Was wondering if anyone knew how burst count works in the entity files.
Does it do its damage per bank multiplied by the burst count?
Or does it do its damage per bank divided by the burst count?
IIRC, burst count simply determines the number of effects shots that are fired.
So really, burst count has no effect on damage, it simply controls the number of, say, phase missile effects, that are generated.
i thought it changed the damage i uped the plasma burst to 60 and didnt change the damage it it now does 100 on the light frigate
so 100 damage at 1 burst does 100 damage and 100 damage at 100bursts still does 100 damage ?
this makes no sense...
The pulse laser does its damage regardless. The damage is applied by the determining line in the weapon data, in the light frigate's case "DamageApplyType "BACKLOADED"" Which means it's done at the end of the Frigate's weapon 'effect'. It'll show 4 rounds fire, but a group 52.250000 damage will be applied as the last burst hits, regardless of how many rounds it fires.
For your damage change, Shmily, I think the damage was compounded because your bursts went over the weapons cooldown time, meaning that you actually got multiple 'effects' in one 60 round burst, compounding the damage into one burst.
Here's an example of the Light Frigates Weapons, with important lines highlighted.
Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" <--- This tells you how the damage is applied.> DamageType "ENERGY" WeaponClassType "LASERTECH" DamagePerBank:FRONT 52.250000 <--- This is the damage of the weapon, per bank. This frigate has two weapon banks, which is recorded in its mesh.> DamagePerBank:BACK 0.000000 DamagePerBank:LEFT 0.000000 DamagePerBank:RIGHT 0.000000 Range 3500.000000 PreBuffCooldownTime 5.500000 <--- This is the weapon cooldown, how long it takes to fire again.> CanFireAtFighter FALSE SynchronizedTargeting TRUE PointStaggerDelay 0.300000 <--- This is the stagger between the weapon banks. One will fire, then, .3 seconds later the other will begin it's effect.> TravelSpeed 4000.000000 Duration 0.000000 fireConstraintType "CanAlwaysFire" WeaponEffects weaponType "Projectile" burstCount 4 <--- This is the number of rounds the effects show, but not the number of times it fires. Thats determined by cooldowntime above.> burstDelay 0.250000 <--- This is the time between the effects shots... It'll show one shot, then .25 seconds later it shows the next one, up to the burst count. If you add it, it takes a full second (.25x4) to complete the four round 'effect.' With the cooldown at 5.5 seconds, the weapon has 4.5 seconds of inactivity. If you increase the burst count to 100, you have a fire the lasts 25 seconds, meaning that that 5.5 cooldown happens almost 5 times in the span to shoot one burst... So, your damage seems bigger, but the rate is the same.> muzzleEffectName "Weapon_TechCapitalLaserLight_Muzzle" muzzleSoundMinRespawnTime 0.400000 muzzleSounds soundCount 3 sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE" sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT1" sound "WEAPON_TECHCAPITALLASERLIGHT_MUZZLE_ALT2" hitEffectName "Weapon_TechCapitalLaserLight_Hit" hitHullEffectSounds soundCount 1 sound "WEAPONIMPACT_ENERGYLIGHT_HITHULL" hitShieldsEffectSounds soundCount 1 sound "WEAPONIMPACT_GENERICLIGHT_HITSHIELDS" projectileTravelEffectName "Weapon_TechCapitalLaserLight_Travel"
this is what i don't like about the game mechanics. the weapon graphics aren't completely consistent with the actual meta damage. it would be nice if the effects and projectiles were actually real objects
Like whiskey said. Burst count has no effect on damage. Just the number of effects per shot. So yes 1 shot at 100 damage with a burst count of 1 will still be 100 damage even if the burst count is 100.
So the burst count is purely cosmetic. Yes it makes no sense, but it is what it is. I figure it was done that way to reduce lag on CPU's. So that it doesn't have to calculate damage plus buffs/debuffs for "every" shot fired. The game is already laggy on the best of machines in late game as it is. Could you imagine if Sins used Supreme Commander projectile calculations?!
Every weapon in Sins hits no matter what. How much damage the weapon causes depends on its base damage plus buffs, and debuffs.
Are you saying that the Targeting Uplink ability doesn't actually increase the to-hit chance, since there is never a miss? So what does it do? Increase damage? That's lame.
No, accuracy is implemented in Sins. It simply doesn't depend on a weapon's particle effects to tell if the shot hit and if damage should be applied.
The Akkan's Targeting Uplink ability DOES increase to-hit %s, which is mostly useful when battling in Asteroid fields. Other than that the only useful thing about Targeting Uplink is the range bonus it provides. Which makes the already long-range Javelis LRF and Ogrov Torpedo Cruiser stupendously awesome, as they can simply slam away at a target while the target tries to close range.
Of course, it also works in reverse, as it can be used to boost the range of defensive emplacements (primarily starbases).
Also works with FLAK against strikecraft.
Not quite. The "bank" is all guns pointing in that direction, the "two banks" you mean are only mesh hardpoints for weapons. Each hardpoint fires the specified number of bursts, but more hardpoints don't increase damage dealt. Give any ship a Starbase model, which has 5+ hardpoints per bank, and check the damage. Unless you overlap several cooldown cycles via long pointStaggerDelays or high burstCounts it will be the same.
Oh, I wasn't aware. Thank you for the correction Photoloss, that makes sense.
Thanks to all
i meant it did it went form the base damage of the light psifrigate to 100
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