Modifié par CLime, 21 février 2010 - 04:58 .
Adrenaline Rush: +100% Weapon Damage Bonus Confirmed
#101
Posté 21 février 2010 - 04:55
#102
Posté 21 février 2010 - 05:00
With Hardened you also spend more time in AR overall, meaning more time to line up shots. If you're some shooter prodigy and always make headshots, time dilation or no, then yes, they're about equal. In practical terms, though, I think it's a safe assumption that for a good, but not prodigal player, spending 45% of the time in 50% slowdown is more useful than spending 33% of the time in 70% slowdown in terms of net change from misses to hits and from hits to headshots. That's what I mean by "offensive ability
From the player's perspective, you get 5 seconds of real time to shoot people in the face in either case. But things will be moving 3.33 times slower in heightened vs 2x slower for hardened. So, if anything, it's easier to line up shots in heightened.
Modifié par Athenau, 21 février 2010 - 05:01 .
#103
Posté 21 février 2010 - 05:13
#104
Posté 21 février 2010 - 05:14
Modifié par Athenau, 21 février 2010 - 05:25 .
#105
Posté 21 février 2010 - 05:36
It explain why even insanity looks like a cakewalk with a soldier.
#106
Posté 21 février 2010 - 05:57
#107
Posté 21 février 2010 - 05:59
blank1 wrote...
Anyone who use adrenaline rush constantly would have recognized that things seem to die faster when using it. In Insanity, I practically spammed adrenaline rush.
Yes, playing as a soldier is basically playing the game in slow motion, haha
#108
Posté 21 février 2010 - 06:22
Varenus Luckmann wrote...
Am I the only one that finds the fact that Eric ****nan's name is censored incredibly hilarious?
No sir, you are not.
#109
Posté 08 septembre 2010 - 06:40
#110
Posté 22 décembre 2010 - 01:23
#111
Posté 22 décembre 2010 - 06:40
Eric ****nan wrote...
Distance multipliers for weapons multiply the final damage number with all upgrades. So shotguns will do x2 of the total damage at a very close range.
Adrenaline Rush behaves the same way; it multiplies the total weapon damage you do.
Keep in mind that ammo powers are still a completely separate damage call. Adrenaline Rush does not affect ammo power damage. Ammo powers are considered a power, so they get bonuses from power upgrades, not weapon upgrades, and they always take their initial damage value from the base weapon damage without upgrades. It's worth noting that ammo powers do get a distance multiplier like weapons. This was done to keep ammo power damage consistent, so when we say that an ammo power does X% of weapon damage, that is true for any range because it shares the distance multiplier of the weapon.
I'll add this to the gameplay thread.
#112
Posté 09 novembre 2011 - 04:34
The other thing often being missed here is the fact that we are human. We make mistakes. We miss shots. Hell, you can even miss with Adrenaline Rush on if you're lining up a headshot, say, and the enemy moves when you're not expecting them to. Heightened is a lot more forgiving in this regard, and hence easier to play. So mathematically, Hardened might be better in terms of raw dps with 100% accuracy and negating unshielded damage, but Heightened is likely to be the stronger in a practical situation, since ideally you shouldn't be getting shot through to health unless it's unavoidable or you are extremely confident of survival so its effective damage reduction on shields/barriers is damn handy, and because it does more damage per ammo and will simply counteract human errors far better.
#113
Posté 11 novembre 2011 - 11:30
The discussion's moved on since then. Nowadays it's generally accepted that Heightened is better for slow firing weapons, and Hardened is better for rapid-fire weapons, b/c Hardened will let you get off more 'buffed' shots, while Heightened gives the maximum damage for single shots. The Mattock rifle benefits more or less equally from either b/c it's RoF cap isn't limited in any meaningful way under dilation.
The movement / durability bonus of ARush is well known too. It's a key component in playing the Claymore Soldier.
#114
Posté 24 février 2012 - 01:20
Of course, it is true that in real life time you get less shots off while game time is slowed down, but the damage increase compensates for that along with nifty bonuses like increased aiming capability, faster reloading bonus, and increased movement speed. Another way to illustrate this point is to say imagine the game time was doubled. You would attack twice as fast but each bullet only does half damage. Your DPS would actually go down because even with increased attack speed, the game time has also increased (enemies attack speed too) which means that your doing half the damage your doing per second in regular time.
Bottom line is, AR increases damage, there is no relevant reduction in DPS in game terms. TO apply real life time to the game, is to not understand relativity.
#115
Posté 24 février 2012 - 01:21
Of course, it is true that in real life time you get less shots off while game time is slowed down, but the damage increase compensates for that along with nifty bonuses like increased aiming capability, faster reloading bonus, and increased movement speed. Another way to illustrate this point is to say imagine the game time was doubled. You would attack twice as fast but each bullet only does half damage. Your DPS would actually go down because even with increased attack speed, the game time has also increased (enemies attack speed too) which means that your doing half the damage your doing per second in regular time.
Bottom line is, AR increases damage, there is no relevant reduction in DPS in game terms. TO apply real life time to the game, is to not understand relativity.
#116
Posté 24 février 2012 - 02:09
#117
Posté 25 février 2012 - 03:20
Sorry, couldn't help but reply, even if this thread was necro'd.
#118
Posté 25 février 2012 - 02:38
Hopefully this settles the "debate".





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