Topic: Weapons Charts for the Beta patch  (Read 6512 times)

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David Ferrell

  • Guest
Weapons Charts for the Beta patch
« on: February 25, 2003, 12:41:35 pm »
This data has been superseded.
 
Thanks,

Dave  
« Last Edit: February 28, 2003, 06:56:11 pm by David Ferrell »

Robb Stark

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #1 on: February 25, 2003, 01:24:05 pm »
It's positively corking to see those numbers posted, Dave.  Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.  

RogueJedi_XC

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #2 on: February 25, 2003, 02:12:56 pm »
I love you, man...    

Uss_Defiant

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #3 on: February 25, 2003, 02:46:17 pm »
fogive my nievete...
but does this mean that av no longer applies?

Sorry if this is a stupid post, but i didnt get a chance to install the beta patch yet.  

Mantis

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #4 on: February 25, 2003, 03:03:21 pm »
  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
 

Karnak

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #5 on: February 25, 2003, 03:40:08 pm »
Quote:

It's positively corking to see those numbers posted, Dave.  Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.  




I think the big difference between SFC2 and SFC3 documentation is something little but makes a big difference:

A weapons chart reference card detailing ranges and hit ratios by weapons just like the SFC2 reference card.

If Taldren could write up a pdf file as the SFC3 reference card it would go a long ways to making the game more enjoyable.

David Ferrell

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #6 on: February 25, 2003, 03:55:44 pm »
Quote:

  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
   




Yes AV still applies.  These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).

Thanks,

Dave  

SSCF Hooch

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #7 on: February 25, 2003, 04:07:41 pm »
Quote:

Quote:

  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
   




Yes AV still applies.  These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).

Thanks,

Dave  




Is there a weapons chart that we could have to study? I am weird that way, I like to know "his" ranges more than I want to know mine.

Thanks
Hooch

RazalYllib

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #8 on: February 25, 2003, 05:41:42 pm »
Uh David,
Could you please post the other weapon data.

TheBigCheese

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #9 on: February 25, 2003, 05:42:32 pm »
Gotta love those Plasma H's  

Rhaz

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #10 on: February 25, 2003, 06:15:23 pm »
Thanks!!

Alidar Jarok

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #11 on: February 25, 2003, 07:45:32 pm »
Quote:

Gotta love those Plasma H's  




Couldn't agree more.

Now that I know firing from 1-8 will mean I will stop firing at 2.

I think this is a big help.  

siskogeek

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #12 on: February 25, 2003, 09:26:22 pm »
As an old SFBer, I would like to add my name to the list requesting weapons data.  Half of the fun of SFB is creating tactics to exploit weakness in your opponents weapon's chart.

Yes, I know I am geek.  Note the User Name.
 

Corbomite

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #13 on: February 25, 2003, 09:37:24 pm »
Yes I'd like to put in my request for a full weapons chart please.

SirWilliam

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #14 on: February 25, 2003, 09:41:01 pm »
Have any of the weapons' recharge rates been changed?

Thx

SW  

Marcus Smythe

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #15 on: February 25, 2003, 10:37:41 pm »
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'.  Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.

 Code:
 


