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Talon 2700 DPS AD4B Ballistic Loadout with Shield Penetration Changes | Star Citizen 3.18 PTU
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- เผยแพร่เมื่อ 27 ก.พ. 2023
- This is a revisit of this video: • Esperia Talon 2700 DPS...
Trying the 2700 DPS AD4B Gatling ballistic loadout again with the changes that they are making to how ballistic weapons penetrate shields, and the differences in ship armor where most ships have 50-58% ballistic resistance, but the shields allow for more damage to penetrate through them.
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I think it is easy to see what is happening after a little bit of working through the numbers: At ~2700dps, and around 50% being negated by armor (before we take into account the shield is absorbing some too 0-30%), that reduces it down to 1350dps. In burst damage scenarios, the S4 repeaters are doing 640x2 = 1280dps. They won't be further reduced by shields, but they need to get through the shields first.
Additionally, full power to weapons gives around ~1280dps on 2 S4 energy repeaters for about 4.25 seconds, so we end up in about the same place anyway, and it deals more damage to the hull after the shields go down. AD4Bs can fire for 54 seconds, so you'd only end up with about 14 equivalent bursts.
Given that time on target due to better spread properties on the energy repeaters, and ability to hit more consistently at range, and double the velocity (700m/s vs 1400m/s), the results skew accounting for reloads.
Also given you won't generally be wanting to try to take down Hammerheads and the like due to efficiency reasons anyway, the answer becomes pretty clear. Oh well, I might have killed my own video with this summary but I thought it was worth mentioning. Hopefully it's still worth watching, maybe let me know. :)
I think there's still worth in the ability to damage systems, specially on fighters that rely on mobility to stay alive. You won't be winning any battles of endurance, but light fighters more mobile than you can be crippled by a good first salvo while frigate-sized ships will have trouble swatting you if you manage to hit an engine or create a blind spot by disabling a turret... in theory.
What is strange to me is that they intentionally nerf the ballistics to the point of uselessness after 1 bounty. This game is suppossed to be in the future and our current 20mm, 25mm and 30mm rounds do far more damage by camparison. They need to double the ammo box size and put smaller ballistics on belt feed. The minimum should be S1 500 rpg, S2 1000 rpg, S3 1500 rpg, S4 2000 rpg, S5 2500 rpg, S6 3000 rpg if the bullets are all the same size. Or maybe simulate 12.7mm for S1, 15mm for S2, 20mm for S3, 25mm for S4, 30mm for S5 & 6. And an ammo count of 1500, 1200, 1000, 900, 700 (S5 & S6) rounds per gun if we go by ammo size. There's so much we can do. Even simulate HEDP, APIT, APHE ect.
Considering Talon is basically my mascot, this is something I'll have to do a video about in 3.18 myself too. :D (A bit later though)
Yeah, it's a great looking ship, too bad it still has a lot of problems from before: non centered crosshair, losing a wing means you lose the ship, special shields that don't do anything etc.
I mostly just keep mine because of how cool it looks, plus I love the matching armor.
@@AfterimageFlight Yeah, I guess it's been in a rather bad place for a while. But sometimes is just nice to go with what is fun.
Interesting video, seems like lasers are still better overall for ttk/lack of reload downtime like you said.
Thoughts on running the explosive cannons sub targeting components and only shoot to disable engines/coolers? considering the rise of hull scraping I wonder how the effectiveness of explosive damage is compared to distortions for disabling purposes.
From my understanding they can, but they do so little damage normally that it seems you need to work harder for a similar result in the end.
@@AfterimageFlight yea I had the hope that you could distortion shields down to get the better penetration value but the flat armor reduction actually means that a mixed distortion ballistic loadout is actually the worst of both worlds haha
Been running c788s on the 3.17 ptu, they are extremely good if you run them and have a second friend to help out (in pvp) as you may have trouble taking out a powerplant but permanently taking down sheilds of small targets can be done in 10 bursts (20 shots total) tested against an arrow. The way I see it they are great for playing a support/boom and zoom role! Hope this helps! :)
Ps: as far as I know component efficiency decreases with damage, so even if you don't manage to take out a component you are still slowly crippling a ship
Hey is there anywhere you post your full vods? I could watch this stuff all day :)
Thanks. Glad you like it. I keep the streams up until Twitch deletes them over on twitch.tv/jaguarmg/
pve mustangs is good, but what this loadout can do in pvp?
Hey bro. How do you have your roll set up. Is on the sticks or peddle?
Roll is on the X-Axis on the center stick. Keybinds are here for the entire setup: th-cam.com/video/EXwLC2blftg/w-d-xo.html
Does it still turn into a lemon when you blast off a wing
Buying 1 and flying it was fun and i wreaked havoc on anything i fought but the second i lost a wing be it in a fight, a wonky landing or misjudged size
Your completely shit out of luck
Had mine for less than a week before i melted it and turned it i to a cutty red instead
Yep, pretty much toast after losing a wing.
Toast after loosing a wing because you loose so many of your gimbled maneuvering thrusters, you can somewhat fix it though if you spam the wing transform, that way you atleast avoid spinning out