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Sir Petersen
Valhalla Nord
302
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Posted - 2013.08.22 14:47:00 -
[61] - Quote
Yes they are. |
Reav Hannari
Red Rock Outriders
1002
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Posted - 2013.08.22 14:47:00 -
[62] - Quote
OK, I went ahead and logged in to do some math.
Freedom MD with proficiency 3 does 139 damage per round for splash which is 111 to shields or 166 to armor per second. The Freedom fires 1 round per second. I think we can all agree that's pretty much a guaranteed hit under many conditions. Direct damage was not figured because that is not how most MD users aim.
Duvolle AR with proficiency 3 does 40 damage per round which is 48 to shields or 32 to armor (I think) for 600 or 400 per second. The AR fires 12.5 rounds per second. You need to land 18% of your shots to match the damage potential of the Freedom against shields or 41% when against armor.
What is the shield buffer on a Caldari Assault and Logistics? I run a hybrid tank on a Minmatar Logistics and my best suit would take at least 3 shots to strip my shields and just over 2 to finish off my armor. That's 5 shots over 5 seconds. During that time the Duvolle has the potential to do over 2,000 points of damage if all the rounds hit. If I was carrying a Freedom you'd have to land better than 35% of your shots before I took down another Minmatar Logistics fit the same way but with a Duvolle.
The Freedom user has the ability to hit multiple enemy but then they have the ability to apply more damage if they are facing a single MD user.
Let me know if I failed at math anywhere. I'm just trying to compare the damage potential here. This analysis is not intended to support either side. |
Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 14:49:00 -
[63] - Quote
ZDub 303 wrote:... Those are the blast radii from Chromosome if you pulled them off the web...
Thanks for posting those.
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ZDub 303
TeamPlayers EoN.
1732
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Posted - 2013.08.22 14:49:00 -
[64] - Quote
Beren Hurin wrote:ZDub 303 wrote:Reav Hannari wrote:I'm not logged in right now. What's the direct and splash damage for a Freedom with skills but no damage mods? Freedom Mass Driver Direct Damage: 266.2 HP Splash Damage: 127.6 HP Blast Radius: 4.4m (5.5m with operation 5) However these stats can't show the full picture. I actually counted last night going against a Freedom Mass Driver, it took him 4 shots to kill me while I was trying to take him down. my hp: 502 Shields 163 Armor Seems mathematically impossible for that to happen no matter how many damage mods you stack. Something is very wrong with explosives damage calculation, I can't imagine any of the hits against me were direct hits either I could see the shots after all. You're sure nothing else hit you?
It was 1v1, I watched my health go down cause I knew my logi wouldn't have the move speed to dodge his rounds. Unless each shot was timed perfect with the MD explosions and nothing else hit... yeah.
I'll say im 95% sure nothing else hit me. |
Palatinate
Gravity Prone EoN.
34
|
Posted - 2013.08.22 14:49:00 -
[65] - Quote
Tired of people saying the AR is easy mode. A gun that 80% of the time you have to ADS Vs. a weapon that probably doesn't even need a sight? I told my friend to spec into the MD and hes a relatively new player. He went 16-2, 13-3 and 12-1 in his first 3 matches. |
Justin Tymes
Dem Durrty Boyz
341
|
Posted - 2013.08.22 14:50:00 -
[66] - Quote
Palatinate wrote:Tired of people saying the AR is easy mode. A gun that 80% of the time you have to ADS Vs. a weapon that probably doesn't even need a sight? I told my friend to spec into the MD and hes a relatively new player. He went 16-2, 13-3 and 12-1 in his first 3 matches.
Lol pub logic has already been refuted multiple times, find a new arguing point. |
semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 14:53:00 -
[67] - Quote
ZDub 303 wrote:semperfi1999 wrote:ZDub 303 wrote:Reav Hannari wrote:I'm not logged in right now. What's the direct and splash damage for a Freedom with skills but no damage mods? Freedom Mass Driver Direct Damage: 266.2 HP Splash Damage: 127.6 HP Blast Radius: 4.4m (5.5m with operation 5) However these stats can't show the full picture. I actually counted last night going against a Freedom Mass Driver, it took him 4 shots to kill me while I was trying to take him down. my hp: 502 Shields 163 Armor Seems mathematically impossible for that to happen no matter how many damage mods you stack. Something is very wrong with explosives damage calculation, I can't imagine any of the hits against me were direct hits either I could see the shots after all. I dont have dust pulled up but the info I have has blast radius for the MD being 4.8 for normal MD and 7.2 for assault...is this not correct? Those are the blast radii from Chromosome if you pulled them off the web. Boundless is now 6.6m
Thats good to know now I need to readjust my numbers... I dont want my numbers too look to high because I am being factual.
