A17b Weapon Data Spreadsheet - Vanilla + Popular Mods!

Started by XeoNovaDan, August 01, 2017, 08:34:14 PM

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XeoNovaDan

I figured I'd go the extra mile from a spreadsheet that I made a couple or few months ago, and actually go into an in-depth look at various popular mods (+ Ryan's Ultimate Survival) to acquire their stats, and present them in walls of beautiful numbers. This gives quite an insight into some imbalanced aspects of some mods too, so this may be valuable for any authors that stumble across this.

Unfortunately, this spreadsheet doesn't do numbers with Combat Extended, so sorry to anybody that expected that. Not enough mods support CE to really make a meaningful analysis, and CE's much more unpredictable in nature than vanilla's combat system.

Spreadsheet: https://docs.google.com/spreadsheets/d/1MWL1Jr2wUfRPK0gkfYjMf9MLxjbKtWVyM4IBE5avw3o/edit?usp=sharing

Mods featured in this spreadsheet:
GlitterTech
High Caliber
Medieval Times
More Vanilla Turrets
Rimfire
Rimsenal
RT's Weapon Pack
Ultimate Survival
USCM

LiteEmUp

is it also possible to add this mod http://steamcommunity.com/sharedfiles/filedetails/?id=868519399&searchtext=turret
it only has turrets, but comparing the info from that mod to other mods helps on determining your defense setup...


i currently only use more advanced turret/turret collection/medieval times/glittertech/and rt's weapon pack..
and from what i've gathered, glittertech are OP lol... some of glit's long range rifles have more range than rt's sniper rifles lol.. i might have to download the tweak mod that buff's rt's weapons lol..

regarding rt's weapons pack
on rifles: majority have nearly the same warmp and cooldown times, so it seems that accuracy and dps will be the deciding factor on which rifles will be usable to you.. since most engagements will likely be in medium range(as long range will be for snipers, and short range combat will likely have low occurances due to killboxes), IMO the rifles to go for(I could be wrong with my analysis) will be steyr aug(good mid range accuracy, decent dps, and good burst amount), honey badger(dps and good accuracy for mid range), and lvoa-c (range/damage/accuracy)


for smg's: combat is likely from close to mid(15-30 range)
so it seems p90 for dps but subpar accuracy on non-touch range and mp40( for good dps and good accuracy for 15-30 range, plus it has a 28 range which seems good range value for a smg)

so it seems my colony will be just running these type of rifles from rt weapons pack..

Canute

Could you made made a small legend at the frontpage maybe.
Special the damage types, when you got a second effect like flame, that set the target on fire. Or other effects.

Weapons from Aliens races should be added too someday.

XeoNovaDan

Quote from: LiteEmUp on August 04, 2017, 03:51:36 AM
is it also possible to add this mod http://steamcommunity.com/sharedfiles/filedetails/?id=868519399&searchtext=turret

Sure, I'll work on it right away

Quote from: Canute on August 04, 2017, 05:12:30 AM
Special the damage types, when you got a second effect like flame, that set the target on fire. Or other effects.

Weapons with non-vanilla damage types have notes describing what they do. I didn't quite do that for vanilla types since I'd assume that most would already know.

Quote from: Canute on August 04, 2017, 05:12:30 AM
Weapons from Aliens races should be added too someday.

I'm planning to do that on a new spreadsheet since they're arguably different topics

Trylobyte

Thank you for figuring out that some of RT's guns don't have proper accuracy.  It drove me mad when I was experimenting with the pack seeing that some guns severely underperformed and I couldn't tell why, until I figured out that despite their stated accuracy they just weren't ever hitting anything.  But now I've come to the Way of the Honey Badger (Great bargain for the materials and research, plus shorter aim time than LVOA-C means more hitting and running) and none of that is ever a concern anymore.