***POINT OF THIS IS TO CREATE ARTIFICIAL TACTICS FOR SQUAD THROUGH WEAPON SELECTION***
What I need is (from anyone willing to offer their findings);
1) Weapon used
2) Squadmate weapon is equiped on(still unsure if this makes a difference so I'd like to factor it in for now)
3) Shots fired between cover-burst(shooting)-cover
4) Difficulty setting (because enemies likely will die before burst is necessarily finished if on easier settings)
*PLEASE DO NOT POST ONLY A SINGLE TIME OBSERVATION* Given the number of variables involved simply post what you could gather from a few battles in a mission (doesnt have to be an entire mission, a couple of sections of battles should suffice for preliminary findings and with enough of them we might start to get a consensus)
I think the single shot weapons/semi auto weapons will be incredibly hard to calculate, but I'd still like any info people find, as those are still valuable weapons and are worthy of calculation (especially the mattock, mantis, viper, phalanx, and widow)
Below I've listed some numbers I came up with for another thread based on the SMGs, so it'll provide you with an idea of what the outcome of my findings will hope to provide.
It seems to me, that if not staggered or interrupted they(squadmates) fire about half a clip for each weapon between cover-burst-cover, and given the likely programming, it seems a fair assumption at least as far as easy math is concerned for both my following calcs and the programming aspects. Of course if anyone can offer more concrete evidence PLEASE DO, because I'd love to really crunch some numbers, and its pretty hard to get an accurate assessment given the massive amount of variables involved in even collecting data on this stuff. Below I've listed some VERY ARBITRARY calcs for the SMGs... again I dont know exactly how many shots a squadmate is programmed to fire, but from some general info such as shots per trigger pull, clip size divided by trigger pull, and just "empirical data" (i.e. what others have thought, and what it seems like based on my playthroughs)
DAMAGE VALUES - Based on 1/2 clip bursting between cover
Locust-ShotsPerBurst-10*25damage= 250 damage per burst
Tempest-ShotsPerBurst-25*14damage= 350 damage per burst
Shuriken-ShotsPerBurst-12*20.5damage= 246 damage per burst
RESULTS = That means the Locust and Shuriken do approx. 30% LESS damage per burst, making the Tempest a CLEAR winner in the damage department.
SURVIVABILITY(Time spent shooting between cover), if each burst is 1/2 clip, then cover, here's the numbers on that;
Locust-550rpm= 9.16(RoundsPerSecond)/10(ShotsPerBurst)= 1.09 seconds of shooting between cover
Tempest-925rpm= 15.41(RoundsPerSecond)/25(ShotsPerBurst)= 1.62 seconds of shooting between cover
Shuriken-700rpm= 11.66(RoundsPerSecond)/12(ShotsPerBurst)= 1.02 seconds of shooting between cover
RESULTS = As some other "expert players" have suggested simply based on their empirical observations, the Shuriken is actually the most survivable weapon for squadmates, with the Locust in a close second, and the Tempest while providing FAR MORE damage, offers FAR LESS survivability.
FINAL THOUGHTS = Its a clear trade off on what you want your squad to provide. If you are playing on easier difficulties, using your squadmates more for powers than weapon damage or usually try to place yourself in the action more often as a damage sponge(Tanking), the Tempest is THE best weapon without a doubt, however if you're playing on Insanity or Hardcore and fighting ranged without taking the bulk of the enemy fire the Shuriken or Locust are better clearly as that HALF SECOND MORE of burst fire is easily enough damage from the enemy to significantly wound/kill squadmates. Between the Locust and Shuriken, I'd say it depends on the mission, if you're fighting Geth/Blue Suns the Shuriken looks to be the better weapon, where as against Bloodpack/Collectors and Multi-Shielded Mini Bosses/Bosses the Locust wins. I dont play on Insanity a lot, but I've been told that there is a lot more armor on insanity, so I'd say the Locust probably is the best choice, but that probably depends on what squad ammo powers you equip and what casting powers you have for armor. I also would question the value of the Tempest because of the likelyhood that each burst probably will nearly kill an enemy, especially with ammo powers and max research upgrades, and less enemies=less damage returned from enemies=less damage squadmates will likely take per burst, possibly improving its "survivability"... though health+shield recharge times might negate that aspect as well, probably again improving the survivability for the Locust and Shuriken. Its just so hard to get true values because of all the variables to account for.
*AGAIN LET ME STATE THAT THESE NUMBERS ARE ENTIRELY BASED ON ARBITRARY CALCULATIONS AND EMPIRICAL DATA NOT PROVEN FACT*
(so dont respond telling me I'm wrong, because I'm not saying I'm right in the first place, I'm just suggesting numbers based on what is easily calculated)
Also numerical values for weapons all taken from masseffect.wikia.com
THANK YOU IN ADVANCE FOR ALL INFO PROVIDED
Modifié par Ares Caesar, 25 septembre 2010 - 06:08 .





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