![]() If you move closer or farther while firing, of course, results will vary. For these weapons, damage is always computed at a given distance, but once the distance is fixed they behave like normal weapons. Scourge): these weapons deal more damage the closer you are to the target, in a way that is published and dependent only on distance. Since the code calculates the number of bullets fired at low speed, the result of shorter bursts can be derived by hand, though. If one fires shorter bursts, the low-fire-rate time is repeated every time, lowering the DPS. The tables for these weapons are computed assuming a full burst is fired. This alter the burst length, hence the cycle length, but not the burst damage. Punisher): These weapons (currently all the machine guns) fire at their base fire rate for a time (3s usually) then accelerate (usually by 1.5) until they empty the clip or fire is interrupted. when firing at the reload rate the damage per second is equal to the cycle DPS). These cases are clearly not listed in the tables, but can be derived easily from them (e.g. One can even keep firing new projectiles at the speed at which they reload. Another effect is that one does not need to wait for a full recharge to fire again. This makes the burst longer and more powerful, altering also the cycle length. First, the burst usually fires more projectiles than are in a fully charged clip, because some more are reloaded before the burst finishes. This has a few effects that need to be accounted for. ![]() Reload-While-Firing (RWF) Weapons (Ex.: Orkan): These weapons begin reloading as soon as the first projectile is fired, generally at a much lower rate that they fire, so they eventually empty the clip, and begin reloading.Burst Damage, Burst and Cycle DPS are the three basic damage statistics of every weapon. The damage during a burst divided by the seconds of duration of the burst is called Burst DPS (Damage-per-second), the same damage divided by the duration of the cycle is called Cycle DPS. The time during which a weapon is firing is called "burst", the burst plus the time the weapon takes to recharge is called "cycle". Normal Weapons (Example: Taran): They shot a given number of projectiles (or charges, or missiles.) at a given rate per second, each projectile deals a fixed amount of damage if it hits, once the clip is expended, reloading takes a given time until the weapon is ready to fire again. ![]() 4.0 is here Weapon Types įrom the point of view of damage calculation there are 4 types of weapons in WR: ![]() For this reason a Python code was created to allow (hopefully) accurate computation of the actual output damage of every weapon type.Ī full table with results for all the weapons updated to v. Computing actual damage statistics for weapons in WR is rather difficult since their firing mechanics is varied, and information provided by Pixonic is often incomplete. ![]()
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