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KalOfTheRathi
Black Phoenix Mercenaries
576
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Posted - 2013.08.21 05:11:00 -
[1] - Quote
Firing a LRGT at another results in 109% efficiency. Regardless of Turret Operations level.
To test simply compare against any tanker or gunner then against a newly created character. The first shot is 109%, all others are 89% and the damage done is the same. It take four shots to destroy another turret. Even if Large Hybrid Turret is greater than Zero.
Which makes me suspect this is probably true when said Turret is on a tank I would suspect. I will have to verify it later.
Is this yet another case were the math in DUST is ignored when convenient for Devs but not for players? Or, is that math is just wrong as can be the case as well? No, that cannot be right because there is No Difference at all.
What are the Skill levels for if they don't provide the bonuses advertised? Just buying bigger guns, I guess. If the gun is big enough then I would not recommend wasting any additional SP in a Skill that fails to provide its documented benefit.
Exactly what QA process checks to see if the promised values actually make it into the game. This is beyond frustrating. Must the players double check every single item for every single release or patch? We are no longer in Beta. At least, that is what I heard.
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KalOfTheRathi
Black Phoenix Mercenaries
576
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Posted - 2013.08.21 11:20:00 -
[2] - Quote
The claim during Chromosome and earlier was that the skills of the operator modified the output of whatever turret they were using.
Now in the HAV the base is supposedly the Driver. The Owner is unable to even equip something they are not skilled in, just like the rest of DUST. But, the Turret has a base that was previously Modified by the Driver And the Gunner.
However, I have tested with Zero skills and mid-range skills (TO lvl 3, LHT lvl 2-3). There is Zero difference in damage from Large Rail Gun Turrets. They take four hits to knock out a LRGT (Large Rail Gun Turret aka Installation). The final amount of armor is 63hp, after three rounds just as the fourth round is fired. If any skill bonuses had been in effect than that 63hp would have been stomped on, easily.
lvl 3 Turret Operation would bring the ~1100/1200 LRGT* up by 66/72. Three rounds of that would finish the Installation off without the fourth round being needed. This even includes the shields having a brief regeneration although with the small delay for three rounds might only add up to 100hp.
I have been playing since the beginning of Closed Beta. The Chromosome release, as well as the one before it, the turret damage increased for Gunners.
I just feel foolish for not checking it Before I spent SP on it for a Gunner. My Tanker has no choice, without the Skills they cannot equip the desired STD/ADV/PROTO turrets.
* The LRGT used in Installations is not defined so it might or might not map to a turret available to Mercs. After all, the Merc cannot spin a turret > 120 degrees and pin point hit a drop ship and the Installations can do it easily. |
KalOfTheRathi
Black Phoenix Mercenaries
576
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Posted - 2013.08.21 11:22:00 -
[3] - Quote
Korvin Lomont wrote:I am pretty sure the turret operation skills refers only to tank turrets... It didn't used to.
Regardless of whether they are supposed to support Installation they don't seem to work in a tank either. Explain that.
I have more testing to do to verify it one way or the other. But, my quick test says it isn't working. All the damages are exactly the same. |
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