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Commander dmg
Commander dmg







commander dmg
  1. COMMANDER DMG HOW TO
  2. COMMANDER DMG SOFTWARE

Fc = the cycle time of the Flapjack weapon.

commander dmg

  • Mx = the number of Mech Marines in the fight.
  • Mc = the cycle time of the Mech Marine weapon.
  • Using the following variables we can express the above statements:
  • Given enough time the Flapjack(s) will destroy the Mech Marine(s).
  • Given enough time the Mech Marine(s) will destroy the Flapjack(s).
  • Two basic statements can be made about a fight between Mech Marines and Flapjacks.

    COMMANDER DMG HOW TO

    This article is a mathematical walk through of how to build this kind of table using two units from SUPCOM the Mech Marine and the Flapjack. IMO this is just brute force method for what can be done with mathematics. These scripts actually compare shot by shot two units fighting it out.

    COMMANDER DMG SOFTWARE

    Some people develop iterative software (IE Javascripts) to develop these tables.

    commander dmg

    These tables are applicable to just about every RTS. While more difficult to calculate because it varies largely on whether the opportunity to inflict spread damage exists or not, it is a factor that deserves consideration.Ī unit equivalence table can be built that uses the DPS as its basis. See hit rate for more information about estimating the hit rate.Īn additional consideration of weapon effectiveness is damage radius, which allows the weapon to damage forces that were not specifically targeted. Hit rate, however, depends on many environmental factors, such as the terrain and the maneuverability of the target. Similarly, weapons with high damage and high rate of fire may be less effective because they rarely hit their target.ĭamage and rate of fire are attributes of the weapon, so they are easy to determine. Weapons that do more damage are not necessarily more effective because they may fire less often. Hit rate Percentage chance that a shot fired will hit its intended target. Rate of fire The number of shots fired per second, times the number of projectiles being fired. Damage per second is calculated by the following formula:ĭamage per second = Damage × Rate of fire × Hit rateĪnother way of calculating the DPS is to leave out the hit rate because unitsĭo not have a predetermined hit chance, thus resulting in the following calculation:ĭamage per second = Damage × Rate of fireīoth equations work, but the latter equation is easier to calculate due to the way Supreme Commander calculates hit chance(based on velocity of projectile and target).ĭamage The raw amount of damage the projectile deals when it hits a target. It is usually a good approximation of the effectiveness of a weapon. Damage per second, or DPS, is the total amount of damage that a unit can inflict on a target per second.









    Commander dmg