33 minutes ago, Rakza said:
Yes, It’s the Special Alligator-C and TRex MkII Weapon.
Considering the base Overheating speed 8 seconds and 120 Base Round Per Minute : In the best scenario (Immobile Target and you are not moving so you don’t loose any shot due to a barrel unable to fire) it’s meaning 16 Shots before complete overheating, you would need 5 shots to reach the +30% Crit Chance, so 11 Shots with the full Crit buff remaining.
It’s a non explosive weapon so we have to address the degressive yeld on Optimal Range which is 33% of Max Range.
Optimal Range would be at 2680m And Projectile speed being 2750m/s.
Heck, that’s not a lot.
Yes! Stats look ok, but not much effectiveness in real battles!
This cycling through the 4 main gun mounts (inherited from the [Coil mortar]: “… Projectiles are fired from each weapon barrel in quick succession. The barrel does not fire if it’s in the deadzone.”) is so annoying, especially in defending from incoming attacking interceptors or mobile fighters like Stingray, and against the coming very close up Aliens in Open Space with their huge homing spheres! In combination with bad turn its annoying. Think: the rotation is on left side main gun mount but you are trying to hit the enemy on right side, which is just in the dead zone at that moment, enemy is changing to left side and now the barrel on right side is to have its turn: you would not hit 1!
I also argue that the frigate have more deadzone then fighters on interceptors due to their bigger size, but I am not really sure (interceptors also have the cycling through the 2 main gun mounts/barrels, I think on some guns)
That’s why I support in principal that the NY18 has the 8 mounts (4 on top, 4 on bottom half-saucer) because I would reason, there should be a way to lower the specs of each individual main gun mount (‘barrel’) so not let get op, in principle as an experient at least should be ok (I know some are upset by this, sorry). For that’s what frigates trade off against mobility and speed.
I’ve learned something : “… non explosive weapon so we have to address the degressive yeld on Optimal Range which is 33% of[f] Max Range…” - 33% off of max range or 66% of max range that’s interesting, very good to know!
With the low ping and fps circumstances I usually avoid non-explosive weapons like lasers (WL-13EL emitter) and kinetics (Waz’Dum) on my Engineers, that’s why I still love the [Eclipse launcher] (hull repair) and the [Th’ak’Len] (shield repair). The latter should have self heal like the former ; ). [Eclipse launcher] could get damage bonus plus range buff as well, and [Th’ak’Len] could benefit from projectile speed and RPM buff.
P.S.: This “… Optimal Range which is 33% of[f] Max Range” - is especially pulling my nerves, when I try to face the >6km gunships-campers with their lasers, when I come close the more damage they do, and the damage from that >6km is insane- these build should be called supressor-class ; )