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Weapon cost effectivity analysis (high level gaming)
#11
pinesface Wrote:the cost/DPS ratios from this comparisons are neglictable indeed, but i assume once magic trader and other weapon shop and middle shop are added, some guns will be revealed as inferior.

although i must admit, the very minor differences in the weapons cost/DPS ratio were something i was not expecting, and it reveals the amazing work done by the mappers in balancing the map. noobs tend to think "well... so many guns to chose from, wich one is best?" until this point we can safely assume they are all equally worth their money.

Of course there are no inferior weapons and the differences are so small that they don't really matter, as all weapons are based on the same formula. That's the reason why i don't think there is anything to learn from such an analysis as made here. A more interesting atempt would be to make an analysis which inherits the time the weapons fires actually in game on average, and calculate then the damage per game second (not the damage per second the weapon shoots, the damage per second the weapon does with the inclusion of the time not shooting becouse of no targets in range), but i guess that's hardly possible, tho it would show an actual comparison of the different ranges for different gamestages (if those would be observed as well).
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Re: Weapon cost effectivity analysis (high level gaming) - by Prog - 2009-01-08, 18:29:53

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