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Weapon shot frequency?

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7 months ago
May 19, 2024, 7:29:07 PM

Hi, how frequently do weapons shoot? Where is the info about this? I know there is dps and cooldown parameters, but according to my observations this has nothing to do with how frequently they fire.

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7 months ago
May 19, 2024, 8:08:27 PM

Well I am not so sure any more, could be actually just wrong observations or the graphics not following in real-time the shots. So do they fire continuously at a rate specified in the cooldown parameter from the start until the end of the battle?

There is no reload time or any other factor whatsoever?


Edit: also the scan views with the colorful shields, its like sometimes they have nothing to do with what actually happens. I get lots of shots on the AI but sometimes the green line on the right doesn't fill up at all, as if I am not hitting the target. Sometimes the red one feels like it belongs to my hits, not the AI.

Updated 7 months ago.
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7 months ago
May 20, 2024, 8:28:56 AM

Yes, right, the lasers, I observe that basic opal laser fired far less frequently that 1.8 sec. But this is a major bug then, since there is no point in using it as it is 4 times weaker then basic slugs. Beams are sort of OK, since they have long cooldown anyway. Is there a plan to officially fix this, or Amplitude is done with this game? I mean if this is true, this is a "masive error" as you write. Also I think the ship scan (circle) is bugged in a multiple ways, but probably not too much people care about this, since it is just an optional statistic view.


Btw, for beams it seams rather a feature not a bug since if i muliply DPS with cooldown I get the damamge per shot value therefore the cooldown is actually the duration which is not reflected so on the info panel, where it should then display 2 params as so: cooldown (8), duration (6.8).

Updated 7 months ago.
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7 months ago
May 20, 2024, 12:48:08 PM

Nope, DPS doesn't exist, is a calculated value, all we have is flat damage per shot and cooldown, but as I explained on the bug, cooldown doesn't hold water if preparation + shooting time exceeds it.


Yeah in beams is not such a big deal, also doesn't translate 1:1 in loss of DPS, because you could fit in just as much shots with minor differences in values. But blowing an enemy ship sooner than later may mean less damage taken too.

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7 months ago
May 20, 2024, 1:31:41 PM
Ninakoru wrote:

Nope, DPS doesn't exist, is a calculated value, all we have is flat damage per shot and cooldown, but as I explained on the bug, cooldown doesn't hold water if preparation + shooting time exceeds it.

But if you multiply DPS with cooldown you get the flat damage. Therefore to me it seems that cooldown is used here as duration, because beam do continuous damage. It then follows that a cooldown value should be another parameter with larger value eg: 8 (in case of beams). But for lasers this doesn't make sense, since they don't have duration (fire time > 1 sec). Or do they? Anyway, do you think this will be fixed by the devs, or they are out? Do they read these forums, this is a huge bug effecting the whole laser weapon palette. They are useless this way.

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7 months ago
May 21, 2024, 1:52:37 PM
Bitula wrote:
Ninakoru wrote:

Nope, DPS doesn't exist, is a calculated value, all we have is flat damage per shot and cooldown, but as I explained on the bug, cooldown doesn't hold water if preparation + shooting time exceeds it.

But if you multiply DPS with cooldown you get the flat damage. Therefore to me it seems that cooldown is used here as duration, because beam do continuous damage. It then follows that a cooldown value should be another parameter with larger value eg: 8 (in case of beams). But for lasers this doesn't make sense, since they don't have duration (fire time > 1 sec). Or do they? Anyway, do you think this will be fixed by the devs, or they are out? Do they read these forums, this is a huge bug effecting the whole laser weapon palette. They are useless this way.

I mean, the DPS and cooldown make sense in the weapon card, but on the real game, well, you discovered yourself something is wrong.


If Preparation time is 2s, and Fire time is 1s, Cooldown 6s, the fire rate will be 6s (that would be the normal situation): 2s preparing, 1s firing, then 3 more secs in wait due to cooldown value. I hope it makes sense now.


We don't know if Amplitude will ever assign resources to fix the game. There's a community mod that fixes it among other smaller issues, and you can manually patch the game with it to avoid disabling achievements (Community Fixes mod on Steam).

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7 months ago
May 22, 2024, 7:32:27 AM

I just thought that the intention behind the 8 sec hardcoded value is to separate calculation method for continuous and non-continuos weapons, and including lasers was an oversight. Anyways thanks for the info. I will wait for a while and if official fix will never happen I'll install the community patch. It would be though dissapointing if they leave the final version of the game with such a major bug in it.

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6 months ago
Jun 19, 2024, 8:05:47 AM

Its fixed in a beta branch:

https://steamcommunity.com/app/392110/discussions/0/4331980330827122876/

  • Fixed an error where Lasers and Beams did not fire on the intended cooldown


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