Primary Weapons:
       Cost   Mass   Health   Energy   Damage   Rate*    Range**    Minimum   Loss      Notes:      
PHASER IXS        550   50   15   2   4   2   F    10      5%
PHASER IXF        700   100   20   2   3   1   F    10      5%   
PHASER XS        900   150   25   4   6   2   E    5      3.5%
PHASER XF        1250   200   30   4   5   1   E    5      3.5%   
PHASER XIS        1300   250   35   8   8   2   D    5      3.2%
PHASER XIF        1600   300   40   8   6   1   D    5      3.2%
PHASER XIIS       1650   350   45   10   10   2   C    5      2.83%
PHASER XIIF       1900   400   50   10   7   1   C    5      2.83%
PULSE PHASER      1250   275   30   6   8   2   E                3
DISRUPTOR I       650   50   10   2   4   2   F    10      5%
DISRUPTOR IF      825   100   15   2   3   1   F    10      5%
DISRUPTOR II      925   150   20   4   6   2   E    5      3.5%
DISRUPTOR IIF     1300   200   25   4   5   1   E    5      3.5%
DISRUPTOR III     1350   250   30   8   8   2   D    5      3.2%
DISRUPTOR IIIF    1600   300   35   8   6   1   D    5      3.2%
DISRUPTOR IV      1650   350   40   10   10   2   C    5      2.83%
DISRUPTOR IVF     1900   400   45   10   7   1   C    5       2.83%
RDISRUPTOR I      700   50   10   3   5   2.7   F    10      5%
RDISRUPTOR IF     850   100   15   3   4   1.35   F    10      5%
RDISRUPTOR II     1025   150   20   6   8   2.7   E    5      3.5%
RDISRUPTOR IIF    1175   200   25   6   5   1.35   E    5      3.5%
RDISRUPTOR III   1300   250   30   9   10   2.7   D    5      3.2%
RDiSRUPTOR IIIF   1450   300   35   9   6   1.35   D    5      3.2%
RDISRUPTOR IV   1600   350   40   12   12   2.7   C    5      2.83%
RDISRUPTOR IVF   1850   400   45   12   7   1.35   C    5      2.83%
LIGHT BEAM        725   150   50   3   6   2.5   F    5      5%
LIGHT BEAM-F      975   200   60   3   5   1.25   F    5      5%
MED BEAM         1075   250   70   6   8   2.5   D    6      4%
MED BEAM-F        1300   300   80   6   6   1.25   D    6       4%
HEAVY BEAM       1600   350   90   12   12   2.5   A    5      3.6%
HEAVY BEAM-F      2400   400   100   12   10   1.25   A    5      3.6%

Note that all Primary Weapons degrade in damage, as well as accuracy, over range.



Heavy Weapons:
      Cost   Mass   Health   Energy   Damage   Rate*   Range**   Minimum      Loss      Notes:   
PHOTON TORP       1000   200   25   8   9   4   C               1,4
QUANTUM TORP      1500   300   40   10   13   4   A               1,4
K-PHOTON TORP     900   200   20   6   6   2   C               1
POLARON TORP      2200   300   35   9   12   3.5   B               3
ION CANNON        1350   250   30   8   9   3   D               2
LT PLASMA TORP   800   200   25   7   11   6   E   5      3.67%      1,2   
MD PLASMA TORP   1200   300   35   10   15   6   D   5      3.2%      1,2   
HV PLASMA TORP   1600   400   45   16   20   6   C   5      2.7%      1,2
MYOTRONIC BEAM   2150   200   30   8   8   3.5   D               2,7
GRAV TORPEDO      1300   200   70   8   10   3   A               1
SHIELD INVERT   1800   250   80   10   12   3   D               5
TACHYON PULSE   2450   250   40   8   6   1.5   D               6
STD MINELAYER   1000   150   35   1   9   
ANTI MINELAYER   1500   200   35   1   35      0               8      

Heavy Weapons do not degrade in damage over range, save as noted


Notes:
1.) Capable of Burst Fire with Legendary Officer (Rougly a 50% chance for 3 shots instead of one.  This Mulitvolley deals rougly 125% damage if all 3 hit.)  
2.) Damage Degrades by Range
3.) Damage occasionally ignores screens (Rough-15%)
4.) Alternate Fire Mode-Proximity.  Deals 50% Damage to increase accuracy
5.) Applies damage to all target screens
6.) Hit temporarily stuns enemy warp drives
7.) Hit temporarily stuns enemy weapons
8.) Damage at variance with, and independent of, assets/weaponitems


*Refire Rates are expressed by comparison to the Federation 'Fast' Phaser.  This has a refire value of 1, corresponding to a refire rate of 1 shot every 90 seconds at speed 1 with a Lvl 2 Weapons System skill.


