how to make a superior BE medium: step 1. research everything in physics. step 2. ???? step 3. PROFIT
Four missiles at the same speed as UML do four times the +speed damage, and suffer four times the -speed damage reduction. If your enemy has Absorbant... UML: 75 - 13.5 = 61.5 SML: (35 - 13.5) × 4 = 86 You can also follow up with 3 more shots from UML while SML is reloading. Of course, nobody gets absorbant, except maybe for this build. But let's say they made the foolish mistake of getting composite... UML: 75 + 9 = 84 SML: (35 + 9) × 4 = 176 From barely 40% better (while firing a third as quickly) to 110% better! Sadly, UML's DPS is still better overall if you include reload times, but the difference is at least slighter.
Haha, wow. I do remember when I was doing my little tests how missiles seem to really damage composite. I was surprise since I don't worry about those speed factors too much. It is another thing i'll have to learn about.
NOOOO D: All my commanding skill revolves around it, rushing dual i-standart heavys like no tomorrow!
So 13.5 and 9 is the speed modifer right? Where do you get these numbers? Is there a file I can view from the game or something. I look at the wiki and the numbers are off, but i've also read the wiki is very outdated. Don't know what is what.
The speed modifier applies to the speed of the projectile. Railguns travel at 3600, UMLs and Salvos at 1800. The multiplier for absorbant is -0.75% (-0.0075), so it should 'add' -27 damage to any railgun hit (-0.75% of 3600) or -13.5 damage to any UML hit (-0.75% of 1800), effectively reducing their damage. Speed of the actual projectile varies based on how the tanks are maneuvering, of course. Without the actual code, this is just theory based on logical assumption, of course, but it's probably correct. The wiki looks up to date, at least the armor appendix. You can look in empires\scripts\vehicle_armor.txt for the armor stats and empires\scripts\vehicle_weapons.txt for the weapon stats.
Plasma APC's and swarm of inf would rape it. Most maps would rape it (epic clusterfuck and boottsechs anyone?) It might work on duststorm or some other open map... Abs got no health at all, you get hit few times and you are flashing red D:
UML has a 6 round clip and still has the same reduction, therefore it loses 1.5x as much damage as salvo. Salvo has a fast reload, salvo has a fast rate of fire, salvo has decent damage, salvo has decent speed, salvo has poor accuracy. Salvo beats UML on everything but long range Salvo is a good weapon, for gods sake don't tell the accountant how to add one digit numbers.
And over 6 rounds a UML does considerably more damage (3 3/14) than a single 4-round salvo, which effectively mitigates the speed reduction even further compared to salvo. Salvo is affected by the speed modifier in combat moreso than the UML. The end. To cover your comparison: UML reloads in 3.8 seconds to SMLs 3.0 seconds. Salvo treats 4 rounds as a single 'shot', so its three second reload time is also its cyclic fire rate. (Unless you glitch it by overheating, which is silly.) UML does 75 damage to Salvo's 35*4. They have identical speed. UML has excellent accuracy to Salvo's poor accuracy. They both have essentially the same range, but with Salvo's accuracy it is generally ineffective even against stationary targets at long distance. All salvo has is raw damage per 'shot', as well as cost and weight. For MiamiHeat's tank, weight is what's most important, since he can't fit three weapon systems, 3Phase, and full Absorbant armor on his tank with UML.
I think good tank team would have a mixture of UML (2/3) and Salvo (1/3). Salvo tanks rush to the enemy tanks. Unload their salvo and drive back for repair, while UML tanks keep shooting from behind. But sadly you see very rarely real teamwork of tank drivers.
When you consider damage as a function of effectiveness against armor, it's not. The whole point of emp_recruit's post was that salvo's effect in combat is altered more significantly by the speed mod than it is for UML. It is not about the one-digit number being added or subtracted to the damage value, it is about the ratio of the speed mod's damage to the whole damage of the weapon, and, thus, its effectiveness in combat. If an armor had a speed mod of -0.019, it would reduce the Salvo ML to doing less than one damage per missile, while the UML would still be capable of destroying a tank. By your logic, these weapons would be getting penalized identically but to the tank driver one of them is being rendered worthless.
You are so dumb it blows my mind. Rails and HE move roughly at the same speed, 500 difference isn't a big deal. Why is the speed modifier a way bigger issue for rails? It does less damage but fires a lot faster, ie the modifier is applied many more times. Same idea for salvo.
I always have more on the sides, then if it comes to it, more on the back than on the front. If you need to run away for a repair (to preserve your tank) you need to be protected from the back. More time is spent having your sides and rear facing the enemy, than the front (doing mad circles around each other etc).
Can someone make a list how much damage each weapon does on each armor? I'm thinking about to put this on the wiki.
Imo that whole modifier and all the other armor related math should go away it makes it to hard for new players to get which armor is good against which weapon.