Edited by ZeuzLoD, 26 October 2013 - 04:58 PM.
Weapon Accuracy And You
#1
Posted 26 October 2013 - 04:58 PM
#2
Posted 26 October 2013 - 05:03 PM
Everything else has under 70 games of usage.
Edited by Krivvan, 26 October 2013 - 05:03 PM.
#3
Posted 26 October 2013 - 05:21 PM
Edited by MadCat02, 26 October 2013 - 05:48 PM.
#4
Posted 26 October 2013 - 07:58 PM
rest have less than 10 games in.
#5
Posted 27 October 2013 - 07:36 AM
Factoids:
-I was surprised how low my laser accuracy was until I remembered that I draw smiley faces on the ground with them up until enemy contacts happen to ease the boredom of big maps.
-I did not know I had ever used an LRM5.
-The %damage between large laser and large pulse laser was almost identical- on average, my llas hits for 63% of its total possible damage per hit, where the lpl hits for 64%. I had expected to deal a much higher percentage of my potential damage with a shorter beam, but apparently this is not the case, and the only reason to ever use lpl is moot.
-Despite their surprisingly low accuracy of 37%, the LRM15 (my most used by far, on a 4xLRM15 AWS-8R) is dealing significantly more than its rated 1.1 damage/missile, hitting for 1.439 damage/missile on average.
-The LB10 is the only ballistic weapon on the list doing less than its rated damage/shot, on average.
#6
Posted 27 October 2013 - 07:57 AM
#7
Posted 27 October 2013 - 08:09 AM
You can just ignore the accuracy for the lasers as it's pretty rare to completely miss with them, the average damage per hit is a much better indicator of how effective you are with them, though that of course doesn't account for intentionally shooting outside optimal range.
#8
Posted 28 October 2013 - 07:37 AM
#9
Posted 28 October 2013 - 07:42 AM
1,100 hits for 22,827
or 20.751 damage per hit!
#11
Posted 28 October 2013 - 07:46 AM
#12
Posted 28 October 2013 - 07:46 AM
Joseph Mallan, on 28 October 2013 - 07:42 AM, said:
1,100 hits for 22,827
or 20.751 damage per hit!
That is actually possible, weapons do bonus damage to internal structure. (Only a small amount, but if you only ever use the AC/20 within 270m, you're guaranteed at least 20 damage a hit + bonus damage against internals).
#13
Posted 28 October 2013 - 09:14 AM
I can't even blame it on shooting the ground at the start of a match, I always make sure to hit the mech in front of me.
#14
Posted 28 October 2013 - 09:58 AM
Notice how useless/worthless LRMs are unless you boat them? Also it's a nice eye-opener to how badly coded this game is in regards to HDR. 9,530 ML hits should be 47,650 damage but the game only reisters a fraction of that.
#15
Posted 28 October 2013 - 10:00 AM
lockwoodx, on 28 October 2013 - 09:58 AM, said:
Notice how useless/worthless LRMs are unless you boat them? Also it's a nice eye-opener to how badly coded this game is in regards to HDR. 9,530 ML hits should be 47,650 damage but the game only reisters a fraction of that.
It's not the games fault you either can't hold the lasers on target or use them at proper ranges.
#16
Posted 28 October 2013 - 10:02 AM
Ninja'd
Edited by Joseph Mallan, 28 October 2013 - 10:02 AM.
#17
Posted 28 October 2013 - 10:03 AM
Bilbo, on 28 October 2013 - 10:00 AM, said:
It's not the games fault you either can't hold the lasers on target or use them at proper ranges.
edit: It IS the game's fault that every one can boat ACs and matches are constantly lopsideded with heavies/assaults making it a nightmare for medium players.
Also, if you face a target in a medium long enough to get a full cycle, you just lost 80% of your rig to whatever cheeze alpha build they were running.
Don't hate the player, hate the game.
Edited by lockwoodx, 28 October 2013 - 10:09 AM.
#19
Posted 28 October 2013 - 10:25 AM
aniviron, on 27 October 2013 - 07:36 AM, said:
Well if we consider that all shots were within range so the only variance was Time on Target (ToT)... Then 64% of damage is done you had way less ToT with the LPL (roughly 38% of a second) compared to the LL (roughly 63% of a second). So really the LPL was more efficient in inflicting it's damage because it did it in half the time.
Now realistically some of these are likely reduced in damage because they are outside optimal range, especially with the LPL with it's whole 300m optimal range. I'd like the chance to play with some stats from a test server where LPLs had identical range to LLs and see how the numbers change (to get a sense on % of damage lost for non-optimal range).
And really all lasers tend to have stupidly inflated % accuracy because if even a single pulse (for lack of a better word, maybe 'ticks'?) hits the target at any point out to it's maximum range it counts as a 'hit'. I'd love to see stats for % of pulses/ticks hit rather than just 'weapon hits' % (which is fine for PPCs, ACs, and Gauss). Even LRMs/SRMs should have a '% of volley' (and oddly their accuracy is per missile already).
#20
Posted 28 October 2013 - 10:42 AM
Joseph Mallan, on 28 October 2013 - 07:46 AM, said:
Ammo/gauss explosion damage also counts, but it does still seem a bit screwy.
Shadey99, on 28 October 2013 - 10:25 AM, said:
Well if we consider that all shots were within range so the only variance was Time on Target (ToT)... Then 64% of damage is done you had way less ToT with the LPL (roughly 38% of a second) compared to the LL (roughly 63% of a second). So really the LPL was more efficient in inflicting it's damage because it did it in half the time.
Now realistically some of these are likely reduced in damage because they are outside optimal range, especially with the LPL with it's whole 300m optimal range. I'd like the chance to play with some stats from a test server where LPLs had identical range to LLs and see how the numbers change (to get a sense on % of damage lost for non-optimal range).
And really all lasers tend to have stupidly inflated % accuracy because if even a single pulse (for lack of a better word, maybe 'ticks'?) hits the target at any point out to it's maximum range it counts as a 'hit'. I'd love to see stats for % of pulses/ticks hit rather than just 'weapon hits' % (which is fine for PPCs, ACs, and Gauss). Even LRMs/SRMs should have a '% of volley' (and oddly their accuracy is per missile already).
Look at the amount of damage done per hit, and you get a better idea of true accuracy.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users