I didn’t think about fuzed parts… maybe that’s where I was finding the difference on the Assemblers.
I’m gunna have to rerun that one lol not that I don’t beleive you, I just wanna make absolutely sure that’s what I was running into when I tested them.
I didn’t test range with the power unit but that would be something to do to actually see the difference with the rapid fire energy weapons.
I actually took every placeable item out of the test range but maybe I should put them back in to see if I have that strange issue with the Helios.
i made a crude build with the scope way out to see as far as i can… and the stupid thing cant make it out 50m lol. its alot shorter then i thought. but it still did quite a bit. maybe i can share it tomorrow or something on the exhibition and show you what i used to test it. it uses a neutrino though but i dont have it fused for zoom. its mostly just to see a close up of the shots and how far they travel.
I made a test build too, but sadly I don’t have enough weapons to test a whole lot
The MR2 ant lol Cami cab, four spider legs, the reloader or power unit, and frames.
I did not have the same issue with the Helios. I was firing from the line but I was using the old garage with the firing range to the left of the garage.
I’ve gone through all of the Uncatergorized weapons now.
As far as I’m aware, this should be completely accurate:
(Image removed, newer version posted.)
If anyone sees anything they think is wrong, let me know.
In a couple of days I’m gunna start building sheet 2, as long as there aren’t any issues with this one.
Since you are including spread stabilizers, the ones with ( - spread ) work with shotguns, autocannons, unguided missles. It should also work with retchers, mandrake, heather, blockchain, miller, reaper and all the MGs and miniguns.
Split the rocket launchers into unguided and guided types. Add radar modules as they effect the max lock-on distance of the guided types…This should also be true of the Devourer and Caucus though the range on the caucus I think has been reduced too much to notice any more.
Tormentor you should note it works with the Cerb cab’s build in melee weapon.
Aurora laser works with rads, cooler, and starter.
Stabilizers are new to me, they added those to the game while I wasn’t playing. I haven’t used them at all yet so I didn’t have anything to go on. I definitely need to look into the individual perks.
I’m not honestly sure how to test them if one of them comes into question what it actually works with though.
Should I add radars? In my head everyone should be using a radar of some sort on any build but maybe that’s just me.
I’ve got an idea how to add them, without just making the entire column green. I’ll add that to the next revision.
Cabs will come into play on a different sheet.
DOH! I should’ve known that lol I have an Aurora and it definitely has a gattling gun look to it.
Did you have the issues on the other maps?
Like I mentioned, I deleted all placed items on the map I normally use and I couldn’t find a way to put them back at the proper ranges.
So nothing affects the Reaper? I’m really surprised at how many weapons have no companion equipment. I mean, starters… and I’d bet stabilizers… help the Reaper, but those werent a thing originally.
as far as i know… no. besides the starter and maybe the harmonizer and maybe the paris? i think the gyroscope to? but whos on the move when shooting a gun like a reaper?
i think maybe the synchronizer to.
i dont know anyone who runs reapers with stabilizers. to me they dont really help at all. i dont see a difference when i use them.
They are fairly new to me too however if you look at the abilities they give a few of them are easy to figure out i.e neg spread. Some are not as easy.
I would probably since some weapons are less usable with them then others. i.e. you can get away with not having one with mgs but homing rockets you really need them. At worst just make a note of it on the sheet.
Fuse drone does uses radar. The other drones and turrets I’m not sure if they have a fixed range or not as it could be a case of radar range exceeding weapon range which is hard to prove out.
No offence, but just cause no one runs them doesn’t mean they don’t help. I really wish I could figure out a method to test things like this cause I really want to know for sure.
lol oops, I did intend to
It’ll be on the next version lol
Up until you mentioned it earlier, I hadn’t actually looked at them lol
I just marked them on the first version of the sheet and no one had said anything so I hadn’t focused on them yet. I think that’ll be the focus in the next couple of days.
The turrets say, specifically, they fire to the range of the weapon. With as literal as most of the wording is in this game, I’d say that’s probably the best clue. I couldn’t honestly figure out a way to test it.
