Forums » General
3.2.5 Balance Changes
I apologize in advance for not having all the previous weapon stats, but these are current and complete.
Ion Blaster - 200 credits
Damage: 350
Velocity: 140 m/s
Energy: 10/blast
Repeat: .15 seconds
Phased Blaster - 1600 credits
Damage: 350
Velocity: 160 m/s
Energy: 8/blast
Repeat: .2 seconds
Tachyon Blaster - 4800 credits
Damage: 600
Velocity: 180 m/s
Energy: 12/blast
Repeat: .15 seconds
Gravitron Blaster - 8200 credits
Damage: 800
Velocity: 180 m/s
Energy: 18/blast
Repeat: .25 seconds
Gatling Cannon - 2200 credits
Damage: 300
Velocity: 180 m/s
Energy: 8/blast
Repeat: .075 seconds
Advanced Gatling Turret - 26000 credits
Damage: 400
Velocity: 180 m/s
Energy: 12/blast
Repeat: .1 seconds
Rail gun - 1200 credits
Damage: 1100
Velocity: 400 m/s
Energy: 110/blast
Repeat: 1.6 seconds
Gauss Cannon - 2200 credits
Damage: 1200
Velocity: 180 m/s
Energy: 40/blast
Repeat: .5 seconds
Plasma Cannon - 4600 credits
Damage: 1450
Velocity: 180 m/s
Energy: 50/blast
Repeat: .4 seconds
Charged Cannon - 6000 credits
Damage: 400-2800
Velocity: 140 m/s
Charge rate: 60/second
Rocket bug is fixed, Screamers and Jackhammers should travel at normal velocities. Auto-aim can now be turned off. /set autoaim 0 (1 for on)
Ion Blaster - 200 credits
Damage: 350
Velocity: 140 m/s
Energy: 10/blast
Repeat: .15 seconds
Phased Blaster - 1600 credits
Damage: 350
Velocity: 160 m/s
Energy: 8/blast
Repeat: .2 seconds
Tachyon Blaster - 4800 credits
Damage: 600
Velocity: 180 m/s
Energy: 12/blast
Repeat: .15 seconds
Gravitron Blaster - 8200 credits
Damage: 800
Velocity: 180 m/s
Energy: 18/blast
Repeat: .25 seconds
Gatling Cannon - 2200 credits
Damage: 300
Velocity: 180 m/s
Energy: 8/blast
Repeat: .075 seconds
Advanced Gatling Turret - 26000 credits
Damage: 400
Velocity: 180 m/s
Energy: 12/blast
Repeat: .1 seconds
Rail gun - 1200 credits
Damage: 1100
Velocity: 400 m/s
Energy: 110/blast
Repeat: 1.6 seconds
Gauss Cannon - 2200 credits
Damage: 1200
Velocity: 180 m/s
Energy: 40/blast
Repeat: .5 seconds
Plasma Cannon - 4600 credits
Damage: 1450
Velocity: 180 m/s
Energy: 50/blast
Repeat: .4 seconds
Charged Cannon - 6000 credits
Damage: 400-2800
Velocity: 140 m/s
Charge rate: 60/second
Rocket bug is fixed, Screamers and Jackhammers should travel at normal velocities. Auto-aim can now be turned off. /set autoaim 0 (1 for on)
hrmmm...Rails are still useless....
/me goes back to his evil lair....
/me goes back to his evil lair....
As far as I know, the only changes were to the gauss, the plasma, and all four blasters.
Both the gauss and the plasma were significantly improved by the revision, and are legitimate if still somewhat subpar energy weapons under current conditions (armor for instance would change that assessment).
All four blasters on the other hand were significantly weakened with the exception that all four became significantly more energy efficient (efficiency ratings changed from ~35 damage/point of power to about ~50 damage/point of power). The result is that short bursts of blaster fire are overall much less effective, but long bursts are more possible and triples and quads are more doable. The Ion Blaster is no more of a credible threat than it ever was, and is actually if anything worse. The Phased Blaster's rate of fire almost cut in half, resulting in a damage/second value not that far above the Ion Blaster. The Phased Blaster was already not that credible, and is even less so now. The Tachyon lost 10 m/s , which is going to drop accuracy significantly, and 50 damage per hit or about ~275 damage per second. The most significant changes came in the Graviton and people familiar with the previous weapon have basically lost access to it. Although the Graviton is more on par with the Tachyon now, having gained 150 damage per hit and 20 m/s, its firing rate is reduced to nearly 1/3rd the previous rate. The first result of this is that the new Grav is basically a completely different weapon. The second result is two basically identical weapons.
So the net result is that we've gained two weapons - the gauss and the plasma - at the cost of losing the old graviton as a concept and the good small energy weapon (the tachy) getting somewhat weakened.
Both the gauss and the plasma were significantly improved by the revision, and are legitimate if still somewhat subpar energy weapons under current conditions (armor for instance would change that assessment).
