Went back and checked 360° frags vs HE to make sure I'm not a crazy person.

Dropping a single 500mm frag/HE into a box of:

- 2m HA: 2.6K damage for frag, 3.4K for HE

- 1 HA/1 metal: 4.1K for both

- 2m metal: 6.5K / 5.5K

Based on combat test overestimated frag a bit against pure armor, need to get below ~55 for it to shine.

In practice the conclusion is the same though, use HP/HE against REALLY heavy armor and frag for everything else.

(2017-11-22, 04:58 PM)SynthTwo Wrote: The other area clipless breaks down is when you're trying to dump 500mm shells at your opponent. The reload times get so long that the only real way to get a good fire rate is to get your load multiplier as low as possible (such as connecting six clips to every loader). If you don't have a 0.2 load bonus youre still waiting thirty seconds per loader. If you use protectech guns the load times get stupid so 0.1 more load time bonus equates to ten seconds faster load.

You are right about short shells, but I think you misunderstood how loaders/clips work.

An example, 500mm cannons:

- 1 with 100x4m loaders

- 1 with 20x4m loaders, 4 clips each

The 100 loaders will have 100^0.25 = 3.16 complexity penalty, 1.5 x 3.16 x 0.5 = 2.37 loading modifier.

The 20 loaders with 4 clips: 20^0.25 = 2.11 complexity penalty, 0.5 x 2.11 x 0.5 = 0.53 loading modifier.

20 loaders can shoot 20 times and then need X time until the next cycle of 20.

100 loaders can instantly shoot 100 times and then need 4.74x time for the next cycle of 100.

Clipless is just better in every possible way for firerate(though you probably want to be close to the breakpoints where 1-2 inputs are fully utilised).

Main drawback is the ammo gulp at the start, and a smaller downside is that losing ammo boxes starves them earlier.

Note that you always get 5 times as many loaders as with 4 clips, so the complexity penalty ratio is a constant 5^0.25 = 1.49, no matter how many loaders you stack.