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Post by buttons on Jun 28, 2023 4:50:28 GMT -6
Is there anywhere I can find the rate of fire of various guns? I can't seem to find any table of base fire rates in the manual and the gun data only shows penetration and maximum. If there isn't any way to look up fire rates with tech it might be good to include that with gun data in the future just below max firing range for example X rounds per minute or Y minutes per round.
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Post by christian on Jun 28, 2023 7:18:57 GMT -6
best way to find rate of fire is to right click on ships during battle and then click gun data to look at rate of fire, there is no easy way to find rate of fire. then cross reference with the gundata file and for what tech you have.
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Post by imperatoraugust on Jun 30, 2023 8:45:35 GMT -6
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Post by wlbjork on Jun 30, 2023 11:32:57 GMT -6
Is shell weight now linear? In RtW2 it was somewhat exponential - that is, 250 shells would be much heavier per shell than 30 shells.
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Post by imperatoraugust on Jun 30, 2023 13:49:37 GMT -6
It is linear up until a point. I refer to this as the efficiency cap. Then it shifts to another formula. The cap I think is based on RTW2 auto set ammo cap per caliber. I have not tested this though.
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Post by expendable on Jul 6, 2023 6:38:19 GMT -6
Is shell weight now linear? In RtW2 it was somewhat exponential - that is, 250 shells would be much heavier per shell than 30 shells. No it remains exponential. The best shell weight efficiency number is 81 rounds.
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Post by ewaldvonkleist on Jul 27, 2023 17:26:04 GMT -6
This is probably THE most helpful additional resource I have found so far for RtW3, thank you so much for this! A lot of this info SHOULD be in the ship designer. There are a lot of empty pages, are you planning on filling out the hit chances/missile pages etc. soon?
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Post by ewaldvonkleist on Jul 27, 2023 17:27:15 GMT -6
Is shell weight now linear? In RtW2 it was somewhat exponential - that is, 250 shells would be much heavier per shell than 30 shells. No it remains exponential. The best shell weight efficiency number is 81 rounds. Do you know why this is the way? Exponential weight/shell growth is super stupid. Should be minimally sublinear even.
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Post by wlbjork on Jul 27, 2023 21:05:31 GMT -6
Game balance reasons - the AI rarely takes 250 shells, so penalising the player for doing the same means they don't get to drown the AI in a sea of shells after burning out the AIs ammunition stores.
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Post by cormallen on Jul 28, 2023 1:00:09 GMT -6
Game balance reasons - the AI rarely takes 250 shells, so penalising the player for doing the same means they don't get to drown the AI in a sea of shells after burning out the AIs ammunition stores. Then why not reduce the max limit? Or get the AI to carry more ammo? Odd choice tbh... I don't think I've ever noticed the AI actually run out of ammo on any occasions at all?
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Post by ewaldvonkleist on Jul 28, 2023 3:20:30 GMT -6
Game balance reasons - the AI rarely takes 250 shells, so penalising the player for doing the same means they don't get to drown the AI in a sea of shells after burning out the AIs ammunition stores. Makes sense. This being said, I prefer a competent AI or the ability to self-limit over completely unrealistic formulas every time. This is a single player gam after all. Same with linear growth of armor weight with displacement, should be sublinear but isn't, probably for balance reasons.
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Post by imperatoraugust on Aug 16, 2023 23:05:04 GMT -6
This is probably THE most helpful additional resource I have found so far for RtW3, thank you so much for this! A lot of this info SHOULD be in the ship designer. There are a lot of empty pages, are you planning on filling out the hit chances/missile pages etc. soon? Likely at some point. My ADHD brain tends to start a lot of projects.
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