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Post by hicycles on Dec 2, 2020 20:33:49 GMT -5
Hi all,
Stupid question: what is the unload time for carbines? I'm currently saving my acoins for the 8s, and I couldn't find any info on this.
Thanks!
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 2, 2020 21:27:07 GMT -5
I believe it’s 10 seconds... I tried counting while playing just now and it seemed close to 10 secs.
If I’m right, it’s 10 bursts of 5 shots, over 10 seconds.
Don’t quote me though lol.
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Post by punishingcossack on Dec 2, 2020 22:01:22 GMT -5
it's more like 5s
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Post by hicycles on Dec 2, 2020 22:07:22 GMT -5
Thanks, all. I guess I should have stated why I was asking, for context. I have pulse cannon 8s at 4.6. I'm wondering if it's worth the a-coin to rank it to 5, or just get the carbines. Based on just the magazine numbers, the pulse cannons are better, however it depends on the unload and reload time. I know the reloads are similar, just the unload time is unknown to me. If the carbines are unloading in half the time, the dps is better, and I'd go that route.
Thoughts?
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Post by punishingcossack on Dec 2, 2020 22:32:30 GMT -5
Thanks, all. I guess I should have stated why I was asking, for context. I have pulse cannon 8s at 4.6. I'm wondering if it's worth the a-coin to rank it to 5, or just get the carbines. Based on just the magazine numbers, the pulse cannons are better, however it depends on the unload and reload time. I know the reloads are similar, just the unload time is unknown to me. If the carbines are unloading in half the time, the dps is better, and I'd go that route. Thoughts? carbine unloads faster, so higher dps, even when you include the fact that it reloads just slightly slower than Pulse 8. It's also much more accurate. If you commit to getting all three carbines, then don't prioritize ranking Pulse 8 to 5 stars.
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Post by Redfiend on Dec 2, 2020 23:08:41 GMT -5
100RPM is actually 100 bursts/minute. 6 seconds.
60/100= .6 5 round burst, 50 mag= 10 bursts .6 x 10 = 6
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Post by S1E1 on Dec 2, 2020 23:33:59 GMT -5
Thanks, all. I guess I should have stated why I was asking, for context. I have pulse cannon 8s at 4.6. I'm wondering if it's worth the a-coin to rank it to 5, or just get the carbines. Based on just the magazine numbers, the pulse cannons are better, however it depends on the unload and reload time. I know the reloads are similar, just the unload time is unknown to me. If the carbines are unloading in half the time, the dps is better, and I'd go that route. Thoughts? I just ran them side-by-side on my Ares using its shield countdown as a timer. Pulse cannons basically take twice as long to unload as Carbines; about 10 seconds vs 5 for Carbs. I haven't yet levelled my PC8s so I'm not sure what to personally recommend, but based off some stuff I remember reading here on the forum, if you've already taken them to 4.6 you probably don't want to bother getting Carb 8s. Instead just save up for getting/maxing/doubling a C12. Seemed like folks who already had 4.7 Pulses didn't find C8s to be enough of an improvement for all the A-Coins required.
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Post by mechtout on Dec 3, 2020 4:02:17 GMT -5
PC8s put out more damage than the Carb 8s when at the same level, also get the 30% accuracy boost. This lead me to skip the Carb8 and go straight for the Carb 12. The Carb 12 and PC8 are a nice combo.
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Post by Koalabear on Dec 3, 2020 10:42:39 GMT -5
Think about which mech you're going to put them on too. Zephyr with Carbines are really deadly and I'm usually dead by the end of the ability - no matter what mech I'm in. When I tried PC8 on my Zephyr, I got mixed results as I found I couldn't kill all mechs in during the EMP time. Not only that, I found myself a sitting duck as I tried to finish off my target. On the flip side, if I didn't kill my target, I usually still had ammo left to continue fighting - unlike my MR8s that leave me completely defenseless if I don't kill my target.
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Post by hicycles on Dec 3, 2020 14:23:07 GMT -5
Think about which mech you're going to put them on too. Zephyr with Carbines are really deadly and I'm usually dead by the end of the ability - no matter what mech I'm in. When I tried PC8 on my Zephyr, I got mixed results as I found I couldn't kill all mechs in during the EMP time. Not only that, I found myself a sitting duck as I tried to finish off my target. On the flip side, if I didn't kill my target, I usually still had ammo left to continue fighting - unlike my MR8s that leave me completely defenseless if I don't kill my target. This definitely a consideration. The pc8 requires you to be exposed for almost twice as long as the carbines. I did some quick math, and the carbines do a little more dps than the pc8, assuming 9 second unload for pc8 and 5 second unload for carbs (including reload times). I think I'm leaning toward carbines, only because the exposure time is less.
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Post by Koalabear on Dec 3, 2020 14:37:16 GMT -5
The Carbines are definitely a direct upgrade from the Pulse Cannons. But, they cost so many A-coins to get and I'm certainly not going to dish out that much cash on a single virtual purchase. I just spent my reserve of 1800 A-coins ranking up my SB12, and the next thing on my list is either my Jugg or Panther or both...so, it'll be a very long time indeed before I get the Carbines!
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Post by Redfiend on Dec 3, 2020 15:30:59 GMT -5
Between Carb 8 and pulse 8, it's a playstyle preference. Yes, carbs unload faster, but they don't deal their optimal damage outside of the 30M killbox range, while pulse cannons can hose down enemies at the safety of 30-60M. Optimal range, which folks should remember doubles individual projectile damage often, is something overlooked a lot in this game, in favor of Forward+Shoot. I use my Pulse 8's on Killshot(Like the AI does lul). The 60M optimal range gives me space to disengage, and moving towards a Killshot is not something players really want to do.
When using Pulses on mechs like Killshot and Zephyr, the ability is a defensive measure, not an offensive one. The enemy has the choice of disengaging, or closing into your killbox range, neither one of those options are necessarily pleasant for them.
With Carbines you're forced to play offensively to reach that 30M kill range and take advantage of abilities. It also makes you vulnerable to counter attacks when your abilities aren't live.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 3, 2020 18:41:45 GMT -5
Obviously I can't count and play at the same time... noted.
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Post by reconnecting on Dec 4, 2020 14:06:33 GMT -5
Think about which mech you're going to put them on too. Zephyr with Carbines are really deadly and I'm usually dead by the end of the ability - no matter what mech I'm in. When I tried PC8 on my Zephyr, I got mixed results as I found I couldn't kill all mechs in during the EMP time. Not only that, I found myself a sitting duck as I tried to finish off my target. On the flip side, if I didn't kill my target, I usually still had ammo left to continue fighting - unlike my MR8s that leave me completely defenseless if I don't kill my target. This definitely a consideration. The pc8 requires you to be exposed for almost twice as long as the carbines. I did some quick math, and the carbines do a little more dps than the pc8, assuming 9 second unload for pc8 and 5 second unload for carbs (including reload times). I think I'm leaning toward carbines, only because the exposure time is less. If you put pc 8s on Ares or Panther the exposure time doesn't matter much. Dat Shield.
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