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I guess then for the Stinger you multiply the energy usage listed on the weapon by 1.5 to get it's true energy useage while the 3rd hardpoint is firing? Very confusing, not just the way he explained it but very confusing for someone to try to figure out how much actual energy usage a weapon really has.
Yeah. I get why they are displaying it based on the two hardpoint default, but I'd prefer to see the energy per second value updated based on the current hardpoint value.
Maybe they could add an option for a weapon's to include current effects, such as increases to weapon damage and range. Or show the bonus values in green, idk.
Hardpoint increase doesn't affect the "battery" they're pulling from. That's what the dev meant by the hardpoints all using the same battery (the individual weapon pool), which is recharged by the energy core.
That combined with energy drain being based on the standard 2 hardpoints, and everything checks out, as far as I can tell.
The Stinger was mentioned previously - I played that ship for over half the main story and have done a few 500+ Rifts with it, so I have some experience. I have never seen the third hardpoint to actually drain additional power. It appears to be pure bonus DPS. Now, due to the wording of the Stinger's ability, there could be some explanation for that. It essentially says that the power from the ship's Device usage "powers an additional hardpoint", so the argument could be made that the Stinger's third hardpoint, thematically, is drawing power from elsewhere, so no increase to power consumption would be expected.
OK, so I got curious with this thread and opened up the game. Thermo gun with 17.5K energy pool, 1750e/s usage. Should last 10.17 seconds. Using a stopwatch it came out to be ~12.19 seconds. That would translate to 1435.60 e/s "real" usage, about a 20% reduction from what's printed. Now, interestingly, I then switched to a Maverick Prime Zapper with base stats of 13K energy pool, 1324 e/s usage, with an expected duration of 9.81 seconds. With a stopwatch, that came out to almost exactly 9.8 seconds.
My energy core outputs 2188 e/s to weapons. With a 17.5k pool, it should take 7.99 to refill from empty. It took 7.95 per my stopwatch. Close enough.
I looked back at the Thermo Gun to see what might be affecting it. Well, it was actually a Rapid Thermo Gun. I went and found a regular Prime Zapper and added Rapid to it. The base stats were 11.9k pool, 1224 e/s and with Rapid increased to 11.9k / 1468 e/s. So we went from an expected firing duration of 9.7 seconds to 8.10, this sounds about right with the increased firing rate. Using a stopwatch, it was just about spot on with both 9.7 before adding rapid, which then lasted 8.05 seconds. I'm sure the 0.05 second difference was just natural human response time variance.
Well, so Thermo Gun seems to overestimate energy usage. Let's look at a similar gun: Gauss Cannon. Regular Gauss Cannon: 17.5K pool, 802.7 e/s. Should last 21.8 seconds. Lasted 22.25 seconds. ~10% difference from what's reported? The Gauss Cannon has to spin up, so maybe that accounts from the discrepancy? I tested the gauss cannon again by rapidly pressing the firing button, never allowing it to spin up. 22.3 seconds duration, nearly identical to just letting it rip. So it seems the energy usage is not really linked to individual shots a weapon takes, which seems reasonable enough from a programming standpoint. After trying a Salvor Jaegar Pulse Laser with the same energy stats as the Gauss Cannon, it actually fired for precisely 21.8 seconds, which is what we'd expect.
I also went on to check the "Downtime Warrior" perk which decreases energy use by 15% per Device on cooldown. It functioned exactly as expected across all the above weapons.
Anyway, I don't know what's wrong or right with regards to power usage, but I have to concur with how you put it, quite succinctly, above, "There's still a variable here that I don't know how it fits into the equation exactly".
Personally, based on what I have observed, I think there is no "charging" of a weapon's pool while it is firing. I think the ~1 second delay after firing before the bars moves is quite clear with that. That some weapons fire for the exact duration the math would indicate based on their tooltips also I think shows this clearly. Some of the weapons, mostly the rapidly firing weapons, seems to fire for a bit longer than the tooltips would say. I think this indicates there is a problem with the tooltips for certain weapons, or that there is something buggy in the engine when it comes to draining energy once a weapon's fire rate goes over a certain threshold.
I suspect they display the energy draw based on two hardpoints because that's the standard, and they felt it would be more confusing to show a draw of 15 per second per hardpoint than it would to show 30 per second. Especially with Rithrin's finding that the Stinger don't draw from the weapon pool for the 3rd hardpoint.
It's a little tough to test due to the low duration of the third hardpoint, as there's some hand juggling one must do between firing, hitting the stopwatch, and firing off Devices lol.
This time I used an Umbra Blaster - 13K, 794.2 e/s. Expected: 16.3 seconds; lasted 16.1, about right. Using the third hardpoint, it should be ((794.2/2)*3) = 1191.3 e/s draw for 10.9 seconds duration. It actually was 11.86 seconds. This is without "Downtime Warrior" perks.
Alright, one more time with a slower rate of fire, a Penumbra Flak - 17.5K, 1835 e/s usage. Expected: 9.5 seconds; lasted 9.7, seems correct. With third hardpoint, it should use 2752.5 e/s for 6.3 seconds fire time. My watch read 6.4 seconds.
So clearly the additional hardpoint does drain additional power, and I probably never noticed due to stacking Downtime Warrior perks, and you're spamming devices with a Stinger so you get a lot of energy reduction. But here we again have ~10% less energy usage when achieving a very high rate of fire.
I'll probably go pick up a Gunship at some point to test further, but since the Gunship will have yet another hardpoint, and an even faster rate of fire, will it get "bonus" energy from even more weapons?
Sadly, from my naive little perspective as the original poster, I'm still confused. Can I conclude:
- while there is still some confusion regarding "hardpoints" and energy consumption, most things seem to suggest that energy drain from items such as weapons pulls from a pool belonging to that item (weapon) alone, and that the energy core replaces this energy drained only when the weapon is not firing?
- if that is the case, then there should be absolutely no difference between the time required to drain the energy from a weapon's pool when firing it continually (1) with an energy core that replaces 1000 energy per second and (2) one which replaced 1 e/s -- right?
you can just test a low weapon energy core
and a high one
i've never recognized much of a difference mid-combat
perhaps if you run a stop-clock while ooc, bit ic...dunno.