Announcement

Collapse
No announcement yet.

LMG Statistics and Analysis

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Wintermote
    started a topic [INFO] LMG Statistics and Analysis

    LMG Statistics and Analysis

    Here's some statistical data extracted from dasanfall on LMG's.

    What I've done is calculated real DPS for each weapon, based on recorded accuracy. These numbers are therefore estimates of actual, experienced, DPS for the average player using the weapons. It's not a projection, it's how the weapons have historically performed.

    The biggest issue I've found regarding this data so far, is that dasanfall aggregates all data together, even when a weapon's stats are changed in a patch. Over time, the recorded stats for these weapons will trend towards whatever the actual performance is, but it does mean not everything is going to be 100% accurate to what you see in-game, just mostly accurate.

    Without further ado:
    Formula
    Effective bodyshot DPS: DPS*(AVG Acc) -------- ((DPS*(AVG Acc - DELTA)) -- (DPS*(AVG Acc + DELTA)))
    Effective actual DPS: (BDYSHOT DPS*(AVG HSR)) + BDYSHOT DPS -------- ((LOW BDYSHOT DPS*(HSR - DELTA) + LOW BDYSHOT DPS) -- (HIGH BDYSHOT DPS*(HSR + DELTA) + HIGH BDYSHOT DPS))
    TTK (nanoweave 5): 1125/(AVG BDYSHOT DPS) -------- ((1125/LOW BDYSHOT DPS) -- (1125/HIGH BDYSHOT DPS))


    NC LMG's
    |||||||||||||||||||||||||||||||||||||||||||||
    NC6 Gauss Saw
    Users: 16,946
    DPS: 1667
    Average Accuracy: 17.9% 4.8%
    Average Headshot Ratio: 20% 4.7%

    Average -------- (Low - High)
    Effective bodyshot DPS: 298.393 -------- (218.377 - 378.409)
    Effective actual DPS: 358.072 -------- (251.789 - 471.876)
    TTK (nanoweave 5): 3.14 seconds -------- (4.47s - 2.38s)

    Average KPH: 25 17
    Average KDR: 0.997
    Average BR100 KDR: 1.240


    |||||||||||||||||||||||||||||||||||||||||||||
    EM1
    Users: 5,869
    DPS: 1554
    Average Accuracy: 19.5% 4.7%
    Average Headshot Ratio: 18.2% 4.8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 303.030 -------- (229.992 - 376.068)
    Effective actual DPS: 358.181 -------- (260.811 - 462.564)
    TTK (nanoweave 5): 3.14 seconds -------- (4.31s - 2.43s)

    Average KPH: 30 19
    Average KDR: 1.049
    Average BR100 KDR: 1.226


    |||||||||||||||||||||||||||||||||||||||||||||
    GD-22S
    Users: 7,679
    DPS: 1606
    Average Accuracy: 20.7% 4.8%
    Average Headshot Ratio: 19.7% 5.5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 332.442 -------- (255.354 - 409.53)
    Effective actual DPS: 397.933 -------- (291.61 - 512.73)
    TTK (nanoweave 5): 2.83 seconds -------- (3.86s - 2.19s)

    Average KPH: 31 21
    Average KDR: 1.205
    Average BR100 KDR: 1.458


    |||||||||||||||||||||||||||||||||||||||||||||
    EM6
    Users: 5,624
    DPS: 1670
    Average Accuracy: 19.8% 4.7%
    Average Headshot Ratio: 20% 5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 330.66 -------- (252.17 - 409.15)
    Effective actual DPS: 396.792 -------- (289.996 - 511.438)
    TTK (nanoweave 5): 2.84 seconds -------- (3.88s - 2.20s)

    Average KPH: 34 22
    Average KDR: 1.335
    Average BR100 KDR: 1.49


    |||||||||||||||||||||||||||||||||||||||||||||
    NC6S Gauss SAW S
    Users: 2,337
    DPS: 1606
    Average Accuracy: 21.3% 5.1%
    Average Headshot Ratio: 20.3% 5.7%

    Average -------- (Low - High)
    Effective bodyshot DPS: 342.078 -------- (260.172 - 423.984)
    Effective actual DPS: 411.520 -------- (298.157 - 534.220)
    TTK (nanoweave 5): 2.73 seconds -------- (3.77s - 2.11s)

