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Post by snk on Mar 4, 2017 10:48:15 GMT -5
I already have Griffin, not sure if Carnage twin Trident will have higher damage per cooldown? Trident Carnage has 600 range and shorter colldown which is good, but I don't know the damage, and let's say all weapon level 8.
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LOLDONGS
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Post by LOLDONGS on Mar 4, 2017 10:55:43 GMT -5
RDB Griffin will out DPS Trident Carnage by a large margin, only disadvantage is 100m shorter range.
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Post by noobcake on Mar 4, 2017 11:26:52 GMT -5
RDB griffin and triple trident fury do almost equal damage per volley. Thus the trident carnage having one less trident will do 33% less damage per volley. You can also say that the RDB griffin does 50% more damage than the trident carnage per volley. I can't remember who wins at damage per minute though.
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Post by CrownBlack on Mar 4, 2017 12:00:56 GMT -5
I have both that I rotate in and out. Pros and cons to both. Carnage is more maneuverable and the tridents reload time is faster but the carnage is fragile. Rdb is tougher and delivers a bigger punch but reload is longer and u lose 100m. I prefer the longer distance and reload time but that's just me.
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//OBIONE\\
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Post by //OBIONE\\ on Mar 4, 2017 12:27:12 GMT -5
Did this for my level 8 world, per second, per ten seconds, and per minute; DPS DP10S DPM RDB 18,000 45,536 145,440 Tri Carn 7,588 28,074 123,000 So --> 37% 62% 18%
But! +100m range, Huge splash, and RDB has split cycle times...
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Post by amoebastudios on Mar 4, 2017 15:30:13 GMT -5
I have both that I rotate in and out. Pros and cons to both. Carnage is more maneuverable and the tridents reload time is faster but the carnage is fragile. Rdb is tougher and delivers a bigger punch but reload is longer and u lose 100m. I prefer the longer distance and reload time but that's just me. Carnage is fragile with the trident? I thought it would hang out at around 600m so shouldn't get hit by much except by trebs.
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Giant's Toe
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Post by Giant's Toe on Mar 4, 2017 15:46:40 GMT -5
Carnage has a shield. My pins and tulums at level six on my griff just damages its shield. Even when all the rockets hit. If i see a carnage, i look for another target unless its shield is down.
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Post by gr3ygh05t on Mar 4, 2017 16:17:11 GMT -5
Carnage has a shield. My pins and tulums at level six on my griff just damages its shield. Even when all the rockets hit. If i see a carnage, i look for another target unless its shield is down. This is why I recommend the Carnage over the Fury. One on One you can wear a TT Fury down by keeping just at 600 and backpedaling. The real problem with RDB is non of your weapons or abilities sync. The pins reload fast but is the weakest of your weapons, the Tulus reload rate is too slow and jump takes even longer. the Carnages shield regen faster than the Griffins jump ability.
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Deleted
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Post by Deleted on Mar 4, 2017 16:18:34 GMT -5
A Carnage takes 3-4 salvos to kill a Galahad. A Fury only needs 2.
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Post by CΛΜΡΞΓ™ on Mar 4, 2017 16:21:29 GMT -5
This is why I recommend the Carnage over the Fury. One on One you can wear a TT Fury down by keeping just at 600 and backpedaling. The real problem with RDB is non of your weapons or abilities sync. The pins reload fast but is the weakest of your weapons, the Tulus reload rate is too slow and jump takes even longer. the Carnages shield regen faster than the Griffins jump ability. firing and backpedalling in a trident carnage doesnt work on experienced players, especially after the 1st salvo if they are caught off guard. RDB is more versatile than the trident carnage, however the trident carnage can generally pick their targets more easily. Overall I would use the RDB over the trident carnage purely because it deals more damage. You don't always need to utilise the jump ability in order to get your shots off in a RDB.
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Giant's Toe
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Post by Giant's Toe on Mar 4, 2017 17:00:21 GMT -5
Carnage has a shield. My pins and tulums at level six on my griff just damages its shield. Even when all the rockets hit. If i see a carnage, i look for another target unless its shield is down. This is why I recommend the Carnage over the Fury. One on One you can wear a TT Fury down by keeping just at 600 and backpedaling. The real problem with RDB is non of your weapons or abilities sync. The pins reload fast but is the weakest of your weapons, the Tulus reload rate is too slow and jump takes even longer. the Carnages shield regen faster than the Griffins jump ability. That would work, provided it should be 1v1 and no one else but its a team game, you will never have a situation where both the carnage and fury can duke it out like that. The fury being a slow 「bum-bum」 bot will hide at the back and thats a fact. The carnage will have to cross the entire length of the map to kill/ duel it amd before you can do that, you will face all the mid rangers, knife fighters of the red team. Imagine your trident carnage in canyon going after a trident fury hidden at the other end of the map, most likely a plasma galahad or griffin will make short work of you before you can even get within 600 meters from the fury. And i know, a plasma griffin can blow up a carnage before the taran clip finishes. Even if you factor your team mates guarding you, the damage oriented direction of the game will make players suicide charge you just to kill you. I imagine you will die first from a griffin jumping and unloading on you with his plasma before your team mates can kill him. And it can happen 8/10 of the time because plasma griffins are the most common set ups along with DBs and and DB/aphid hybrid. Less common would be the annoying hydra/spiral. Unless everyone else is dead in the map, then you can have your duel.
