DrBullwinkle wrote:I don't know about high RPM, because I tune most of my lasers to fire less than 100 RPM (and increase their bullet damage to compensate). I do that for performance (like CMOD).
Although I have not tested extensively on all versions, my general observation is that lasers have always done more damage at half-max-range than at max range. TC and AP.
I mean that you do not have to do a fancy test... it is kind of obvious in most dogfights. Your guns just don't do much damage if you try to fire as soon as the in-range indicator lights up.
However, it *is* possible that the effects vary with different lasers. I favor ISR's, EBCG's, and PBE's for most jobs, so most of my observations are probably with those.
I know that this is true in dogfights, however, I also think I know why: because lasers don't shoot where you point them at. This is clearly visible when e.g. observing beam weapons: They swerve all over the place. When I fired a PRG shot from max range (about 4km in my game) at a centaur, of the 6 bullets only a single one hit. That is shooting the broad side of a barn with enabled targeting help.
In any event, this isn't a huge problem. In dogfights, my script already choosed distances much lower than max range. And for large targets, it's still generally better to sit at max range even if it meant you are doing less DPS.
Now, the original bug report concerned shots not actually reaching the target, and if that is the case with a non-moving target, then that's a bug.
@JonfersonSSD:
Thanks for the info! However, when I did the test I was sitting in a buster with only a single IRE installed and personally pulling the trigger. I saw only a single bullet fly, and I only saw a single bullet hit. Yet the damage of that bullet was between 100 and 110, when it should have been at most 55 (according to both the TBullets itself and the In-Game weapon info, which apparently gives DPS instead of raw damage).