    Average KPH: 38 25
    Average KDR: 1.347
    Average BR100 KDR: 1.507


    |||||||||||||||||||||||||||||||||||||||||||||
    LA1 Anchor
    Users: 4,670
    DPS: 1670
    Average Accuracy: 22.5% 4.8%
    Average Headshot Ratio: 20.4% 6.3%

    Average -------- (Low - High)
    Effective bodyshot DPS: 375.75 -------- (295.59 - 455.91)
    Effective actual DPS: 452.40 -------- (337.268 - 577.638)
    TTK (nanoweave 5): 2.49 seconds -------- (3.34s - 1.95s)

    Average KPH: 40 26
    Average KDR: 1.659
    Average BR100 KDR: 1.829


    |||||||||||||||||||||||||||||||||||||||||||||
    NC6A GODSAW
    Users: 1,498
    DPS: 1667
    Average Accuracy: 24.8% 4.5%
    Average Headshot Ratio: 22.7% 6.4%

    Average -------- (Low - High)
    Effective bodyshot DPS: 413.42 -------- (338.40 - 488.43)
    Effective actual DPS: 507.27 -------- (393.56 - 630.56)
    TTK (nanoweave 5): 2.22 seconds -------- (2.86s - 1.78s)

    Average KPH: 58 29
    Average KDR: 1.991
    Average BR100 KDR: 2.063





    TR LMG's
    |||||||||||||||||||||||||||||||||||||||||||||
    T9 CARV
    Users: 17,436
    DPS: 1788
    Average Accuracy: 17.3% 4.5%
    Average Headshot Ratio: 19.1% 5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 309.324 -------- (228.864 - 389.784)
    Effective actual DPS: 368.405 -------- (261.134 - 483.722)
    TTK (nanoweave 5): 3.05 seconds -------- (4.31s - 2.33s)

    Average KPH: 25 17
    Average KDR: 1.059
    Average BR100 KDR: 1.399


    |||||||||||||||||||||||||||||||||||||||||||||
    T16 Rhino
    Users: 6,154
    DPS: 1554
    Average Accuracy: 19% 4.7%
    Average Headshot Ratio: 18.7% 5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 295.26 -------- (222.222 - 368.298)
    Effective actual DPS: 350.474 -------- (296.909 - 455.585)
    TTK (nanoweave 5): 3.21 seconds -------- (3.79s - 2.47s)

    Average KPH: 29 17
    Average KDR: 1.081
    Average BR100 KDR: 1.327


    |||||||||||||||||||||||||||||||||||||||||||||
    TMG-50
    Users: 7,008
    DPS: 1606
    Average Accuracy: 19.2% 4.7%
    Average Headshot Ratio: 20% 5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 319.296 -------- (241.135 - 397.457)
    Effective actual DPS: 383.155 -------- (277.305 - 496.821)
    TTK (nanoweave 5): 2.94 seconds -------- (4.06s - 2.26s)

    Average KPH: 29 19
    Average KDR: 1.177
    Average BR100 KDR: 1.367


    |||||||||||||||||||||||||||||||||||||||||||||
    T32 Bull
    Users: 3,221
    DPS: 1554
    Average Accuracy: 22% 4.9%
    Average Headshot Ratio: 19.7% 6.1%

    Average -------- (Low - High)
    Effective bodyshot DPS: 341.88 -------- (265.734 - 418.026)
    Effective actual DPS: 409.230 -------- (301.874 - 525.877)
    TTK (nanoweave 5): 2.75 seconds -------- (3.73s - 2.14s)

    Average KPH: 37 23
    Average KDR: 1.396
    Average BR100 KDR: 1.567


    |||||||||||||||||||||||||||||||||||||||||||||
    T9 CARV-S
    Users: 3,416
    DPS: 1663
    Average Accuracy: 20% 5%
    Average Headshot Ratio: 20.6% 5.6%

    Average -------- (Low - High)
    Effective bodyshot DPS: 332.6 -------- (249.45 - 415.75)
    Effective actual DPS: 401.116 -------- (286.868 - 524.677)
    TTK (nanoweave 5): 2.81 seconds -------- (3.92s - 2.14s)

    Average KPH: 37 24
    Average KDR: 1.418
    Average BR100 KDR: 1.637


    |||||||||||||||||||||||||||||||||||||||||||||
    MSW-R
    Users: 8,456
    DPS: 1788
    Average Accuracy: 20.3% 4.6%
    Average Headshot Ratio: 18.8% 5.8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 362.964 -------- (280.716 - 445.212)
    Effective actual DPS: 431.20 -------- (317.21 - 554.73)
    TTK (nanoweave 5): 2.61 seconds -------- (3.55s - 2.03s)

    Average KPH: 33 21
    Average KDR: 1.404
    Average BR100 KDR: 1.686


    |||||||||||||||||||||||||||||||||||||||||||||
    T9A "Butcher"
    Users: 1,384
    DPS: 1788
    Average Accuracy: 22.5% 4%
    Average Headshot Ratio: 22.3% 6.1%

    Average -------- (Low - High)
    Effective bodyshot DPS: 402.3 -------- (330.78 - 473.82)
    Effective actual DPS: 492.013 -------- (384.366 - 608.385)
    TTK (nanoweave 5): 2.29 seconds -------- (2.93s - 1.85s)

    Average KPH: 55 27
    Average KDR: 1.867
    Average BR100 KDR: 1.929





    VS LMG's
    |||||||||||||||||||||||||||||||||||||||||||||
    Ursa
    Users: 3,066
    DPS: 1532
    Average Accuracy: 20.7% 5.1%
    Average Headshot Ratio: 20.8% 5.7%

    Average -------- (Low - High)
    Effective bodyshot DPS: 317.124 -------- (238.992 - 395.256)
    Effective actual DPS: 383.086 -------- (275.080 - 499.999)
    TTK (nanoweave 5): 2.94 seconds -------- (4.09s - 2.25s)

    Average KPH: 34 23
    Average KDR: 1.271
    Average BR100 KDR: 1.476


    |||||||||||||||||||||||||||||||||||||||||||||
    Flare VE6
    Users: 6,419
    DPS: 1606
    Average Accuracy: 20.2% 4.9%
    Average Headshot Ratio: 20.6% 5.6%

    Average -------- (Low - High)
    Effective bodyshot DPS: 324.412 -------- (245.718 - 403.106)
    Effective actual DPS: 391.241 -------- (282.576 - 508.720)
    TTK (nanoweave 5): 2.88 seconds -------- (3.98s - 2.21s)

    Average KPH: 34 25
    Average KDR: 1.287
    Average BR100 KDR: 1.51


    |||||||||||||||||||||||||||||||||||||||||||||
    VX29 Polaris
    Users: 3,561
    DPS: 1554
    Average Accuracy: 21.2% 5%
    Average Headshot Ratio: 18.6% 5.6%

    Average -------- (Low - High)
    Effective bodyshot DPS: 329.448 -------- (251.748 - 407.148)
    Effective actual DPS: 390.725 -------- (284.475 - 505.678)
    TTK (nanoweave 5): 2.88 seconds -------- (3.95s - 2.23s)

    Average KPH: 37 25
    Average KDR: 1.349
    Average BR100 KDR: 1.527


    |||||||||||||||||||||||||||||||||||||||||||||
    Pulsar LSW
    Users: 5,735
    DPS: 1663
    Average Accuracy: 20.2% 4.7%
    Average Headshot Ratio: 19.1% 5.8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 335.926 -------- (257.765 - 414.087)
    Effective actual DPS: 400.088 -------- (292.048 - 517.195)
    TTK (nanoweave 5): 2.81 seconds -------- (3.85s - 2.18s)

    Average KPH: 34 24
    Average KDR: 1.367
    Average BR100 KDR: 1.655


    |||||||||||||||||||||||||||||||||||||||||||||
    Orion VS54
    Users: 16,722
    DPS: 1788
    Average Accuracy: 19% 4.5%
    Average Headshot Ratio: 20.3% 5.5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 339.720 -------- (259.260 - 420.180)
    Effective actual DPS: 408.683 -------- (297.631 - 528.586)
    TTK (nanoweave 5): 2.75 seconds -------- (3.78s - 2.13s)

    Average KPH: 28 20
    Average KDR: 1.302
    Average BR100 KDR: 1.698


    |||||||||||||||||||||||||||||||||||||||||||||
    SVA-88
    Users: 5,703
    DPS: 1663
    Average Accuracy: 21.4% 4.6%
    Average Headshot Ratio: 21.6% 6%

    Average -------- (Low - High)
    Effective bodyshot DPS: 355.882 -------- (279.384 - 432.38)
    Effective actual DPS: 432.753 -------- (322.968 - 551.717)
    TTK (nanoweave 5): 2.60 seconds -------- (3.48s - 2.04s)

    Average KPH: 41 26
    Average KDR: 1.8
    Average BR100 KDR: 1.997


    |||||||||||||||||||||||||||||||||||||||||||||
    Betelgeuse 54-A
    Users: 1,983
    DPS: 1788
    Average Accuracy: 24.3% 3.9%
    Average Headshot Ratio: 25% 7.1%

    Average -------- (Low - High)
    Effective bodyshot DPS: 434.484 -------- (364.752 - 504.216)
    Effective actual DPS: 543.105 -------- (430.043 - 666.069)
    TTK (nanoweave 5): 2.07 seconds -------- (2.62s - 1.69s)

    Average KPH: 68 37
    Average KDR: 2.791
    Average BR100 KDR: 2.866


    |||||||||||||||||||||||||||||||||||||||||||||
    SVA-GG
    Users: 173
    DPS: 1663
    Average Accuracy: 25.4% 5.4%
    Average Headshot Ratio: 28.7% 10.1%

    Average -------- (Low - High)
    Effective bodyshot DPS: 422.402 -------- (332.6 - 512.204)
    Effective actual DPS: 543.631 -------- (394.464 - 710.939)
    TTK (nanoweave 5): 2.07 seconds -------- (2.85s - 1.58s)

    Average KPH: 71 40
    Average KDR: 2.583
    Average BR100 KDR: 2.984




    NS LMG's
    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15M1
    Users: 10,664
    DPS: 1490
    Average Accuracy: 20.8% 4.9%
    Average Headshot Ratio: 19% 5.5%

    Average -------- (Low - High)
    Effective bodyshot DPS: 309.92 -------- (236.91 - 382.93)
    Effective actual DPS: 368.805 -------- (268.893 - 476.748)
    TTK (nanoweave 5): 3.05 seconds -------- (4.18s - 2.36s)

    Average KPH: 32 22
    Average KDR: 1.243
    Average BR100 KDR: 1.426


    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15M2
    Users: 5,231
    DPS: 1490
    Average Accuracy: 22% 4.9%
    Average Headshot Ratio: 21.3% 6.7%

    Average -------- (Low - High)
    Effective bodyshot DPS: 327.8 -------- (254.79 - 400.81)
    Effective actual DPS: 397.621 -------- (291.990 - 513.037)
    TTK (nanoweave 5): 2.83 seconds -------- (3.85s - 2.19s)

    Average KPH: 41 28
    Average KDR: 1.369
    Average BR100 KDR: 1.691


    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15MG
    Users: 134
    DPS: 1490
    Average Accuracy: 22.9% 6.2%
    Average Headshot Ratio: 22.5% 8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 341.21 -------- (248.83 - 433.59)
    Effective actual DPS: 417.982 -------- (284.910 - 565.835)
    TTK (nanoweave 5): 2.69 seconds -------- (3.95s - 1.99s)

    Average KPH: 51 39
    Average KDR: 1.439
    Average BR100 KDR: 1.695


    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15MB
    Users: 214
    DPS: 1490
    Average Accuracy: 22.8% 5.1%
    Average Headshot Ratio: 22.8% 7.8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 339.72 -------- (263.73 - 415.71)
    Effective actual DPS: 417.176 -------- (303.290 - 542.917)
    TTK (nanoweave 5): 2.70 seconds -------- (3.71s - 2.07s)

    Average KPH: 47 36
    Average KDR: 1.387
    Average BR100 KDR: 1.848


    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15M AE
    Users: 2,498
    DPS: 1490
    Average Accuracy: 23.2% 4.9%
    Average Headshot Ratio: 22% 7.2%

    Average -------- (Low - High)
    Effective bodyshot DPS: 345.68 -------- (272.67 - 418.69)
    Effective actual DPS: 421.730 -------- (313.025 - 540.948)
    TTK (nanoweave 5): 2.67 seconds -------- (3.59s - 2.08s)

