Difference between revisions of "Talk:Craft Armaments"

From UFOpaedia
Jump to navigation Jump to search
Line 2: Line 2:
  
 
:The rate of fire of the Cannon might disguise its rate of misses, but your observation about Stingrays vs. Avalanches is intriguing.--[[User:Ethereal Cereal|Ethereal Cereal]] 14:36, 7 March 2007 (PST)
 
:The rate of fire of the Cannon might disguise its rate of misses, but your observation about Stingrays vs. Avalanches is intriguing.--[[User:Ethereal Cereal|Ethereal Cereal]] 14:36, 7 March 2007 (PST)
 +
 +
::Well another thing that might possible - people think that the rate of fire increases as you close in, although the reload rate is given as a fixed number. Is it possible its just hits happen more often as you close in, so the combat completes faster but everything is actually firing at the same speed? (someone might have tested in depth with a stopwatch or something to know the answer, cant really comment solidly either way myself, but it seems a possibility at least) --[[User:Sfnhltb|Sfnhltb]] 15:17, 7 March 2007 (PST)

Revision as of 23:17, 7 March 2007

I'm guessing from looking at the weapon accuracys and their ranges that craft weapon fire probably is calculated similarly to Battlescape combat, i.e. you can hit or not based on the accuracy, then comes in the size and range which might get you an incidental hit anyway. Otherwise the cannon would be even more pointless than it already is with a 10% accuracy - but close up this probably translates to something half reasonable. Equally the Stingray and Avalanche might turn out to have similar hit rates when at their respective maximum ranges are factored in. Of course the Plasma Beam owns everything else in almost every category so its fairly moot. --Sfnhltb 09:49, 7 March 2007 (PST)

The rate of fire of the Cannon might disguise its rate of misses, but your observation about Stingrays vs. Avalanches is intriguing.--Ethereal Cereal 14:36, 7 March 2007 (PST)
Well another thing that might possible - people think that the rate of fire increases as you close in, although the reload rate is given as a fixed number. Is it possible its just hits happen more often as you close in, so the combat completes faster but everything is actually firing at the same speed? (someone might have tested in depth with a stopwatch or something to know the answer, cant really comment solidly either way myself, but it seems a possibility at least) --Sfnhltb 15:17, 7 March 2007 (PST)