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Question On Laser Damage, Duration & Overheat


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#1 UnofficialOperator

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Posted 25 November 2017 - 04:58 AM

Is laser damage/dps equally divided over the duration or is there any front or back loading?

Is laser damage cutoff upon overheat/shutdown and prorated?

Does this apply also for projectiles?

#2 PaquIS

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Posted 25 November 2017 - 05:37 AM

Its equally divided. About the shutdown, I think someone tested it and find out that when you shutdown the damage will cut off immediately even if you can see the beam still going.

I dont think it goes to projectiles tho.

#3 UnofficialOperator

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Posted 25 November 2017 - 05:59 AM

Great thanks!

#4 Koniving

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Posted 25 November 2017 - 06:43 AM

View PostUnofficialOperator, on 25 November 2017 - 04:58 AM, said:

Is laser damage/dps equally divided over the duration or is there any front or back loading?

Is laser damage cutoff upon overheat/shutdown and prorated?

Does this apply also for projectiles?

Divided at intervals. The laser is a weapon using a hitscan mechanic that checks at varying intervals of 0.1 seconds to 0.2 seconds. It depends on the laser. Pulse lasers check significantly less often than standard lasers, however higher damage is applied per check as well which is why they generally seem more effective.

It was questioned and debated as to whether a laser does a single crit check per shot or various checks per beam. There was an answer but to be honest I can't recall what it was. I do recall that doing individual rolls and checks per 'pulse' for damage was something of a resource hog but that doesn't necessarily mean that it's a single check when the weapon is fired.

I do not know if shutdown will cut off the beam, but one way to check this is to go into Academy, find the turrets in the field, and fire lasers while pressing the Power key. When the damage report is given to you, if it does the same damage as firing normally, then you know it doesn't cut off. If the report is given as less damage then it does cut off. Please note it may cut off with some weapons but not others. For example I'm under the personal belief that Rocket Launchers won't do damage if you're shut down due to overheat, as they never seem to do anything damage wise. But that may be a personal opinion.

Projectiles are generally front loaded. Burst firing projectiles will "total" the rated damage, such as a UAC/20 (IS or Clan) will come out to 20 damage when the burst is done. The Clan version does 5 damage per bullet, the IS version does 3 projectiles of 6.67 (rounded up) damage.

Rotary Autocannons actually do fixed damage per bullet (0.8 and 1.5 respectively) though "Cooldown" improvements do not seem to improve their firing rate at least cosmetically. If it also does not improve the damage delivery, it could explain some of the problems with it.

Decimal damage numbers are always rounded at the end of a match, as such you can have a kill with 0 damage, or a number much higher than you actually achieved depending on how many decimals you wound up doing.

#5 Horseman

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Posted 25 November 2017 - 07:56 AM

Shutdown will cut off the beam. It will affect any other stream-firing weapons like RLs, MRMs and RACs in the same fashion.

#6 James Saxon

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Posted 19 April 2018 - 02:56 PM

yeah this continuous beam i thought it would still dmg, but it does not. This assumption costed me a Solaris 7 match lol

#7 Tier5 Kerensky

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Posted 20 April 2018 - 10:09 AM

If you overheat and shutdown and you have missile weapon which has more missiless per volley than your missile hardpoint has tubes, you can end up firing a partial volley. Even with rocket launchers since they techically fire missiless as well, even though they are supposed to be single shot.

Over a year ago I also had some odd experience when overheating with PPC boat, (Clan ER PPCs) where I got the impression that some of the PPCs didn't fire even though they generated heat. It wouldn't make sense since they don't fire with a delay, but I'm not sure and with the whole concenpt of boating ER PPCs it's not highly relevant to test it out.

Since UACs also fire several projectiles like missiless I would imagine those shots could also not be completetely fired when overheating and shutting down. Specially so with Clan UAC20.

Edited by Teer Kerensky, 20 April 2018 - 10:10 AM.


#8 DFM

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Posted 20 April 2018 - 10:59 AM

View PostTeer Kerensky, on 20 April 2018 - 10:09 AM, said:

If you overheat and shutdown and you have missile weapon which has more missiless per volley than your missile hardpoint has tubes, you can end up firing a partial volley. Even with rocket launchers since they techically fire missiless as well, even though they are supposed to be single shot.

Over a year ago I also had some odd experience when overheating with PPC boat, (Clan ER PPCs) where I got the impression that some of the PPCs didn't fire even though they generated heat. It wouldn't make sense since they don't fire with a delay, but I'm not sure and with the whole concenpt of boating ER PPCs it's not highly relevant to test it out.

Since UACs also fire several projectiles like missiless I would imagine those shots could also not be completetely fired when overheating and shutting down. Specially so with Clan UAC20.


Heat before results.

Rockets are one shot, yes. They do abide by tube count though it seems. Only generally a issue with large amounts of rockets in secondary launchers with limited tube count.( My cata A1-(c) with six RL-20 will shut down with 2 launchers with 10 rockets left if not over ridden.)

Both clan and IS UAC 20's can do that, especially on the double tap with the way their ghost heat works.





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