    Average KPH: 48 31
    Average KDR: 1.686
    Average BR100 KDR: 2.115


    |||||||||||||||||||||||||||||||||||||||||||||
    NS-15MP
    Users: 275
    DPS: 1490
    Average Accuracy: 25.9% 4.4%
    Average Headshot Ratio: 24.9% 8.8%

    Average -------- (Low - High)
    Effective bodyshot DPS: 385.91 -------- (320.35 - 451.47)
    Effective actual DPS: 482.002 -------- (371.926 - 603.615)
    TTK (nanoweave 5): 2.33 seconds -------- (3.03s - 1.86s)

    Average KPH: 65 35
    Average KDR: 2.514
    Average BR100 KDR: 2.658



    Hall of Fame (Paid-only weapons not included)
    Most users: T9 CARV
    Highest Avg. Accuracy: NC6A GODSAW
    Highest Avg. Headshot Ratio: Betelgeuse 54-A
    Highest Avg. Real DPS: Betelgeuse 54-A
    Lowest Avg. Time-to-Kill: Betelgeuse 54-A
    Highest Avg. Kills-Per-Hour: Betelgeuse 54-A
    Lowest Avg. Kill-to-Death-Ratio: NC6 Gauss SAW
    Highest Avg. Kill-to-Death-Ratio: Betelgeuse 54-A


    Interesting trivia:
    • Seeing as we're an NC outfit, I'd like to focus a little bit on some of the NC weapons...

      The best non-auraxium NC LMG is, beyond reasonable doubt, the LA1 Anchor.

      The GD-22S, EM6 and NC6S Gauss Saw S have very comparable, essentially equal, performance to each other, as well as to the Vanu Orion VS54 (their default LMG).

      Going back to the anchor - this weapon also outperforms most of the NS, VS, and TR LMG's, with the exception of the NS-15MP, T9A Butcher, SVA-GG, and Betelgeuse 54-A. Statistically your best options as an NC heavy assault would be the LA1 Anchor or NC6A Godsaw.

      The EM1 and NC6 Gauss Saw are almost exactly equal in performance, and thus effectively tie at being the worst performing LMG's in the game.

      The SVA-GG is statistically the best performing weapon, but is only in the hands of a select few people - with such a small sample size (as is true of most purchased weapons) the statistical data is more likely to be skewed by unrelated factors. (anomaly of good players, for example)
    Last edited by Wintermote; 08-15-2015, 01:23 AM.

  • Zombiesnack99
    replied
    Re: LMG Statistics and Analysis

    Originally posted by TryHardTex View Post

    PS if anyone sees something while we're carrying out our marching orders that I'm doing wrong or could be done better with tactics unknown to me, please let me know with specifics (I prefer tips and instruction over being told I stink at something but I welcome all the above it if is truth, there's nothing worse than a bad player who's clueless they're bad)

    Telling you you stink is not our style, and I can promise you that officers will correct you with granular and detailed information. :)

    Leave a comment:


  • TryHardTex
    replied
    Re: LMG Statistics and Analysis

    Originally posted by Wintermote View Post
    If you can use a bad LMG well, you can use a good LMG better.

    Also, back of the napkin estimate:
    T9 Carv and Orion are basically the same weapon; slight magazine, velocity, and recoil differences.

    If you look at the KDR difference between the two, it's about 0.3 at every point along the normal distribution. You could argue this shows about how much the 0.75 ADS multiplier is helping.
    I think the ads multiplier becomes more of an advantage in the hands of the top skilled players than avg or weaker players. That might seem like a no-brainer at first glance but, it's the top players who juke more and would never be caught as a stationary target and the less experienced who stand still to aim only to become low hanging fruit. I'm of the opinion that when I encounter top tier players in game I'd prefer to meet them with as many variables being equal as possible, leaving the variables that make up the basic fps skill set as the isolated factor effecting the outcome and winner. I'm not a fan of using a mechanic such as ads multiplier as an excuse for defeat nor do I like it to be a point habitually used to complain and loby for others to be nerfed but, I enjoy being tested vs quality competition without having something in the back of my mind to consider. It can cause a player to ignore some area of play they could have control over changing or improving because no improvements to my game play can change my targets ads multiplier. If I focus on it and not what I'm able to adjust and control is a waste of time.

