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81. Madruger I understand, what is Marauder? - in Rookie Training Grounds [original thread]
ChromeBreaker wrote: A Madruger IS a Marauder. Marauder is the class of vehicle I thought that only the Sagaris and the Surya were marauders....stop confusing him.
- by Beren Hurin - at 2013.02.27 13:39:00
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82. Forge guns/Railguns do more damage to??? - in Rookie Training Grounds [original thread]
KalOfTheRathi wrote: Forge Guns standard range is optimal at 300m (max at 400m). 25% for Heavy Weapon Sharpshooting should never be forgotten if the one that hit you is not Militia or simply Forge Gun. I can pop a Militia HAV with one clip fr...
- by Beren Hurin - at 2013.02.27 13:29:00
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83. Forge guns/Railguns do more damage to??? - in Rookie Training Grounds [original thread]
Pretty sure, just to be clear, with forge guns, that when you look at an infantry's shields it says weapon efficiency is 150% i.e. +50% damage, and when you look at shieldless infantry with armor it says 100%. Therefore it is not evenly applied. F...
- by Beren Hurin - at 2013.02.27 13:23:00
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84. Logi-bros Shield or Armour? - in Rookie Training Grounds [original thread]
Like everything, it depends on what you want to do, your gun game, what weapon you have etc. Shields are more about the hit and run. Especially when you can get a good recharge rate. A completely legitimate option would be an extender, recharger,...
- by Beren Hurin - at 2013.02.27 12:53:00
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85. Madruger I understand, what is Marauder? - in Rookie Training Grounds [original thread]
So the skill itself has a modifier based on its level, but then the tank itself has a modifer based on the level of skill you have trained, then the turrets have a proficiency and damage modifier, then there's the turret operation damage modifier....
- by Beren Hurin - at 2013.02.26 21:35:00
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86. The Role of the Sniper - in Rookie Training Grounds [original thread]
Yeah +1000. I have decided that snipers need to consistently get 30+ kills a game to be effective and worth it for their team. Your point about them not contributing to the frontlines of skirmish is really important. The only time they could compe...
- by Beren Hurin - at 2013.02.26 13:07:00
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87. BPO? - in Rookie Training Grounds [original thread]
Some have suggested that what we as mercenaries actually own are mostly blueprints, or more like licenses to consume a materialized piece of equipment until it gets destroyed. What we will probably eventually have to supply is the materials requir...
- by Beren Hurin - at 2013.02.24 18:34:00
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88. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
Musta Tornius wrote: Beren Hurin wrote: St-1 missile/fragmented/cycled= 100m Accelerated st-1= 140m Also noted that supply depots and CRUs have a critical zone with more weakness at their tops. Testing next tier... Are those max ranges...
- by Beren Hurin - at 2013.02.23 17:18:00
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89. Shield regulators - in Rookie Training Grounds [original thread]
I'm not sure I totally get the recharging mechanics. I'm not sure the delay applies for all damage. I think I've healed while taking damage before. It might require damage over one reps worth...? Thoughts?
- by Beren Hurin - at 2013.02.23 05:23:00
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90. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
St-1 missile/fragmented/cycled= 100m Accelerated st-1= 140m Also noted that supply depots and CRUs have a critical zone with more weakness at their tops. Testing next tier...
- by Beren Hurin - at 2013.02.23 04:03:00
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91. ITT: Spreadsheets - in Rookie Training Grounds [original thread]
IMPORTANT: This is INSIDE your optimal range only. Most of this comes through watching youtubes of users. So I'm not looking at every gun, but I think the data is the same across all tiers of weapons. They have different modifiers for head damage ...
- by Beren Hurin - at 2013.02.21 16:14:00
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92. Sticky:[GUIDE] Weapon Ranges & Optimals (Proto HMGs added) - in Rookie Training Grounds [original thread]
I can get all small missile turrets, I'll work on them tonight. Honestly while people are checking these things, I think this would be the post to put the % damage modifier against shield/armor for all the different weapons as well.
- by Beren Hurin - at 2013.02.21 14:33:00
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93. ITT: Spreadsheets - in Rookie Training Grounds [original thread]
When you look at a target and you are inside your optimal you see a weapon efficiency stat. When the target has shield it's for their shield when shield is 0 its the weapons damage against armor. Each gun seems to have different modifiers against ...
- by Beren Hurin - at 2013.02.20 22:31:00
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94. ITT: Spreadsheets - in Rookie Training Grounds [original thread]
I'd like to work on something that shows the % damage modifier to shields and armor of the different weapon classes. Would you be up for helping with that?
- by Beren Hurin - at 2013.02.20 20:58:00
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95. Collection of Known Knowledge Dust 514 - in Rookie Training Grounds [original thread]
pegasis prime wrote: Beren Hurin wrote: Has anyone done dropsuit shield and armor mods yet? hell yea the complex armour rep and complex rep are awesome when combined with two complex shield extenders on my heavy your almost invincible def...
- by Beren Hurin - at 2013.02.20 18:28:00
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96. ITT: Spreadsheets - in Rookie Training Grounds [original thread]
Careful don't reinvent the wheel. There are already a bunch of tables here and chribba will eventually probably get most of the items from the market up here
- by Beren Hurin - at 2013.02.20 13:57:00
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97. Burst HMG vs normal, any real reason for using it? - in Rookie Training Grounds [original thread]
Also, my guess is that the burst works better for the sheild tank as well. Armor tanked heavies can take a little more damage allowing you to stand there for longer spraying.
- by Beren Hurin - at 2013.02.19 20:11:00
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98. Remote explosives:How much actual damage do they do? - in Rookie Training Grounds [original thread]
I haven't killed vehicles with remote explosives, I have with proximity mines. Proximity mines will beep when you are near one in a vehicle. I don't think remote explosives do. That said, I'm sure that a single proximity mine hits significantly ha...
- by Beren Hurin - at 2013.02.19 19:08:00
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99. is Assualt type A suit alot better than the type 2 assualt suit - in Rookie Training Grounds [original thread]
type II is a shield version of the type 1. Type A is an improved type 1. The extra PG, CPU and highslot means that you can put more and better weapons on it. Its not worth it if you don't have all your base skills up.
- by Beren Hurin - at 2013.02.19 18:34:00
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100. Ambush Scout - in Rookie Training Grounds [original thread]
0 Try Harder wrote: Beren Hurin wrote: In other words if you are even moderately dampened you have a much greater area in a person's TACNET where you won't appear unless they are training you with their rifle. The problem is that most dec...
- by Beren Hurin - at 2013.02.19 17:50:00
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