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Anonymous /vst/2073714#2083322
7/2/2025, 12:01:22 PM
>>2083268
1/2
Yes and no. Mechanically they have an initial warmup tick, the tick they're firing which is roughly rounded up to 0.1 seconds and their winding down tick. The first and the last tick have reduced performance compared to the "main" tick but a faster tick since it's triggered on demand, if that makes sense. That is then adjusted for rate of fire and time dilation with say anubis or phase anchor shenanigans or simply if it's a lance and not a continuous beam. Coincidentally this was the main reason for armored weapons being nerfed to not include beam or lance weapons and one of the reasons for the no base hard flux on beamers change but that's a different topic.

>against armor
So, the halved hit strength vs armor on beams is only for determining damage reduction purposes on the armor. How's that different to non HE damage vs armor I can imagine someone asking. Well you can take my word for it or you can spend time digging up excel sheets and testing yourself but (e) beams even with that damage reduction still come on top especially versus lighter armor compared to direct fire (e) weapons. Now wether this is due to their usually good base weapon damage almost always being a multiplier of 5 and so favorably rounding up or due to esoteric vodka fuelled alexes autismo mechanics I'll leave to smarter and more spiritual anons to decide.

The second bit is how different damage types interact with armor and residual armor. Ship base armor is split on roughly those squares and in practice each pixel has an armor value associated with it. A HE weapon is really effective against armor but a good part of its damage is spread across a wider area and "rolls" against more armor space and more armor reduction. This results in high damage HE weapons stripping wide swats of armor per hit while low damage HE weapons spread their already anemic damage and doing fuck all on heavier armor despite being HE. LAGs come to mind here.