Due to a discussion in the CMOD thread having wider implications I decided to create a thread specifically for this discussion.
I feel that I must highlight that the points of discussion are not directly relating to any given mod nor relating to the specific implemented balance of the beam weapons in any given mod.
As far as I am aware, beam weapons ignore the rate of fire parameter from a bullet instance perspective. For example AWRM vanilla balanced Adv. G-KE is a 0.6s bullet based beam weapon with 21rpm rate of fire, It does not fire a 0.6s beam then wait ~2.2s before firing again (at least under player control). Thus longer bullet life with slower bullets is going to effectively reduce the effective rate of damage if what paul is saying is correct.paulwheeler wrote:The overall damage remains the same no matter the duration. Its just spread out over the entire duration of the beam.Roger L.S. Griffiths wrote:Going back to the implications of how paul believes beams to work (see this and surrounding posts for details). Let us say you want to make a beam less effective against fighters, you can increase the beam duration but if what paul says is correct then it will also reduce the overall damage per second possibly making them less effective against capitals overall.
This leads us on to the wider discussion...
- How does the game engine treat the Laser Rate of Fire and Bullet Life parameters?
- What impact does this have on effective rate of damage under AI fire control?
- What impact does this have on effective rate of damage under Player fire control?