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Author Topic: *SPOILERS* Weapon Analysis  (Read 27246 times)

Offline ptbptb

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*SPOILERS* Weapon Analysis
« on: October 09, 2011, 01:07:36 pm »
The Rocket Launcher

Official Data (With HE Rocket)

Skill: Explosive
Damage: 120
Time Units: 14
Range: 250
Spreads: 0.4

Observed Data (untrained soldiers)

1 hit will kill an Unarmoured Taman, 2 hits will kill an Unarmoured Ortnok, 2 hits will kill a Bloodspider

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 15 (30 TU)
OK Shot (50%) at Range 30 (60 TU)
Poor Shot (20%)* at Range 65 (136 TU)

* Estimated value.

See also attached graph.

NOTES:
The HE Rocket has an area effect. This means that if you shoot something too close to you (closer than 10TU), you'll also be hit by significant damage.  It also means that you targets standing in front of walls, etc., are easier to kill.

OVERALL NOTES:
Based on the data here, the Rocket Launcher has 3 x the effective range of the Heavy Needler.

Please feel free to do similar write ups for your favourite weapons. ;-)

P.S. Ranges taken on a straight line (not diagonal) are easiest (unless you do want to work out the hypotenuse each time?).
« Last Edit: October 09, 2011, 06:48:36 pm by ptbptb »

Offline ptbptb

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Re: *SPOILERS* Weapon Analysis
« Reply #1 on: October 09, 2011, 02:34:36 pm »
The Heavy Needler

Official Data (With Snap Shot)

Skill: Assault
Damage: 110
Time Units: 10
Range: 250
Spreads: 2

Observed Data (untrained soldiers)

2 hit will kill an Unarmoured Shevar

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 5 (10 TU)
OK Shot (50%) at Range 10 (20 TU)
Poor Shot (20%) at Range 17 (34 TU)

See also attached graph.

Please feel free to do similar write ups for your favourite weapons. ;-)

P.S. Ranges taken on a straight line are best.
« Last Edit: October 09, 2011, 06:54:05 pm by ptbptb »

Offline H-Hour

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Re: *SPOILERS* Weapon Analysis
« Reply #2 on: October 09, 2011, 05:45:51 pm »
Are you using a program to generate the graphs from the data or just generating the graph after manually entering the data into a spreadsheet?

Offline Hertzila

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Re: *SPOILERS* Weapon Analysis
« Reply #3 on: October 09, 2011, 05:55:18 pm »
I'd suggest putting the age old rocket launcher tip "Aim for the legs!" in the notes section. Especially if the target is in the open.

Offline ptbptb

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Re: *SPOILERS* Weapon Analysis
« Reply #4 on: October 09, 2011, 06:01:21 pm »
I'd suggest putting the age old rocket launcher tip "Aim for the legs!" in the notes section.
I hadn't actually heard that one.  I do know that I always have the "confirm" option set for moving / firing.  I don't fire unless I see the 'Taman' / 'Ortnok' tag float up and the targeting grid turn red so I know I've actually clicked in the right place.

Offline ptbptb

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Re: *SPOILERS* Weapon Analysis
« Reply #5 on: October 09, 2011, 06:03:26 pm »
Are you using a program to generate the graphs from the data or just generating the graph after manually entering the data into a spreadsheet?

Manually entered into a spreadsheet.

The later graphs should be more accurate as I missed a few tricks at first. The ones there now aren't that bad, though.

Offline Hertzila

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Re: *SPOILERS* Weapon Analysis
« Reply #6 on: October 09, 2011, 06:12:26 pm »
I hadn't actually heard that one.  I do know that I always have the "confirm" option set for moving / firing.  I don't fire unless I see the 'Taman' / 'Ortnok' tag float up and the targeting grid turn red so I know I've actually clicked in the right place.

At least among FPS players (with games like Quake, Unreal and Team Fortress) it's a very common tactic to aim at the target's legs with RLs to maximize hit chance with the splash damage.
Using shift to... well, shift the aiming into the targets legs should at least theoretically raise the chances to hit, since the rocket will hit the ground nearby instead of just flying right past the target.

Offline ptbptb

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Re: *SPOILERS* Weapon Analysis
« Reply #7 on: October 09, 2011, 06:48:21 pm »
Using shift to... well, shift the aiming into the targets legs should at least theoretically raise the chances to hit, since the rocket will hit the ground nearby instead of just flying right past the target.
Oh, I'm with you now.  I know (somewhat) about the shift thing, but I've hardly used it at all so I'm not that familiar with how it works.  To be clear, if you hold the 'shift' button down when targeting it aims at the bottom (ground) of the level you have selected (number at left of screen), right?

[EDIT] Updated graphs with 'best fit' curve.
« Last Edit: October 09, 2011, 06:52:21 pm by ptbptb »

Offline H-Hour

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Re: *SPOILERS* Weapon Analysis
« Reply #8 on: October 09, 2011, 07:17:15 pm »
Hit shift to cycle your aim height at any time while targeting.

