Hi All,
I've been TESTing (in Arena Commander) fully overclocked standard loadout Super Hornet [Regulus, AllStop (x2), Bracer (x2)] + [Bulldog (x2), Badger (x2), Scorpion (x2)] versus the same, but with Attriion-1 (x2) and Attrition-2 (x2) repeaters. Fully overclocked means overclocking everything: power plant, coolers, shields, weapons.
The good thing is that when overclocked attrition repeaters fire much faster (gatlng gun rate of fire) and do much more damage than Bulldogs and Bargers, so that Buccaneer ships get evaporated instantly. However, at some point the power just shuts down, so it gets difficult to take down something like a Cutlass Black or a Constellation Andromeda. You can see how Attrition guns tear through shields and armor in seconds, and then it's the ship power down. If you power up again, you need to remove overclock, otherwise it will be a perpetual power down few seconds after every power up.
In comparison, Bulldogs and Badgers cause the same but much later into combat.
In theory (from weapon stats) Attrition repeaters (size 1 and 2) draw less power and require less cooling than Bulldog and Badger repeaters. Also, in theory, if your systems draw too much power, so that your power plant can't supply enough, your will have to wait until every system gets enough power and you may use the power priority to choose which system gets it first. In testing it seems to the contrary.
I wasn't able to find any stats on how much attrition repeaters increase their damage, as well as heat radiation and power consumption when fired continuously, - the only data is "sustained DPS", which doesn't seem valid for Attrition repeaters, since those do the more damage the more heat they generate.
Even if you only leave the weapons overclocked, the power down still appears to happen.
So, have anyone experienced the same power downs? Any root cause and workaround?
Also, does anyone know how much attrition repeaters increase their damage, as well as heat radiation and power consumption when fired continuously?
I've been TESTing (in Arena Commander) fully overclocked standard loadout Super Hornet [Regulus, AllStop (x2), Bracer (x2)] + [Bulldog (x2), Badger (x2), Scorpion (x2)] versus the same, but with Attriion-1 (x2) and Attrition-2 (x2) repeaters. Fully overclocked means overclocking everything: power plant, coolers, shields, weapons.
The good thing is that when overclocked attrition repeaters fire much faster (gatlng gun rate of fire) and do much more damage than Bulldogs and Bargers, so that Buccaneer ships get evaporated instantly. However, at some point the power just shuts down, so it gets difficult to take down something like a Cutlass Black or a Constellation Andromeda. You can see how Attrition guns tear through shields and armor in seconds, and then it's the ship power down. If you power up again, you need to remove overclock, otherwise it will be a perpetual power down few seconds after every power up.
In comparison, Bulldogs and Badgers cause the same but much later into combat.
In theory (from weapon stats) Attrition repeaters (size 1 and 2) draw less power and require less cooling than Bulldog and Badger repeaters. Also, in theory, if your systems draw too much power, so that your power plant can't supply enough, your will have to wait until every system gets enough power and you may use the power priority to choose which system gets it first. In testing it seems to the contrary.
I wasn't able to find any stats on how much attrition repeaters increase their damage, as well as heat radiation and power consumption when fired continuously, - the only data is "sustained DPS", which doesn't seem valid for Attrition repeaters, since those do the more damage the more heat they generate.
Even if you only leave the weapons overclocked, the power down still appears to happen.
So, have anyone experienced the same power downs? Any root cause and workaround?
Also, does anyone know how much attrition repeaters increase their damage, as well as heat radiation and power consumption when fired continuously?