incisor - 295 rpm (585 advertised)
I don't know of any shooter or other game I've ever played that measure a weapon's rate of fire by how fast it shoots within a burst. I think if these weapons actually fired as fast as they claim to, they might actually be usable on Gold, especially the Hornet! I can believe Incisor was play tested even though it has too much recoil, but the rest? It seems more like they were balanced on paper without consideration for actual fire rate and recoil (Valkyrie).
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LemurFromTheId
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Post by LemurFromTheId on Apr 16, 2017 6:13:44 GMT
Good job calculating those.
Sadly, this is still not particularly useful, even if it makes the picture somewhat clearer. What we really need is sustained rate of fire - i.e. average rate of fire over multiple reloads - for all the weapons. That means we need to know reload times and, in case of burst fire weapons, burst refire times.
We need someone to do some serious datamining.
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riviet
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Post by riviet on Apr 16, 2017 6:24:00 GMT
I did a quick calculation for simple 1 clip DPS using your numbers and the damage per bullet numbers from SexmaSheen's topic, Quick and Dirty Gun DPS: Valkyrie - 250 rpm (412.5 DPS) Sweeper - 300 rpm (385 DPS) Hornet - 367 rpm (336.4 DPS) Incisor - 295 rpm (889.9 DPS) If OP's numbers are accurate, then the DPSes for the first three weapons are just horrendous. I haven't used the incisor in a while. Is the recoil manageable in this game? I might give it a bit of a whirl when I'm bored. I agree with LemurFromTheId about calculating sustained DPS. You could probably use a similar method as OP used for the burst fire weapons. I think all we're missing is reload time and base magazine size. Then just gotta apply a sustained DPS formula. Any takers?
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neightrix
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Post by neightrix on Apr 16, 2017 6:26:29 GMT
Good job calculating those. Sadly, this is still not particularly useful, even if it makes the picture somewhat clearer. What we really need is sustained rate of fire - i.e. average rate of fire over multiple reloads - for all the weapons. That means we need to know reload times and, in case of burst fire weapons, burst refire times. We need someone to do some serious datamining. Right. I'm hoping this shows one reason why these weapons are particularly lackluster. I think knowing a weapon's sustained dps and clip dps can both be useful knowledge to have. Vanquisher is a great example of how important burst damage can be when you can immediately remove a threat with 1 shot, meaning the player takes less damage.
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LemurFromTheId
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Post by LemurFromTheId on Apr 16, 2017 6:53:47 GMT
Good job calculating those. Sadly, this is still not particularly useful, even if it makes the picture somewhat clearer. What we really need is sustained rate of fire - i.e. average rate of fire over multiple reloads - for all the weapons. That means we need to know reload times and, in case of burst fire weapons, burst refire times. We need someone to do some serious datamining. Right. I'm hoping this shows one reason why these weapons are particularly lackluster. I think knowing a weapon's sustained dps and clip dps can both be useful knowledge to have. Vanquisher is a great example of how important burst damage can be when you can immediately remove a threat with 1 shot, meaning the player takes less damage. Anyone who understands numbers and has ever tried burst fire weapons in-game already knows the real rate of fire is very different from the in-game value. But don't get me wrong: I meant it when I wrote "good job". Yes, it'd be great to know both DPS values, but sustained DPS is by far the more useful one, as it actually reflects the overall damage potential of the weapon. And if you're interested in time to kill (and TTK against a single mook isn't very useful information, either), you don't really calculate that using clip DPS, but using damage per shot and ROF directly.
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