Difference between revisions of "User:Hordes/Tactics"
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---- | ---- | ||
+ | ===LMG=== | ||
AD HOC weapon testing: | AD HOC weapon testing: | ||
* Shooting 10, no traits, no health conditions. | * Shooting 10, no traits, no health conditions. | ||
− | * Time to kill centipedes at range X when they are held in place by a nonviolent pawn. | + | * Time to kill centipedes at range X when they are held in place by a nonviolent pawn. Player damage turned off. |
− | * Speed *2. Non-professional timing. All numbers rounded to seconds. | + | * Speed *2. Non-professional timing. All numbers rounded to seconds. Expect numbers to be off by 1-2 double-speed seconds. |
Range: 22 | Range: 22 | ||
Line 32: | Line 33: | ||
Excellent LMG NO PRECEPT: | Excellent LMG NO PRECEPT: | ||
− | * | + | (Expected to-hit: 42%. 48% Shooter * 43% weapon * 200% target size) |
− | * | + | * 46 / 59 / 63 / 72 / 81 |
+ | * 60 / 63 / 68 / 71 / 74 | ||
+ | * 52 / 60 / 63 / 63 / 76 | ||
+ | Average 64.7s | ||
Excellent AR NO PRECEPT: | Excellent AR NO PRECEPT: | ||
− | * | + | (Expected to-hit: 75%. 48% Shooter * 78% weapon * 200% target size) |
− | * | + | * 47 / 48 / 52 / 58 / 60 |
+ | * 43 / 43 / 49 / 51 / 51 | ||
+ | * 41 / 47 / 59 / 60 / 63 | ||
+ | Average 51.4s | ||
+ | |||
+ | DO NOT USE THESE ABOVE NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY | ||
+ | |||
+ | ---- | ||
+ | {{Weapon DPS Chart|Assault rifle}} | ||
+ | |||
+ | {{Weapon DPS Chart|LMG}} |
Latest revision as of 01:44, 7 February 2023
Armament[edit]
Generalist
- Assault rifles are perfect for open engagements, with good damage, above-average range, and high accuracy. Strong for repelling against breachers and sappers, good overall. Skill friendly.
- Heavy SMGs are very skill friendly, close-medium ranged weapons. Great damage and accuracy up close, remaining decent at longer distances.
- Charge rifles are high-tech versions of assault rifles. Stronger and with high AP, but with shorter range and less accuracy. Powerful weapon in its own right, if not as flexible. Quite expensive.
Specialist - Firearms
- Chain shotguns are one of the strongest weapons, but with pitiful range. Perfect for infestations and drop pod raids.
- Miniguns fire a massive 25-shot burst. High cost, widly inaccurate, and with a huge cooldown cycle, miniguns are dedicated to crowd-control in stationary setups. (Missed shots can hit other enemies)
- LMGs are lighter miniguns, with a 6-shot burst. Can stagger humans, but lower single-target DPS than general options. Decent crowd-control and support weapon.
- Sniper rifles have the highest range in the game, but low firerate. Useful for picking off sieges, lone centipedes, etc. Very reliant on shooting skill.
- Charge lances have massive per-shot damage and high AP. However, actual damage output is rather low. This makes it a niche weapon, despite its cost and tech level.
Specialist - Explosives
All explosives do not rely on Shooting skill, Manipulation, etc., though are affected by Aiming Time.
- EMP grenades are invaluable against mechanoids and turrets, stunning them for 2,200 ticks (36.67 secs).
- Smoke launchers prevent turrets from locking on completely. Accuracy penalty for any shooter, player or enemy, so can support melee fighters.
- Frag grenades are unwieldy, but can destroy buildings rapidly. Difficult to use against mobile targets; decent against crowds when thrown in an alley.
- Doomsday rocket launchers are single-use, but extremely devastating. They cause a massive explosion, able to outright end the largest humanoid raids. Watch for the long warmup.
- Similar advice applies to triple rocket launchers, orbital bombardment targeters, and orbital power beam targeters.
LMG[edit]
AD HOC weapon testing:
- Shooting 10, no traits, no health conditions.
- Time to kill centipedes at range X when they are held in place by a nonviolent pawn. Player damage turned off.
- Speed *2. Non-professional timing. All numbers rounded to seconds. Expect numbers to be off by 1-2 double-speed seconds.
Range: 22 Shooting: 10
Excellent LMG NO PRECEPT: (Expected to-hit: 42%. 48% Shooter * 43% weapon * 200% target size)
- 46 / 59 / 63 / 72 / 81
- 60 / 63 / 68 / 71 / 74
- 52 / 60 / 63 / 63 / 76
Average 64.7s
Excellent AR NO PRECEPT: (Expected to-hit: 75%. 48% Shooter * 78% weapon * 200% target size)
- 47 / 48 / 52 / 58 / 60
- 43 / 43 / 49 / 51 / 51
- 41 / 47 / 59 / 60 / 63
Average 51.4s
DO NOT USE THESE ABOVE NUMBERS, I HAVE MADE MULTIPLE MISTAKES WITH TIMING. FOR PERSONAL USE ONLY