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View Full Version : KE or CE... yea that really old question



smkyb2211
01-31-2007, 06:31 AM
Im new to this forum, but i know that people hate over played questions but i have to ask.... KE or CE... Cause i have noticed that i get more 1 or 2 shot kills with KE but with CE i usually elimiate weapons and legs faster. So yea my question is KE or CE ammo?

*Zaha Torte*
01-31-2007, 07:45 AM
The only reason you get the 1-2 shot kills with KE is because you hit the cockpit and the CE you missed and hit their weapons instead.

CE will always do more damage. Every part in the game (with the single exception of the downloadable high CE armor) has low CE defense, and thus these rounds will do considerably more damage. Cockpits are fodder to CE rounds.

KE damage is stronger per shot at point blank range, but everything has high KE defense, making the damage smaller than CE. Plus, over range, KE loses its punch, getting weaker and weaker. CE keeps the same power even at max range.

For example... If an SC200 using KE is doing some 1900dmg (estimated) KE and fires at an enemy 1000 meters away who is using a C20 cockpit with (estimated) 58 KE defense. That shot will probably only do about 500 dmg max. He'll hardly feel it.

If an SC200 loaded with CE is doing some 1700dmg (estimated) CE and fires at an enemy 1000 meters away who is using a C20 cockpit with (estimated) 28 CE defense (everything has considerably smaller CE defense than KE). That shot will probably do about 1400 dmg or so. He'll be hurting. Bad.

While my numbers are not exact, they are there to prove a point. Hope it helps.

GUNWITCH666
01-31-2007, 09:13 PM
I've often wondered in regards to KE rounds, especially in regards to sniper cannons. At what range would a snipers KE round start to lose damage points? Is it from the barrell as soon as it's shot, or at its listed range?

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Road Rash
01-31-2007, 11:35 PM
I believe they start losing power when they start arcing downward.

Kard
02-01-2007, 08:11 AM
anyone who votes for KE must not use canons or sniper canons. This question is rhetorical.

*Zaha Torte*
02-01-2007, 10:32 AM
KE rounds lose damage the moment it leaves the barrell... This has been tested in the past.

fkngrvn
02-04-2007, 09:57 AM
KE rounds lose damage the moment it leaves the barrell... This has been tested in the past.

I believe KE rounds lose their effectiveness once the shell starts arcing down at the end of its trajectory. This would signify a loss in velocity which directly translates into a reduction of kinetic energy. KE rounds rely on velocity to penetrate whereas CE rounds rely on technology (superheated liquid metal penetrator) to destroy.

So to recap, as long as the KE shell maintains a flat trajectory, it will cause max damage. As soon as it loses this flat trajectory, the KE damage is reduced.

To clarify for newbies....KE for bases....CE for hounds!!!!!!!!!!

Melodic
02-04-2007, 11:38 PM
Personally, I prefer KE rounds. I know the hardcore snipers will tear me apart for this, but I am far less effective with HEAT-based rounds.

Don't ask me why this is so! I prefer to do my sniping from as far-back as possible, and the velocity of the KE rounds, plus their longer maximum range, really helps me out. Mebbeh I just like it 'cause it gives me more time to hit the broad sides of barns!

InsomniacsDream
02-05-2007, 08:08 PM
Well all this may change soon :P With the new patch coming out, you never know... KE damage might be the way for some of the sniper cannons o.0

ixnaydude
02-06-2007, 06:37 AM
Well all this may change soon :P With the new patch coming out, you never know... KE damage might be the way for some of the sniper cannons o.0

What new patch? Can you post a link to this information?

Thanks,
Ixnaydude

Cobra N
02-06-2007, 06:43 AM
Check announcements and the general area for details.

Slight delay, hopefully out later today or pos tomorrow.

ixnaydude
02-06-2007, 06:47 AM
Check announcements and the general area for details.

Slight delay, hopefully out later today or pos tomorrow.

Yeah, sorry about that...got all excited about the update and didn't look.

Thanks and sorry for my impatience.
Ixnaydude

Iduno
02-11-2007, 12:50 PM
wow just changed to ce rounds and suddenly anything that gets in the way of my sniper is just so much scrap metal going to be using these for a lonnnngggg time (unless they get nerfed)

InsomniacsDream
02-11-2007, 03:57 PM
I saw on the topic where the parts are listed, with their changes, increases in green, decreases in red... Shows how much change in a number value and percent too...

Said Himmis had 2244 KE damage or something like that... Since I was in the middle of a match (sometimes I need something to help me with my patience :P), I started getting INSANELY excited... almost thought of DCing to try it out :P Luckily, I didn't... and found it was a typo :S 1244 or however much... dang...

And Himmis have almost no recoil, for those of you that were wondering why I was excited... not to mention the greater round velocity, even if it does come at the price of 900 range... but how many CE rounds have a range above that? HMMMM!??!...

I dunno, I THINK 2244 KE damage would be more than 1500 CE o.0

*Zaha Torte*
02-11-2007, 04:24 PM
I saw on the topic where the parts are listed, with their changes, increases in green, decreases in red... Shows how much change in a number value and percent too...

Said Himmis had 2244 KE damage or something like that... Since I was in the middle of a match (sometimes I need something to help me with my patience :P), I started getting INSANELY excited... almost thought of DCing to try it out :P Luckily, I didn't... and found it was a typo :S 1244 or however much... dang...

And Himmis have almost no recoil, for those of you that were wondering why I was excited... not to mention the greater round velocity, even if it does come at the price of 900 range... but how many CE rounds have a range above that? HMMMM!??!...

I dunno, I THINK 2244 KE damage would be more than 1500 CE o.0

Not if the cockpit KE defense is 58 and the CE defense is 21. You have to take that into consideration, as that is the case with MANY of the pits.

The CE, in that instance as well as most, would do double the damage.

InsomniacsDream
02-11-2007, 08:36 PM
But you're forgetting... its coming from a HIMMIS sniper... you can fire 4 of these accurately in almost any pattern that keeps physics in mind... and even some that don't o.0

If that would have been the case, you would see a whole new kind of terror on the battlefield... Cuz think about it... not only would it work as a anti-Hound sniper, but it could also be used as a munitions sniper... You would see a whole new method of base killing. You see the base, you unload into it, and before the karts could get to your base, you'd already have theirs a smoking heap... Granted, I'm not sure if this would work :P Dosn't really matter anymore though... dang :S

cokehed
02-11-2007, 09:19 PM
This formum must be pre-patch ............because you guys sound so good at snipeing......to bad your not doing it now :cry: .......I miss my cockpit getting blown out from about 1200meters.

InsomniacsDream
02-11-2007, 09:27 PM
I've managed some pretty good sniper builds... if nothing else, I'm even better at sniping because I don't have anything to counter me... rarely do I ever see anything good enough to be called a sniper, so I can keep my head out as long as I want... I still use the "tree method"... but you'll see, there are snipers out there, some of us just want our new designs under wraps >.>

voodooSix
02-12-2007, 04:32 AM
i hate being stingy and only using my new one vs cpu, but till we get something decent to shoot at itll stay under wraps and within the squad.

kyoryu
02-12-2007, 08:43 AM
Not if the cockpit KE defense is 58 and the CE defense is 21. You have to take that into consideration, as that is the case with MANY of the pits.

The CE, in that instance as well as most, would do double the damage.

You also have to consider that, at least pre-patch, penetration did not translate into damage in a linear fashion. I have no idea what it does now, though. Anyone wanna test it? :)

*Zaha Torte*
02-12-2007, 10:18 AM
But you're forgetting... its coming from a HIMMIS sniper... you can fire 4 of these accurately in almost any pattern that keeps physics in mind... and even some that don't o.0

If that would have been the case, you would see a whole new kind of terror on the battlefield... Cuz think about it... not only would it work as a anti-Hound sniper, but it could also be used as a munitions sniper... You would see a whole new method of base killing. You see the base, you unload into it, and before the karts could get to your base, you'd already have theirs a smoking heap... Granted, I'm not sure if this would work :P Dosn't really matter anymore though... dang :S

...No.

