2008-06-17, 02:26:25
slow fire rate has an advantage you didnt mention. its the reason why energy torpedos counter scouts pretty well for example.
slow firerate results in high absolute damage. that means, you have to be aware that the next shot may kill you, even if you are at relatively high HP. you may take the risk, but if you dont get a real advantage taking that risk, you will retreat, because there is a chance that one shot kills you. and often enough, it does.
high firerate indeed results in less damage lost (overkill=1000 damage to a target which has 10 Hp left). but it is way better to calculate for your oponnent. imagine a weapon with 0.00001 seconds cooldown. its pretty much like a damage aura which's damage depends on how many targets are within range. its absolutely predictable, and doesnt spread much fear around.
to stay at exaggerating examples: imagine a 8k weapon at 1300 range which attacks heroes only. (pretty much like death magic). what would be if that weapon got 0.01 seconds cooldown? every enemy would retreat in time, because its very simple to dodge a kill by that weapon.
now imagine that weapon got 1 minute cooldown. you will prolly kill every enemy with one shot (i didnt calculate it, but i suppose it will). got it?
generally:
high firerate=better creeping and more predictable for you and your oponnent
slow firerate=worse creeping(->overkills), but less predictable and depending on luck a bit, spreading fear and lucky kills (remember: lucky is relative, you will have bad luck as often as luck). especially combined with high range, its seems to be more dangerous against player vehicles.
slow firerate results in high absolute damage. that means, you have to be aware that the next shot may kill you, even if you are at relatively high HP. you may take the risk, but if you dont get a real advantage taking that risk, you will retreat, because there is a chance that one shot kills you. and often enough, it does.
high firerate indeed results in less damage lost (overkill=1000 damage to a target which has 10 Hp left). but it is way better to calculate for your oponnent. imagine a weapon with 0.00001 seconds cooldown. its pretty much like a damage aura which's damage depends on how many targets are within range. its absolutely predictable, and doesnt spread much fear around.
to stay at exaggerating examples: imagine a 8k weapon at 1300 range which attacks heroes only. (pretty much like death magic). what would be if that weapon got 0.01 seconds cooldown? every enemy would retreat in time, because its very simple to dodge a kill by that weapon.
now imagine that weapon got 1 minute cooldown. you will prolly kill every enemy with one shot (i didnt calculate it, but i suppose it will). got it?
generally:
high firerate=better creeping and more predictable for you and your oponnent
slow firerate=worse creeping(->overkills), but less predictable and depending on luck a bit, spreading fear and lucky kills (remember: lucky is relative, you will have bad luck as often as luck). especially combined with high range, its seems to be more dangerous against player vehicles.

