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How Does Cooldown Reduction Work With Rotary


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#1 RisinPhoenix

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Posted 17 July 2017 - 03:24 PM

Wondering what mech might be best to mount a rotary cannon on as lead me to the question of how does ballistic cool down reduction effect the weapon?

Current theories:
A) The gun does shorter firing cycles meaning that the weapon does not charge jam chances as fast and recovers it faster.

B ) The gun starts and stops firing faster.

C) The gun literally fires bullets faster. So ten percent cool down reduction would be equal to a ten percent damage per second on target buff.

D) Cool Down reduction does not effect this weapon.

Anyone know how this will actually work in game?

Edited by RisinPhoenix, 17 July 2017 - 03:25 PM.


#2 Kangarad

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Posted 17 July 2017 - 03:31 PM

the gun spins down faster.

there currently is no way to increase the dps shown in the tooltip.

firerate quirks also do not influence it.


This goes for all weapons that have damage in DP/s numbers AMS/LAMS Rac2/5 LMG/MG/HMG.

Edited by Kangarad, 17 July 2017 - 03:31 PM.


#3 RisinPhoenix

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Posted 17 July 2017 - 03:43 PM

I am not sure how that works. A lot of IS mechs have Machine Gun Rate of Fire quirks. I would think firing 110 rounds instead of 100 rounds would increase the damage of the weapon. Otherwise they just eat more ammo for the same damage numbers?

#4 Kangarad

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Posted 17 July 2017 - 03:48 PM

exactly. blame pgi for that.

same goes with teh +60% rof ams on nova or kitfox. 60% less ammo efficient for no increase in damage.

#5 MechaBattler

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Posted 17 July 2017 - 03:50 PM

I was under the impression that it doesn't have any effect. That "rate of fire" is not effected by cooldown reduction.

Edited by MechaBattler, 17 July 2017 - 03:50 PM.


#6 Khobai

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Posted 17 July 2017 - 03:52 PM

i dont believe cooldown reduction affects RACs at all

but the UAC jam nodes decrease the dissipate rate of the jam bar

#7 Felicitatem Parco

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Posted 17 July 2017 - 03:53 PM

View PostKangarad, on 17 July 2017 - 03:48 PM, said:

exactly. blame pgi for that.

same goes with teh +60% rof ams on nova or kitfox. 60% less ammo efficient for no increase in damage.



Wait wait wait.. Missiles have more than 1 health and require multiple hits to destroy. Are you saying a gun that shoots Faster is not dealing any more damage than the gun that shoots slower? Are you saying the bullets evaporate?

#8 Khobai

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Posted 17 July 2017 - 03:54 PM

Quote

Wait wait wait.. Missiles have more than 1 health and require multiple hits to destroy. Are you saying a gun that shoots Faster is not dealing any more damage than the gun that shoots slower? Are you saying the bullets evaporate?


as far as I know AMS overload works and makes AMS do higher DPS.

if it wasnt working, why did PGI feel the need to nerf AMS overload skill nodes?

#9 Kangarad

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Posted 17 July 2017 - 03:55 PM

View PostProsperity Park, on 17 July 2017 - 03:53 PM, said:

Wait wait wait.. Missiles have more than 1 health and require multiple hits to destroy. Are you saying a gun that shoots Faster is not dealing any more damage than the gun that shoots slower? Are you saying the bullets evaporate?

I am sayign that PGI don guffed and made a 3rd Damage stat instead of Combining Rate of fire and Cooldown to calculate DP/s.

so your DP/s is not actualy link'd to the amount of rounds you will fire per second. so yes if you quirk for firerate, it'll just eat more ammo for the time its active.

#10 Kangarad

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Posted 17 July 2017 - 04:00 PM

View PostKhobai, on 17 July 2017 - 03:54 PM, said:


as far as I know AMS overload works and makes AMS do higher DPS.

if it wasnt working, why did PGI feel the need to nerf AMS overload skill nodes?

I am sorry but you could not be more wrong. old ams overload was +60% more damage(not firerate). currently its less than 2.5%

It was working until they broke it a while ago when the skill tree came out and they changed the dps number of ams to compensate for the skill tree from 4/round/40/s to 105/s (got the decimal wrong... and you get 2.5 from skills in dps, not per round)) . It has been bugged since then. You realy should play sometimes, it helps with knowing how stuff gets changed.

Edited by Kangarad, 17 July 2017 - 04:03 PM.


#11 Khobai

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Posted 17 July 2017 - 04:17 PM

if it doesnt work, then why did PGI nerf it in tomorrows patch? I dont think they wouldve felt the need to nerf it, if it was as underpowered as you claim it is. something doesnt sound right... then again it is pgi. so I dont know what to think

AMS Overload
The benefit provided from AMS Overload Nodes has been decreased to 0.75 (from 1.25).

AMS Overload Design Notes: We're happy to see AMS effectively utilized, but feel that the previous 71% damage uptick provided a bit too much of a boost to the equipment, particularly in light of recent baseline changes to AMS. We have therefore chosen to reduce the value provided from the AMS Overload nodes to instead provide a total boost of 41% to AMS damage when both nodes are applied.

