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Cannons are not the easiest thing in the world to aim when people are accelerating and changing speeds through 3d space.ģ) You can't really balance aim beyond ROF, hitscanning, lockon and projectile speed.
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If I put my cursor on you and click I win.Ģ) I have seen people miss with cannons for minutes at a time. *I don't view aim as an issue for a few reasons.ġ) I chose beams because beams are hitscan. Side note side note, if you want to look and interact with graphs like this, go to and type in 'y=(alpha damage of weapon)ceil(ROF of the weapon (10/1 for cannon/cannon at 100%, 1/50 for beam/pulse at 100%))x' That's not even guarenteed, to get the most out of it you'd have to purposely get your alpha damage to barely finish their shields off. Slight side note, this doesn't actually really change much, the best case scenario with beam/pulse is that you gain 50 seconds of hull breaking. In addition to that, causing bigger sways in damage is better. TL DR alpha OP on shields, DPS OP on hull, refrain from using one in the others job unless you have a reason, it doesn't work so well. Lots of low damage, high rate of fire projectiles cut through systems like butter. The exponential decay in system damage and the risk of over-penetration destroys alpha weapons abilities to effectively and efficiently take down ships health. Why isn't this the case though? There's one balancing factor that makes alpha a poor choice against ships*. Even though all weapons have the same DPS, alpha weapons have a higher damage over time because of how they use their damage.īack before I thought about this more, I thought this was OP, and you can clearly see why. Every time the cannon fires, and reloads, it does 2 damage over. Every time the beam fires, and reloads, it does 1,000 damage over 50 seconds, 20 DPS. They all have the same DPS when they've reloaded. Why is that? Well, all weapons in the game have the same DPS…sort of. The beams system always puts out the same or higher damage the cannon does.