This calculation is incorrect. In my test, I watched a full minute and with a shown ROF of 10 in the design screen the lancer shot 5 times per minute 2 rockets as I wrote in my previous post. The lancer is not shooting 10 times 2 rockets as you calculate. Watch a full minute and you will see. In sum 10 projectiles as shown. That means for lancer and cannons (and I think also for all other weapons though I didn't check it for all weapons), you get the correct damage per minute if you multiply the ROF with the damage in the design screen. Of course before modifiers.Bethrezen wrote:if we extrapolate further we can work out roughly what the game is doing when it calculates lancer damage
256 per shot x 2 shots x 10 shots per minute = total damage per minute 5120
Where I totally agree with you is that heavy cannons are underpowered. In the mod I used I set the base damage of heavy cannons to 90 and for lancers to 120. With the also made changes in the modifier files the results are the following damages per minute:
In alpha 12:
Against hover tanks: Lancer 2400; Heavy Cannon 2565
Against tracked tanks: Lancer 2400; Heavy Cannon 2257
Against Cyborgs: Lancer 1440; Heavy Cannon 1744
At the end of beta 1 because of a lot of upgrades:
Against hover tanks: Lancer 3000; Heavy Cannon 3656
Against tracked tanks: Lancer 3000; Heavy Cannon 3217
Against Cyborgs: Lancer 1800; Heavy Cannon 2486
I think now Heavy Cannons are a bit overpowered against hover tanks and cyborgs. I have to do some more calculations to see how I should adjust the modifiers. Maybe it could also be an idea to reduce the value of every upgrade from 30% to 25% for cannons like we did with lancers (from 30% to 20%) But this is another calculation that I have to do when I have the time. And I will also have a look at the other weapons as soon as I can.
With this mod, I played beta 01 with heavy cannon python hover tanks. They have as much HP as a lancer python tracked tank, but are way faster. In the beginning, it was harder than with lancers but the more cannon upgrades I researched it became easier and easier and I was able to win this level with this tanks. I don't like tracked heavy cannons tanks though they have much more HP because they are way too slow.
The problem with the vtol lancers should also be (nearly) solved with the decreased base damage of 180. This means (before upgrades) 5 VTOL lancers with 10 rockets are doing a total damage of 1800 if all rockets hit the same tank. The HP of my heavy cannon python hover tanks is 1900 so they should survive (?). I don't know what upgrades the collective got, also my tanks are ranked and you have to subtract the armor of my tanks. I can tell you more about this after I tested my mod in beta 03 and/or beta 04. But if I'm right they should survive an attack of up to 5 vtol lancers. I will tell you as soon as I tested it.
What I meant with only one rocket hitting my own tank is the situation when the lancer shot 2 rockets but only on hits the target. Even then the target received the full damage. I didn't mean the situation when the lancer shoots only one rocket. And if one the two shot rockets miss the target only half the calculated damage should be seen.
My confusion about my commander is gone as I wrote in my edit of the previous post. The commander had no rank and if you subtract the armor of the python body from the damage of every rocket the calculated and shown damage are the same.