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It does raise two questions as well:
1. The Engi turret also gets ammo. Obvious, if you want the most Krs you want the single upgraded turret, but people swear by the double turrets even though half the time one is out of ammo or out of position, or both are merrily spraying a waste of bullets into front armor. I wonder what the math on those would look like.
2. Driller suffers for three reasons. You caught two: area damage and secondary effects (burn or freeze have other value). The third is that none of the calculations include overkill, as far as I can tell. A lot of Gunner's theoretical Krs output is wasted on misses or overkill. While the Driller's raw damage per nitra is far lower, the flamethrower has effectively 100% accuracy and can be tapped extremely efficiently to leave burn effects that will kill enemies themselves over time.
The minigun and zhukovs use 2 ammo per bullet fired and they have only half of the Krs.
The EPC can have a higher Krs rating with TCF builds even against single targets. 2X122 has
49,5 Krs, if you use axes to trigger the implosion it will have 63 Krs.
The Subata has a higher Krs with explosive reload, homebrew powder and chain hit.
2132X with explosive reload has 36,1 Krs
A number that would have value would be "Actual damage done" per nitra.
While accuracy is definitely a valid concern for most builds (Carpet Bomber being the big exception), the general point about stored damage is still valid. I place a high priority on this when planning most of my builds and generally require a very good reason to drift away from it because stored damage is what kills bugs and nitra supplies are limited.
It may be valid, but it's not sound.
Stored damage does not kill bugs. Stored damage doesn't kill anything, because it's stored.
This analysis then assumes that "stored damage" translates, 100%, to "actual damage done", when it doesn't even come close to that for some weapons, like the minigun. Even if the minigun hits at 50%, that means the number in this analysis is cut in half when translating to actual damage done.
The effects of accuracy on this analysis are by no means, insignificant. And if one is going to choose to ignore something in an analysis, then what is being ignored better be insignificant, or at the every least, negligible.
A 50% error in a number is significant.
Figured most of this doing a little light math myself. Funny enough, the exercise with gunner became spending all of my ammo. Most of it hits too, on weak points.
Let me say all my positives here --
1) Any time someone posts about DRG using "Science" even if it may be flawed or just imaginative, It's Cool- good work
2) The fact you made your measurement variable "Karls" - very nice, very Dwarven
3) Well thought out, Logically stated, and Presented (and people say MY Posts get Lengthy) - you put in a Lot of time
4) Things Like this show how INTO DRG we can all sometimes get, for our Love of this game- I know I have in the past
Negatives- well, not really, just some discussions on some of your conclusions --
First off you make a Lot of very good points, and try to show the "math" via the "Karl" variable system to back it up - do I 100% agree? No- but at Least 80%, and any arguments now mostly have to be measured by your "Karls" system- that's where good science and discourse starts
I have seen myself, that overall Gunner DOES tend to have the most Ammo Efficency- Minigun, Autcannon, and BRT Pistol- the Bulldog is the only one that Lacks a bit
Depending on the build, OC and accuraccy of the player, It's a toss up if the Minigun or AC has better ammo economy- for example, the minigun tends to spit out a few extra bullets revving up, while the AC you can choose a single shot, 3-4 round burst, or just unleash
Also the way I built my AC with the Big Bertha OC- 330 rounds vs my traditional 440 over 18 months or so, I was worried about ammo- but the big damage increase has shown me I actually use LESS ammo with 330 than I used to - either way, agree- Gunner has some great ammo reserve usage
was also pleasantly surprised than one of your stats showed Engie's Shotgun as being so good with ammo - I've always felt that, and rarely completly run out with it - as a funny side effect I over-rely on it, and save up on my 11 Grenade Launcher shells- so much so, that when it is time to order a resupply, I find I have 18-22 Shotgun Shells, but 4-5 GL rounds- I actually get to "play" and expend my excess GL rounds on say single Grunts or Web Spitters- gleeful overkill because I'm about to restock ^_^
The Driller Flamethrower and Cryo measurements ARE tricky - depending on range, swarm size and accuracy and "spread" technique it can vary greatly-- I know with my FT build and the Sticky Flames OC, I get excellent ammo/fuel rates, even though I do a small 50 cannister/300 ammo build
