Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


94% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
04/20/24 +10.9 Hours

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Particle Cannons vs Railguns
 Author Particle Cannons vs Railguns
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-28 18:04   
So we finally got around to getting 3 people in beta to take a look at this.

5 heavy rails/pcannons fired 5 times each at a Krill, BD on one side CD on the other at the same distance. Pcannon tests were run multiple times to gauge damage variation and it was within 3% at each range.

pcannon damage

1 armor plate gone, 80% to the 2nd at 300 GU
1 plate gone, 66% to the 2nd at 500 GU
1 plate gone, 45% to the 2nd at 600 GU
92% to one plate at 850 GU
81% to one plate at 915 GU (approx. max range)

Rail damage was more or less consistent at each range, 1 plate gone, 45-50% to the 2nd.

Testing DPS (both ships firing until hitting hull) yielded both of them hitting hull at approximately the same time at 300 GU. So they have approximately the same DPS at 300 GU due to Railguns having higher rate of fire, but pcannons still do more damage per shot until around 500 GU.
_________________
Adapt or die.

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-28 18:13   
would like to point out there is no way you are going to hit your target at 500gu.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-28 18:27   
That's true for small ship combat, yes, anything smaller than a Dreadnought can comfortably dodge cannonfire at 400-500 GU. Dreads can comfortably dodge at around 1000 GU.
_________________
Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-28 22:52   
And yr recommended solution to this is to increase railgun projectile speed, yes?



[ This Message was edited by: Kenny_Naboo[+R] on 2011-08-28 23:47 ]
_________________
... in space, no one can hear you scream.....


Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-29 00:30   
Obviously, Kenny, Railguns need more ammo. Screw your speed!
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-29 01:55   
yes more ammo.

faster icc guns without speeding up other factions projectiles would be unballanced.

We ICC want equality. not god mode.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-29 14:19   
More ammo or increased damage would work, either one. Though considering the limited amount of ammo we have, faster projectile speed shouldn't be unwarranted either, currently the difference in shot speed between pcannons, psi, and rails is almost unnoticeable, and gauss is just barely faster.

As it was explained to me ICC was originally given limited ammo because of longer range, no falloff, and faster projectile speed, but currently the range advantage is around 200-300 GU for rails over pcannons (400 for gauss, but the damage is lower and energy use is higher compared to rails) and at those ranges good luck hitting anything but a station or nonmoving target. In combat with smaller ships there is no range advantage because you have to close in to have a chance of hitting anything, increased projectile speed would fix this.
_________________
Adapt or die.

Page created in 0.013384 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR