Difference between revisions of "Talk:Craft Armaments"

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::::::By the way, for your convenience if you don't already use it: Enter three tildes (<nowiki>~~~</nowiki>) to insert your handle. It also turns it into a wikilink to your personal talk page. Enter four tildes (<nowiki>~~~~</nowiki>) to do the same and append the current timestamp. Saves having to type it out each time! I'll end this with an example of entering four tildes: [[User:NKF|NKF]] 00:02, 29 May 2007 (PDT)
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:::::::It seems to hold that 8 distance units = 1 km, except for the laser cannon, which is an enigma in regards to range, since it should instead be 168 instead of 280; in other words, it should be outclassed by the Stingray in regards to range.  280 / 8 = 35.  Of course, given that they totally screwed up the accuracy ratings, positing that they mistyped the Laser Cannon range isn't a huge leap.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:49, 29 May 2007 (PDT)

Revision as of 07:49, 29 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,
I did some tests earlier today, and measuring based on the range number displayed in the Interception window, the weapons have maximum ranges as follows- Avalanche: 480 Stingray: 240 Cannon: 80 Fusion Ball: 520 Plasma Beam: 416 Laser Cannon: 280
The default standoff range is 560 units of range. This allows us to put into perspective the ranges given on the alien craft, which are in the same units of measurement: Small Scout: 0 Medium Scout: 120 Large Scout: 272 Harvester: 176 Abductor: 160 Terror Ship: 336 Supply Ship: 288 Battleship: 520
This may not change anything, but I find it more useful to compare in the actual units the game displays to you, rather than the Kilometers of range it doesn't give you. -27 May, 2007, Arrow Quivershaft
So it seems that you've found that 1 game km = 8 distance units. Makes sense. What's caught my interst are those unknowns in Zombie's weapon tables.
By the way, for your convenience if you don't already use it: Enter three tildes (~~~) to insert your handle. It also turns it into a wikilink to your personal talk page. Enter four tildes (~~~~) to do the same and append the current timestamp. Saves having to type it out each time! I'll end this with an example of entering four tildes: NKF 00:02, 29 May 2007 (PDT)
It seems to hold that 8 distance units = 1 km, except for the laser cannon, which is an enigma in regards to range, since it should instead be 168 instead of 280; in other words, it should be outclassed by the Stingray in regards to range. 280 / 8 = 35. Of course, given that they totally screwed up the accuracy ratings, positing that they mistyped the Laser Cannon range isn't a huge leap. Arrow Quivershaft 00:49, 29 May 2007 (PDT)