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Actual Damage of all Turrets list


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So I've recently bought 2 turrets. Thunder and Rico. Now I'm noob with them... not even gonna pretend. I think Rico will take time to master. Finding the good "spots" on maps for those turrets. But I'm pretty optimistic with both of these. Used thunder in a massacre ctf game... O M G this thing is a beast. 42 kills. I was learning how to use it and over a few games was in top 3 every time... with a 2/20 thunder. When I get better, and at 20/20 run for your lives kids.  I just had no idea the area the splash damage etc. I mean it has its down sides. But anyways. 

 

Now from this comes some dismay.

 

On the site it lists rico damage as something-360. And thunder it is something -900. 

 

That means on double damage the damage would be 720, or 1800. 

 

So in actuality while I have to study bit more to make sure I'm working at optimal range and all... I'm seeing on average 650 damage for rico at best. And low 800s damage for thunder. I have to study this a bit more again, but from what i see I'm losing about 10% of the turrets damage. I just can't ever hit it. 

 

Now, the only other turret I have where there is a ratio is twins. Isida is constant. As is vulcan. Fire. Well smoky... but I know that is a lot lower. I should be doing mid 600s, i see high 500s more often. 

 

So twins. Twins is supposed to 220 damage. It never does. It NEVER does. I have probably seen 500 million hit numbers, and at best you rare getting 218 maayyyybe, but more likely a 203-215 range be happy with from good distance. But this is like ok... so I'm losing a few percent... unfortunate but doing 860 damage vs 880... ok

 

All of this is against someone with no armour, or resistances which will just mess with any calculation. 

 

All I'm wanting is for people in the know who can maybe write at all stages of these guns, what the damage is supposed to be, and actually is. So mainly M0, M1, M2, M3, and M4. Not necessarily for every MU.

 

Players of all ranks. Just take a look at your turret, and what numbers come up with normal damage and double damage and post away with turret and level. 

 

thnks

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Here is the Wiki page for Twins. 220 is the max damage, while 190 is the min damage for Twins M4, which I assume you have. So it makes sense for you to get something in between, around 200. Same goes for Thunder and Ricochet.

 

You are just looking at the maximum damage, even though there is both a min and max parameter. I'm not entirely sure how you can get confused here, since the description of a turret in the garage shows min and max. Most of the time you will get something in the middle, which is why you get rolls of ~800 with Thunder and ~325 on Rico.

Edited by ThirdOnion

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Hm, I suppose I didn't make it clear that I understood the range of 190-220 for twins. I knew rico and thunder had ranges as well. 

 

So far I've not reached the upper ranges.

 

So my question was pretty plain still. what are the ~damages of all turrets. 

 

Before this, I might have thought with 205-215 for twins ... it would have been 837-873 for thunder. I guess I'm not sure what the average range is.

 

So what is confusing about my post? 

 

I understand the range... but the top of the range you never get. So I want to know all the actual ranges. 

 

lol I dunno how plainly I could have put it. 

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So far I've not reached the upper ranges.

 

So my question was pretty plain still. what are the ~damages of all turrets. 

The damages are exactly what they are. The reason you don't get them is because the damage for every shot is chosen not completely at random, but according to the normal distribution curve (a.k.a. Bell Curve). This means that while it's possible to get minimum or maximum damage, 90% of your shots will have damage around the middle values (200-210), while the actual maximum and minimum damage shots will probably be 1 in 500 or less. I explained this in more detail in the first half of this post.

 

I bet you've never seen 190 damage for a Twins shot either, have you?

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I feel like we are talking passed each other. I understand the belle curve. I just said in the posts that that's what's happening. 

 

But yes, you never get your high end of damage. No one ever gets the high end regardless what turret.

 

Now the downside is that yes... you will always get your min value and lower. Because all of these turrets deal in ranges with min damage, and it working on a scale, I can hit 150-190 with distance. 

 

But yes, I suppose in the optimal mid range of 60 m or whatever the case is, I rarely see 190 at the good ranges. Like I said those are 200=215 on average.

 

But that's the problem. The system takes into account that with distance your min damage will get lower, so I have to accept that at worst with protections and double armour the worse my twins will do is about 67 per shot on the lowest end. But the highest I will ever see is 218. 

 

Now I'm not even looking to get this changed at the moment. 

 

I just want people to type in what the ACTUAL damages are. So type in the belle curved results so I know what to expect when buying turrets. Really the only one left that matters is hammer, most of the turrets I don't have I don't think I'll ever want.. not my style of game play.

 

Thunder and rico completed my desired turrets. 

 

And even with what I knew about twins not getting its max value, an average high of 830 damage with thunder is not quite what i was hoping for.

 

Twins when used in its average high end range is 210-215 which is like a 3-5 percent loss. In what I had considered thunders range to be the hits are 790=830 range which is like an 8-13% loss. 

 

Again, I'm not looking for an explanation of what's happening. I understand it.

 

I want a list of M0 M1 M2 M3 M4 actual damages that can be expected to occur for players to use as reference. So any player looking to get a new turret can see the stats but then come here and know those stats while are right, this is what you'll actually get. 

