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Full Version: PS2 Vanu Weapon Performance Statistics
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(01-11-2013, 12:52 AM)grin link Wrote: [ -> ]I would like to do charts like that but I don't know what criteria to use. What length trigger pull? Trigger pulled for x seconds or x shots? What accuracy %? Average for the player base or average for best players?

Damage/bullet @ Range is pretty good.

What I had in mind was something linked to average TTK for the guns in terms of trigger pull length. I don't believe any gun in the game goes over 3 seconds on TTK(Assuming 100%accuracy). Unfortunately, I couldn't begin to wonder how(or if) the average accuracy of the player base could be tracked as a metric. Assuming that information was available, it could be statistically factored into TTK, which then could be used to calculate true weapon efficacy. Reaching past that though might be a bit convoluted, in addition to the fact that numbers don't solve everything. I'm just rolling thoughts around in print.

I'll see about that.
(01-11-2013, 09:47 AM)Kor link Wrote: [ -> ]I couldn't begin to wonder how(or if) the average accuracy of the player base could be tracked as a metric. Assuming that information was available

They had it available in one of the beta patch notes but those are all gone now. :[
(01-11-2013, 08:12 AM)at0m link Wrote: [ -> ]the colors you use make it nearly impossible to tell from the key which one is which for some guns. NS-11A and Corvus on the first graph you just posted, for example

AR graph made more legible.
Added Lines for shots to kill at different bullet damage.
For rank 1-5 Nanoweave simply add 1 more shot.

AR
http://img600.imageshack.us/img600/5441/ardpb.png
Carbine
http://img163.imageshack.us/img163/4302/carbinedpb.png
LMG
http://img849.imageshack.us/img849/3189/lmgdpb.png
Just going to say again, thanks so much for compiling & sharing this data. I'm in the process of picking up infantry weapons and this is making my life a hell of a lot easier (or maybe harder, now that I'm agonizing over the decision more). +1
I frequently end up doing the same calculation a few times over and then get mad and make a spreadsheet so I don't have to again. Glad I can help others Big Grin
Slug ammo DPShot VS distance.

0-12m - 500dmg
12-66m - decreasing linearly to ~364dmg per shot
>66m - constant at ~364dmg

150% headshot multiplier like shotgun pellets.

This gives you 2 shot kill anywhere on the body at 0-12m.
3 body, 2 headshot for Nanoweave 5 non heavy or NMG heavy 0-12m.
4 body, 3 headshot for nanoweave 5 NMG heavy 0-12m.

At the worst it gets to 3/2 for nano 0-3, up to 5/3 for NMG + any nanoweave.
Although I heard that they implemented a breaking point for the NMG shield, but I do not know how that works so this is speculative until then.

http://img822.imageshack.us/img822/9161/slugdpb.png
Info on the New Burster for Main battle tanks and the upgrades to the walker.
http://www.reddit.com/r/Planetside/comme...f_changes/
Still I can't see anyone taking a meh burster over a better GtG turret.
Quote:Karrde link=topic=6633.msg260784#msg260784 date=1359049298]
Still I can't see anyone taking a meh burster over a better GtG turret.
Would be nice if it was available for the Sunderer...
Did a damage per minute analysis of most of the infantry weapons in game.
The Damage per minute accounts for short reload time with 1 bullet remaining in mag.
Chart assumes full auto fire and 100% accuracy.
Most rocket launchers/snipers were not included because they are exactly the same among empires. Although why I included Battle rifles I no longer know.
Included Semi-auto Snipers because of discrepancy in DPM caused by abnormally high Phantom Reload times.
Link if you want full size: http://img341.imageshack.us/img341/8193/dpmshort.png

Black lines indicate mean DPM across a weapon class(IE AR, Carbine, LMG).
Colored lines indicate mean DPM across a particular faction within a particular class(IE TR AR, VS AR).
[Image: dpmshort.png]
Was super resistant to the thought of buying the Parallax because it was only an incremental increase over the V10.

I caved and bought it last night after watching a bunch of sniper videos. The bullet velocity makes hitting EVERYTHING easier, especially compared to a suppressed V10 (which is probably a bad idea anyways). Trying to decide what upgrades it needs.
Oh yeah never suppressor sniper rifles, terrible idea

Bullet drop and damage dropoff is massive past 30-50m or so with any gun and a suppressor, and the suppressor's benefit only works if you are within 150m of the enemy (seeing as the "shot fired" blip you get on a minimap and the sound effect doesn't show up anyways if you are more than 150m away to whoever fired). Well maybe not the sound effect part but past 150m it's not going to be uber easy to locate a sniper based on sound alone (the tracer will give you away more than anything... which is why I like the Nyx! no tracer. too bad you have to be accurate with it to deal any sort of long range damage).
Has anyone seen any benefit to the flash suppressor, then?

rumsfald

every infil gun I use has a suppressor on it, because I like to hide from the LA players that hunt snipers for as long as I can. Which isn't usually long, but it's fun for solo ops.
Okay looked up stuff on EMP's since last time I used them (in beta) they were pretty much worthless (didn't go through obsticles [just like normal grenades], only slightly bigger radius, etc) but apparently they have 3X the range of normal grendaes now, go through obsticles, etc. so they sound much more desirable. Gonna try them out once I get 50 more certs. Still seem situational but they'll probably be really useful for room clearing, especially since they don't have grenade indicators (aka rape time in chaotic fights).
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