So it seems you can charge up PPC before firing..
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- NUKLEAR-SLUG
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So it seems you can charge up PPC before firing..
.. which is very nice assuming it hits anything, but has anyone noticed an actual damage-bonus benefit to doing so or is it better to just stream normal fire?
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All anti-capital weapons can be charged; PPC, Ion Cannon, IBL, and PSP (not sure about Gauss though).
Gazz worked out the damage for PPCs and IBLs: http://forum.egosoft.com/viewtopic.php?t=229894
Short version: PPCs do 50% more damage per second when you're firing charged volleys but aren't any more efficient (i.e. they use up 50% more energy).
IBLs actually do 10% less damage per second when charged so it's best to just fire a stream of fire unless you're attacking a friendly and want to get their shields down as much as possible before they turn blue.
PSPs more than double their damage per second when charged but still don't catch up with PPC.
Gazz worked out the damage for PPCs and IBLs: http://forum.egosoft.com/viewtopic.php?t=229894
Short version: PPCs do 50% more damage per second when you're firing charged volleys but aren't any more efficient (i.e. they use up 50% more energy).
IBLs actually do 10% less damage per second when charged so it's best to just fire a stream of fire unless you're attacking a friendly and want to get their shields down as much as possible before they turn blue.
PSPs more than double their damage per second when charged but still don't catch up with PPC.
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
Perhaps if you look at damage per second while still closing to weapons range. Provided you have enough energy to fire a constant stream after the first charged volley.
It'll certainly affect the damage per second of your own shields. It does
look a little pitiful when a K only manages to get off a handful of shots before being destroyed though.
It'll certainly affect the damage per second of your own shields. It does
look a little pitiful when a K only manages to get off a handful of shots before being destroyed though.
What he said.TBV wrote:Perhaps if you look at damage per second while still closing to weapons range. Provided you have enough energy to fire a constant stream after the first charged volley.
It'll certainly affect the damage per second of your own shields. It does
look a little pitiful when a K only manages to get off a handful of shots before being destroyed though.
Its a great idea when your charging head-on with a capital ship. You charge it so that about the time your in range you release nice gobbly-wobbly shiny balls of boom. And then, you can go for normal rapid fire. The first smash usually drops the shields, even on the more powerfull craft, and the smaller PPCs finish it off before you get as close as 5km.
- philip_hughes
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Yep, once it reaches critical charge it automatically fires, and it always fires to where you were targeting when you start charging. I think I've once tried charging and turning right around (didn't get too far around, cap ships take their time turning), and it still fired at where I was originally aiming.
@NeverSnake
Gauss Cannons can't be charged up, but why do you need them to be? Unlike the other anti-cap weapons, they use practically no energy (I think it's like 1/sec, like all the other ammo weapons). Admittedly, in my game, Gauss Cannons are also far more deadly than any of the others (but PSP's have been improved), as the projectiles move MUCH faster. Get within 2km of a ship with Gauss Cannons (and a supply of ammo of course), and it's next to impossible to dodge if you're in anything bigger than an M3. Makes combat more fun and challenging, as nearly every cap ship has Gauss Cannons somewhere.
@NeverSnake
Gauss Cannons can't be charged up, but why do you need them to be? Unlike the other anti-cap weapons, they use practically no energy (I think it's like 1/sec, like all the other ammo weapons). Admittedly, in my game, Gauss Cannons are also far more deadly than any of the others (but PSP's have been improved), as the projectiles move MUCH faster. Get within 2km of a ship with Gauss Cannons (and a supply of ammo of course), and it's next to impossible to dodge if you're in anything bigger than an M3. Makes combat more fun and challenging, as nearly every cap ship has Gauss Cannons somewhere.
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For the same reason you charge the others up, it's certainly not to save energy as charging them depletes it more quickly.argon_emperor wrote:@NeverSnake
Gauss Cannons can't be charged up, but why do you need them to be?
Is that not dependant on the ship and turret?insolent1 wrote:The charged shots block your view more when using the turrets. If firing from beyond the max range its best to use the normal fire as it does not matter as much if your shots miss(energy wise that is)
"There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup
Pretty sure Gazz calculated this and found the actual DPS to be no different between charged and uncharged firing. The main reason for charging, therefore, is the hope that you'll be able to take out your target with a single hit, which is only likely to happen with PSPs due to their high per-shot damage.
It does matter in some cases for players who wish to exploit the X3 AI.
Neutral ships turn hostile after a certain number of hits or length of barrage.
Dropping their shields in one salvo prepares them for boarding while they stay blue.
If all you want to do is destroy the enemy it doesn't make much of a difference.
But yes, DPS changes substantially with some lasers.
For an M7 the limit is laser energy, not time, and for an M2 you can only boost one turret while completely giving up flight controls.
Neutral ships turn hostile after a certain number of hits or length of barrage.
Dropping their shields in one salvo prepares them for boarding while they stay blue.
If all you want to do is destroy the enemy it doesn't make much of a difference.
But yes, DPS changes substantially with some lasers.
For an M7 the limit is laser energy, not time, and for an M2 you can only boost one turret while completely giving up flight controls.
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