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I feel like we are talking passed each other. I understand the belle curve. I just said in the posts that that's what's happening. 

 

But yes, you never get your high end of damage. No one ever gets the high end regardless what turret.

 

Now the downside is that yes... you will always get your min value and lower. Because all of these turrets deal in ranges with min damage, and it working on a scale, I can hit 150-190 with distance. 

 

But yes, I suppose in the optimal mid range of 60 m or whatever the case is, I rarely see 190 at the good ranges. Like I said those are 200=215 on average.

 

But that's the problem. The system takes into account that with distance your min damage will get lower, so I have to accept that at worst with protections and double armour the worse my twins will do is about 67 per shot on the lowest end. But the highest I will ever see is 218. 

 

Now I'm not even looking to get this changed at the moment. 

 

I just want people to type in what the ACTUAL damages are. So type in the belle curved results so I know what to expect when buying turrets. Really the only one left that matters is hammer, most of the turrets I don't have I don't think I'll ever want.. not my style of game play.

 

Thunder and rico completed my desired turrets. 

 

And even with what I knew about twins not getting its max value, an average high of 830 damage with thunder is not quite what i was hoping for.

 

Twins when used in its average high end range is 210-215 which is like a 3-5 percent loss. In what I had considered thunders range to be the hits are 790=830 range which is like an 8-13% loss. 

 

Again, I'm not looking for an explanation of what's happening. I understand it.

 

I want a list of M0 M1 M2 M3 M4 actual damages that can be expected to occur for players to use as reference. So any player looking to get a new turret can see the stats but then come here and know those stats while are right, this is what you'll actually get. 

Nobody can tell you that.   It's completely random and generated by the game as you shoot.   Of course, this only applies within the maximum damage range, but as you get further out from that limit both the minimum and maximum values go down proportionally.  This means there is actually less variation between damage values the further away you are, but it's still random and you cannot predict it.

 

For effective game simulation purposes just use the average damage values; it comes out to the same thing in the end.

And P.S.  "Percent loss" doesn't have to do with anything.  The guns have different damages, but not only that, they have different brackets for variation.

Edited by r_I_already_won0
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I want a list of M0 M1 M2 M3 M4 actual damages that can be expected to occur for players to use as reference. So any player looking to get a new turret can see the stats but then come here and know those stats while are right, this is what you'll actually get. 

Add max damage + min damage and divide by 2. If you want a normal curve for each turret, you are asking for very specific information that simply won't matter in battle. Yes it can be done, without even testing the turrets out in game, but it is a waste of time because none of this info is going to be relevant when you are actually eg planning an attack on the enemy base. 

 

For example, here is the normal curve for Twins M4:

 

8heKayO.jpg

 

Like with all normal curves, the probability of getting a shot from 201-209 is about 68%, and from 198-213 about 95%. Since all turrets use this same curve, you can calculate the probabilities for each of them using this website. This isn't entirely accurate because I made the SD up on the spot, but it's not that far off. Again, I don't see how this can be useful to you in battle.

 

On the subject of distance no one knows the exact formula. If you want a very rough idea, you should look at the "weak damage" parameter. For example, Twins does 25% weak damage. That means at the maximum range (which is 80 meters for Twins M4) it will do 25% of it's normal damage, or a range of 48 - 55. 

Edited by ThirdOnion
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Also yes, any knowledge about the nature of splash damage for thunder is h helpful. But I will learn that with time. I often see the target get hit with highest dps and the others around it get lower hits. But sometimes when it is isida healing and I hit them both they seem to both get equal damage. Then I can hit a wall and not hit any, but it hits everything around it ... and the damage varies. But I will get to know those things. 

 

But like a useful tidbit might be if there is an ideal place. So far I find that hitting the ground can create splash damage but for now... I'm getting the impression a wall does better. I dunno. Or maybe I'm wrong, maybe ground hits create 0 splash

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Yup for twins that graph is perfect. All the information I need. 

 

Fits everything I know about twins. 

 

That for all turrets would be helpful. 

Actually I might do this, because I like this kind of thing. Except I think I want to make a chart, with categories such as 50% probability range, 75%, 95%, etc. If anyone wants certain values to be shown (eg 30%), please reply.

Edited by ThirdOnion

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I just want people to type in what the ACTUAL damages are. So type in the belle curved results so I know what to expect when buying turrets. Really the only one left that matters is hammer, most of the turrets I don't have I don't think I'll ever want.. not my style of game play.

Why does damage matter when you buy new turrets? Damage can always be changed by devs when they feel that a turret is too weak or too powerful. In theory, the damage doesn't matter, since it will be balanced with the damage of all other turrets anyway. You should choose the turret based on its gameplay mechanics, and not sheer power compared to other equipment.

 

Anyway, if you want actual damages, you can calculate the median value for the damage of each turret. It's really easy - just (max+min)/2

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Ty Tani S. that was a really good page. I'd like if that sorta thing were given for all turrets. 

 

Maf, - because knowledge is power. Knowledge about my equipment and that of others. 

 

I don't see what the problem is with my inquiries. 