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Post by The VVatcher on Mar 4, 2017 17:54:43 GMT -5
Does the split reload times of RDB up the dpm?
Carnage might have faster foot speed to get to where it wants to shoot, but the Griffin jump gives it angles that Carnage can't. It can go over an obstacle that a Carnage has to around with. Good example is in Dead City.
Carnage best advantage is the extra 100 range. Enemies have to get close to it while Griffin often has to jump in to close a range.
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Post by shivaswrath on Mar 4, 2017 22:37:05 GMT -5
Such an apples to pineapple call... I've been experimenting, and sometimes despite high DPM or DPS, the fact is you have to stay alive to get the most DPM.
Being alive in Diamond League for 3 minutes for me is very difficult, and I end up putting my Fury at the end because of that...Not fair, but life.
I swapped the Fury for my RDB despite the Fury Nerf because the 3 heavies pushed my average damage up a bit more.
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ionflow
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Post by ionflow on Mar 5, 2017 0:46:29 GMT -5
@//OBIONE\\ Great chart! I'm eyeing the all Ag Leo builds and liking what I see. What about thunder pun leo? Burst will be not great, but dp10s and dpm will be just below thunder mag as long as the engagement range is inside 250 or so. I see so many burst builds in the field that I think something with high sustained dps could be a winner in my (low) tier.
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//OBIONE\\
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Post by //OBIONE\\ on Mar 5, 2017 1:21:15 GMT -5
Here's the Excel sheet(again for level 8 weapons only), if you want. Attachment DeletedI use the Knifefighter(Thunder-Pins) Leo every day still in SIlver I. I find that burst weapons allow me to unload and get behind cover before I get melted, which happens more if I have to stay out there to do more damage over a longer period, like with the Thunder-Magnum Leo. The Stuka(Aphid-Orkan) Griffin takes advantage of that too for me. The Plasmahad, with the shield can handle a bit more sustained fire...unless they have splash damage weapons...
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Post by cakeordeath on Mar 5, 2017 2:38:41 GMT -5
Here's the Excel sheet(again for level 8 weapons only), if you want. I use the Knifefighter(Thunder-Pins) Leo every day still in SIlver I. I find that burst weapons allow me to unload and get behind cover before I get melted, which happens more if I have to stay out there to do more damage over a longer period, like with the Thunder-Magnum Leo. The Stuka(Aphid-Orkan) Griffin takes advantage of that too for me. The Plasmahad, with the shield can handle a bit more sustained fire...unless they have splash damage weapons... Any particular reason the weapon list is incomplete? Just the weapons you were interested in using, I guess?
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Post by Thunderkiss on Mar 5, 2017 8:13:06 GMT -5
I have both that I rotate in and out. Pros and cons to both. Carnage is more maneuverable and the tridents reload time is faster but the carnage is fragile. Rdb is tougher and delivers a bigger punch but reload is longer and u lose 100m. I prefer the longer distance and reload time but that's just me. Carnage is fragile with the trident? I thought it would hang out at around 600m so shouldn't get hit by much except by trebs. And all the other tridents. Carnage is laughably easy to remove, unfortunately.
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//OBIONE\\
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Post by //OBIONE\\ on Mar 5, 2017 11:23:07 GMT -5
Yup, just work product for my weapons/bots of current interest.
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Post by moody on Mar 5, 2017 18:45:40 GMT -5
@//OBIONE\\ Great chart! I'm eyeing the all Ag Leo builds and liking what I see. What about thunder pun leo? Burst will be not great, but dp10s and dpm will be just below thunder mag as long as the engagement range is inside 250 or so. I see so many burst builds in the field that I think something with high sustained dps could be a winner in my (low) tier. Like several charts the thunder ratings are scewed. They will only count at virtually point blank range. I would like to see an average damage at 200m and 300m for example but that would be difficult given that bigger bots take more damage.
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//OBIONE\\
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Post by //OBIONE\\ on Mar 5, 2017 19:14:33 GMT -5
True, true. Punishers are in the same boat, making things Taran/Magnum, the heaviest hitters, but then shields, so Orkans...
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ionflow
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Post by ionflow on Mar 5, 2017 19:35:34 GMT -5
Do we have any idea what the damage vs distance looks like for kinetic Weapons? Here are some poorly informed gueses using the highly scientific terms, "complete garbage", "about half", and "whole hog." Punisher CG: >350 AH: 250 WH: 150
Molot CG: 600 AH: 400 WH: 250
Thunder CG: 300 AH: 200 WH: 100
YMMV. Falloff is worse against bots with small hit boxes and vice versa. If we had custom matches all this could be made very precise.
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//OBIONE\\
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Post by //OBIONE\\ on Mar 5, 2017 19:39:04 GMT -5
I always thought the Molot was good to 600m but felt like it dropped sharply after that.
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ionflow
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Post by ionflow on Mar 5, 2017 19:58:47 GMT -5
I am probably a bit too harsh on the molot. Maybe 650/500/350?
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