Quote

You realy should play sometimes, it helps with knowing how stuff gets changed.


For someone who supposedly doesnt play, apparently im more up to date on patch notes than you.

And I have been playing under my IS account. because I need cbills for LFE engines. I dont need cbills for my Clan account. And even if I did Clans didnt get anything worth spending cbills on. Dont be an ignorant re tard. Some people have multiple accounts. Because PGI doesnt allow an IS and Clan profile under one account and I would have to break contracts constantly to play with friends. Blame the terribad CW system not the player.

Why do you even care? Are you stalking me? Because thats !@#$ing creepy. I dont give a **** how many games you play.

Edited by Khobai, 17 July 2017 - 04:33 PM.


#12 Kangarad

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Posted 17 July 2017 - 04:34 PM

View PostKhobai, on 17 July 2017 - 04:17 PM, said:


Patchnotes =/= Ingame
now imagine this doing 1 damage per second less sominstead of having a boost to 107.5 damage itll be 106 damage. teh difference . hurr.

Posted Image

Edited by Kangarad, 17 July 2017 - 04:38 PM.


#13 Khobai

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Posted 17 July 2017 - 04:35 PM

Quote

they say they did that... but tbh. do you realy trust them 100%?


I trust them more than a guy who apparently stalks me in game.

#14 RisinPhoenix

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Posted 17 July 2017 - 04:37 PM

Having read more about machine guns and how they work in relation to ballistic cool down. I have to agree with those who said it will not effect the weapon. This makes me think it would go well on mechs that have ballistic hard points without quirks to support them.

Now I'm looking at the Firestarter FS9-H. Does anyone plan on using this weapon on a specific mech? I have an open mech bay and am looking to fill it with a rotary weapon user.

#15 Kangarad

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Posted 17 July 2017 - 04:41 PM

View PostKhobai, on 17 July 2017 - 04:35 PM, said:


I trust them more than a guy who apparently stalks me in game.

nah , everyone on the forums just seems to be nagging you about that, I havent even llooked at your stats, not that mine are good either.

they may say theyr reducing the bonus damage from 71% to 41% ... but in reality its just 1.4% differrence.

Edited by Kangarad, 17 July 2017 - 04:41 PM.


#16 RisinPhoenix

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Posted 17 July 2017 - 04:46 PM

Also, looking at the Marauder MAD 5-M with a very high mounted un-quirked cannon slot.

#17 Kangarad

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Posted 17 July 2017 - 04:49 PM

View PostRisinPhoenix, on 17 July 2017 - 04:46 PM, said:

Also, looking at the Marauder MAD 5-M with a very high mounted un-quirked cannon slot.

the 3r will be better I think due to higher armour quirks, and you'll be mounting 2 rac 5s with a std anyway, tho I would not say that this would eb somethign to run on em since your better of with 2 lbx10 and twisting to stop em from taking your gun side/reducing damage taken by alot.

#18 RisinPhoenix

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Posted 17 July 2017 - 04:59 PM

The Marauder MAD-3R really does look better. Something to play with at least thanks!

#19 Andi Nagasia

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Posted 17 July 2017 - 05:04 PM

View PostProsperity Park, on 17 July 2017 - 03:53 PM, said:

Wait wait wait.. Missiles have more than 1 health and require multiple hits to destroy. Are you saying a gun that shoots Faster is not dealing any more damage than the gun that shoots slower? Are you saying the bullets evaporate?

actually Chris recently looked into this,

Quote

Chris Lowrey‏ @Chris_C_Lowrey Jul 14
All missile health currently equal. Nothing done to ATM's but note that AMS Overload got a reduction. We'll see where that takes us first.

Chris Lowrey‏ @Chris_C_Lowrey Jul 15
Looked into myself during PTS. They are the same. The velocity is the main reason it appears like they have double the HP. SRM's having....

Chris Lowrey‏ @Chris_C_Lowrey Jul 15
Double the velocity means they pass through AMS's effective range much faster, giving AMS less time to shoot down the incoming missiles.


all missiles have the same health, assuming ether 1 or 2,

Edited by Andi Nagasia, 17 July 2017 - 05:04 PM.


#20 Khobai

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Posted 17 July 2017 - 05:17 PM

Quote

all missiles have the same health, assuming ether 1 or 2,


Its 1.

Base AMS does 3.5 dps at 30 shots a second so thats 3.5/30 = .116 damage per shot or 9 shots to destroy a missile

AMS overload increases the dps by 1.5 now (instead of 2.5 like before) so 5/30 = .166 damage per shot or 6 shots to destroy a missile



As for Kangarads screenshot heres whats going on. I figured it it out.

AMS does 3.5dps x 30 shots so thats where the 105 comes from in his screenshot

but the +2.5 you see in parenthesis isnt adding shots per second. its adding additional DPS.

Although that +2.5 is only going to be like +1.5 after tomorrows patch because of the AMS overload nerf

Edited by Khobai, 17 July 2017 - 05:43 PM.






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