Group:      Rough Range:      Examples:
A      55         Quantum Torps, Borg Heavy Cutting Beams
B      49         Polaron Torps, Heavy Plasma
C      43         Disr 4, PhXII, Photons
D      37         Medium Cutting Beam, Myotronic Beam
E      31         Pulse Phaser, Disruptor 2
F      25         Disruptor 1, Phaser IX


On Degredation-
Appears to vary with each weapon as to what % of damage is lost with range.  This degredation of damage over range is independent of target size, tactical skill, or computer level.

Degredation appears to begin at a given range out depending on the weapon, and be expressed as a % of damage lost per hex out beyond that.


Notes-
Thanks to
Tar Minyatur
Telephonmann  

Marcus Smythe

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #16 on: February 25, 2003, 10:41:17 pm »
Funny side note... I cant speak to accuracy, but the damage drop-off over range is now faster than before for plasma.

Also note that the heavy plasma lost a point of damage, too.  

Gumby

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #17 on: February 25, 2003, 11:03:56 pm »
Quote:

Here are the weapons charts for the weapons that changed in the patch.

*All To Hit numbers are based on a max of 100% chance to hit.


Thanks,

Dave    





  Wow......  just seeing these charts makes me all warm and tingly.............  Makes me wanna go out and get my 900+ page SFB rulebook compilation and read it again, and then go and play a game.........  by  ...........  myself............  oh.........   right......                               Hooooray again for Taldren!  For bringing this game to life!

 
 

CynicForever

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #18 on: February 25, 2003, 11:36:38 pm »
Hmmm.

I'll add my call for charts on all the weapons.

SghnDubh

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #19 on: February 25, 2003, 11:48:05 pm »

*** PLEASE NOTE***


BattleClinic provides PRINTALBE  playaids with damage charts (no range-max damage only) for all ships and all races!  Check the PLAYAIDS section.

Note: Currently the numbers reflect PRE-PATCH stats. These will be changed to POST-PATCH in several days.

Please see our poll & let us know how you want these supported.
 
 

TarMinyatur

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #20 on: February 26, 2003, 12:55:39 am »
Here's a Damage Calculator for SFC3 based on the yanked beta. I will likely not update this java applet. If anyone wants the source code to continue working on it, email me.  

Darktide

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #21 on: February 28, 2003, 07:40:35 am »
Has anyone else noted that weapons dont seem to multi volley in v1.2? Or is it just me? Ive not seen it mentioned anywhere at all.  

kevlar

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #22 on: February 28, 2003, 09:00:53 am »
Haven't been able to multi volley yet despite also.

Alidar Jarok

  • Guest
Multi Volleys
« Reply #23 on: February 28, 2003, 10:58:03 am »
I beleive the chances of getting multi volleys have been reduced

[RS]Cincinnatus

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #24 on: February 28, 2003, 12:57:46 pm »
 
Quote:

 Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.  




Regression analysis is a pretty reliable method, especially considering how many samples these guys took. It must have driven them crazy starting 1450 different skirmish matches just to fire a weapon once, and reconfiguring your weapons officer *each time*. ugh.

The charts are messy because they're non-coded I guess, but the data looks like it should be very reliable. In any case, Tar and Marcus are like us humans: we can never determine the REAL truth. These numbers are just abstractions based on experiments that we can both recognize and manipulate, but if we haven't been considering some variable then the data may be significantly wrong. Wouldn't it be nice if the proverbial God of this situation answered all our questions by giving us the definite answers?    

Blitzkrieg

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #25 on: February 28, 2003, 01:02:59 pm »
I would like to see a full weapon chart similare to the above  

jualdeaux

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #26 on: February 28, 2003, 01:44:50 pm »
I"m sure they will put out the rest when they get the chance.

David Ferrell

  • Guest
Weapons Charts for the Beta patch
« Reply #27 on: February 25, 2003, 12:41:35 pm »
This data has been superseded.
 
