Closed Thread
Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast
Results 21 to 30 of 44

Thread: Weapons Range

  1. #21
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    Quote Originally Posted by 3rdpig View Post
    I had always assumed it was +8 percent to the distance before full damage started dropping off, but from your chart it looks like it means +8 yards or meters. In the chart for the FRC Heavy Assault Carbine with the baseline gun damage starts dropping at 45, with the Falloff mod it extends to 53. In itself this is useful to know.

    Thanks for taking the time to do this, I've found it both helpful and informative.
    Made some changes for the diagramso it should be easyer to combare weapons of the same type here is a example. Got my hands on a weapon with stalker will try later today or tomorrow to mod it and see how it plays out

  2. #22
    Just wanted to say THANK YOU. Awesome postings! Very Informative. Most of us have been wondering this stuff since Alpha testing.

  3. #23
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    I have tested out stalker[2] and falloff+8 it is kinda weard the falloff start at (40m+8m*1.10 range) as it should but the damage don't drop as fast as it should it is more like 1.20 neer 84m
    Green and Yallow is the real data.

  4. #24
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    Quote Originally Posted by alienstookmybeer View Post
    I think chilipino is talking about 2 stalker mods on one weapon. If it works like the Rolling Thunder mag bonus, you get 5% for the first mod, plus 10% more for the second so Stalker weapons probably give a 15% bonus with 2 mods.
    I tryed Rolling Thunder[2] It did not work (30*1.5*1.1) = 49.5 (50) in my "VBI TACC Assault Rifle" if it did work it should have bin (30*1.5*1.15) =51.75 (52) Might be diffent weapons give diffrent ? or it might be that I used 2x III mods? sight/mag

  5. #25
    Quote Originally Posted by Zewy View Post
    I tryed Rolling Thunder[2] It did not work (30*1.5*1.1) = 49.5 (50) in my "VBI TACC Assault Rifle" if it did work it should have bin (30*1.5*1.15) =51.75 (52) Might be diffent weapons give diffrent ? or it might be that I used 2x III mods? sight/mag
    I see what you're saying but these bonuses only work off of the base amount.

    If it didn't stack, it would have calculated as 30 * (1 +.5 high cap mag mod +.1 rolling thunder [2] if not stacking) = 48
    It did stack, so it calculated as 30 * (1 +.5 + .15) = 49.5 rounded to 50

    I have a tachmag pulser with a natural .25 mag bonus, .50 high cap mag, and .15 rolling thunder bonus = 50 * (1 +.25 + .5 +.15) = 95 rounds. I was originally not expecting the stacking either and expecting 93 rounds or such.

  6. #26
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    Quote Originally Posted by alienstookmybeer View Post
    I see what you're saying but these bonuses only work off of the base amount.

    If it didn't stack, it would have calculated as 30 * (1 +.5 high cap mag mod +.1 rolling thunder [2] if not stacking) = 48
    It did stack, so it calculated as 30 * (1 +.5 + .15) = 49.5 rounded to 50

    I have a tachmag pulser with a natural .25 mag bonus, .50 high cap mag, and .15 rolling thunder bonus = 50 * (1 +.25 + .5 +.15) = 95 rounds. I was originally not expecting the stacking either and expecting 93 rounds or such.
    I looked at it now but the weapon FRC Assault Carbine did the falloff land somewhere 39,5 and 40 was hard to get the right value there. Need to find a better weapon to test the formula out but on this weapon it looks like +13 for stalker[2] and +8 falloff ((40+8)*1,10)-40 = 12,8 It looks like it adds 8 to base value then it adds the range syn or du you see a other option that ends up in round 13?

  7. #27
    Not really sure how it all comes together, but if base range (before falloff) was 40 which I'm not sure on, then it should add about 6 for the stalker synergy.

    I know you said you used level 20 weapon skill and I noticed at skill lvl 15 it adds +10% falloff damage. That might make the base range appear to be longer that it really is.

  8. #28
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    Quote Originally Posted by alienstookmybeer View Post
    Not really sure how it all comes together, but if base range (before falloff) was 40 which I'm not sure on, then it should add about 6 for the stalker synergy.

    I know you said you used level 20 weapon skill and I noticed at skill lvl 15 it adds +10% falloff damage. That might make the base range appear to be longer that it really is.
    Totaly forgot about that I still need to save up some scrap and try to get some mod and waepons to keep testing budget for testing is kinda low at the moment.

  9. #29
    Junior Member
    Join Date
    Sep 2013
    Posts
    20
    good post, I never knew that the disrupter was not affected by range, I just thought that its damage was rubbish. I have just been trying one out today and there is no drop off in damage that I can see making it a really good long range SMG. Mine was fire nano so setting light to 99rs in the distance and watching all the semi-human torches run towards me was fun. Must try it at night

  10. #30
    Member Zewy's Avatar
    Join Date
    Apr 2013
    Location
    Sweden
    Posts
    73
    Going to try to do one weapon a day and more on weekends. Here is a pistol enjoy skill 20 still need to work on my shotgun skills they are just over 10 so will take some time till I am done with that.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts