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gunner & laser chaingunner - vehicle kill stats [message #95867] Thu, 17 June 2004 19:41 Go to next message
flyingfox is currently offline  flyingfox
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General (1 Star)
Concluding from the other topic, here are the vehicle kill ammo cost/time to kill stats for each character against vehicle with the help of FUD's info pages. Assuming every shot hits and is constant:

Laser chaingunner

Mammoth -- 350 - 400 bullets - 43 seconds (roughly)

Medium Tank -- 250 bullets - 29 seconds

MRLS -- 126 bullets - 14 seconds

APC -- 188 bullets - 20.5 seconds

Hummvee -- 94 bullets - 9.4 seconds


Gunner

Stealth Tank -- 11-12 rockets - 15 seconds

Light Tank -- 17 rockets - 23 seconds

Flame Tank -- 24 rockets - 32 seconds

Artillery -- 11 rockets - 14 seconds

APC -- 17 rockets - 23 seconds

Buggy -- 7 rockets - 8.8 seconds

~~~~~~~~~~~~~~~~~~~~~


Remember,

Reload time is 1.73 seconds for the chaingunner, and 2.80 for gunner.

The mammoth tank heals its-self after half of the damage has been done, so you can't really give an exact time or bullet count there and I'm too lazy to make it more accurate. (and YOU are probably lazy if you want a more accurate time Wink )


Useful information from this:

In 10 seconds, Gunner can do 304 damage to light armour, as opposed to 320 damage to light armor in 10 seconds with the chaingunner. However, Gunner can do more damage in 1 clip than the chaingunner can do in the equivelant time. This means, in 6 seconds, gunner will have fired off a whole clip and done 228 damage to light armour, whereas in 6 seconds, the chaingunner will have done 192 damage.
This means that their usefulness is arguable, but what it also means is that more Gunners grouped will do more damage in less time than the same amount of grouped laser chaingunners.

To break this down, if you have 3 gunners firing at a hummvee, whilst 3 laser chaingunners attack a hummvee, the gunners will destroy their hummvee in less time.

But, As a single chaingunner, you'll blow up a hummvee quicker than a single Gunner can.

Soooo........ against 1 hummvee, you'll want a laser chaingunner to defend against it. But against 2 hummvees, you'd favour 2 gunners instead of 2 chaingunners to take them out. If you're anal, it will take the chaingunners 2.8 more seconds to finish the second hummvee. Remember, a hummvee has 50 more points of armour than a buggy, so this is in a theoretical situation against 2 stolen hummvees if you and someone else were the Gunners.

A light tank has the same defense against a gunner as an APC does.


This relates to light armour. You can find out for yourself the damage relations against medium and heavy armour.

(priestofb, if you're reading this, you'll see your 'clips to kill' against a mammoth with a laser chaingunner is wrong. Smile )
gunner & laser chaingunner - vehicle kill stats [message #96135] Sat, 19 June 2004 09:04 Go to previous messageGo to next message
Deathgod is currently offline  Deathgod
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JEEZ WTF FUD UR STUPED PAGE IS WRONG AN SO R U I H8U GUYS!!!!!!!111

Fixed, thanks for pointing it out. Good post, too.

I just tested this, too: an LCG takes 3.91 clips to kill a Mammoth, factoring for the healing and all.


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gunner & laser chaingunner - vehicle kill stats [message #97755] Mon, 28 June 2004 06:04 Go to previous messageGo to next message
Stank900 is currently offline  Stank900
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wow u even got the reload time Shocked and thanks for the help it puts all of it into place now i know what is what and how fast i can kill Smile
gunner & laser chaingunner - vehicle kill stats [message #99828] Tue, 06 July 2004 05:36 Go to previous messageGo to next message
Jzinsky is currently offline  Jzinsky
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Hate to spoil the party, but why do we need to know this? 3.91 clips?

No flashy signature..
gunner & laser chaingunner - vehicle kill stats [message #99876] Tue, 06 July 2004 08:54 Go to previous messageGo to next message
Deathgod is currently offline  Deathgod
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Colonel

We need to know this to make us better players, able to use the proper tools in the proper situations. You cannot fathom this, hence your confusion over the other thread with bullet damages as well. If you can't understand the need for information like this, you might as well uninstall Renegade.

WOL: priestofb
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gunner & laser chaingunner - vehicle kill stats [message #99906] Tue, 06 July 2004 11:24 Go to previous messageGo to next message
gibberish
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To some extend I think that the Gunner statistics are somewhat irrelivant because you are rarely firing on a stationary target as a result some shots will miss.

I would guess that as a percentage of total damage done the LCG misses less often than Gunner.

Additionally I find that LGC are more useful for finishing off tanks that are retreating because they are more acurate at range than Gunner.
gunner & laser chaingunner - vehicle kill stats [message #100404] Thu, 08 July 2004 10:21 Go to previous messageGo to next message
Deathgod is currently offline  Deathgod
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Colonel

If you can't lead targets properly, then I suppose you would have a problem with Gunner usage. I don't have this issue.

Gunner is pretty close to 100% accurate, it's just that his shots travel slower. I'd still prefer to have a Gunner vs. an LCG when firing at vehicles at a distance.


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gunner & laser chaingunner - vehicle kill stats [message #102187] Sat, 17 July 2004 03:47 Go to previous messageGo to next message
Jzinsky is currently offline  Jzinsky
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I'd prefer a chaingun as the rockets move slower, more chance of missing, especially against something like a buggy or hummer that shifts quick..

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Re: gunner & laser chaingunner - vehicle kill stats [message #242760 is a reply to message #99876] Thu, 01 February 2007 12:06 Go to previous messageGo to next message
Zombieguy
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Deathgod wrote on Tue, 06 July 2004 10:54

We need to know this to make us better players, able to use the proper tools in the proper situations. You cannot fathom this, hence your confusion over the other thread with bullet damages as well. If you can't understand the need for information like this, you might as well uninstall Renegade.



lol! that guy is a big fat n00b. This information is crucial for me as a laser chaingunner.


http://img34.imageshack.us/img34/8613/zombeiguysiggy.png
Re: gunner & laser chaingunner - vehicle kill stats [message #242802 is a reply to message #95867] Thu, 01 February 2007 15:39 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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long range gunner > short range lcg

Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt
Re: gunner & laser chaingunner - vehicle kill stats [message #242884 is a reply to message #242802] Fri, 02 February 2007 06:20 Go to previous messageGo to next message
Zombieguy
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Sniper_De7 wrote on Thu, 01 February 2007 16:39

long range gunner > short range lcg



It is reversed if the lcg is really good...if he looks for spots to hide behind and attack only if a GDI vehicle is coming.

Fighting (in Renegade) is not all about firing away but using the brain to see when to attack, when to fall back and most importantly, plot a course of action to live longer and get the most points for the team.


http://img34.imageshack.us/img34/8613/zombeiguysiggy.png

[Updated on: Fri, 02 February 2007 06:22]

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Re: gunner & laser chaingunner - vehicle kill stats [message #242886 is a reply to message #95867] Fri, 02 February 2007 06:40 Go to previous messageGo to next message
Sniper_De7 is currently offline  Sniper_De7
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Colonel
no, the gunner is better, there is no debate. If you're close enough with a gunner as you would need to be with a laser chain gunner, then you shouldn't miss, and as seen the lcg is only marginally better, and only the respects of over time, which is generally useless because you're not going to live against a full health tank unless the tank was really bad. or unless you're far enough away from the tank that you can shoot them without them firing back at you which is why gunners can even be better than pics in some regards. Say in field when you lost the warfactory, it's better that you attack flame tank rushes or stank rushes before they reach your base so that at least by the time they get to teh AGT they don't have 7 flame tanks all ready to attack. Now if you had LCGs you would have to wait till they come up right up to you. Not only are gunners better against tanks though, but they're good against infantry if you know hwo to use them. Good deal for 400 credits i think

Oderint, dum metuant.
It is not the critic who counts; not the man who points out how the strong man stumbles, or where the doer of deeds could have done them better. The credit belongs to the man who is actually in the arena, whose face is marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; but who does actually strive to do the deeds; who knows great enthusiasms, the great devotions; who spends himself in a worthy cause; who at the best knows in the end the triumph of high achievement, and who at the worst, if he fails, at least fails while daring greatly, so that his place shall never be with those cold and timid souls who neither know victory nor defeat. - Theodore "Teddy" Roosevelt

[Updated on: Fri, 02 February 2007 06:41]

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Re: gunner & laser chaingunner - vehicle kill stats [message #243470 is a reply to message #242886] Mon, 05 February 2007 10:11 Go to previous messageGo to next message
Zombieguy
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lol!

I seem to agree with your statement (after 3 nights of playing). Indeed, the LCG does have it's weakness but the gunner has great range and can sap infantry health like water.


http://img34.imageshack.us/img34/8613/zombeiguysiggy.png

[Updated on: Mon, 05 February 2007 10:13]

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Re: gunner & laser chaingunner - vehicle kill stats [message #243548 is a reply to message #95867] Mon, 05 February 2007 13:47 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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General (1 Star)
They're both exemples infantry being worth their cost (doesn't happen often)...LCG are extremely useful at killing off vehicles sitting on the Complex Airstrip and 3 of them will completely rape Orcas on Walls/fly if you mess up the start...Gunners are good for pointwhoring, killing any infantry up close, destroying small vehicles and guarding beacons.

lol
Re: gunner & laser chaingunner - vehicle kill stats [message #243672 is a reply to message #95867] Mon, 05 February 2007 22:46 Go to previous message
MrWiggles is currently offline  MrWiggles
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i prefer the missile cart

im best rene
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