this is a picture of a comparison between a MK1 version of a weapon and a MK2 version of the same weapons as you can see the difference is simply insignificant and it makes it pointless to buy the MK2 version of any weapon because all weapons are like this i have been playing the game for only 3 days i don’t have much experience so maybe i am missing something i am not sure but if not i would like to know the point of making weapons like this.
well it all dipends how long you’re chasing someone to kill the, every point counts.
An example is a 30 second chase. 66 rounds a minute. 33 for 30 seconds. 33 rounds times 5 is 165 more damage points. ive gotten away from someone with less. but when it comes to cost its all up to you
The difference is still useless i am talking about the damage increasing the damage by 9 points won’t do much really the mk1 version is about 50k the mk2 is almost 250k and the difference is 9 points in damage really useless
you are not forced to buy mk2 so stop complaining,
there are people who will pay that for the extra dmg
You should remember that this is per turret/gun. So for a deimos, that’s x4, or an extra 20 damage per second. This is also a base value other damage modifiers are based on, so you can improve damage significantly. For instance, overcharge will increase your dps by a factor of this base, not a constant amount.
Furthermore, hail plasma is one of the lower dps weapons. It is high burst and high speed for that disadvantage.
so it’s per turret that explains it why didn’t they say it’s per turret?
The difference needs to stay low, otherwise we would have to add the equipment to the matchmaking system and this would make the queues even longer.
It’s okay since it’s per turret that means that the difference is not as low as i though it was a simple misunderstanding you could have said that the damage was per turret so new players like me won’t get confused
Also take into account you’re in T2 still. In T3+ there are more modules which impact main weapon damage and those small differences in damage add up when you start to stack the bonuses.
Also take into account that if you don’t buy the premium weapon or grind loyalty, Mk II is the best you have available to you outside of a lucky military (> Mk II < Mk III) or experimental drop.
I played T2 with Mk II and Military weapons (if I got lucky) until I grinded loyalty for Mk III. I agree, they feel very expensive compared to the edge they give, but they are also immediately accessible and cost no real money/luck unlike the other options.
Also take into account you’re in T2 still. In T3+ there are more modules which impact main weapon damage and those small differences in damage add up when you start to stack the bonuses.
Also take into account that if you don’t buy the premium weapon or grind loyalty, Mk II is the best you have available to you outside of a lucky military (> Mk II < Mk III) or experimental drop.
I played T2 with Mk II and Military weapons (if I got lucky) until I grinded loyalty for Mk III. I agree, they feel very expensive compared to the edge they give, but they are also immediately accessible and cost no real money/luck unlike the other options.
that makes more sense i wish someone had said that earlier
As others have said, you need to look beyond the raw DPS numbers and look at how they interact with the wider game.
In Tier 1 your argument holds weight, but as early as Tier 2 there are other factors. Let me give you an example. You appear to own a Diemos 2, so let me show you what I can achieve with that ship.
Weaponry - Stabilized Railguns:
Mk I Stabilized Railguns cause 192 dmg/s. Mk II cause 196, Military cause (I believe) 202, and Mk III cause 206.
This means that the Mk III are upping your damage by 15pts for a whopping… 305,925 credits. That works out as 20,395 credits per point of damage.
But now let’s factor in some other modifiers. The railguns can be given Mk I Explosive shells that up the damage by 3%. In practice the numbers appear to be rounded down, but let’s just go with what the numbers should be since the difference isn’t that bad.
Railgun + Mk I Explosive (estimated numbers only):
With the +3% damage, the Mk I Railgun causes 197.76 damage. A Mk III now causes 212.18 damage. The difference is actually less now - only 14.42 - but compared to our initial weapon our total damage boost is now +20.18dmg/s.
But let’s not use Mk I Explosive shells; let’s use Mk III shells!
Mk III Stabilized Railgun + Mk III Shells:
Now I don’t need to use inaccurate math and I can tell you straight up that Mk III stabilized railgun + Mk III explosive shells causes 218dmg/s. That’s a whole 26dmg/s more than the ‘naked’ Mk I Stabilized railgun.
The Deimos has four turrets and the dmg/s applies to each turret, meaning that on a direct hit the guns cause an additional 104dmg/s. In effect, my loadout has almost gained an additional turret!
The Deimos also has its Overdrive, giving +50% fire rate. The ‘naked’ Mk I railgun would be pumping out 288dmg/s at this point - my loadout jumps to a terrifying 327.275 dmg/s! This means that, assuming direct hits all round, I’m inflicting an extra 157.5 damage per second. That bonus damage alone is almost enough to negate the healing effects of an Experimental Shield Booster!
Conclusion - It’s all about the margins…
By this point you might well be wondering if this extra damage is worth it. After all, all this cash doesn’t mean much if you’re only scoring the odd one-turret or two-turret hits, and you could probably kill an enemy just as quickly by throwing a missile into them as well.
However, there are times when raw power matters. I have lived and died in duels where I’ve come within a single hit of death, and had the enemy been able to inflict just a hundred or so more points of damage I would have been killed. In these moments, that extra DPS turns the tide of battle.
You can live without it, but sometimes you’ll die without it as well.
As others have said, you need to look beyond the raw DPS numbers and look at how they interact with the wider game.
In Tier 1 your argument holds weight, but as early as Tier 2 there are other factors. Let me give you an example. You appear to own a Diemos 2, so let me show you what I can achieve with that ship.
Weaponry - Stabilized Railguns:
Mk I Stabilized Railguns cause 192 dmg/s. Mk II cause 196, Military cause (I believe) 202, and Mk III cause 206.
