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Rapid Fire Bodykit
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Lets figure this one out
Submitted By FatCatAttack on 12/06/11
Carbon Combat, FatCatAttack, Discussions 
This Discussion originally posted in the "Carbon Combat" Group

Well I just noticed in the 2.6 release thread there has been some talk about the rapid fire bodykit, so I wanted to just figure this puzzle out.
 
All right, with the rapid fire bodykit you:
 
Reload time is halfed
Fire Rate is doubled
Damage is halfed
 
Now to better understand what we are buying, lets plug in some numbers:
 
Imaginary Weapon Stats:
Damage of 10
Reload time of 4s (Just to have a number, not actually reload time)
Fire rate of 0.5 shots per second
Clip size of 12
 
0.5 shots of 10 damage per second leads to 5 DPS average
0.5 shots per second leads to clip of 12 being emptied in 24 seconds
5 DPS average for 24 seconds gives 120 damage per clip, then 4 second reload
4 seconds reload after 24 seconds of firing means you deal damage for 5/6 of the time, then 1/6 of the time you reload, bringing the 5 DPS average down by the 5/6
5/6 of 5 DPS is 4.16 DPS, or 4.1666666...DPS. Let's just use 4.16 DPS.
 
Now, we are trying to beat the 4.16 DPS with the Rapid Fire Bodykit. If we use the rules of:
 
Reload time is halfed
Fire Rate is doubled
Damage is halfed
 
We modify the weapon with the rapid fire bodykit. Lets see what we come up with:
 
Modified Imaginary Weapon Stats
Damage of 5
Reload time of 2s
Fire rate of 1 shots pre second
Clip size of 12
 
1 shots of 5 damage per second leads to 5 DPS average (same)
1 shots per second leads to clip of 12 being emptied in 12 seconds
5 DPS average of 12 seconds gives 60 damage per clip (uh oh)
2 seconds reload after 12 seconds of firing means you deal damage for 5/6 of the time, then 1/6 of the time  you reload, bringing the 5 DPS average down by the 5/6 (same)
5/6 of 5 DPS is 4.16 DPS
 
So as you can see from the formula this makes the rapid-fire bodykit do nothing to the total DPS of a weapon. Considering we want it to be an improvement over nothing at least this is not very good. However, we haven't even factored in stats like accuracy, physical force on target and target armor. For instance, if we fire both of these weapons at a sure-hit unarmored target with 100 health, the non-modified weapon does not need to reload to kill the target and so kills in 20 seconds, while the rapid fire bodykit needs to reload since it only does 60 damage per clip, so it kills in 20 seconds+2 second reload=22 seconds. So the unmodified weapon gets a slight edge when dealing with an sure-hit unarmored 100 health.
 
If anyone wants to figure out some more calculations so we can make this more accurately resemble what the rapid-fire bodykit does to weapons, be my guest. Also I would like to have someone double-check this so in case I made another derp moment in my deep thought.

>> Reply
Array Re: Rapid Fire Bodykit
2012/06/11 - 18:03 GMT
(In Reply to Item)
I noticed this too. if everything is upped by 2 but damage is downed by two, might as well not have it. It does the same thing as ragular time just with more shot... bigger possibility to miss as well.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/11 - 18:08 GMT << In Reply to
My conclusion: The Rapid Fire Bodykit is for those who miss their targets frequently. (It gives them more of a chance to hit something.) I personally found this bodykit utterly useless.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/11 - 20:54 GMT << In Reply to
 
FCA, great explanation!
 
I find it pointless, that to reach the same damage rate that you'd have without it, with a premium bodykit you end up having to be constantly scoping and shooting, which makes you a great target, nullifying the avoiding/positioning phase.
 
as it currently is, the 2x bodykit really is pointless, good only for shooting training. :(
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/11 - 22:55 GMT
(In Reply to Item)
It's a bit of strategy. They're both meanly the same thing, but in certain situations, one would trump the other.
 
Lets say you have this guy pissing you off. Click; Boom! one shot kill. Don't want the body kit then.
 
Lets say you have this guy running for health. Click! Miss. You want to be able to reload that shot before he gets the health pickup so you can take another shot and finish him off.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/11 - 22:59 GMT
(In Reply to Item)
The rapid fire body kit was never meant to give you a distinct advantage in the game (in order not give people who have the ability to purchase premium credits an unfair advantage over others who do not). However, this body kit can be quite effective when coupled with area damage weapons that do not have a high accuracy such as the missile launcher, grenade launcher and EMP launcher. With the rapid fire body kit you can fire significantly more missiles or grenades that don't usually have a high likely-hood of striking your target.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/12 - 0:31 GMT
(In Reply to Item)
Still... In some sense, it does nothing REALLY REALLY helpful unless your a GREAT shot...
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/12 - 7:34 GMT << In Reply to
.. and unless nobody shoots you while you keep being an easy target while shooting all the time.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/12 - 17:16 GMT
(In Reply to Item)
When CarbonTech said EMP, it got me realizing that if you get an opponent in an EMP deadlock (they are stunned by EMP and can't do anything while you fire more EMP grenades at them) the rapid fire bodykit gets a big advantage since EMP stun time is not affected. Physical force is not affected as well, so explosives and general "shake aim" weapons are great when used with the Rapid Fire Bodykit. High damage weapons like the laser cannon and railgun have mixed results with the rapid fire bodykit since you are trying to get the least amount of excess damage on the target as possible, to equate to the least amount of time it takes to kill a target. The rapid fire bodykit is crazy with weapons such as the plasma burster and the minigun unloading a lot of shells in little time, plus the shortened reload time lets you be more prepared and less vulnurable when you need to reload. Accuracy is pretty much spray and pray with medium to high fire rate weapons, so that while the spread is larger than if you didn't have the rapid fire bodykit you also need to do less aiming yourself. Recoil is a major factor however and any skill you don't need in aiming you need in keeping the barrel in the direction of the target.
 
So yeah, the Rapid Fire Bodykit is a mixed bag. It is better in some situations, changes others and makes others worse. So think with your setup before using the rapid-fire bodykit.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/13 - 0:46 GMT
(In Reply to Item)
You have a great point. It's like in a military situation. (only example i can think of)
 
You have snipers, riflemen, and anit-tank gunners, for example. They all serve their purpose in fullfilling their objectives, correct? different situations need these people, just as different situations need 2x the power firing rate.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/13 - 2:27 GMT
(In Reply to Item)
U2M, I know what you are thinking and I think it stems from the fact that you are probably thinking of different weapons in the first place. For instance, if you have a sniper rifle you are better in some situations than someone with a shotgun. Or how someone with an SMG might fare off with someone with a rocket launcher. The problem is that this can mod a lot of different weapons, so there are a lot more variables with different gun effects and such. So while this doesn't give an upgrade, it adds different ways to play.
>> Reply
Array Re: Rapid Fire Bodykit
2012/06/19 - 1:21 GMT
(In Reply to Item)
I know that... I never disagreed, I can't really see your point either, Cat...


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