All four blasters on the other hand were significantly weakened with the exception that all four became significantly more energy efficient (efficiency ratings changed from ~35 damage/point of power to about ~50 damage/point of power). The result is that short bursts of blaster fire are overall much less effective, but long bursts are more possible and triples and quads are more doable. The Ion Blaster is no more of a credible threat than it ever was, and is actually if anything worse. The Phased Blaster's rate of fire almost cut in half, resulting in a damage/second value not that far above the Ion Blaster. The Phased Blaster was already not that credible, and is even less so now. The Tachyon lost 10 m/s , which is going to drop accuracy significantly, and 50 damage per hit or about ~275 damage per second. The most significant changes came in the Graviton and people familiar with the previous weapon have basically lost access to it. Although the Graviton is more on par with the Tachyon now, having gained 150 damage per hit and 20 m/s, its firing rate is reduced to nearly 1/3rd the previous rate. The first result of this is that the new Grav is basically a completely different weapon. The second result is two basically identical weapons.
So the net result is that we've gained two weapons - the gauss and the plasma - at the cost of losing the old graviton as a concept and the good small energy weapon (the tachy) getting somewhat weakened.
yes, railguns should do massive damage i think, just should take a really long time to repeat fire and drain alot of battery! Myesh... sniping.
Just one question. Is there a way to find out what the range of all the weapons are? The rockets in particular all seem to have a short range.
Just wondering :-)
Just wondering :-)
Park a prom off and keep having him back up ;)
Yes, but it is a pain to do, fly backwords at the speed of the weapon, and fire one round, this will result in it haveing minimal movement (very close to 0), then time it, then time (in secs) * speed of weapon.
They should just put in ranges. I was tryin to get an energy weapon to attack the frig with (it turns out none of them would suit my purposes, ie none of them have more than 1.2km range), but I had to either ask people or test them to find out. Annoying. They should just tell us.
PS: The railgun wants a higher range. I can feel it.
PS: The railgun wants a higher range. I can feel it.
Hey, I'm working on a full weapon stats setup right now, with everything worked out for you. Gimme a little bit :D
go ctish go go gooooooooooo
/me supports on the sideline :D
cheers
/me supports on the sideline :D
cheers
The range of the energy weapons is approximately 3 seconds' flight- ie. (your speed + wpn speed) * 3. Ish.
adv gatling and tachs have a range of 550 meters when you are going 0 m/s, if that helps
These balance changes have changed a lot of ways in fighting. New weapon layouts...better tactics with some of these weapon changes... they could put an update every other week with weapon changes. Would keep people on thier feet for different weapon choices. But that would just be a pain in the a$$ hehehehe.
ctishman it's been a little bit...is it done yet?
is it done yet?
how about now?
ctishman it's been a little bit...is it done yet?
is it done yet?
how about now?
Definitely, SF. The gauss cannon all of a sudden is now a more deadly weapon. I've had 2 grouped + rocket in a Valk, and it bites hard!
The hornet has also become more of a viable option with its 4 weapon slots (do I have quad gravs, anyone?), and is better suited for taking down Proms. Now, if only missile fuel and/or speed could be increased.
The hornet has also become more of a viable option with its 4 weapon slots (do I have quad gravs, anyone?), and is better suited for taking down Proms. Now, if only missile fuel and/or speed could be increased.
After having played around with the gauss and plasma last night, I think that the gauss at least is fairly well balanced as is. The wide coverage of the gun helps more than I thought it would, making it at least as accurate (for me) as the tachyon was at 190 m/s. It has some disadvantages up close because of its slow cycle rate but every gun needs some drawbacks, and overall it seems to be a good weapon.
The plasma got alot better but it still doesn't seem to pack quite the punch necessary to be a competitive large slot weapon in its role. Maybe if the damage went up to 1600 OR the velocity increased it would be worthy. Still, I won't be too suprised to see a few Hogs with plasma cannons, screamers, or jackhammers in the near future - which will be a welcome change from a steady diet of adv. gatlings.
The plasma got alot better but it still doesn't seem to pack quite the punch necessary to be a competitive large slot weapon in its role. Maybe if the damage went up to 1600 OR the velocity increased it would be worthy. Still, I won't be too suprised to see a few Hogs with plasma cannons, screamers, or jackhammers in the near future - which will be a welcome change from a steady diet of adv. gatlings.
Okay. The Weapons Guide 0.0.0.1a is now available at
http://www.genin.org/vendetta
It's filed under 'Path of the Warrior'.
What it is:
-Basically functional
What it isn't:
-Pretty. Your mom looked better when I dropped her off after last night.
-Complex. Right now, it just has the stats they give you in-game, plus a simple calculation to give maximum range for the weapon. I need ideas, but if you have one, make sure that it can be found with current statistics.
http://www.genin.org/vendetta
It's filed under 'Path of the Warrior'.
What it is:
-Basically functional
What it isn't:
-Pretty. Your mom looked better when I dropped her off after last night.
-Complex. Right now, it just has the stats they give you in-game, plus a simple calculation to give maximum range for the weapon. I need ideas, but if you have one, make sure that it can be found with current statistics.