Do not use me taking damage as to determining which is better that's just my own incompetent flying. Formulate your own opinion on which one you want to use.
"Shot" means a fire from fire group (2 cannons) First heart: 4 medium cannons: 21 shots go exert, 5 shots to kill, 6 heatsinks used, 42 seconds total 2 medium, 2 small cannons: 32 shots to exert, 10 shots to kill, 6 heatsinks used, 60 seconds total with 8 sec pause Second heart: 4 medium cannons: 21 shots to exert, 9 shots to kill, 6 heatsinks used, 48 seconds total 2 medium, 2 small cannons: 28 shots to exert, 9 shots to kill, 5 heatsinks used, 51 seconds total To be honest, I'd expect an increase in weapon class to increase damage quite a bit, but in reality it's just a bit :)
At the very best you'd get slightly different results - this example here is just a more realistic one since I didn't do it more than 1 attempt. So it kinda represents an average run I'd get. And well the limiting factor for damage usually is the distributor itself
@@mariemonroe553 imo, the main challenge lies in avoiding damage, rather that dealing it. Even in low intensity ax conflict zones the entire human fleet falls apart once more than 1 interceptor shows up. Shit's crazy :) Btw, requesting a beginners guide on fighting hunters! Their lightning attack messes me up no problem ☠️
@@bohdanherasymenko7569 Oh im not exactly an expert on that and they dont really have any counterplay asides a specific human weapon build where ur essentially just aiming and holding left click til they die. This was fdevs idea of countering player made metas lmfao
@@mariemonroe553 that matches my experience, unless you pack much superior firepower, you're dead. Reminds me of payday 2: "we call this a difficulty tweak"
Both options got the job done, on a hydra, no less. Can someone explain the difference, other than the obvious that the weapon sizes were swapped for 2 hardpoints?
4m does much more damage, 2m2s won't spike on max firerate but this is only relevant if you 1: use firing macros (lol) and/or 2: you're trying to do a zero damage kill and are worried about getting hit by a shot or two during a momentary heat spike. In this case you can just fire the 4m slower
poggers
VERI COOL!!!! :P
mechan when his calculator says 2m gauss spikes by 0.0001% on 1 trigger
"Shot" means a fire from fire group (2 cannons)
First heart:
4 medium cannons: 21 shots go exert, 5 shots to kill, 6 heatsinks used, 42 seconds total
2 medium, 2 small cannons: 32 shots to exert, 10 shots to kill, 6 heatsinks used, 60 seconds total with 8 sec pause
Second heart:
4 medium cannons: 21 shots to exert, 9 shots to kill, 6 heatsinks used, 48 seconds total
2 medium, 2 small cannons: 28 shots to exert, 9 shots to kill, 5 heatsinks used, 51 seconds total
To be honest, I'd expect an increase in weapon class to increase damage quite a bit, but in reality it's just a bit :)
At the very best you'd get slightly different results - this example here is just a more realistic one since I didn't do it more than 1 attempt. So it kinda represents an average run I'd get. And well the limiting factor for damage usually is the distributor itself
@@mariemonroe553 imo, the main challenge lies in avoiding damage, rather that dealing it. Even in low intensity ax conflict zones the entire human fleet falls apart once more than 1 interceptor shows up. Shit's crazy :)
Btw, requesting a beginners guide on fighting hunters! Their lightning attack messes me up no problem ☠️
@@bohdanherasymenko7569 Oh im not exactly an expert on that and they dont really have any counterplay asides a specific human weapon build where ur essentially just aiming and holding left click til they die. This was fdevs idea of countering player made metas lmfao
@@mariemonroe553 that matches my experience, unless you pack much superior firepower, you're dead. Reminds me of payday 2: "we call this a difficulty tweak"
Both options got the job done, on a hydra, no less. Can someone explain the difference, other than the obvious that the weapon sizes were swapped for 2 hardpoints?
4m does much more damage, 2m2s won't spike on max firerate but this is only relevant if you 1: use firing macros (lol) and/or 2: you're trying to do a zero damage kill and are worried about getting hit by a shot or two during a momentary heat spike. In this case you can just fire the 4m slower
To put shortly 4m does more with less effort and better ammo economy
Where 3m?
2m2s is 3m but with extra synths