Yes. But not by much. Maybe a quarter of ECMs use the kinetic supercharger instead, and a quarter of cov ops use the red explosive gun (in t3). And you still get the odd plasma guns from newer players since that’s what they get used to first in lower tiers.
We can’t do that. Which is why I asked the devs to check their stats. That’s what they base all their other balancing off, after all.
As you say, all I can give is my personal feeling that it hits like a heavy blaster, even to high kinetic resist shields. And also my personal experience that I see a lot of people using it, which either means
a) hype because it’s still fairly new (but I doubt this is the reason)
Go to options, enable detailed statistics for modules. Then apply basic math.
Damage depends on so many things though. Overheating, cooldown time, crit mods, how easy the weapon is to aim, target resists, target implants… There’s no way “basic math” can see which weapon is better.
And the gut feeling of a gauss tackler pilot that refuse to equip proton wall, when “there are so many ECMs”, can?
I also fly inties you know. And yes, gut feeling can see. I SEE skrah doing a lot more incoming damage to me than say plasma gun, whether it is on my tackler or my engineer or my command. And that is with similar EM and kinetic resists because I usually plug the hull’s kinetic hole. I also can SEE skrah cannon ceptors staying further away from me that a pulse laser ceptor, while still seeing the same amount of damage incoming.
Also please don’t mix up threads. On this thread I am not talking from a tackler’s point of view, but rather a general ship point of view. Skrah rips through an anaconda just as much as a hyena
You have not had Supernova rfb tearing your stitz apart, have you Skrah is nothing comparing to it.
Skrah does more dmg than a PP in short period of time, but pp does more prolonged dmg and can be boosted further with supernovas. That is a basic math that people learn in elementary school.
Skrah has terible base dmg, its all about crit and crit dmg and its cooling cycle is quite long if its not ECM, even on ECM its 25% of a cycle that you cant shoot, shared coolers kill your manuverability making you that much easier target.
Atleast in t5 yhere are ways to make glass cannons and boost its dmg considerably, but thats the same for all gunz, but complaining about it being so OP in T3 is really border line a “git gud” case.
For once kosty has a valid point. Even if it is used by everyone and has slight advantages in some areas, all of this can easily be countered by resists or careful positioning.