Weapon cycle time

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PaladinCyborg
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Weapon cycle time

Post#1 » Tue Oct 23, 2007 4:14 pm

Is weapon cycle time affected by the number of weapons on a ship? More specifically, do ships with fewer beam weapons launch fighters and torpedoes quicker?
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Havok
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Re: Weapon cycle time

Post#2 » Tue Oct 23, 2007 5:19 pm

PaladinCyborg wrote:Is weapon cycle time affected by the number of weapons on a ship? More specifically, do ships with fewer beam weapons launch fighters and torpedoes quicker?
Check Donovan's on this one. I seem to remember reading something about recharge rates there a while back. I think Tim W. was either quoted or wrote a part of the article as well.
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B A N E
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Post#3 » Tue Oct 23, 2007 8:34 pm

The answer is simple really.
The more beams/torps/bays; the more often they'll fire.

It isn't linear either.

ie:
A ship with 1 beam will not fire 1/10 as often as a ship with 10 beams.
A ship with 1 f-bay will not launch 1/10th the fighters as a 10 bay carrier.
A ship with 1 torp tube will not launch 1/10th as many torps a a 10 torper.

There is a random power increase generated that determines how
much recharge each weapon system gets.

To see gross examples of this, run sims with very low carrier bays.
ie: 1 to 3 bays.
Run them against carriers with identical bay counts.

What you'll see is that some times a 1 bay carrier won't launch but a
few fighters and the other 1 bay carrier will launch like it has many
more bays than the other.

The low bay Carriers are the worst example of this particular "bug".
IIRC, Alex Ivlev dug through the look up table and detailed why there
are such problems in vcr.exe like this and the infamous left side fighter
advantage.
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PaladinCyborg
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Post#4 » Tue Oct 23, 2007 9:30 pm

Another player once asked me to build a Thor for him, without a beam weapon. He claimed it made torpedos launch 12% faster. I always wondered about that. Anyway, I'll give Donavan's another look.
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Cherek
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Post#5 » Wed Oct 24, 2007 8:41 am

I have never heard of that one, but then again I don't know everything. :D
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B A N E
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Post#6 » Wed Oct 24, 2007 9:01 am

B A N E wrote:The answer is simple really.
The more beams/torps/bays; the more often they'll fire.
So much for my being simple in the answer.
:lol:
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Cherek
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Post#7 » Wed Oct 24, 2007 9:05 am

B A N E wrote:
B A N E wrote:The answer is simple really.
The more beams/torps/bays; the more often they'll fire.
So much for my being simple in the answer.
:lol:
But it was educational though.
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Mika
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Post#8 » Wed Oct 24, 2007 9:06 am

I had several Bloodfang vs Diamond Flame fights in one of my games last turn. One of the Bloodfangs did start the fighters really slow. It was so slow that I noticed it (I never spend much attention to that stuff). Then I was even more interested in what the next carrier would do. That one started the fighters as if there would be even more fighter bays. So there has to be some random stuff.

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Cherek
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Post#9 » Wed Oct 24, 2007 9:26 am

I know someone is waiting on me to say something about PHost ability define beams, torpedoes and fighter recharge and fire/launch rates, but I’m won’t. :D
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Vertigo
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Re: Weapon cycle time

Post#10 » Wed Oct 24, 2007 7:08 pm

PaladinCyborg wrote:Is weapon cycle time affected by the number of weapons on a ship? More specifically, do ships with fewer beam weapons launch fighters and torpedoes quicker?
Interesting question
If it is true, would it still be an advantage though?

though your launching more fighters, your taking more hits from fighters as your not shooting them down with your beams
against a torp ship, the higher tech beams would undoubtedly give an advantage over the extra fighters launched

Would be a nightmare to simulate properly
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PaladinCyborg
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Post#11 » Thu Oct 25, 2007 9:57 am

For now, I'm satisfied with Bane's explanation.

If I wanted to do multiple sims to check out weapon cycle time variability, what program would I use? I'm using PlayVCR now, which I like better than the one that came with WinPlan, or Echoview's.
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B A N E
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Post#12 » Thu Oct 25, 2007 10:56 am

PaladinCyborg wrote:For now, I'm satisfied with Bane's explanation.

If I wanted to do multiple sims to check out weapon cycle time variability, what program would I use? I'm using PlayVCR now, which I like better than the one that came with WinPlan, or Echoview's.
PlayVCR works just fine.
In my experience, the combat that makes this *bug* obvious is
SSD vs SSD.

The three bays allows the inconsistent launch rate of fighters to show
up and be easily visible.
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Vertigo
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Post#13 » Thu Oct 25, 2007 9:55 pm

PaladinCyborg wrote:For now, I'm satisfied with Bane's explanation.

If I wanted to do multiple sims to check out weapon cycle time variability, what program would I use? I'm using PlayVCR now, which I like better than the one that came with WinPlan, or Echoview's.
Glad you got the info you were seeking.
But you asked a question I do not know the answer
As I'm playing the Feds & Privs, the answer is not needed immediately
But I will sim it extensively when time permits

12% increase in torp launch just cuz you have 1 less beam
err, no beams
that's a huge advantage

The best way to sim is with a test game
there is no substitute for a an rst with the results
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