You could unleash 6 Himmis with full ammo and the highest KE rounds, you're not going to take out a base.

You're not even going to significantly damage it.

Snipers are not efficient for base destruction, doesn't matter how you look at it.

InsomniacsDream
02-12-2007, 02:05 PM
I was thinking 6*6 (so 36) himmis, with 2244 KE damage (little less than a HVG round, if you think about it)... Since you can fire at a range of 1000, and don't need quite so good stability as you do with howitzers, not to mention that you can hit the base dead on with all shots, that means you could essentially down it in what, 2 shots from all 6 people? I dunno, it was just an idea... obviously it wouldn't work very well on some maps, but on, say, Cecil Plains (I think), where base 4 is on a hill and opposing base 5 is across a long expanse, you could essentially snipe their base before they could even get to you...

I dunno, it was just a thought :S Too bad it dosn't work though...

*Zaha Torte*
02-12-2007, 07:51 PM
That is a LOT of himmis, I don't anticipate an entire squad using them to that effect just to take out a base...

...Besides, among reload times and positioning for the shot, it'd take too long.

And you presume the enemy is going to stand by and let it happen.

sledge2594
02-12-2007, 07:59 PM
Um..sabres with CE are the most powerfull snipers in the game.

InsomniacsDream
02-12-2007, 10:31 PM
Thank you captain obvious...

Also, Zaha, if your on a certain map (such as cecil plains, for example), and you see that their base is this base, you can run all Himmis snipers, and easily get into range. Yea, its going to take a while to get positioning, but it wouldn't take extremely long otherwise anyway. Also, with how many people run assist parts and such now that splash is almost non-existent, you could EASILY shoot them through that part for easy kills with no defense... food for thought ;)

I'm dropping the subject though, if you don't mind o.0

CE owns joo! Cept the Sal Kar pits... those it dosn't really matter too much o.0

kyoryu
02-13-2007, 08:25 AM
In terms of how long it actually takes to kill something, sniper cannons are some of the WORST weapons in the game. No, really.

What makes them good is the fact that most people run CE rounds, their extreme range, and the fact that you can put 3/4 sniper rounds into the same part at 1000m.

None of those really help too much with base-killing.

Has anyone timed taking down a base in trial with 4 sniper cannons?

snipersnightmar
03-20-2007, 03:50 AM
i personally use heat rounds wit my sabers for easy kills

Cobra N
03-20-2007, 05:56 AM
Has anyone timed taking down a base in trial with 4 sniper cannons?

I think I tried 6 SC200's using KE ammo once, took around 2 minutes+

A. Gamer
03-20-2007, 06:53 AM
Has anyone timed taking down a base in trial with 4 sniper cannons?

MSK-SC200 using APFSDS-TN180 requires 74 rounds to level a base while within the usable 'range' of the weapon (i.e. <1200)... KE projectile damage drops very quickly once outside of the 'range', so even though you can see/hit the base from a lot further, you will want to get into the range before firing in order to inflict the most damage with each shot.

It takes 830 seconds to unload all 74 rounds individually (not based on visible stats, actually stop-watch values).

A hound with 4x MSK-SC200 can level a base in 207 seconds (i.e. 3+ minutes), but will NOT have any ammo to spare when using standard load-out.

A hound with 6x MSK-SC200 can level a base in 138 seconds (i.e. 2+ minutes), and will have about 5 rounds to spare in each weapon.

MonkeykingZX
04-25-2007, 04:05 PM
i use both within a quad 2 ke 2 ce gives a mix and no matter what the armour something is bound to get through.... ussualy at least