Thanks,

Dave  
« Last Edit: February 28, 2003, 06:56:11 pm by David Ferrell »

Robb Stark

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #28 on: February 25, 2003, 01:24:05 pm »
It's positively corking to see those numbers posted, Dave.  Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.  

RogueJedi_XC

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #29 on: February 25, 2003, 02:12:56 pm »
I love you, man...    

Uss_Defiant

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #30 on: February 25, 2003, 02:46:17 pm »
fogive my nievete...
but does this mean that av no longer applies?

Sorry if this is a stupid post, but i didnt get a chance to install the beta patch yet.  

Mantis

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #31 on: February 25, 2003, 03:03:21 pm »
  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
 

Karnak

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #32 on: February 25, 2003, 03:40:08 pm »
Quote:

It's positively corking to see those numbers posted, Dave.  Is there
some place where the hit charts for the other weapons are accessible?
Perhaps I missed it somewhere.  




I think the big difference between SFC2 and SFC3 documentation is something little but makes a big difference:

A weapons chart reference card detailing ranges and hit ratios by weapons just like the SFC2 reference card.

If Taldren could write up a pdf file as the SFC3 reference card it would go a long ways to making the game more enjoyable.

David Ferrell

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #33 on: February 25, 2003, 03:55:44 pm »
Quote:

  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
   




Yes AV still applies.  These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).

Thanks,

Dave  

SSCF Hooch

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #34 on: February 25, 2003, 04:07:41 pm »
Quote:

Quote:

  Thank you Mr Ferrell!!!

I would think that AV still applies, so that the "To Hit:" is actually the unmodified Base To Hit percentage.
   




Yes AV still applies.  These are the numbers before *any* modifier is applied (officer skill, target
size, angular velocity).

Thanks,

Dave  




Is there a weapons chart that we could have to study? I am weird that way, I like to know "his" ranges more than I want to know mine.

Thanks
Hooch

RazalYllib

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #35 on: February 25, 2003, 05:41:42 pm »
Uh David,
Could you please post the other weapon data.

TheBigCheese

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #36 on: February 25, 2003, 05:42:32 pm »
Gotta love those Plasma H's  

Rhaz

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #37 on: February 25, 2003, 06:15:23 pm »
Thanks!!

Alidar Jarok

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #38 on: February 25, 2003, 07:45:32 pm »
Quote:

Gotta love those Plasma H's  




Couldn't agree more.

Now that I know firing from 1-8 will mean I will stop firing at 2.

I think this is a big help.  

siskogeek

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #39 on: February 25, 2003, 09:26:22 pm »
As an old SFBer, I would like to add my name to the list requesting weapons data.  Half of the fun of SFB is creating tactics to exploit weakness in your opponents weapon's chart.

Yes, I know I am geek.  Note the User Name.
 

Corbomite

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #40 on: February 25, 2003, 09:37:24 pm »
Yes I'd like to put in my request for a full weapons chart please.

SirWilliam

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #41 on: February 25, 2003, 09:41:01 pm »
Have any of the weapons' recharge rates been changed?

Thx

SW  

Marcus Smythe

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #42 on: February 25, 2003, 10:37:41 pm »
Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'.  Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.

 Code:
 