    TR's lmg selection doesn't do it for me so I enjoy the ads multiplier of the NS LMG but, the NC anchor, gsaw, and a1 have all been fun to use IMO. The saw and many other weapons didn't feel good at first use but, like most ps2 weapons they became fun once I got comfortable. I'll take lower fire rate and higher dmg per shot over spray and pray guns everyday and twice on Sunday in most situations but, I don't like seeing my enemy dance faster than I feel I'm able when I face them 1v1. (Vanu was always referenced as the "Vanubs" with the guys I ran with in the original ps because of advantages but, I'm glad to see they're less pronounced in the sequel.... but now the vanu I encounter by and large tell me the faction has better players. I think I prefer the shameful silence of players who know they've got advantage over one ignorant of them causing smug ignorance. In any case, ps1 experience found it's way to ps2 causing a lack of interest in playing the Vanu Faction for any other end than to gain knowledge of what I might face. It's fun to play against tough competition. A win is never better than it is when it's accomplished as the underdog with odds stacked in the other's favor... or do I like pain... I forget.


    anyway... cheers,

    Tex

    Leave a comment:


  • TryHardTex
    replied
    Re: LMG Statistics and Analysis

    In planetside(1) you didn't receive grief points from shooting other members of your squad so, when bored, we'd squad up and head to a tower stair case and duel each other with everything from the old chaingun to knives (we could also loot other faction's weapons and store them for later use). I guess the only way to heads up dual these days, without being looked at as a stat padding exploiter who needs to enhance the illusion of a slightly bigger (but very sad) virtual testicular fortitude, would be to dual as opposite factions on the test server, or is there another way I've yet to find? Anyway, I really think those duels in the first planetside really provided a way to test skill with friends who contribute honest feedback to help sharpen the fundamentals that I witnessed several players develop into automatic moves displayed effortlessly. No one was surprised to see the more aggressive players, who seem to never be still for an instance, winning a majority of duels but, everyone noticed the less experience fps gamers make marked improvements when using this option as a tool instead of the pressure of a sometime chaotic and intimidating environment rarely experienced in other non MMO-FPS hits.

    I'd re-download and install the test server if anyone is interested in trying to find a good, out of the way area to duel. It's a riot when you get fun people together to do so. While it can help some players improve 1v1 encounters, it's really only important when you combine the skills with clear and solid squad/platoon direction. Good orders paired with kill hungry and well trained minions to direct = a bad day for those unfortunate enough to be tasked with engaging them as the enemy.

    I keep thinking one day I'll be ready to direct a kill hungry collection of dirtbags but, I fear my thirst for causing casualties will lead to slow orders. It seems that the best leaders always keep their chess pieces moving toward a clear goal, less they become distracted by shinny objects and become unfocused zerglings. Maybe, if I give squad leading a go I'll employ squad members with planning our next possible moves and let them plan possible options, leaving me to be the dirtbag I prefer ... but that's off topic...

    Cheers,
    Tex

    PS if anyone sees something while we're carrying out our marching orders that I'm doing wrong or could be done better with tactics unknown to me, please let me know with specifics (I prefer tips and instruction over being told I stink at something but I welcome all the above it if is truth, there's nothing worse than a bad player who's clueless they're bad)

    Leave a comment:


  • RaymondScout
    replied
    Re: LMG Statistics and Analysis

    ... lmgs... sigh the bane of my la existence nonetheless i really enjoy my em1 when i use it good bullet hose in spite of its (Worst lmg) description by many. Also good for suppressive fire in corridors or point holds and quite a bit more forgiving than the gauss saw. though i prefer the saw at range
    (Also found that in spite of how much i dislike the class Ive noticed that im a little better heavy than most [not by much of a margin you all could probably beat me in heavy fight], i have a feeling this is due to my brain being trained to flank via my prefered class the LA so theres that...)

    Leave a comment:


  • Strait Raider
    replied
    Re: LMG Statistics and Analysis

    Originally posted by Wintermote View Post
    If you can use a bad LMG well, you can use a good LMG better.
    A bad LMG for one person may be a good LMG for another person. Everyone has different playstyles. Different playstyles can lead to different KDRs too.

    I'm not really surprised about the lower KDR with the Gauss Saw, even among experienced players. Why? Because I suspect they use the Gauss Saw the same places I use it: outside, while fighting tanks, aircraft, and snipers. Things which tend to impact your KDR negatively. Does that mean the Gauss Saw is the wrong weapon to have in this situation? Of course not. It's objectively the best long-range LMG, and arguably the best long-range weapon the heavy has.

