In almost every situation an exo is under attack I have pulled out my rifle/shotgun and unloaded some rounds into them. As a bare minimum i'll unload a clip before welding but usually, i'll speed up the reload a bit with a well timed rifle bash (assuming i'm holding LMG) and keep shooting. welding an exo may buy it 2 extra seconds, but unloading a full clip into an onos is likely to shorten the fight by more than that.... I also play on the assumption that the exo can't aim for s**t and healing it isn't actually going to result in more bullets hitting the onos.
I've almost never seen a situation where welding the exo mid-fight has paid off, regardless of whats attacking it.. generally their aim is terrible and a couple of skulks can rip it apart regardless of people welding it, it's far better to stop welding, shoot the skulks off it and when clear, weld it up (or if there's multiple marines supporting, one can be welding constantly)
Lol, although the majority of the posts say weld, if you are reading this thread, be aware that most people just have no idea what they are talking about.
Citation: Multiple people saying shoot only if you have a shotgun -.- similar dps as lmg.
no... lmg is nowhere near dps of shotgun - you're forgetting to count reload time. unless the onos dies in a single lmg clip, your dps will drop considerably.
Derp, wrong, in fact lmg dps is considerably higher if only measuring the first clip. As a side note, in my experience and certainly mathematically, one lmg clip plus an exo that can hit the broad side of a barn is sufficient to kill an onos.
where are you getting your data? i know the wiki is probably wrong, but i can find several sources which claim shotgun and lmg to be similar dps without factoring in the reload (which is clearly more inconvenient with the lmg because it happens so often in the middle of a fire fight where the shotgun 'clip' can outlast most skirmishes).
Derp, wrong, in fact lmg dps is considerably higher if only measuring the first clip.
How high do you have to be to post this, go shoot 2 magazines into a res node and shoot 8 shells into another one and tell me which one did more damage. Shoot one mag or 4 shells, answer is the same.
It is not always a matter of numbers. High lifeforms tend to run away faster if they hear a shotgun or catch fire. Could please someone who knows what he is talking about give us the ultimate and precise answer already? :P
I am curious about the opposite situation as well. As a gorge is it worth my energy to heal the Onos or Bile the Exo? I put together some spreadsheets at one point but I was lacking to much specific information about Fire Rates and Reload Times and how Bile Bomb actually stacks it's damage. My inaccurate numbers (which assumed 100% accuracy and damage for both units starting at the same time) showed the marine should always weld and the gorge should always Bile. My assumptions on Marine DPS I think are way off though. I was estimating 3 seconds to empty a clip then switching to the pistol and emptying those 10 rounds in the next two seconds divided 4 then 6 shots across the two seconds to account for weapon switching. I would love to get some actual numbers to plug in from Lua but I don't know how to look those up.
The key stats I want are:
LMG fire rate
LMG Reload time
Weapon Switching Rate LMG>Pistol
Pistol Fire Rate
Bile Bomb Damage to Exo (Is it treated as armor or structure (If armor than 2X damage from Bile seems to not jive with reality)) Is it really 70DPS for 5 seconds or is it higher then trails off over the 5 seconds?
Onos Damage type. I feel like Exo's are treated as structures because the Onos does the Smash Animation when attacking, so smash v. gore are totally different.
Once I have more real numbers I would be glad to post my charts, and even try to adjust for Real world environment like having the Exo deal damage at range at a steadily increasing accuracy to try and model this more accurately.
I have wondered this too. I have found that the onos usually dies more if I shoot it. I don't weld with any enemies around now and it seems that the exos live longer doing it this way. It also seems like exos die almost eveey time that I decide to just weld.
My experience is on public servers though, so there was probably a pretty big skill gap between exos that I played with. It could be that the exos who died were just terrible shots, so welding didn't make a difference.
Regarding shoot or weld, I am someone who knows what they are talking about, shoot
Regarding lmg vs shotgun I was wrong about the first clip being more its simply similar, with Credit to Gorgeous...
an LMG fires ~18 bullets per second for ~180 dps Where as a shotgun fires ~1 shot per second for ~170 dps at w0.
DPS from firing without reloading:
LMG - 500 damage over 2.8s for ~179 dps
Shotgun - 1360 damage over ~7s for ~194 dps
To unload a full clip and reload it:
LMG - ~5s for 500 damage or ~100 dps
Shotgun - ~15s for 1360 damage or ~91dps
first off, shotgun was changed to deal 17x11 (from 10x17) = 187 per shot. also, wiki says shotgun is 0.9 fire rate. ergo shotgun dps at w0 is 208.
additionally; unloading a full clip and reloading it is irrelevant because 1496 (shotgun capacity) damage is enough to see you through a sh*t storm. if you're not in a sh*t storm, or you're fighting at range, only then does the assault rifle follow through. not to mention that shotgun can reload a single shell and fire quicker than AR reload.
regardless of dps - it's the sustained ~1500 damage which gives the shotgun appeal.
Comments
I've almost never seen a situation where welding the exo mid-fight has paid off, regardless of whats attacking it.. generally their aim is terrible and a couple of skulks can rip it apart regardless of people welding it, it's far better to stop welding, shoot the skulks off it and when clear, weld it up (or if there's multiple marines supporting, one can be welding constantly)
More guns firing = more DPS
where are you getting your data? i know the wiki is probably wrong, but i can find several sources which claim shotgun and lmg to be similar dps without factoring in the reload (which is clearly more inconvenient with the lmg because it happens so often in the middle of a fire fight where the shotgun 'clip' can outlast most skirmishes).
Weapons has no effect for exo, only armour.
How high do you have to be to post this, go shoot 2 magazines into a res node and shoot 8 shells into another one and tell me which one did more damage. Shoot one mag or 4 shells, answer is the same.
Regarding lmg vs shotgun I was wrong about the first clip being more its simply similar, with Credit to Gorgeous...
an LMG fires ~18 bullets per second for ~180 dps Where as a shotgun fires ~1 shot per second for ~170 dps at w0.
DPS from firing without reloading:
LMG - 500 damage over 2.8s for ~179 dps
Shotgun - 1360 damage over ~7s for ~194 dps
To unload a full clip and reload it:
LMG - ~5s for 500 damage or ~100 dps
Shotgun - ~15s for 1360 damage or ~91dps
The key stats I want are:
LMG fire rate
LMG Reload time
Weapon Switching Rate LMG>Pistol
Pistol Fire Rate
Bile Bomb Damage to Exo (Is it treated as armor or structure (If armor than 2X damage from Bile seems to not jive with reality)) Is it really 70DPS for 5 seconds or is it higher then trails off over the 5 seconds?
Onos Damage type. I feel like Exo's are treated as structures because the Onos does the Smash Animation when attacking, so smash v. gore are totally different.
Once I have more real numbers I would be glad to post my charts, and even try to adjust for Real world environment like having the Exo deal damage at range at a steadily increasing accuracy to try and model this more accurately.
My experience is on public servers though, so there was probably a pretty big skill gap between exos that I played with. It could be that the exos who died were just terrible shots, so welding didn't make a difference.
first off, shotgun was changed to deal 17x11 (from 10x17) = 187 per shot. also, wiki says shotgun is 0.9 fire rate. ergo shotgun dps at w0 is 208.
additionally; unloading a full clip and reloading it is irrelevant because 1496 (shotgun capacity) damage is enough to see you through a sh*t storm. if you're not in a sh*t storm, or you're fighting at range, only then does the assault rifle follow through. not to mention that shotgun can reload a single shell and fire quicker than AR reload.
regardless of dps - it's the sustained ~1500 damage which gives the shotgun appeal.