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It's official: the Tempest is better than the Blood Pack Punisher


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#1
Stardusk

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 OK. I just ran some tests on both guns.

Enemy: Cerberus
Difficulty: Gold
class: Turian Soldier
Equipment (on both Tempest and BPP): Heat Sink, Extended Barrel, AP IV, SMG Rail Amp III, SMG V. Stability III

My Tempest is X and my BPP is VI. I wanted to test them side by side on the best weapons handler in the game and the results were disturbing. I shredded enemies much more quickly with the Tempest than the BPP, part of the reason of course being that the Tempest is much more accuracte than the BPP but in general, even point blank, enemies dropped more quickly with the Tempest. The Atlas was close but melted at roughly the same speed with both the BPP and the Tempest.

The Tempest has more or less the same ROF, has a larger clip size, less recoil, better accuracy and almost the same damage. You can argue my BPP is only VI but a UR VI SMG compared to a Uncommon X SMG...it should be no contest.

BW, what on earth did you do to the BPP?!:crying:

#2
Eric Fagnan

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According to our balance testing, without reload canceling the BPP does about 23% less sustained damage than the Hurricane on non-armored targets, but about 29% more sustained damage than the Hurricane on armored targets. Like any fast firing weapon, you should put a penetration mod on the weapon if you want good damage against armor. The BPP, like the Hurricane, is balanced around being a close range SMG. If you use it at long distances, you will no doubt miss with a lot of your bullets and your damage will drop significantly.

Comparing weapons between single player and multiplayer is not very useful since those 2 games are balanced very differently. It's true that many of the new weapons do significantly less damage in MP than their counterparts in single player, but those weapons in my opinion are way too powerful in single player but we don't have a live system for changing them.

#3
Eric Fagnan

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Flambrose wrote...

Eric Fagnan wrote...

According to our balance testing, without reload canceling the BPP does about 23% less sustained damage than the Hurricane on non-armored targets, but about 29% more sustained damage than the Hurricane on armored targets. Like any fast firing weapon, you should put a penetration mod on the weapon if you want good damage against armor. The BPP, like the Hurricane, is balanced around being a close range SMG. If you use it at long distances, you will no doubt miss with a lot of your bullets and your damage will drop significantly.

Comparing weapons between single player and multiplayer is not very useful since those 2 games are balanced very differently. It's true that many of the new weapons do significantly less damage in MP than their counterparts in single player, but those weapons in my opinion are way too powerful in single player but we don't have a live system for changing them.


I haven't done the numbers, but I'm fairly sure Hurricane would win out in reload cancelled DPS even against armor. Hurricane and BPP have the same reload times while BPP has effectively twice the clip size. Hurricane benefits much more from reload cancelling.

It's also more accurate, of course.


The Hurricane does get closer with reload canceling but the BPP should still do about 20% more to armor, with both weapons at level X.

#4
Eric Fagnan

Eric Fagnan
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january42 wrote...

Eric Fagnan wrote...

According to our balance testing, without reload canceling the BPP does about 23% less sustained damage than the Hurricane on non-armored targets, but about 29% more sustained damage than the Hurricane on armored targets. Like any fast firing weapon, you should put a penetration mod on the weapon if you want good damage against armor. The BPP, like the Hurricane, is balanced around being a close range SMG. If you use it at long distances, you will no doubt miss with a lot of your bullets and your damage will drop significantly.


How do you figure that.  I used the stats from here.  As far as I've seem, the way the BPP works is, every 8th bullet does 5X damage with a 2.5 multiplier vs armor.   We just compare per 8 bullets as the clip size and ROF are the same forth both guns(600).


A Hurricane X does
nonarmor=   128.1 * 8 = 1024.8
vs armor:  (128.1-50) * 8 = 624.8
with ap barrel = (128.1-5) * 8 = 984.8

I wasn't sure about this, so we will give the BPP the benfit of the doubte and assume that the ap bullet comes out in addiiton to a normal bullet. (so it's actually firing 9 bullets here, 8 normal and 1 ap.)
BPP X does:
non armor = 47.75 * 8 + 5 * 47.75 = 620.75
vs armor =  5 * 8 + (5 * 47.75) * 2.5 -50 = 586.875  (minimum damage is 5 IIRC)
with ap barrel = (47.75-5)*8 +  (5*47.75) * 2.5  - 5 = 933.875

With the AP barrel the Punisher comes close to hurricane but doesn't seem to beat it.  And it's significantly worse in every other case.  What did I do wrong there?

Those numbers get even worse if there isn't a normal bullet fired at the same time as the AP bullet.

Does it always fire the ap bullent when you start firing so you supposed to rapidly press the trigger instead of holding it down or something?







On top of the x5 damage multiplier for the AP round, that bullet also gets a x2.5 damage multiplier to armor resistances, which is multiplicative on the final damage of the bullet.