EPC vs Subata - this is tricky too- the fact the EPC has ZERO reload means you can really run out of ammo MUCH faster than the Subata, and that's before charged shots get added in
As for the Subata by Itself, well,,,,, I pride myself on being a Gold-Plated, Pearl-Handled Subata Gunslinger - It really IS secretly one of the best guns in DRG - agree with one of your conclusions that overall the Subata doesn't "grow" much or get hugely "better" but does start off ahead of many other weapons
A few things about Scout's weapons--
The Zhukov SMGs, while good, fun, and useful, burn through ammo at a VERY fast rate- I think they're "Krl" stat should be Lower- I burn through 750 rounds really quick
The Boomstick- I have re-fallen in Love with this since around Feb- If you can time your shots right, and get close up IN THE FACE of Grunts, and on weakspots of Praes, Wardens, etc- this seemingly Limited ammo, 2-shots-and-reload shottie can be surpisingly ammo efficent
the Deepcore AR - after Gunner's weapons, really, REALLY good ammo efficincy- I run the 400+ rounds -- and there IS one OC which amps the AR into overdrive- the AI Stability Engine- it has ZERO Recoil, meaning you are dead-on accurate at ANY range- pretty much 93% of your shots (or more) will always hit, at any range- even when grappling all over the place
I'd put the AI Stability Engine as one of the Top 10 OCs PERIOD- any defintiley the #1 BEST one for Scout- as much as I still Love my M1000, especially my Fourth Relic version, and still use it when the mood takes me- an AI Stabilized Deepcore AR outclasses it in everyway and Let's you re-bind the gun in other ways too - the Stability Let's mine fire slightly slower/ROF by 2- but i get more damage, Armor Piercing, and near-constant Stun - I actually gun down Praes, Dreads and Bulk Ds pretty quickly with it now
Again derpy- excellent post- starting some good discussions !!
Rock and Stone !!
...Have you even used the minigun? It's like a laser once it gets spun up. Just kill a grunt or two at short range to get it moving and you can precisely pick things off from the other side of the cave with minimal waste. Frankly, it's one of the best weapons in the game for turning stored damage into dead enemies and is only really beaten by a few more specialized builds like a GK2 with AI Stability Engine.
Honestly, if you want to talk about not getting the most out of your shots, you should be looking at the shotguns. Those actually do have a habit of scattering damage into the dirt and wasting damage overkilling mostly dead enemies so they do tend to waste a significant amount of potential damage unlike the minigun.
For multiple reasons. First of all, its accurate from the start. Second of all, it doesn't overkill. And third, its easy to chain into melee. If you see like 4-5 glyphids, you can say kill 2 of them, then headshot the other 3 and finish them with melee. In the end, that can take like 10 bullets total. And that will be pretty safe to do (even without scouts ability to just grapple away any time he takes damage). Whereas the minigun, its difficult to chain melee hits in because you unspin, its very easy to overkill targets, and its inaccurate for its first bullets.
So I'd say engineer smg, and gk2 are the best at converting damage. Maybe zhukovs if you're conservative. From there it kind of depends. The engineers shotgun is actually not bad if you only fire at close range, there's weapons like the bulldog, and scout's sniper which are accurate but overkill targets so you can only convert damage effectively against certain enemies. And there's the minigun, where it overkills a bit (unless you switch targets very quickly after killing one), and its accuracy is good but only after its been running for a second. There's Weapons like flamethrower/breach cutter/grenade launcher, where the calculation is hard and very dependent on how many targets you hit. And last there's like scouts shotgun, which overkills and has bad accuracy.
I'd say its only definitively better at converting damage to ammo than the scout shotgun. Every other weapon depends too much on playstyle and other factors to really say for sure.
So in your Round 2, the build suggestions you have listed are theoretically the best builds for ammo, do you find any builds that make weapons WEAKER than they should be or no?
EDIT: Testing the Warthog build rn, and it's actually not too bad, but I might prefer my regular loadout of: BACBx with Cycle Overload, but i'm experimenting with a middleground between your suggested build and mine to combine damage and ammo.
Also, Turret Whip might be a good choice for ammo economy, because one shot at a turret can deal much more damage than the turret and Warthog could deal combined if they fired a round once each.