Shinma said:Got a chance to reproduce your findings (Damage barrel raises both near and far damage at identical levels, inverse curve for Eff range. etc) as well as confirm the CBC calculated on effective and not base damage. As for effective range, I'd propose that they're class based and not individually set or optimal based. (this hypothesis held true for limb multipliers, I'd posit that they wouldn't have a different reference db for the same function call.) All that being considered, the weapon class I see with an Effective range large enough to justify CBC2 would be shotguns, ironically enough. (Effective range on most work out to be 2x optimal, and high per slug values offer a breakpoint significant buff. ) Unfortunately, I had this realization after @cycatrix and I finished testing, so I can't comment on what Far damage is for SGs.. (if you're feeling up for a testing challenge, try specifically hitting only single pellets in a reliable manner at 21-30m. Unlike recoil, it seems that SG bursts are actually random XD) ------Completely unrelated to anything, but can anyone explain to me how in the GITS universe they've been able to find small and powerful enough battery tech to power tanks and full prosthetic bodies, but still prefer to use firearms over coilguns or direct energy weapons?
Sapphidia said:Is it fair to say that you probably want to use a +4 Stability Suppressor muzzle on every weapon that you use the CBC2 on? (well, bar shotguns that dont get muzzle attachments).The big optimal range penalty actually seems to increase its overall average damage given the fact you're increasing the size of the zone where the 10% damage boost occurs, provided the -5% to the now near-point-blank optimal range doesnt reduce TTK at all.A rule of thumb seems to be something like Suppressor + CBC2 for any weapon with 15m range or lower, and CBC1 with a cross/star muzzle for anything with 20m+ ranges. I'm not sure if there are any standout exceptions where a CBC2 would reduce the shots to kill at optimal range given that all SMGs i've found with 15m range or under would not go from a 4 to a 5 shot kill with a 5% damage penalty, but i may have missed one.In a lot of cases above it seems the shorter range weapons don't get the long barrel options that increase damage and range, so you're stuck with the 2001 stability/accuracy barrel, but this only further supports the use of suppressor + cbc2 to vastly increase the effective range zone.