Hey folks. I've been thinking about making a logic controlled Gatling gun using delay blocks to fire one shot after another. Or perhaps to alternate shots. Has anyone done any experiments on this? How does it hold up against a single cannon/cannon?
This is 100% false. Every module added to every weapon system adds 5 DPS (10DPS for missiles) to that weapon system. When you are adding slaves you are adding damage. Do not trust the weapons tab that information is not correct. The weapon system was balanced with one thing in mind, all weapons systems are equal. Every weapon system (single output) should deal 5 dps and consume 10E for every module 1 damage. In it's most basic form a cannon + cannon weapon will fire 10 times a second and deal 1 damage per shot.Your logic cannon can have a 1:0:1 main:secondary:effect ratio, meaning no space is wasted on the secondary (which doesn't contribute to your damage, only modifies the other functions. Damage per second depends on the main and effect, and a varying reload time affects damage per projectile, but systems with the same number of blocks between main and effect combined will have the same potential damage per second.), and each can use a different effect, say combining ion and punch-through. However, you're using 0.5 second steps, limiting shots per second to 2, as opposed to ten, assuming each computer system has only one output. The space conserved by not having to use a secondary increases with the size of the system. Each system only counts as having one output, so you also avoid the penalty for multiple outputs that way.
You need secondaries!Your logic cannon can have a 1:0:1 main:secondary:effect ratio, meaning no space is wasted on the secondary (which doesn't contribute to your damage, only modifies the other functions. Damage per second depends on the main and effect, and a varying reload time affects damage per projectile, but systems with the same number of blocks between main and effect combined will have the same potential damage per second.
10-0-0 would deal 50DPS, (100 if it's a missile)You need secondaries!
In a 10–0–0, you do 10x DPS.The effects of secondaries and tertiaries is based on the 10x or 12x DPS.
In a 5–5–0, you do 10x DPS.
In a 5–0–5, you do 10x DPS.
In a 3–3–3, you do 12x DPS with 1 block less.
I was on the tester team a while back, I have many spreadsheets where I test every weapon combination and record the actual in game damage valuesOh, I see. I haven't tested it in forever, I've been working with that since the last time I did so.
Well, that makes it less useful, yeah. Still good for long range beam cannons.
Really?3-3-3 would deal 45DPS, (90 if it's a missile)
Could you explain this further?Recently I have had some success with logic-based weapon choices at short range.
Shield drain support-modules only drains power when there is shield to drain.
The power drain can be measured by not triggering push-effects through a detector gate or area trigger.
This means that your logic knows whether your target has shields as long as your target is hit by the shield-drain support weapon.
Ion only doubles, IIRC.Ion multiplies shield damage by 3 and hull damage by 0
Recently I have had some success with logic-based weapon choices at short range.
Shield drain support-modules only drains power when there is shield to drain.
The power drain can be measured by not triggering push-effects through a detector gate or area trigger.
This means that your logic knows whether your target has shields as long as your target is hit by the shield-drain support weapon.
Could you explain this further?
what exactly is the the detector gate or area trigger detecting? The ship you're shooting at? What if your target has enough Thrust to mass to resist a push-effect? I'm just having a hard time picturing in head what you're trying to say.
*joking* These stupid custom configs :DIon only doubles, IIRC.
Power drain is based on the base weapon size for everything except overdrivealterintel[doublepost=1472865762,1472865435][/doublepost]
Step #1
When you fire a shield-drain at a ship, it only consumes power proportionally to the shield drained + a fixed base amount.Step #2
This means that the power spent is dependent on the targets shields.
You can use the excess power if no shield is hit to trigger push-modules (now powered).Step #3
The push modules can push "an elevator" through a activation gate as long as you have power for the push.
Shield hit effects translate into a logic-signal.
Use that logic signal to switch weapons from ion to punch on a different turret (wireless logic).
*joking* These stupid custom configs :D
But the power-drain per dps tripples? 200%, 600%? Or maybe I confused it with overdrive 300%.
Well, it doesn't matter. Point is that while 100% secondary/tertiary both doubles the primary (unless it got fixed), you get 4x DPS for 3x blocks total (=33%) as long as you distribute evenly.
This 33% extra dps * 50% extra when switching effect-slaves during combat (4/3 blocks for 200% damage = 200/133 = 50% extra)
133*150= 200% total.
Ah, now I think I get it :Dalterintel
Step #1
When you fire a shield-drain at a ship, it only consumes power proportionally to the shield drained + a fixed base amount.Step #2
This means that the power spent is dependent on the targets shields.
You can use the excess power if no shield is hit to trigger push-modules (now powered).Step #3
The push modules can push "an elevator" through a activation gate as long as you have power for the push.
Shield hit effects translate into a logic-signal.
Use that logic signal to switch weapons from ion to punch on a different turret (wireless logic).
It would probably glitch out of the parent enitty.So in other words you can't just put this on a docked entity because otherwise the push or pull effect wouldn't have any effect.