Hi All,
I've been TEST'ing FPS weapons and had some interesting observations, which I wanted to discuss. As a side note, I know there are some topics about FPS weapons, but those are more around which one is your favourite, rather than how they work. The aim of my test was to find out which ones would be more effective.
I've tried every weapon in StarMarine, looked up weapons and ammo stats in scdb for 2.6.0 and 3.6.2 to check for any trends.
I would put a summary for general trends (there are exceptions) into a table, which has objective and subjective criteria:
Also, from observations:
Exceptions:
So, on paper it seems like Energy weapons are dominating and beating Ballistic in every category, except a few. To me energy weapons are much more accurate, so this coupled with faster rate of fire, tighter grouping, more ammo, higher damage, less recoil, should enable to deliver a lot of damage very quickly and accurately. Ballistic weapons appear to be more nimble because of their weight (except SMGs and LMGs), so technically should give an edge in a dynamic close quarters combat.
There is only one parameter that I can't test and that has a potential to outweigh/equalise the odds, and that's Piercing. It seems that Ballistic weapons can pierce through the armor, while energy damage is absorbed. This may mean that one well placed shot, for example through the visor glass, and it's all over, when energy weapon will need to create enough damage. There are no measurement units of "pierce", so we don't know how much armor is getting pierced. Also, this may be a future state mechanic, not yet implemented.
The Pierce also makes me think about the use of helmets with no visor, like Morningstar, - you won't be able to pierce that type of helmet easily.
On a side note, grenades don't appear to have a fall-off damage, it's either an instant kill, or no damage at all. The radius feels like 5 meters.
When it comes to personal preference, I seem to like the Ballistic. They have some feeling to them, like the recoil, so you kind of feel the weapon's power, which seems more natural. Currently I prefer P4-AR with Gamma Plus (3x Holographic) Optics Attachment. It seems to be able to work at close and far distances and have good power and accuracy. The drawback, however, is saturation due to the relatively low rate of fire, which if increased would make the weapon uncontrollable. So, you can't really "spray" with this weapon. I would also want a variable zoom scope, x3 is sometimes too much, so I would want to switch between x1 and x3 (or x4).
What I also wanted to discuss is what do you see in FPS combat - which weapons work better Energy or Ballistic and why. What do you observe - any trends, any shot placement dependencies, anything else?
Which weapon / combination appears more effective to you?
I've been TEST'ing FPS weapons and had some interesting observations, which I wanted to discuss. As a side note, I know there are some topics about FPS weapons, but those are more around which one is your favourite, rather than how they work. The aim of my test was to find out which ones would be more effective.
I've tried every weapon in StarMarine, looked up weapons and ammo stats in scdb for 2.6.0 and 3.6.2 to check for any trends.
I would put a summary for general trends (there are exceptions) into a table, which has objective and subjective criteria:
Criteria | Ballistic | Energy (Laser/Plasma) | Winner |
Ammo | Less | More | Energy |
Recoil | High | Low | Energy |
Rate of fire | Low | High | Energy |
Grouping | Loose | Tight | Energy |
Range (from stats) | Shorter | Longer | Energy |
Damage (from stats) | Less | More | Energy |
Alternative Fire Modes (single/burst) | Available | Available, but faster and more shots | Energy |
Charge Fire Mode | None | Available | Energy |
Controlability / Stability | Low | High | Energy |
Noise | High | Low | Energy |
Weight | Lighter | Heavier | Ballistic |
Speed / Maneuverability | Faster | Slower | Ballistic |
Piercing | Some | None | Ballistic |
Also, from observations:
- Ballistic shotguns have much tighter grouping (except for a special large spread fire mode for R97): energy shotgun would have the same grouping at 5 meters from a target, that a ballistic shotgun would have at 20 meters from a target. However, in stats the effective range of ballistic shotguns is 15 meters (energy is 20 meters). However (again), in game the animation shows ballistic shotgun damage at distances greater than 20-30 meters. This could be a plus or a minus, depending on how you look at it - for energy shotguns at close distances you will have more chances to hit, but at anything around 10 meters and beyond you almost won't be able to hit.
- Some energy weapons can use the same ammo, e.g. Karna Assault Rifle and Devastator Shotgun, therefore enabling you to carry only one type of ammo, which is a strategic (not even tactical) advantage.
- Ballistic weapons are generally lighter, but not in all categories. On average ballistic pistols are lighter by 0.4 kg, rifles by 0.9 kg, sniper rifles by 2.3 kg, shotguns by 0.15 kg. SMGs are of the same weight for Ballistic and Energy. Ballistic LMGs are heavier than Energy LMG by 0.1 kg.
Exceptions:
- Karna is probably the only energy weapon that has a significant recoil. Even the energy LMG (Demeco) has much less recoil than Karna. Still Karna's recoil is about the same as ballistic assault rifles.
- Ballistic LMG (F55) has 1,000 rate of fire, which may be the highest of all FPS weapons.
So, on paper it seems like Energy weapons are dominating and beating Ballistic in every category, except a few. To me energy weapons are much more accurate, so this coupled with faster rate of fire, tighter grouping, more ammo, higher damage, less recoil, should enable to deliver a lot of damage very quickly and accurately. Ballistic weapons appear to be more nimble because of their weight (except SMGs and LMGs), so technically should give an edge in a dynamic close quarters combat.
There is only one parameter that I can't test and that has a potential to outweigh/equalise the odds, and that's Piercing. It seems that Ballistic weapons can pierce through the armor, while energy damage is absorbed. This may mean that one well placed shot, for example through the visor glass, and it's all over, when energy weapon will need to create enough damage. There are no measurement units of "pierce", so we don't know how much armor is getting pierced. Also, this may be a future state mechanic, not yet implemented.
The Pierce also makes me think about the use of helmets with no visor, like Morningstar, - you won't be able to pierce that type of helmet easily.
On a side note, grenades don't appear to have a fall-off damage, it's either an instant kill, or no damage at all. The radius feels like 5 meters.
When it comes to personal preference, I seem to like the Ballistic. They have some feeling to them, like the recoil, so you kind of feel the weapon's power, which seems more natural. Currently I prefer P4-AR with Gamma Plus (3x Holographic) Optics Attachment. It seems to be able to work at close and far distances and have good power and accuracy. The drawback, however, is saturation due to the relatively low rate of fire, which if increased would make the weapon uncontrollable. So, you can't really "spray" with this weapon. I would also want a variable zoom scope, x3 is sometimes too much, so I would want to switch between x1 and x3 (or x4).
What I also wanted to discuss is what do you see in FPS combat - which weapons work better Energy or Ballistic and why. What do you observe - any trends, any shot placement dependencies, anything else?
Which weapon / combination appears more effective to you?
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