Attack speed cap + Overdrive

Hei guys

The question is, where’s the limit. I read somewhere that it’s about 300 (maybe for assault rails?). But if i reach 300 ish with modules + assault rail ammo, when i use Overdrive the attack speed is the same? 

Also, are there different caps for different weapons? 

Can someone break it down for me? 

Thank you. 

The hard cam is 300 as far as I know. So having more than 200 makes your overdrive less useful attack speed wise.

Yes, if you hit the cap, enabling overdrive will cause you to shoot at the same rate. Still you will get strategic maneuver boost or emergency GTFO mode.

Hei guys

The question is, where’s the limit. I read somewhere that it’s about 300 (maybe for assault rails?). But if i reach 300 ish with modules + assault rail ammo, when i use Overdrive the attack speed is the same? 

Also, are there different caps for different weapons? 

Can someone break it down for me? 

Thank you. 

Yes, you are right. Assault rails with iridium heatsinks and vanadium shells can reach the limit, so overdrive will be useless for rof, but you still have maneuverability and speed boosts.

 

On the other hand, assault rails with better rof gives you the best dps out of overdrive. My suggestion is that more than 250 dpm in assault rails and in a gunship is not worth. I’m playing with 255 dpm now in my Desert eagle, and I’m doing fine, your dps is not that overdrive dependant, and you can use the overdrive for other purposes.

Isn’t it a bit sad to use your overdrive only for a speed buff ? For the speed we still have a module for it.

Instead of a higher RoF with your passives, why don’t choose higher damage/crit/speed projectiles ?

Isn’t it a bit sad to use your overdrive only for a speed buff ? For the speed we still have a module for it.

Instead of a higher RoF with your passives, why don’t choose higher damage/crit/speed projectiles ?

The only thing you can choose in the cap slot other than RoF is damage at the expense of energy regen. Also overdrive has a 60 second cooldown, so during one minute very 12 seconds you’d be a ship with mediocre RoF and poor energy regen. You can do that on a gunship you use for sniping but it’s risky on a front-line brawler. Besides, while overdrive is on cooldown, 10% RoF bonus results in higher DPS than 10% damage bonus.

Lol gunship is like the best type of ship in my opinion, tackler and command dont really work for me

The only thing you can choose in the cap slot other than RoF is damage at the expense of energy regen. Also overdrive has a 60 second cooldown, so during one minute very 12 seconds you’d be a ship with mediocre RoF and poor energy regen. You can do that on a gunship you use for sniping but it’s risky on a front-line brawler. Besides, while overdrive is on cooldown, 10% RoF bonus results in higher DPS than 10% damage bonus.

there is always + speed, and eb

there is always + speed, and eb

None of which affect the gun’s performance that we were talking about I thought?

Personally I do like myself an EB, nothing worse than winning a dogfight with a few inties only to get your smile zapped out of your face by some sniper.

10% damage give the same dps as 10%RoF. Buf RoF give an higher to hit. Anyway, I understand your point of view, beside I’ve always snipe with gauss on my gunship.

And there is the Coil accelerator no ?

10% damage give the same dps as 10%RoF. Buf RoF give an higher to hit. Anyway, I understand your point of view, beside I’ve always snipe with gauss on my gunship.

And there is the Coil accelerator no ?

Actually no, 10% Dmg >10% Rate of fire as a total dmg boost, but DMG capacitor module comes with handicap on your capacitor, so stacking 3 of those for example is a huge hit by your energy management, in the same time some weapons aren’t benefiting from rate of fire what so ever and yield much better results from dmg

10% damage give the same dps as 10%RoF.

Actually you’re correct. The reason I said RoF > Dmg is because I remembered RoF mods not affecting overheat time but either that got changed or my memory’s just bad.

Actually you’re correct. The reason I said RoF > Dmg is because I remembered RoF mods not affecting overheat time but either that got changed or my memory’s just bad.

At this moment with increased RoF you reach overheat threshold faster, but your cooling stage is not affected, so due to this, 10% RoF is not 10% dmg boost (with 100% accuracy)

I think once a upon a time we had a period where RoF would not affect overheat threshold and cooling time

I think once a upon a time we had a period where RoF would not affect overheat threshold and cooling time

Pretty sure we did or my dps calculator would have been incorrect and I doubt that, because I spent a lot of time figuring all the formulas out at the time. RoF ammo always proportionally affected heating time, but originally not mods and implants. But that entire heat calculation made my head hurt anyway because there are so many variables to it.

Anyway, the cool down of the special module is of 60 secondes for 15 secondes.

Witch mean 1/4 of the time only you are under Overcharge.

So your DPS depend more on without then with. (Assuming 1 minute of constant fire)

But some ships have their module reload rate increased so overdrive recharge may be only 45 or 30 seconds

But some ships have their module reload rate increased so overdrive recharge may be only 45 or 30 seconds

That bonus doesn’t affect special module (overdrive in this case)

Actually no, 10% Dmg >10% Rate of fire as a total dmg boost, but DMG capacitor module comes with handicap on your capacitor, so stacking 3 of those for example is a huge hit by your energy management, in the same time some weapons aren’t benefiting from rate of fire what so ever and yield much better results from dmg

 

Last night i discovered that Railguns with full RoF customisation + crit, no range work wonders. With overdive you don’t seem to hit the RoF cap, and it fires almost as fast as an unmodified Assault Railgun. Pretty sweet. 

Last night i discovered that Railguns with full RoF customisation + crit, no range work wonders. With overdive you don’t seem to hit the RoF cap, and it fires almost as fast as an unmodified Assault Railgun. Pretty sweet. 

Standard railgun has 200 rof, which with overdrive you hit the 300 mark. Any boost to Rof with sinks or vanadium shells will make you hit the hardcap.

 

If you want a close range weapon and want to make full use of the overdrive, I suggest the bubble cannon.

 

With assault rails, is always better to have at least 250 rof, even if you lose some overdrive potential. But 2600 dps in Assault rails when you are not in overdrive is quite handy.

I think he was talking about Gauss.