Primary Weapons:
       Cost   Mass   Health   Energy   Damage   Rate*    Range**    Minimum   Loss      Notes:      
PHASER IXS        550   50   15   2   4   2   F    10      5%
PHASER IXF        700   100   20   2   3   1   F    10      5%   
PHASER XS        900   150   25   4   6   2   E    5      3.5%
PHASER XF        1250   200   30   4   5   1   E    5      3.5%   
PHASER XIS        1300   250   35   8   8   2   D    5      3.2%
PHASER XIF        1600   300   40   8   6   1   D    5      3.2%
PHASER XIIS       1650   350   45   10   10   2   C    5      2.83%
PHASER XIIF       1900   400   50   10   7   1   C    5      2.83%
PULSE PHASER      1250   275   30   6   8   2   E                3
DISRUPTOR I       650   50   10   2   4   2   F    10      5%
DISRUPTOR IF      825   100   15   2   3   1   F    10      5%
DISRUPTOR II      925   150   20   4   6   2   E    5      3.5%
DISRUPTOR IIF     1300   200   25   4   5   1   E    5      3.5%
DISRUPTOR III     1350   250   30   8   8   2   D    5      3.2%
DISRUPTOR IIIF    1600   300   35   8   6   1   D    5      3.2%
DISRUPTOR IV      1650   350   40   10   10   2   C    5      2.83%
DISRUPTOR IVF     1900   400   45   10   7   1   C    5       2.83%
RDISRUPTOR I      700   50   10   3   5   2.7   F    10      5%
RDISRUPTOR IF     850   100   15   3   4   1.35   F    10      5%
RDISRUPTOR II     1025   150   20   6   8   2.7   E    5      3.5%
RDISRUPTOR IIF    1175   200   25   6   5   1.35   E    5      3.5%
RDISRUPTOR III   1300   250   30   9   10   2.7   D    5      3.2%
RDiSRUPTOR IIIF   1450   300   35   9   6   1.35   D    5      3.2%
RDISRUPTOR IV   1600   350   40   12   12   2.7   C    5      2.83%
RDISRUPTOR IVF   1850   400   45   12   7   1.35   C    5      2.83%
LIGHT BEAM        725   150   50   3   6   2.5   F    5      5%
LIGHT BEAM-F      975   200   60   3   5   1.25   F    5      5%
MED BEAM         1075   250   70   6   8   2.5   D    6      4%
MED BEAM-F        1300   300   80   6   6   1.25   D    6       4%
HEAVY BEAM       1600   350   90   12   12   2.5   A    5      3.6%
HEAVY BEAM-F      2400   400   100   12   10   1.25   A    5      3.6%

Note that all Primary Weapons degrade in damage, as well as accuracy, over range.



Heavy Weapons:
      Cost   Mass   Health   Energy   Damage   Rate*   Range**   Minimum      Loss      Notes:   
PHOTON TORP       1000   200   25   8   9   4   C               1,4
QUANTUM TORP      1500   300   40   10   13   4   A               1,4
K-PHOTON TORP     900   200   20   6   6   2   C               1
POLARON TORP      2200   300   35   9   12   3.5   B               3
ION CANNON        1350   250   30   8   9   3   D               2
LT PLASMA TORP   800   200   25   7   11   6   E   5      3.67%      1,2   
MD PLASMA TORP   1200   300   35   10   15   6   D   5      3.2%      1,2   
HV PLASMA TORP   1600   400   45   16   20   6   C   5      2.7%      1,2
MYOTRONIC BEAM   2150   200   30   8   8   3.5   D               2,7
GRAV TORPEDO      1300   200   70   8   10   3   A               1
SHIELD INVERT   1800   250   80   10   12   3   D               5
TACHYON PULSE   2450   250   40   8   6   1.5   D               6
STD MINELAYER   1000   150   35   1   9   
ANTI MINELAYER   1500   200   35   1   35      0               8      

Heavy Weapons do not degrade in damage over range, save as noted


Notes:
1.) Capable of Burst Fire with Legendary Officer (Rougly a 50% chance for 3 shots instead of one.  This Mulitvolley deals rougly 125% damage if all 3 hit.)  
2.) Damage Degrades by Range
3.) Damage occasionally ignores screens (Rough-15%)
4.) Alternate Fire Mode-Proximity.  Deals 50% Damage to increase accuracy
5.) Applies damage to all target screens
6.) Hit temporarily stuns enemy warp drives
7.) Hit temporarily stuns enemy weapons
8.) Damage at variance with, and independent of, assets/weaponitems


*Refire Rates are expressed by comparison to the Federation 'Fast' Phaser.  This has a refire value of 1, corresponding to a refire rate of 1 shot every 90 seconds at speed 1 with a Lvl 2 Weapons System skill.


