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Nomad Guns

This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!

Post Fri Feb 16, 2007 10:26 pm

Nomad Guns

Ok, so we all know the following about nomad guns.

Nomad cannons do 847 hull damage and 423 shield damage. with a refire rate of 3, this gives the total damage per unit of time to be:

847 x 3 = 2541
423 x 3 = 1269

Nomad blasters do 635 hull damage and 317 shield damage. with a refire rate of 4, this gives the total damage per unit of time to be:

635 x 4 = 2540
317 x 4 = 1268

So they do nearly the same amount of damage per unit of time. however, which is better? is it an advantage to have a weapon that fires in bigger lumps of energy but less frequently? or is the opposite true, where a weapon that fires many weaker shots better?

Post Sat Feb 17, 2007 2:40 am

that depends on your aiming skills

Post Sat Feb 17, 2007 9:01 am

depends how? if you are perfectly accurate either gun will do the same amount of damage. the problem becomes complicated when we take into account how innacurate the shooter is. this question isn't just applicable to FL, but to any game where there is a variable rate of damage and a human inaccuracy. It even applies to abstract situations in physics or mathematics problems.

Post Sat Feb 17, 2007 11:01 am

ive been training alot of ppl in fl and know how important the choice of the correct weapon is

weapons with high fire rates are better for ppl which have crappy aimskill... the chance to hit something is just higher

good fighters usually prefere weapons with low fire rates but high damage because when they shoot then they usually hit

its like the comparison of a railgun that does shoot one time and does 100.000 damage and a chaingun which does shoot 100.000 times and does do a damage of 1
if the guy with the railgun does miss his target then bye bye
but from those 100.000 shots of the chaingun the chance that some do hit is pretty much higher
the reverse view of that is that if the guy with the railgun does it... the target is destroyed within a second while the guy with the chaingun will need MUCH longer

conclusion: in the end ... everything depends on the skill

Post Sun Feb 18, 2007 3:14 am

Having used the Cannons for quite a long time, I'm thinking of switching back to Blaster. No human has a perfect aim and can't make it so that all fired shots hit the target. Some will always miss. So in my opinion it is better to have a higher chance to hit the target (4x per second compared to 3x per second) while having the same damage potential.

007

Post Mon Feb 19, 2007 9:17 pm

i know this might be splitting hairs, but dosnt the cannon fire at 3.03?

over 100 times of fireing thats 303..

thats another 1200 dmg or so...

might not make much of a difference, but ive always gone with the stratagy that if im gonna shoot someone, im gonna five em the biggest wallop i can.. so i use the cannons...

007

Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate.The only verdict is vengeance; a vendetta, held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose vis-à-vis an introduction, and so it is my very good honor to meet you and you may call me V.

V from V for Vendetta

Post Mon Feb 19, 2007 11:45 pm

If you look in the ini-file, you can see the refire rate of the guns. For the Nomad Blaster it's 0.25, for the Cannon it's 0.33.

Blaster: 1 second / 0.25 refire = 4 times/second * 635 hull damage = 2540 damage/second
Cannon: 1 second / 0.33 refire = 3.03 times/second * 847 hull damage = 2566.41 damage/second

So this results in the Cannon being able to deal 26.41 more hull damage and 13.205 more shield damage per gun per second. This has to count, you have to hit your opponent all the time, otherwise you'd be wasting damage potential and would be better off using the Blasters, with which you have more chances to hit because more shots are fired.

:Edit
@ SWAT_OP-R8R

Your chaingun vs railgun comparison holds true, unless the target uses a shield from the game Freelancer. You could do 100,000,000,000 damage in one shot and actually hit the first time, but this wouldn't do much more than drop your targets shields. The rest of your damage is completely wasted.

The chaingun-guy not only can catch his opponents with a constant stream of bullets, but once the shield is down the next bullet starts to damage the hull. The waste of damage potential is greatly reduced.

I'm a "chaingunner" for like 2 or 3 years now (can't remember when I started using the stagger fire technique). If my opponent and I fly straight towards each other, the opponent firing his guns normally (= in salvos) and me firing like chaingun (=stagger fire), he's completely fried at the time he got my hull down to 50%.

