Talk:Weapons:Small: Difference between revisions

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Damage/tube is gotten by multiplying the damage per rocket by the number of rockets in a tube. The original values were correct... --[[User:Roguelazer|Roguelazer]] 19:01, 20 March 2006 (EST)
Damage/tube is gotten by multiplying the damage per rocket by the number of rockets in a tube. The original values were correct... --[[User:Roguelazer|Roguelazer]] 19:01, 20 March 2006 (EST)
I felt it was more useful to display damage/tube, since damage/rocket is already present in the stats and damage/tube is a useful way of comparing them. Does nobody else care what the damage/tube is? --[[User:Roguelazer|Roguelazer]] 16:35, 9 April 2006 (EDT)
Damage/tube isn't really a realistic number to compare rockets by, since rarely does one ever use a full tube of rockets on a single enemy(Exceptions being Hive, Capital ships, and pre-nerf Behemoth). One of the reasons one flies rockets is to end a fight as quickly as possible with as few hits as possible. In light of that, it's often better to have a set of rockets that have a high damage/rocket ratio, but a lower damage/tube ration(theoretically). Comparing two rockets by damage/tube is somewhat akin to comparing two cars by the amount of gas they can hold. --[[User:Calaihm|Steve]]


== The whole cannon concept. ==
== The whole cannon concept. ==
I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --[[User:Calaihm|Steve]]
I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --[[User:Calaihm|Steve]]
I agree with Steve. The left hand Model column might get cluttered, but it would make a much more intuitive weapon selection process. When comparing the energy weapons I shouldn't have to jump around to 7 different tables. --[[User:calt|calt]]
:Have to disagree.  The page is a bit of a mess and needs reorganization desperately, but pretending there is no difference between Blasters and Cannon just makes weapon choice a murkier decision.  Blasters sacrifice damage per shot to obtain a higher rate of fire, in some cases doing more damage in aggregate, whereas Cannon sacrifice rate of fire to obtain greater damage per shot.  That's a useful distinction, like choosing between and agile weapon that will hit more often and a slower weapon that does more damage per strike (ex., a dagger or a two-handed sword).  There are a number of statements on the page that are entirely subjective and largely untrue, like the statement that an Ion Blaster is "a better version" of a Plasma Cannon.  I'm going to "fix" those statements now.[[User:Threndor Mendaris|Threndor Mendaris]] 23:03, 25 March 2011 (UTC)
::Speaking of cannons, is everything you said canon? ... --[[User:Pointsman|Pointsman]] 03:28, 27 March 2011 (UTC)
== Flechette Cannons ==
The bit about it firing multiple small projectiles per shot is incorrect, at least according to the game mechanics. It's just a rapid fire pellet gun.
Fixed [[User:NerdeVerde|NerdeVerde]]
== Targetting, and the Corvus Widowmaker ==
Hi. How exactly did you determine the Targetting efficacy (Auto-aim) of each weapon as Okay, Good, Excellent ?{{br}}
And, what auto-aim should we put on the Corvus Widowmaker?
[[User:Foo Fighter|Foo Fighter]] 10:03, 19 November 2007 (EST)

Latest revision as of 03:28, 27 March 2011

Charge Cannon

"By charging you also make the bolt fired larger and slower." That's not right, is it? No matter how charged it is, it's always the same speed, isn't it? - Beolach


It does get larger, but not slower. --Roguelazer 06:06, 14 Mar 2005 (CST)


Flares

Damage/tube is gotten by multiplying the damage per rocket by the number of rockets in a tube. The original values were correct... --Roguelazer 19:01, 20 March 2006 (EST)

I felt it was more useful to display damage/tube, since damage/rocket is already present in the stats and damage/tube is a useful way of comparing them. Does nobody else care what the damage/tube is? --Roguelazer 16:35, 9 April 2006 (EDT)


Damage/tube isn't really a realistic number to compare rockets by, since rarely does one ever use a full tube of rockets on a single enemy(Exceptions being Hive, Capital ships, and pre-nerf Behemoth). One of the reasons one flies rockets is to end a fight as quickly as possible with as few hits as possible. In light of that, it's often better to have a set of rockets that have a high damage/rocket ratio, but a lower damage/tube ration(theoretically). Comparing two rockets by damage/tube is somewhat akin to comparing two cars by the amount of gas they can hold. --Steve

The whole cannon concept.

I don't exactly see the difference between "cannons" and, say, "blasters". They're all energy based, as opposed to ammo-based(Most rockets) and hybrids(Screamers and railguns come to mind), no? And, on that note, I'd like to set a motion for changing Blasters/Cannons/Guns/Missiles/Rockets to Unguided/Guided with the subsections Energy-based/Ammo-based/Hybrid in each as necessary to make it a bit more intuitive overall. --Steve

I agree with Steve. The left hand Model column might get cluttered, but it would make a much more intuitive weapon selection process. When comparing the energy weapons I shouldn't have to jump around to 7 different tables. --calt

Have to disagree. The page is a bit of a mess and needs reorganization desperately, but pretending there is no difference between Blasters and Cannon just makes weapon choice a murkier decision. Blasters sacrifice damage per shot to obtain a higher rate of fire, in some cases doing more damage in aggregate, whereas Cannon sacrifice rate of fire to obtain greater damage per shot. That's a useful distinction, like choosing between and agile weapon that will hit more often and a slower weapon that does more damage per strike (ex., a dagger or a two-handed sword). There are a number of statements on the page that are entirely subjective and largely untrue, like the statement that an Ion Blaster is "a better version" of a Plasma Cannon. I'm going to "fix" those statements now.Threndor Mendaris 23:03, 25 March 2011 (UTC)
Speaking of cannons, is everything you said canon? ... --Pointsman 03:28, 27 March 2011 (UTC)

Flechette Cannons

The bit about it firing multiple small projectiles per shot is incorrect, at least according to the game mechanics. It's just a rapid fire pellet gun.

Fixed NerdeVerde

Targetting, and the Corvus Widowmaker

Hi. How exactly did you determine the Targetting efficacy (Auto-aim) of each weapon as Okay, Good, Excellent ?
And, what auto-aim should we put on the Corvus Widowmaker? Foo Fighter 10:03, 19 November 2007 (EST)