You explain volleys, that's fine, there may be some people who don't know the term - I do
Volley Fire Rate :
A volley of 1 [S] is a single shot and a volley of 2 [M] is two shots, 0.25 sec apart aka
volley fire rate.
Comparing
volley fire rates does not really make sense, not only in this case, but when you are comparing values, substituting 0 (zero) for the
fire rate is even less appropriate. See the resulting +11.75 secs.
Intercept Fire Rate and
Shots per Volley :
The Epsilon Torpedo component's interception time is 15 seconds, and it distributes its shots evenly over that time.
Therefore 1x 15 secs for [S] and 2x 7.50 secs for [M] within 15 secs.
That's also clear, it's there to show all differences between the two components [S] and [M].
Unfortunately, you stop when you get to the part that needs explaining.
Intercept Fighter Damage Rate &
Intercept Seeking Damage Rate :
5.76/sec is 4x 1.44/sec
Shots per Volley and
Intercept Fire Rate are consistent with all the values starting with
Size, except for two of the unmarked values (yellow rounded rectangles).
Based on all these values, we can assume, that [M]-launchers can fire twice as many
Epsilon Torpedoes as [S]-launchers in the same amount of time.
If that's true, and so far it makes sense, how come the [M]-launcher's
interception damage rates per second are
quadrupled instead of
doubled?
The CODE part shows the different values in data\ComponentDefinitions.xml for the v3 of both components.
The xml looks fine to me. My underlying question is, are the
interception damage rates in question just being displayed incorrectly, or are the incorrect
interception damage rates being used in-game?
I do a lot of testing, but I've never done any weapon testing like other members here.