Granted with the drones it says ‘attack radius’. Who really knows what that means though lol
This is another of things I wish I could figure out a method to test but I think it’d end up with mixed results.
Yeah, I had pretty much that same thought so I went ahead and added them.
I think I’m going to remove engines from this sheet but they’ll be listed on another one. I’ve got three sheets in mind, this is only the first. I have the beginning of an idea with the second sheet and a basic idea for the third but I haven’t come up with a great layout quite yet on either of those cause I’ve been fosucing on the details of this first one.
I gotta say, I absolutely appreciate all of you that are contributing to this project. I knew the forum would be the place to go for something like this and I couldn’t have gotten this far without you all.
Thanks a ton guys. I made some fixes just now to it and I’ll check in on this in a couple of hours.
Keep the info flowing, it’s all appreciated.
I feel like you could test the stabilizers by measuring the difference in size of the reticle. Some will change the default spread, so relatively easy to measure (except when it comes to the extra perk), while things like the Gyroscope would be better measured by the difference between initial spread and the max spread when autofiring.
I normally don’t have the extra energy to use them and that’s pretty much the only reason why I don’t. Some of them seem to have useful abilities though that can normally only be gotten otherwise from upgrades or certain pairings though.
Some of that wording is from turrets being stationary and drones being mobile. So you would have weapon range alone for turrets where as with drones you have drone range (how far they can drive from you) plus their weapon range. The only thing with testing them I can really think of is setting up single targets on the range and trying to drop them at set distances.
The range distance signs have lines attached to them to set distance up when you edit them. So if you position the start of the line to the firing line in the range they should be at default distance.
I’m kind of curious if the spread stabilizer that increases max range via speed works on them too.
There’s only some of them that really mess with how the weapons function, (oppressor) turn speed (cheetah) reload for drones, and (goliath, finwhale) for weapon defense based on number of movement parts. With the exception of cheetah being drones/turrets only while the others are every weapon. I could see them on their own sheet or this one. It’s just a matter of pointing out the extra conditions that they function with.
@Poony4u and @Dirty_Hamster those sound like pretty good ways to test. I’ll try them both out on Monday or Tuesday when I get a chance.
So, what you’re saying is… when I get those range signs put back in I have a perfect usage scenario for them eh? I’d have never noticed the lines if you hadn’t mentioned them lol
I meant to place those with this new info tonight, but it’ll probably be a couple of days before I’ll get to it. Thanks though.
Well close to perfect you’re still stuck with their static distances but you can do sign 1 + sign 2 end to end to get a few more distances out of the 2 sets. You’ll still have to guestimate a little when something is between distances too however it’s better then doing that blind.
I tested the Cobra, Python, Anaconda, and the Fatum. First off, it’s tough to find builds on the exhibition that even have radars… much less the same radar. The results seem like the radar has no effect on the Cobra, Python, or the Fatum. It sort of seems like it might help the Anaconda though.
I tried to stay on the line for the shooting range but I had some issues getting the reticule to go to the farther target, the first two it catches just fine but the third one I had to move towards. I could see it but the reticule wouldn’t let me lock onto it.
are you on ps5 or pc?
if your on ps5 i could build a few builds for you that have various drones on them.
i have quite a few and i can tell you the thing on how to find them.
i can add things like radars or even the maxwell or the doppler to them as well. i believe its the doppler / maxwell that effects them, radars just boost it slightly i think? you have to keep your target in sight i believe or on the radar.
I have the game on both Xbox and PC but I’ve got more gear on Xbox so I’ve been testing from there. Not that it matters for the Drones cause I don’t have any so I could actually test from the PC as well.
I was trying to stick with just the Doppler so it was consistent, but the only weapon I found that had a drone and the Doppler was the Anaconda. I found two different builds with Maxwell but I forget which Turret that was.
I think I’ve found the best method to find what I’m looking for but it’s tough to describe lol
I’ll get some screenshots of my search method here in a bit.