This means that the Mk III are upping your damage by 15pts for a whopping… 305,925 credits. That works out as 20,395 credits per point of damage.
But now let’s factor in some other modifiers. The railguns can be given Mk I Explosive shells that up the damage by 3%. In practice the numbers appear to be rounded down, but let’s just go with what the numbers should be since the difference isn’t that bad.
Railgun + Mk I Explosive (estimated numbers only):
With the +3% damage, the Mk I Railgun causes 197.76 damage. A Mk III now causes 212.18 damage. The difference is actually less now - only 14.42 - but compared to our initial weapon our total damage boost is now +20.18dmg/s.
But let’s not use Mk I Explosive shells; let’s use Mk III shells!
Mk III Stabilized Railgun + Mk III Shells:
Now I don’t need to use inaccurate math and I can tell you straight up that Mk III stabilized railgun + Mk III explosive shells causes 218dmg/s. That’s a whole 26dmg/s more than the ‘naked’ Mk I Stabilized railgun.
The Deimos has four turrets and the dmg/s applies to each turret, meaning that on a direct hit the guns cause an additional 104dmg/s. In effect, my loadout has almost gained an additional turret!
The Deimos also has its Overdrive, giving +50% fire rate. The ‘naked’ Mk I railgun would be pumping out 288dmg/s at this point - my loadout jumps to a terrifying 327.275 dmg/s! This means that, assuming direct hits all round, I’m inflicting an extra 157.5 damage per second. That bonus damage alone is almost enough to negate the healing effects of an Experimental Shield Booster!
Conclusion - It’s all about the margins…
By this point you might well be wondering if this extra damage is worth it. After all, all this cash doesn’t mean much if you’re only scoring the odd one-turret or two-turret hits, and you could probably kill an enemy just as quickly by throwing a missile into them as well.
However, there are times when raw power matters. I have lived and died in duels where I’ve come within a single hit of death, and had the enemy been able to inflict just a hundred or so more points of damage I would have been killed. In these moments, that extra DPS turns the tide of battle.
You can live without it, but sometimes you’ll die without it as well.
Well i rest my case when i look at it that way it seems legit i am convinced thx for clarifying the matter i am just a new player so i jumped to the conclusion that they did a poor job with the numbers anyway i am glad i asked i am sure that there are some fresh players like me confused about the subject this topic should help thank you and everyone else who responded to this topic.
Long Live The Empire!
As others have said, you need to look beyond the raw DPS numbers and look at how they interact with the wider game.
In Tier 1 your argument holds weight, but as early as Tier 2 there are other factors. Let me give you an example. You appear to own a Diemos 2, so let me show you what I can achieve with that ship.
Weaponry - Stabilized Railguns:
Mk I Stabilized Railguns cause 192 dmg/s. Mk II cause 196, Military cause (I believe) 202, and Mk III cause 206.
This means that the Mk III are upping your damage by 15pts for a whopping… 305,925 credits. That works out as 20,395 credits per point of damage.
But now let’s factor in some other modifiers. The railguns can be given Mk I Explosive shells that up the damage by 3%. In practice the numbers appear to be rounded down, but let’s just go with what the numbers should be since the difference isn’t that bad.
Railgun + Mk I Explosive (estimated numbers only):
With the +3% damage, the Mk I Railgun causes 197.76 damage. A Mk III now causes 212.18 damage. The difference is actually less now - only 14.42 - but compared to our initial weapon our total damage boost is now +20.18dmg/s.
But let’s not use Mk I Explosive shells; let’s use Mk III shells!
Mk III Stabilized Railgun + Mk III Shells:
Now I don’t need to use inaccurate math and I can tell you straight up that Mk III stabilized railgun + Mk III explosive shells causes 218dmg/s. That’s a whole 26dmg/s more than the ‘naked’ Mk I Stabilized railgun.
The Deimos has four turrets and the dmg/s applies to each turret, meaning that on a direct hit the guns cause an additional 104dmg/s. In effect, my loadout has almost gained an additional turret!
The Deimos also has its Overdrive, giving +50% fire rate. The ‘naked’ Mk I railgun would be pumping out 288dmg/s at this point - my loadout jumps to a terrifying 327.275 dmg/s! This means that, assuming direct hits all round, I’m inflicting an extra 157.5 damage per second. That bonus damage alone is almost enough to negate the healing effects of an Experimental Shield Booster!
Conclusion - It’s all about the margins…
By this point you might well be wondering if this extra damage is worth it. After all, all this cash doesn’t mean much if you’re only scoring the odd one-turret or two-turret hits, and you could probably kill an enemy just as quickly by throwing a missile into them as well.
However, there are times when raw power matters. I have lived and died in duels where I’ve come within a single hit of death, and had the enemy been able to inflict just a hundred or so more points of damage I would have been killed. In these moments, that extra DPS turns the tide of battle.
You can live without it, but sometimes you’ll die without it as well.
i’ve been in the situation myself where i had 67 HP left after a fight, then tried to run away, bumped into an asteroid, had 24 hp left, and happely won the battle in that ship with 24 hull for like 5 mins(It was a realistic match) and that was in the machete type S
johny - this was a good question/topic to bring up b/c I had the same questions myself when I started, but my brother answered them for me (who’d been playing for a month at that point).
another important point to remember is that ships get more survivability in later tiers so squeezing as much damage out of each shot becomes that much more important when you have to shoot the same ship multiple times.