sinosleep's weapon comparison compilation thread (will be updated with requests) (adrenaline rush comparison vs armor now up!)
#51
Posté 21 septembre 2010 - 09:20
#52
Posté 21 septembre 2010 - 09:28
#53
Posté 21 septembre 2010 - 12:06
Modifié par sinosleep, 21 septembre 2010 - 12:07 .
#54
Posté 21 septembre 2010 - 12:45
#55
Posté 21 septembre 2010 - 02:26
#56
Posté 21 septembre 2010 - 02:33
Modifié par sinosleep, 21 septembre 2010 - 02:34 .
#57
Posté 21 septembre 2010 - 02:53
#58
Posté 21 septembre 2010 - 02:54
#59
Posté 21 septembre 2010 - 03:01
ryoldschool wrote...
Where is incisor on list?
AAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGHHHHHHHHHHHH!!!!!!!!!!! You have GOT to be ****ing kidding me! How the hell did I manage to not catch the fact that I didn't splice in the mantis and incisor when I made the damn thing, then missed it again while adding the pauses on youtube? Basically they were both pretty crap. I don't think either even broke into the word armor.
#60
Posté 21 septembre 2010 - 03:25
Not sure an ammo power would matter.
If A = 2B, increasing A and B by 60% doesn't change the fact that A = 2B.
Every gun would get the same benefit, so their relative rank wouldn't change. In theory, anyway.
Taking out Adrenaline Rush would hurt the Mattock and maybe the Predator and Viper, but we've seen that the Mattock reaches Heavy Pistol level damage vs Armour even without AR so the ranks still shouldn't change too much.
#61
Posté 21 septembre 2010 - 03:30
#62
Posté 21 septembre 2010 - 03:31
OniGanon wrote...
Not sure an ammo power would matter.
If A = 2B, increasing A and B by 60% doesn't change the fact that A = 2B.
Every gun would get the same benefit, so their relative rank wouldn't change. In theory, anyway.
Actualy, Sniper Rifles don't get the close range damage bonus.
#63
Posté 21 septembre 2010 - 05:14
#64
Posté 21 septembre 2010 - 07:01
Optimystic_X wrote...
Actualy, Sniper Rifles don't get the close range damage bonus.
*scratches head* I never said they did, dood.
#65
Posté 21 septembre 2010 - 08:08
#66
Posté 25 septembre 2010 - 09:38
#67
Posté 25 septembre 2010 - 09:47
#68
Posté 25 septembre 2010 - 09:53
sinosleep wrote...
. Turns out the scimitar actually kills shield using targets quicker WITHOUT the melee in between than with it. I got a 3.6 second time against the YMIR mech instead of the 4.7 second time using melee. Then he posted this vid where he performed a trick I wasn't aware of. Apparently you can kinda do a reload trick without reloading. If you press the buttons simultaneously there is no delay between the shot and the melee. Again, for other shotguns not all that important, for the scimitar it makes a huge difference though. He got a substantially faster vs armor time on his vid.
That video is just sick!
#69
Posté 26 septembre 2010 - 10:44
LMAO
You did a really good job here, thank you.
#70
Posté 26 septembre 2010 - 03:48
Thanks for sharing it, sinosleep.
#71
Guest_kajtarp_*
Posté 26 septembre 2010 - 08:27
Guest_kajtarp_*
What my problem is:
-mechs arent that common, max 1-2 per level while you fight dozens of other opponents.
-playing for real, without god mode and having a YMIR in melee distance, those weapons would work and feel very different. your test completely skips any range/accuracy or ammo problem.
For example judging your results, i could think the eviscerator shotgun is crap. While playing with it, it prooves better then the Katana or the Scimitar for me. One shot kill for most normal opponents, or one shot+melee, while having alot better range. When opponents are just a little further from melee distance, the Evi can make still a great amount of damage, while the less ranged Scimitar or Katana would totally suck in that situation, making only **** amount of damage.
Revenant, Vindicator and Mattock gives completely different result if you shoot smaller opponents from distance, or close range, or if you shoot bigger opponents from distance or close range.
Rev ain that good choice to kill alot of smaller enemies from distance,but Vindicator and Mattock is excellent for that, while it absolutely owns anything if you want to kill a gunship or a Geth Prime, or if you move to a closer range with your Rev.
So in my opinion your test is awesome just looking at pure numbers, but it carries alot of misleading information what would proove to be different in practice.
Of course i dont mean that comment as an offense, i really appreciate the time you spent doing this test.
Modifié par kajtarp, 26 septembre 2010 - 08:30 .
#72
Posté 26 septembre 2010 - 08:37
The video I just linked to also shows why I don't tend to test on multiple enemies, because you can't consistently recreate the conditions. Enemies move around, they spawn at different places, you might get stunned by a rocket in one run and not in the next. It's another reason why I tend to just go with mech vids and call it a day, because they are easy to control. They follow the same pattern each and every time, fire off the machine gun, you step in close, they fire the rocket launcher, then they go to the machine gun for a nice long run. Giving you ample time to test what you're testing for.
#73
Posté 27 septembre 2010 - 08:32
#74
Posté 27 septembre 2010 - 09:45
#75
Posté 27 septembre 2010 - 11:31
swn32 wrote...
Well i did some shotgun testing myself using melee firing. It significantly improves the time taken to deplete armor for most shotguns (not only the schimitar). You can check the video here. Charged GPS is still the best against shields and Claymore is still the best against armor. However the rankings of other weapons change a little.
Well it's good to have both sets of times since there are people that either can't or won't use melee in the way it's employed here. It's the same reason I included no reload trick claymores in the vids.





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