Group:      Rough Range:      Examples:
A      55         Quantum Torps, Borg Heavy Cutting Beams
B      49         Polaron Torps, Heavy Plasma
C      43         Disr 4, PhXII, Photons
D      37         Medium Cutting Beam, Myotronic Beam
E      31         Pulse Phaser, Disruptor 2
F      25         Disruptor 1, Phaser IX


On Degredation-
Appears to vary with each weapon as to what % of damage is lost with range.  This degredation of damage over range is independent of target size, tactical skill, or computer level.

Degredation appears to begin at a given range out depending on the weapon, and be expressed as a % of damage lost per hex out beyond that.


Notes-
Thanks to
Tar Minyatur
Telephonmann  

Marcus Smythe

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #43 on: February 25, 2003, 10:41:17 pm »
Funny side note... I cant speak to accuracy, but the damage drop-off over range is now faster than before for plasma.

Also note that the heavy plasma lost a point of damage, too.  

Gumby

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #44 on: February 25, 2003, 11:03:56 pm »
Quote:

Here are the weapons charts for the weapons that changed in the patch.

*All To Hit numbers are based on a max of 100% chance to hit.


Thanks,

Dave    





  Wow......  just seeing these charts makes me all warm and tingly.............  Makes me wanna go out and get my 900+ page SFB rulebook compilation and read it again, and then go and play a game.........  by  ...........  myself............  oh.........   right......                               Hooooray again for Taldren!  For bringing this game to life!

 
 

CynicForever

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #45 on: February 25, 2003, 11:36:38 pm »
Hmmm.

I'll add my call for charts on all the weapons.

SghnDubh

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #46 on: February 25, 2003, 11:48:05 pm »

*** PLEASE NOTE***


BattleClinic provides PRINTALBE  playaids with damage charts (no range-max damage only) for all ships and all races!  Check the PLAYAIDS section.

Note: Currently the numbers reflect PRE-PATCH stats. These will be changed to POST-PATCH in several days.

Please see our poll & let us know how you want these supported.
 
 

TarMinyatur

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #47 on: February 26, 2003, 12:55:39 am »
Here's a Damage Calculator for SFC3 based on the yanked beta. I will likely not update this java applet. If anyone wants the source code to continue working on it, email me.  

Darktide

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #48 on: February 28, 2003, 07:40:35 am »
Has anyone else noted that weapons dont seem to multi volley in v1.2? Or is it just me? Ive not seen it mentioned anywhere at all.  

kevlar

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #49 on: February 28, 2003, 09:00:53 am »
Haven't been able to multi volley yet despite also.

Alidar Jarok

  • Guest
Multi Volleys
« Reply #50 on: February 28, 2003, 10:58:03 am »
I beleive the chances of getting multi volleys have been reduced

[RS]Cincinnatus

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #51 on: February 28, 2003, 12:57:46 pm »
 
Quote:

 Heres the old charts... not updated with the above info, but everything Tar Minyatur, myself, and others were able to 'figure out'. Not as good as offical information on all weapons would be, but it should give you some grounds for comparison.  




Regression analysis is a pretty reliable method, especially considering how many samples these guys took. It must have driven them crazy starting 1450 different skirmish matches just to fire a weapon once, and reconfiguring your weapons officer *each time*. ugh.

The charts are messy because they're non-coded I guess, but the data looks like it should be very reliable. In any case, Tar and Marcus are like us humans: we can never determine the REAL truth. These numbers are just abstractions based on experiments that we can both recognize and manipulate, but if we haven't been considering some variable then the data may be significantly wrong. Wouldn't it be nice if the proverbial God of this situation answered all our questions by giving us the definite answers?    

Blitzkrieg

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #52 on: February 28, 2003, 01:02:59 pm »
I would like to see a full weapon chart similare to the above  

jualdeaux

  • Guest
Re: Weapons Charts for the Beta patch
« Reply #53 on: February 28, 2003, 01:44:50 pm »
I"m sure they will put out the rest when they get the chance.