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Weapons with ranged falloff |
Jhomes Chief Marshal
Joined: June 22, 2013 Posts: 92
| Posted: 2015-05-03 10:30  
So the list of weapons with falloff is well known but any chance an admin/dev or MODD with the knowledge could post the actual % of falloff each weapon has?
(for anyone who does not know, falloff means how much % less damage a weapon does at max range, i.e. 50% would mean a weapon does half damage at max range)
best of my knowledge is as follow (and i doubt correct because pieced together from players with varying competance over the years)
icc- beams- 50%
valence cannon- 50%
rails and gauss- 0%
kluth- beams- 0% or 10%?
psi cannon-40%?
plasma cannon- 0%
Ugto- particle cannon- 16% or 18%?
flux wave-50%
beams-40%
EMP cannon- no idea
some of these i am pretty sure are correct while others i have gotten a wide range of answers and have no idea, theres only so much info i can get from just testing the weapons.
Thanks
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Incinarator Chief Marshal
Joined: May 24, 2010 Posts: 237
| Posted: 2015-05-03 12:15  
ICC-
"Name": "WeaponCLICC" - "damageFalloff": "0.6"
valence cannon- 50% - I couldn't find this, but I know that 50% should be correct.
"Name": "WeaponRailgun" - "damageFalloff": "1"
"Name": "WeaponGauss" - "damageFalloff": "1"
K'luth-
"Name": "WeaponDisruptor" - "damageFalloff": "0.9"
"Name": "WeaponPsiCannon" - "damageFalloff": "0.667"
"Name": "WeaponPlasmaCannon" - "damageFalloff": "1"
UGTO-
"Name": "WeaponCL" - "damageFalloff": "0.75"
"Name": "WeaponParticleCannon" - "damageFalloff": "0.833"
"Name": "WeaponFluxWave" - None listed, assumed "damageFalloff": "1"
"Name": "WeaponEMPCannon" - "damageFalloff": "0.833"
Source: Jack's stats website. Find this in the first post of "Stats, stats, stats!" under the dev blog. It's been there for years already.
http://www.jack-online.co.uk/gadgets/
[ This Message was edited by: Incinarator on 2015-05-03 12:16 ]
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Jhomes Chief Marshal
Joined: June 22, 2013 Posts: 92
| Posted: 2015-05-03 17:01  
i had looked but cldnt find an actual list like that. Ive always heard fluxwave was 50% and using it in game really seems to back that up, as its def much less useful if u attempt it at max range. Thanks incin, that will be useful for people to understand weapon choices a little better, esp the kluth plasma cannon which has enough misconceptions anyways. (for players who dont already know, its an area damage only weapon so the damage is actually the stated damage multiplied by amount of projectiles it fires in 1 round, so the small damage number it shows is actually that x4, and with no falloff, its actually not a bad alternative to psi cannon.)
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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2015-05-10 10:35  
Mouseover the gadget in question, you'll see the values. Pretty easy to determine falloff from them.
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2015-05-10 13:27  
Basically, the trend is that for projectile weapons, ICC have the least falloff (save for Valence) and K'Luth have the worst, while for beam weapons the opposite holds true: K'Luth have best falloff, ICC have worst. UGTO are middle-of-the-road in both.
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