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Star Wolves 3D space RPG with deep strategy and tactical elements |
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formula-damage(guess)
Unlucky me, the engineer only have machine gun perk, not heavy cannon.
But I will do some maths anyway. Say, 1 low accuracy is good(75% hit ratio) only at half(50%) the range, given the range 60, so they are only useful at 30; 2 while laser with high accuracy are good at full range(100%), which is 80 for pulse laser, may be they are only good at 90%, but let’s just use 100% at first; 3 a logical guess about heavy gun with medium accuracy should be in the middle(75%), with average range of 70; The actual formula-damage will be: Accuracy() x Range() / Distance() x Hit Ratio(75%) x Damage per Second(100%) a. Dealing with normal fighters, laser will get: Accuracy(High 100%) x Range(95) / Distance() x Hit Ratio(75%) x Damage per Second(100%) Heavy gun will get: Accuracy(Med 75%) x Range(80) / Distance() x Hit Ratio(75%) x Damage per Second(100%) b. Dealing with laser-proof fighters, laser will get: Accuracy(High 100%) x Range(95) / Distance() x Hit Ratio(75%) x Damage per Second(50%) Heavy gun will get: Accuracy(Med 75%) x Range(80) / Distance() x Hit Ratio(75%) x Damage per Second(100%) c. Dealing with moving targets, Laser’s accuracy will not be affected, plus the beam will last 1/4 seconds Cannon bullets will be dramatically affected if the shooting line is different from the fighter’s track. Conclusion: laser is king, even if with laser-proof 50%, only get weak damage with 80% laser-proof now the real question is: if laser is so good, why the game still use cannon? there must be something wrong. Last edited by tsavo; 03-28-2010 at 12:07 AM. |
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