Edited by - Preacher0815 on 2/20/2007 12:09:54 AM

Post Tue Feb 20, 2007 7:04 am

it was just an example

even if he would need to shots to kill his target... its still much faster than 100.000
and even the guy with the chaingun will run into this shield problem because of the time he needs to do damage the shield can reload again

another reason why most good players use cannons or other weaps with low fire rates but high damage is the fact that the good players know how to use weapongroups effectivly and there weapons with a fast refire rate have a disadvantage

Post Tue Feb 20, 2007 2:10 pm

I have to heartly disagree. The chaingunner does the same amount of damage per second compared to the guy firing salvos. The only thing that counts is damage per second, not how much damage you can deal in one blow. If what you said was true, all gunners would be flying around using Cerberus or its counterpart, which isn't the case. In addition, the chaingunner is affected by the shield problem by only a tiny amount.

For the chaingunner, the worst case scenario, which would be only one shield point left of the targets shield, would be that 635 damage points are lost, because this Blaster's shot was used in the final blow against the shield.

Enter the salvo firing dude: worst case scenario here: one completely wasted salvo because of just one remaining shield point.

Just name a server where we can meet, preferrably vanilla, so you can see for yourself

My setup:
1x Tizona del Cid
1x Kraken Type 2
4x Nomad Blaster or Cannon
1x Skyblast Turret B
1x Cutter Mine Dropper
1x Hornet Cruise Disruptor (there's often that little bit of hull left...)
1x Adv. Countermeasure Dropper
1x Advanced Thruster
1x Adv. Brigandine H.F. Shield

Edited by - Preacher0815 on 2/20/2007 2:15:45 PM

Post Tue Feb 20, 2007 3:39 pm

Personally on vanilla i used cannons but it fitted my style,

2 Trizona Del Cids
2 Cannonball launcher
2 Nomad Cannons
1 Hornet CD
1 Salamanca Turret
Screamer mine
Adv CM
Champion shield if server has it
if not then any class 10

(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(" )_(" ) signature to help him gain world domination.

Post Tue Feb 20, 2007 6:41 pm

this is my setup that i <3

2 Tiz
1 CB mounted on Eagles mount 3
3 Cannons
Cuttermine
wasp
adv cm

i use missiles cus i pwn (TY EIN!)

www.mod.pff-clan.us

Openlancer

Post Wed Feb 21, 2007 5:27 am

hmm actually i didnt want to give combat lessons but ok

good fighters use the advantage of weapon groups and switching weapon layouts during fights to get optimal results

usually they remove the normal firebutton from mouse1 and put them to another mouse button
then they assign a weapon group to the original fire button (im not going to explain why... its just better this way)

now they have 2 different weapon settings on the mouse but one of the keys does not shoot continiously when you press it (u will have to click everytime you want to fire)
this has the advantage that your aimskill will get much better coz naturally you make sure you hit something before you fire... the disadvantage is that you cant click as fast as it would be needed to shoot with blasters


i cant explain more (even there is much more to know) because i would break the rules of another community if i publish that information

Post Wed Feb 21, 2007 6:25 am

You'd be surprised.
You still didn't tell what server(s) you're playing on. Do you have a char on the Lancers Reactor official server?

BTW: this isn't about competition, it's about education :p

:Edit
The official server seems down? Can't find it anywhere...

Edited by - Preacher0815 on 2/21/2007 6:57:08 AM

Post Wed Feb 21, 2007 6:59 am

Swat's From Crossfire I think. Fast Fire's Advantage is better tracking Slow is higher hits happen . Keep in mind passes last a limited amount of time if your pass is not precisely a second I think but not 100% weapons that are 2.0 fire at 0 and .5 sec which means that after .5 sec all the weapons damage is done for that second . If your passes last between .5 and .99 sec your damage with a code will likely be higher.

Slow Fire : Strong vs masses of bad pilots who don't dodge much or fight in team fighting tacts.

Weak vs Evasive Missile users .

Post Wed Feb 21, 2007 7:04 am

Looks that way. Thanks for the heads-up.

:Edit
Nope, Crossfire 1.7 crashes when I try to log onto CF servers. Clean install + mod.

Edited by - Preacher0815 on 2/21/2007 8:09:09 AM

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