    Indoors, I'm the kind of person who finds an angle, a corridor, and locks it down. I'm mobile, but I move from position to position. Accuracy on the move, and especially hipfire accuracy, are of almost no meaning to me. The Anchor or NS-15MP are not the best choices for me, because my goal is powerful, accurate sustained fire and suppression, not mobility. So I use the EM6.

    Leave a comment:


  • Wintermote
    replied
    Re: LMG Statistics and Analysis

    If you can use a bad LMG well, you can use a good LMG better.

    Also, back of the napkin estimate:
    T9 Carv and Orion are basically the same weapon; slight magazine, velocity, and recoil differences.

    If you look at the KDR difference between the two, it's about 0.3 at every point along the normal distribution. You could argue this shows about how much the 0.75 ADS multiplier is helping.

    Leave a comment:


  • TryHardTex
    replied
    Re: LMG Statistics and Analysis

    I didn't see anyone talk about +.75 movement bonus when aiming down sights using the NS LMG. I love the anchor but, there are many situations where I find myself dead to rites unless I grab my NS-15M(x) so I can duck and dodge while matching up against the VS heavy assault who is wielding an Orion, BG, SVA-88/GG or NS lmg. They all have the bonus ADS movement. If I'm not mistaken the TR and NC only have the NS lmg option for the movement bonus.

    I had always wondered what was causing the VS HA's to seem as if they moving side to side quicker in a HA v HA encounter than I'd seen from the other factions. With the bonus attached to the NS-15m LMG and my fps habits formed around the mindset that aggressive players tend to have the most success in the fps genre I find it being lmg choice if I feel like I'm not having success with empire specific lmg's.

    I am not of the opinion expressed often on the ps2 forums regarding the movement bonus associated with VS lmgs. I like challenges and there are many situations where the advantage doesn't come into play. I really see the VS advantage when playing out of the server's prime time when I encounter 1v1- head to head fights. It can be discouraging to a new player who isn't cognizant of the bonus.

    I think most players can use any of the LMG's well once they get enough time with it in combat.

    Leave a comment:


  • ghostshooter101
    replied
    Re: LMG Statistics and Analysis

    I auraxiumed the godsaw before the new changes and was happy to shelve it.. You guys are soooo lucky lol The gun was so hard to use while strafing. The long reload made fighting in cqc a struggle, the recoil was a lot higher. But after the new changes I fell in love with it again and racked up another 1500 kills with it before switching back to the anchor.

    Leave a comment:


  • Strait Raider
    replied
    Re: LMG Statistics and Analysis

    Wrel actually just posted a video about the Godsaw, for some additional perspective.

    Despite the drawbacks it has, I see the NC6A still seems to be outperforming every TR LMG, and just about every LMG in the game bar our own Anchor, the NS-15MP, and the VS's 0.75 SVA-88 and Beetlejuice. I'd tentatively call that "not bad" for a weapon whose forte (med-long range) is not in line with the Planetside 2 meta.

    Leave a comment:


  • Wintermote
    replied
    Re: LMG Statistics and Analysis

    The Godsaw's actually been rebalanced and based off the Gauss Saw S now. I can't tell you how it personally handled prior to that change, but as it is right now compared to the Gauss Saw S, it has better moving cone of fire, first shot accuracy, and it deals more damage per bullet, which has made it better at burst firing over long range. Compared with the original Gauss Saw it also has the benefit of high velocity ammo without the accuracy penalty associated with that, in addition to 20% better moving cone of fire, although it has no compensator and you cannot add one. Most of its recent buff was improving its hipfire... which just seems like a really strange thing to buff, honestly.

    I think what hurts it most at short range is the lower RPM and ADS moving cone of fire. IF you can land 3 headshots, your target goes down in a snap, but in practice that's really difficult to manage because of the moving cone of fire and - it takes a good few hundred milliseconds for your cone of fire to zero in once you stop moving and aim down the sights. If you start firing before this, bullets go everywhere instead of into your target. If you take damage before this, the flinch increases your cone of fire.

