Weapons Damage per Second over Range (Chart!)

Started by slamo, January 21, 2017, 03:11:56 PM

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slamo

Quote from: Alenerel on January 23, 2017, 07:10:41 PM
About the values, AFAIK the wiki was outdated in A16, which changed a lot of things, mostly ALL of the dps. You should get your data from the game.

Got a method of extracting the data from the game in tabular form? I don't have a clue.

Or update the Wiki. My Google Sheet automatically updates when the wiki does.

slamo

Accuracy over Range Chart:

[attachment deleted by admin due to age]

Alenerel

I thought you were using only the dps over range, which would make no sense because it would be just one value... So I had a brain fart.

So then you used the accuracy*dps in each distance?

About extracting the values from the game, dev mode and check every weapon xD

slamo

Quote from: Alenerel on January 23, 2017, 10:34:10 PM
I thought you were using only the dps over range, which would make no sense because it would be just one value... So I had a brain fart.

So then you used the accuracy*dps in each distance?

About extracting the values from the game, dev mode and check every weapon xD

Sorry about your fart! Yes, it's accuracy*damage/time over range. Damage is max damage (if 100% hit rate), divided by time (warmup+(burstcount*bursttime)+cooldown) gives max DPS, accuracy is the interpolated accuracy at the given range.

Technically I guess I could have called it DPS by Accuracy at each Range.

If YOU want to extract all that data go ahead and then send it to me. Too much work for me, I'm lazy. =)


TheMeInTeam

Quote from: Grishnerf on January 22, 2017, 11:08:53 PM
and now add in the spray pattern of the weapons
and Charge rifles are even FAR more superior to assault rifles in dps.

They are easily superior in DPS.  ARs win out in range and also in windup/cooldown.  The latter is pretty important for popping out of doors to take potshots on manhunters or raiders attacking walls/doors.  AR can actually peak out, fire, and duck before a sniper can fire whatsoever, and if the enemy isn't "waiting" for you then it can trivially free-fire on almost any weapon and duck in time.

The machine pistol is even better in the free pot shots role but it doesn't have the range.

Alenerel

Quote from: slamo on January 23, 2017, 10:49:23 PM
Yes, it's accuracy*damage/time over range. Damage is max damage (if 100% hit rate), divided by time (warmup+(burstcount*bursttime)+cooldown) gives max DPS, accuracy is the interpolated accuracy at the given range.

Why warmup? That value only counts for the first shot after moving. If the pawn is static he doesnt need to warmup, just cooldown.

Grishnerf

Quote from: TheMeInTeam on January 25, 2017, 11:39:44 AM
Quote from: Grishnerf on January 22, 2017, 11:08:53 PM
and now add in the spray pattern of the weapons
and Charge rifles are even FAR more superior to assault rifles in dps.

They are easily superior in DPS.  ARs win out in range and also in windup/cooldown.  The latter is pretty important for popping out of doors to take potshots on manhunters or raiders attacking walls/doors.  AR can actually peak out, fire, and duck before a sniper can fire whatsoever, and if the enemy isn't "waiting" for you then it can trivially free-fire on almost any weapon and duck in time.

The machine pistol is even better in the free pot shots role but it doesn't have the range.


yeah all weapons have their use.
killing a mechapede with 1 guy and a machine gun/pistol is possible.
hopping in and out behind a Corner between the warmupp times of the centipede.
Born in Toxic Fallout
Drop-Pod Escape Artist

TheMeInTeam

I've done the pop-out on centipedes with inferno cannon using an AR.  It's not fun times though, takes forever.  If you pause buffer like crazy you can use this technique for mech drops in-base.  It's a bit thankless but it gets the job done.

Grishnerf

yeah it takes a while, those tanky basterds.  :D
Born in Toxic Fallout
Drop-Pod Escape Artist

slamo

Quote from: Alenerel on January 25, 2017, 02:20:42 PM

Why warmup? That value only counts for the first shot after moving. If the pawn is static he doesnt need to warmup, just cooldown.

Warm-up is the same as aiming time and applies to every shot. The white decreasing cone is the visual of the warm-up counter.

Cool-down is the time after a shot before the colonist can do any other action (another shot or move). Cooldown is what keeps your grenade throwers so vulnerable after a toss.