LaCai, on 12 February 2013 - 12:32 AM, said:
Builds just cant agree on both setups right arm and right torso only have weapons so doesnt work on this raven. if i lose other side im disaplet.
Having all weapons on one arm mean you can use the other as a shield and the weapons hit the same part of the enemy. And if they blow your right arm you're down to missiles for effective damage anyway, the MG's are so neglible.
LaCai, on 12 February 2013 - 12:32 AM, said:
Alphastrike Alphastrike only shows you how much damage i can do if i fire every weapon once so MG raises it only 0.04.
Agreed, and since alphas are very good that is a drawback of the MG. But even counting a full second fire it's still just .8 damage for both of them.
Quote
Max sustained DPS & DHS Ma Raven
RVN-4X Ma Raven Max sustained DPS 4.58 (can be good idea, chance to get hit by criticals raises tho)
Dropping the MG's for DHS's increase the DPS to 4.63. In total those three criticals and 2 tons only give you .52 DPS compared to having nothing at all, and those tons could be enough for armor + AMS, or as noted higher DPS.
And here, as an example of splitting up the weapons, you can notice how little of a benefit it is.
If you have the DHS version, DPS with both arms is 4.63, damage if you lose left arm is 4.63, damage if you lose right arm is 3.75 and if you lose both arms is 3.75.
If you have the MG version, DPS with both arms is 4.58, damage if you lose left arm is 4.03, damage if you lose right arm is 4.55, and damage if you lose both arms is 3.75.
So you trade overall DPS when in good condition for having better damage if exactly the right arm is torn of but slightly worse damage if the left arm is torn off. And of course, you'll have a much harder time getting your full DPS since it's lower range and when you're at that low a range your weapons will hit different parts of the target.
2xML + DHS means you'll have 1.85 DPS pinpoint damage at <270 ranges + 2.78 splash damage at <270m.
2xML + MG means you'll have 1.62 DPS pinpoint damage at <270 ranges + 2.44 splash damage at <270m + 0.52 splash damage at <90 meters.
Less accuracy, less range, less damage. For what? Having a bit better damage if one specific component people generally don't aim at (most go for the legs or core) gets blown of (and worse if the other does).
And while I agree staying close behind an Atlas or Vulture is generally a great idea, against a splatcat or LBX cicada that can be really dangerous. Having the option to do damage out to 400 meters, even if it's just 5 damage now and then, is useful.
And combining weapons which don't work below 90 meters (don't work very well at least) with weapons that don't work outside 90 meters (meaningfully) is reaaaally bad. For that tactic, consider this instead:
HBK-4G
Slightly higher speed, about 35% higher DPS, and can start firing all weapons from about the same distance and continue to fire them when up close. Sliiightly lower alpha, but can use it's full alpha at any distance up to 600 meters rather than between 90 and 180 meters.
If you have two PPC's you'd rather stay away and use those than move up for 1.2 DPS.
Edited by Stringburka, 12 February 2013 - 08:58 AM.