    If you try to move, you get hit, or you aim down your sights and fire too quickly, what you get is a spray of shots that dance around your target, and because of the low RPM, every shot that misses hurts a lot. The normal Gauss Saw is really awful in this respect; the Godsaw is significantly better, but it's still enough for you to lose most of the close range fights that you wouldn't with the Anchor (Which has 12.5% better moving CoF than the Godsaw, and 30% better CoF than the Gauss Saw, in combination with higher RPM). That's really the crux of the problem with the Godsaw/Gauss Saw, they require you to stand still and be sniper bait at long range, or stand still and provide easy headshots at short range while your opponent half the time is a vanu wielding a 0.75 ADS orion or battlegoose who's twitching back and forth like he's high off medkits.

    To take one of the comments in a reddit thread on the changes:
    It's for sure looking better from where it was yesterday - but I'm not sure I care all that much about its hipfire buff.

    200/500 is for sure not a hipfire damage category, and the Saw-S is for sure not a hipfire accuracy platform - so the mix of the two still sounds undesirable. While its certainly a buff, it still seems bad enough to not use in that fashion. It seems like taking that aspect of that gun from "God Awful" just down to "Regular Awful" - I can't say its a bad thing but does it really change the functionality of the weapon at the end of the day?

    It seems the biggest complaint about the Saw is that in order to use its great accuracy you need to be 100% immobile (sniper bait) I'd gladly trade the hipfire buff back to the normal Gauss Saw's hipfire in exchange for a more significant ADS COF buff (0.17 and 0.32 ala DMR / ACX-11).
    And this is something I really have to agree with. If the Godsaw is ever buffed to 0.32 or lower moving CoF, I think it'd be much more competitive with the Anchor.

    Leave a comment:


  • Strait Raider
    replied
    Re: LMG Statistics and Analysis

    Here's a question. Why does the NC6A have nearly double the 5% KDR of the regular NC6? Is it not basically identical to a adv foregrip / HVA / compensator NC6 but exchanging mag size for reload speed?

    I rarely had an issue finding situations where the Gauss Saw could shine. Granted, that may have more to do with the way TG, and myself in particular, usually play. We like positional, outdoor, long sight-lines, etc. I certainly wouldn't advocate taking a Gauss Saw into a biolab. I always preferred the EM6 for that. Just enough handling to let you rip up at close range, but still handles itself well when you go outside. I guess my long-range bias is showing.

    Leave a comment:


  • starstriker1
    replied
    Re: LMG Statistics and Analysis

    Maybe better suited to holding the primary slot during long range AV work rather than taking a base, then?

    I keep meaning to give the Anchor a shot. It's got such a great reputation, but I wonder how it stacks up to the GD-22S that I typically do all my close quarters work in. On paper, you're giving up bullet velocity and reload time for a very slight increase in RPM; in theory, enough of a damage boost to give a tiny edge up close, but does that outweigh being able to quickly reload? In either case they're remarkably similar weapons. I guess the Anchor has soft point ammo and advanced laser sight too...

    Leave a comment:


  • Wintermote
    replied
    Re: LMG Statistics and Analysis

    Sadly, med-long range combat is few and far between.

    I've been putting the godsaw through its paces now, and unfortunately, I need to shelve it, much as I don't want to.
    Absolutely fantastic beyond ~15m, especially with a 3.4x, but those situations just don't happen often enough, and you're at a disadvantage if someone gets in your face, which is very often in a pitched battle.

    The Anchor on the other hand, is pretty much perfect from short all the way up to medium range. Anyone beyond that you can usually just ditch into cover to avoid or ambush them, or move closer to engage.

    I was really hoping to make the godsaw my go-to weapon for heavy assault, but it's not good for the engagements I usually find myself getting into. I'd recommend it if you're holding a good covered position (inside a building looking through a window, a tower deck, etc.) where infantry aren't likely to get close to you, and have to actively move towards you over relatively open ground.

    Leave a comment:


  • Strait Raider
    replied
    Re: LMG Statistics and Analysis

    Never forget to remember to not forget that "best" is usually heavily dependent on what kind of fighting you're doing.

    There's no Heavy Assault weapon in the game that will trump the Gauss Saw at med-long range outdoor combat, and I include the battle rifles in that assertion. (unless they've been buffed since I last played)

    Leave a comment:

Connect

Collapse

TeamSpeak 3 Server

Collapse

Twitter Feed

Collapse

Working...
X