This is the first in a potential series of threads I'd like to create in order to discuss a unique fighter weapon concept. I'm looking for constructive criticism on this idea, positive or otherwise.
The "Equilibrium" is a concept that I've had in my head for a while now, and I've finally sat down to crunch some math for an initial set of numbers to present to you, the Community. Since this particular weapon would be something I see as being available Sirius-wide, I went ahead and took a number of civilian guns, both generic and House-specific, jotted down their base stats, then balanced their average hull-to-shield ratio. As an example: Heavy Flashpoints deal 520 hull damage per shot, and 260 shield damage per shot. Assuming 50% of shots hit shields and hull equally, this is an average damage number of 390 per shot. This average was then multiplied by the refire rate of the gun to generate the average damage-per-second of each weapon.
Taking stats from the wiki for class 8's (Whose list has been updated quite recently, kudos for that!), I chose three generically available weapons, plus one from each House, excluding Gallia. In the case of weapons from the four original Houses, I went with weapon projectile speeds of 700m/s in order to keep the guns as closely competitive to one another as possible.
The weapons chosen for my calculations are below. In one or more cases, two House weapons were so similar to one another as to be identical, so I went with one of each such case's pair.
Adv. Flashpoint.
Heavy Flashpoint.
Purple Goddess Chain Gun.
Flammenwefer-C1.
Garand Mk IX.
Cleanser KP2.
Ross PB3.
With each gun, I followed the formula for averaging the damage per shot between hull and shield damage, as well as the Damage Per Second average of each weapon. I also took a record of the Energy Per Second of each gun. Keep in mind that these averages are for weapons of mostly 700m/s, with two being 750m/s.
After this, I added up each weapon's average DPS and came to a combined-average DPS across all guns, as well as the combined-Average EPS.
The calculations for averages (Avg) are listed in the link below. In the case of pre-average DPS, the number was always rounded down, since I don't think you can have a gun that deals part of a point of damage. Most averages per shot ended in xxx.5; in such cases I rounded up to the next whole digit. Google Spreadsheet Link
As seen in the link, I also calculated the damage per shot caused by the "Equilibrium" at various refire rates. Of course, with this being my initial set of numbers, I have no idea how much more or less damage this Prototype gun should deal per shot at various refire rates. For example, a 2.00 gun typically forsakes Damage Per Second in favor of raw Damage Per Shot.
This is where you come in! I would like to know everyone's opinions on all of this. Do you fancy the idea of a gun that deals equal parts hull and shield damage? What damage type should it cause? What should the refire rate be?
As a final note, I want to create a Light Fighter version of the "Equilibrium" as well, but the wiki has not been updated with LF gun numbers, yet. TL;DR: (Please don't be lazy; spare me some time. At least click the link!)
*An "Equilibrium" gun that deals equal hull and shield damage.
*Yes/No/Maybe?
*What Refire Rate?
*Projectile Speed?
*Damage Type? (Laser, Neutron, Pure, other?)
*What are more realistic numbers (damage, energy, etc) for say, a 2.00 gun versus a 5.88 gun?
*Range?
*Other details I've forgotten to ask?
*Constructive criticism desired!
So let's go a bit more deep into concept. Let's say for example your weapon will be implemented dealing equal shield and hull damage, I have the feeling everyone will use the same guns from there I mean there is still some variation here and there. It would be a closer step to vanilla where everyone used nom blasters with infinite energy for the basic loadout. Don't know how do you want to do this but its just my opinion.
Do you mean that the weapon simply shows same number of damage on stats, or actually deals direct hull damage while damaging active shields but at lower overall damage?
Ideally, I envision a gun that, while it can deal the same amount of damage to hull and shields, it would likely deal overall less damage than a standard hull buster gun.
If the gun deals 400 hull damage per shot, then it will also deal 400 shield damage per shot. Perhaps the energy usage should be higher than average.. Sorry, I should have been more specific.
(12-08-2017, 10:43 PM)SnakThree Wrote: Do you mean that the weapon simply shows same number of damage on stats, or actually deals direct hull damage while damaging active shields but at lower overall damage?
I Think what he is trying to say is, that Its Hull and Shield DPS is exactly the same, as well as, it being a direct damage weapon ( like Codes) so it wouldn't lose any overall damage Shield. ( This assuming Codes are not effected by Shield stats) And, no I don't think he wants it to damage hull through shield If thats what you are suggesting
As to my opinion:
I think this is kinda interesting, a Generic weapon that isn't awesome or terrible but is "Meh" kinda like the Iron Hammer Turret of Snubs.
Personally I still want the Zoner "Disabler" Pulse Cannon I have often considered.
Maybe some PvP ace or balance dev will come and explain how actually damage against hull and shields are distributed. I once was explained and either don't remember or don't understand it. But it's not straightforward of X dmg to hulls only and only X/2 dmg to shields from what I do remember.
@Vulkhard Muller hit the nail on the head with what I was trying to say.
This is sounding more complicated than I had anticipated, however. I didn't realize that the game automatically causes hull buster damage numbers to deal half to shields. I thought it was something you had to individually adjust for hull, then shield.
Do Pure Damage guns act like this, too? Another question now is if a Pulse-type weapon could be made to do any sort of real hull damage. If so, I forsee the gun requiring rediculous energy to fire, in order to make up for the fact that it would sap enemy energy, if it were a pulse weapon.
... Am I even making sense? I feel like my brain is fried. It has been a heck of a week for me.
(12-08-2017, 11:15 PM)Sand_Spider Wrote: @Vulkhard Muller hit the nail on the head with what I was trying to say.
This is sounding more complicated than I had anticipated, however. I didn't realize that the game automatically causes hull buster damage numbers to deal half to shields. I thought it was something you had to individually adjust for hull, then shield.
Do Pure Damage guns act like this, too? Another question now is if a Pulse-type weapon could be made to do any sort of real hull damage. If so, I forsee the gun requiring rediculous energy to fire, in order to make up for the fact that it would sap enemy energy, if it were a pulse weapon.
... Am I even making sense? I feel like my brain is fried. It has been a heck of a week for me.
Now that is an idea,
It's a Pulse weapon by definition only.
It has hull damage, but it's inferior to other hull Buster's
It does shield damage but it is inferior to pulse cannons
The advantage? It effects the powercore of it's target
I feel this weapon would be a cool police gun, able to effectively"Neutralize" a ship.
(12-08-2017, 11:15 PM)Sand_Spider Wrote: I didn't realize that the game automatically causes hull buster damage numbers to deal half to shields. I thought it was something you had to individually adjust for hull, then shield.
This can be worked around by adding a specific energy damage (shield damage) line as @Mephistoles specified. However, I do share Wasser's concerns about everyone using it if has a 1:1 ratio for hull and shield damage.