Offline ptbptb

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Re: *SPOILERS* Weapon Analysis
« Reply #9 on: October 09, 2011, 07:20:18 pm »
The Grenade Launcher

Official Data (With PB Grenades and Snapshot - Airburst)

Skill: Explosive
Damage: 150
Time Units: 8
Range: 15
Spreads: 1

Observed Data (untrained soldiers)

1 x Near Miss will kill an Unarmoured Taman, 2 x Near Miss will kill an Unarmoured Ortnok

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 5 (10 TU)
OK Shot (50%) at Range 9 (18 TU)
Poor Shot* (32%) at Range 15 (30 TU)

* 15 is the max range.

See also attached graph.

NOTES:
The PB Grenade has an area effect - it's a great way of taking out a bunch of closely spaced enemies at once. Near misses are practically as good as a direct hit, so the accuracy given for this weapon is much less important than with other weapons. Note that if you shoot something too close to you (closer than 8TU), you'll also be hit by significant damage. 

Other things to watch out for
* Be careful when firing past walls or other obstructions. 'Grenade Launcher Suicide' isn't a nice way to go.
* With some skill and luck you can use the 'timed' shots to do damage further away than the normal range, or even around corners. Watch out that they don't bounce right back, though! Also it's worth testing the ground on a map as the 'bounce factor' varies widely.

Please feel free to do similar write ups for your favourite weapons. ;-)

Offline EmOGriND

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Re: *SPOILERS* Weapon Analysis
« Reply #10 on: October 16, 2011, 08:09:48 am »
My experience shows that even at 15 TU 3 grenades in a shot is almost a certain death for most enemies, if you aim a bit before the target, not after

Offline Sarin

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Re: *SPOILERS* Weapon Analysis
« Reply #11 on: October 16, 2011, 05:05:54 pm »
It would be good to include some tips about weapons beyond the cold accuracy/damage analysis.

Rocket Launcher: Given its low rate of fire and limited one-hit kill capacity, it's not good "sniper" weapon. Best use for it is long range indirect fire. It is excellent "berzerk" trigger during long range peekaboo shootouts. Just fire it into wall next to enemy who is covered from direct hit.

Grenade Launcher: one of favorite weapons of almost everyone, it has biggest bang for TU from whole arsenal. However, it has limited killzone due to low max range and splash damage creating minimal range. Its indirect fire abilites also have low accuracy (timed shot). It's best used at known chokepoints, like harvester enterance, bow of crashed harvester (if dropship lands near the undamaged side of harvester)... Although it is hinted to use flechette shells when enemy is too close, whole reloading process is too slow, and you won't be able to score a kill unless the soldier has full TUs. It is better to carry a secondary weapon for those situations-SMG or machine pistol at the beginning, plasma blade in belt later.

Couple of weapons I'd suggest to analyze:
Machine Gun-my favorite weapon...
Melee weapons with throw ability
most common secondary weapons-plasma pistol, laser pistol, machine pistol (I use those sometimes because they are only secondary ranged weapons that fit into belt)

Offline sambojin

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Re: *SPOILERS* Weapon Analysis
« Reply #12 on: October 18, 2011, 04:03:09 am »
Machine Pistol
----------------------

40 range, 20+-5 damage, 5/8/14TU, 1/3/8 shots.

One of the most useful weapons in the game. Not for it's killing power, it's accuracy, it's range or even its burst abilities. It's for one reason: it fits on your belt. This makes it a very versatile weapon in a tactical fall-back sense.

It opens up a whole world of equipment options. You can drop your current weapon and whip out your MP for 3TU's (handy for GL/RL ditching). You can spray a few bullets at an almost dead enemy to take them out. You can carry a medikit in your holster for crying out loud. Everyone can be a medic.

It's may be an absolutely hopeless weapon against armour. It might be inaccurate at range. Other secondaries may be a little (heaps) more powerful. But it's cheap, it's quick, it has a good snap/3-shot/auto TU scheme and allows lots of other equipment options. You can use it for all the early/mid game without a problem.

The Machine Pistol is cheap, versatile, handy and full of ammo. Exactly what a secondary weapon should be.

Offline Nutter

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Re: *SPOILERS* Weapon Analysis
« Reply #13 on: October 18, 2011, 02:14:27 pm »
Of course as a result, having a spare clip or two is a bit of a bitch.
Unless you keep most of them in the backpack which means you'll have to stop and rearrange at some point.

Offline H-Hour

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Re: *SPOILERS* Weapon Analysis
« Reply #14 on: October 18, 2011, 04:14:12 pm »
I don't meant to hijack the thread, but I'm curious how people feel about the "close" skill. Are you happy with your close specialists? Do you find they get as much use as other specialists (assault,heavy,explosives,sniper)?

I am looking at the weapon/damage distribution and from what I can tell, the close specialists seem to be at a bit of a disadvantage.