Difference between revisions of "Talk:Craft Armaments"

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(Weapon ranges in question as well.)
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::: Try this. Get some Avengers and use either laser cannons or stingrays. Find some trouble and save the game. Launch the attack and set the two ships to their respective extreme aggression settings. Notice which one of the two gets fired on the most often or which one uses up its ammo before the other. It might take a few tries. You should be able to see a clear difference between the two ships, but a slow-down utility or - with an emulator - slowing down the emulation may help. My guess is that the exchange of attacks between the UFO and interceptor are actually happening at the same rate. However the time compression differs from ship to ship depending on how close they are to the UFO. -[[User:NKF|NKF]]
 
::: Try this. Get some Avengers and use either laser cannons or stingrays. Find some trouble and save the game. Launch the attack and set the two ships to their respective extreme aggression settings. Notice which one of the two gets fired on the most often or which one uses up its ammo before the other. It might take a few tries. You should be able to see a clear difference between the two ships, but a slow-down utility or - with an emulator - slowing down the emulation may help. My guess is that the exchange of attacks between the UFO and interceptor are actually happening at the same rate. However the time compression differs from ship to ship depending on how close they are to the UFO. -[[User:NKF|NKF]]
  
:::: According to the data at the following thread, (http://www.strategycore.co.uk/forums/index.php?showtopic=535 ) the accuracies listed here and in the UFOpaedia are incorrect.  It seems likely that he's correct, as the accuracy rating for each weapon is identical to the damage rating of each weapon.  If someone could read the code of the game and find the actual accuracy to confirm/deny this, it'd be appreciated.  Also, I read somewhere; (possibly here, although I can't relocate the data) that the ranges given for the Craft Armaments were too low by a factor of 8.  This matches what I have seen in game(the plasma beam cautious attack range is 416, for example, and 52*8 is 416).  Shouldn't this be listed?  -27 May, 2007, Arrow Quivershaft,
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:::: According to the data at the following thread, (http://www.strategycore.co.uk/forums/index.php?showtopic=535 ) the accuracies listed here and in the UFOpaedia are incorrect.  It seems likely that he's correct, as the accuracy rating for each weapon is identical to the damage rating of each weapon.  If someone could read the code of the game and find the actual accuracy to confirm/deny this, it'd be appreciated.  Also, I read somewhere; (possibly here, although I can't relocate the data) that the ranges given for the Craft Armaments were too low by a factor of 8.  This matches what I have seen in game(the plasma beam cautious attack range is 416, for example, and 52*8 is 416) with all 6 craft weapons.  Shouldn't this be listed?  -27 May, 2007, Arrow Quivershaft,

Revision as of 08:06, 27 May 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)
Try this. Get some Avengers and use either laser cannons or stingrays. Find some trouble and save the game. Launch the attack and set the two ships to their respective extreme aggression settings. Notice which one of the two gets fired on the most often or which one uses up its ammo before the other. It might take a few tries. You should be able to see a clear difference between the two ships, but a slow-down utility or - with an emulator - slowing down the emulation may help. My guess is that the exchange of attacks between the UFO and interceptor are actually happening at the same rate. However the time compression differs from ship to ship depending on how close they are to the UFO. -NKF
According to the data at the following thread, (http://www.strategycore.co.uk/forums/index.php?showtopic=535 ) the accuracies listed here and in the UFOpaedia are incorrect. It seems likely that he's correct, as the accuracy rating for each weapon is identical to the damage rating of each weapon. If someone could read the code of the game and find the actual accuracy to confirm/deny this, it'd be appreciated. Also, I read somewhere; (possibly here, although I can't relocate the data) that the ranges given for the Craft Armaments were too low by a factor of 8. This matches what I have seen in game(the plasma beam cautious attack range is 416, for example, and 52*8 is 416) with all 6 craft weapons. Shouldn't this be listed? -27 May, 2007, Arrow Quivershaft,