 

I mean why list the stats at all of any turrets if they are all balanced. Why not just right down the play style.

 

Just say: all turrets are balanced here's what they do.

 

Close range highest Dps. limited ammo perk of healing others with xp 

Close range good dps limited ammo perk freeze opponent  until almost frozen. also can reduce heating of others but don't get xp for it *you should

Close range good dps limited ammo perk continue doing damage. also can reduce freezing of others, but don't get xp for it " you should

 

close to mid range unlimited ammo second best dps

close to mid range good amount of ammo then slow recharge great dps for a while, then slows

close to mid range great 3 hit damage then recharge and repeat 

 

mid to long range decent reload relative good dps chance of great dps

mid to long range bit longer reload bit better relative dps overall with perk of splash multiple kills -can self damage  tho

mid to long range constant damage until you overheat and do self damage. 

 

all the long range ones i don't play: gameplay in each case... do lots of damage and shoot 10 times a game. cause your reload is forever. 

 

As general rule, the closer range your turret performs the fast the turret rotates.

 

The turret and hull combo in every case is important. Closer the turret range faster the hull should be to get you close up before dying. Long range turrets with strong hulls can live to do the damage they need. To be uncovential give long range turrets small quick hulls to help make up for slow turning turret. Maneveruable long range gun can be powerful. To be unocnvential with short range turrets give em a big hull and defend in battles. Just dare your opponent to approach your flag or cp. 

 

I'm just looking for info. I think I've glossed over things over the years, but this was a point alway sfor me to want to know more about. 

 

Thanks for the median tip. 

 

I guess it's also to help me learn the turret. I.e. I am completely noob with thunder and rico. With some turrets I created alt accounts to learn them. My soulmate turret is twins. That is is my gameplay style. No question. However in dm for instance... its 40+ protection in every game for at least half my opponents or up to 75 percent. From here, Isida i think should just be a turret everyone has and can use. Those are great and from noob to whatever I am now those are what I am "good" with. Then I got smoky in the kit with titan cause i wanted titan. Would much rather have got cardinal but it wasn't up at the time. And I figured smoky wasn't so bad cause it gave me a longer range turret. But me and smoky don't see eye to eye. So then I played vulcan on other account and I'm good at it. So i got here. But I don't think m0 rico is good, m0 thunder yeah maybe but just wasn't in me to stick with it and get good with it. So I have no working knowledge of it. 

 

When I'm using thunder or rico now... I want to get a feel for when I'm at optimum range. With twins, I know when i see 205-215 damage Im in the money making spot. With rico the other day, I think i saw 310. I have no idea if that means 310 is the best I can do because every thing else is in "rare chance" portion of damage, or if i just went 10 m closer id be doing 320. Is there a way to get 330 or above? Same idea with thunder. I don't use the turret, and don't use my other turret to measure distance like thunder. I know the ranges are the same for vulcan/thunder/smoky 130-140 m on upgrading m3. but anwyays. I was surprise to see that when I was like 10 m away with thunder from an opponent, outside of self damage range, While I have seen 800+ that hit got me only 790. So I was like, if its closer does that mean I'm outside the optimal range of the damage? like I was thinking if I'm 10 m away give m3 880. I can get 840 at a distance.

 

But anyways.  

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When I'm using thunder or rico now... I want to get a feel for when I'm at optimum range. With twins, I know when i see 205-215 damage Im in the money making spot. With rico the other day, I think i saw 310. I have no idea if that means 310 is the best I can do because every thing else is in "rare chance" portion of damage, or if i just went 10 m closer id be doing 320. Is there a way to get 330 or above? Same idea with thunder. I don't use the turret, and don't use my other turret to measure distance like thunder. I know the ranges are the same for vulcan/thunder/smoky 130-140 m on upgrading m3. but anwyays. I was surprise to see that when I was like 10 m away with thunder from an opponent, outside of self damage range, While I have seen 800+ that hit got me only 790. So I was like, if its closer does that mean I'm outside the optimal range of the damage? like I was thinking if I'm 10 m away give m3 880. I can get 840 at a distance.

 

But anyways. 

 

 

The optimal range of a gun in a game is not only dependent on the stats of the gun, but also if you are in the optimal range for the guns of the enemy. I.e. you might make a good/perfect damage with Thunder in close-to-mid-range, without suffering self-damage, but you might be in the range of a Twins that can kill you there much faster than you him.

 

Remember that a lot of turrets deal random damage along the bell curve. Rico M4 has an average damage of 350. Theoretically you can achieve 400 (max.dmg.), but only in very rare occasions. Once you hit enemies that are located more distant to you than the range of maximum damage, these numbers decrease linearly along with more distance to the point where you pass the range of minimum damage. Once that happens the weak damage parameter comes in place, which is i.e. for Thunder 50% of the random damage (the value between min. and max. dmg.). For Rico, Twins and some others the range of minimum damage is equivalent to the maximum range as their shots die out there. You might also have a look in our Game Balance Visual topic, in which we made some analyses on the turrets and some of their parameters. The values are outdated, but the applied principles generally still work.

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