So its 5.5M and 8.25 radius....still large. In reality the blast radius for a full upgraded MD should be 4.5 for regular and 6.5 for assault. |
ZDub 303
TeamPlayers EoN.
1732
|
Posted - 2013.08.22 14:53:00 -
[68] - Quote
Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD. |
Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 15:00:00 -
[69] - Quote
ZDub 303 wrote:Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD.
The problem with LAVs killing was the collision system registering the hit many times amplifying the damage done to crazy levels. I'd interested to know how the explosion damage was 'fixed' going from only detecting on a plane to being a sphere. Hopefully, it wasn't the same programmer. ;-)
The Core Locus does 600 damage, so about 480 to shields. You should have had something left over. |
semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 15:01:00 -
[70] - Quote
Reav Hannari wrote:OK, I went ahead and logged in to do some math.
Freedom MD with proficiency 3 does 139 damage per round for splash which is 111 to shields or 166 to armor per second. The Freedom fires 1 round per second. I think we can all agree that's pretty much a guaranteed hit under many conditions. Direct damage was not figured because that is not how most MD users aim.
Duvolle AR with proficiency 3 does 40 damage per round which is 48 to shields or 32 to armor (I think) for 600 or 400 per second. The AR fires 12.5 rounds per second. You need to land 18% of your shots to match the damage potential of the Freedom against shields or 41% when against armor.
What is the shield buffer on a Caldari Assault and Logistics? I run a hybrid tank on a Minmatar Logistics and my best suit would take at least 3 shots to strip my shields and just over 2 to finish off my armor. That's 5 shots over 5 seconds. During that time the Duvolle has the potential to do over 2,000 points of damage if all the rounds hit. If I was carrying a Freedom you'd have to land better than 35% of your shots before I took down another Minmatar Logistics fit the same way but with a Duvolle.
The Freedom user has the ability to hit multiple enemy but then they have the ability to apply more damage if they are facing a single MD user.
Let me know if I failed at math anywhere. I'm just trying to compare the damage potential here. This analysis is not intended to support either side.
Yes but there are other things that are hard to quantify as well. For instance if you are in the MD blast radius then when you get hit it causes your aim to jerk upwards. The amount of jerking for you aim is significant enough that it takes about a second (maybe a tad bit less) for your aim to be adjusted back down (its done automatically). During that time you shots will obviously go wide and not hit your target. Like you said the MD fires ~1 round a second lets say. So MD can fire mess with your aim and by the time you aim recovers the MD can fire again...thus continuing to force the weapon off of target. This essentially means that a MD user can effectively take an AR user head to head and will actually not have to worry about being shot back. |
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Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 15:02:00 -
[71] - Quote
Someone needs to do a controlled test. That someone should be CCP of course but if you posted a video showing one shot at a time from a Freedom and counted the damage it could help. |
semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 15:03:00 -
[72] - Quote
ZDub 303 wrote:Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD.
Actually I have noticed this too. I have 479 shields and 163 armor on my minmatar assault and core locus nades do seem to insta kill me. |
Beren Hurin
The Vanguardians
1154
|
Posted - 2013.08.22 15:04:00 -
[73] - Quote
Reav Hannari wrote:ZDub 303 wrote:Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD. The problem with LAVs killing was the collision system registering the hit many times amplifying the damage done to crazy levels. I'd interested to know how the explosion damage was 'fixed' going from only detecting on a plane to being a sphere. Hopefully, it wasn't the same programmer. ;-) The Core Locus does 600 damage, so about 480 to shields. You should have had something left over.
Yeah, Chribba has posted in reddit a couple of times the damage he has received, normally from someone dropping a tank on him.
http://i.imgur.com/1fNsqHF.jpg
There is no way that anyone could realistically do that amount of damage in a game, unless you ARE the MCC. I've heard some theories that bodies and heads are BOTH taking damage from explosion splash. |
ZDub 303
TeamPlayers EoN.
1732
|
Posted - 2013.08.22 15:04:00 -
[74] - Quote
Reav Hannari wrote:Someone needs to do a controlled test. That someone should be CCP of course but if you posted a video showing one shot at a time from a Freedom and counted the damage it could help.
Wolfman said he already tested and found no problems, he couldn't replicate what Aeon found in his video of testing on Oceania. |
semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 15:04:00 -
[75] - Quote
Reav Hannari wrote:Someone needs to do a controlled test. That someone should be CCP of course but if you posted a video showing one shot at a time from a Freedom and counted the damage it could help.
Its hard to test now that CCP had the brilliant idea of making PC and removing the corp battles option. |
Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 15:07:00 -
[76] - Quote
semperfi1999 wrote:Yes but there are other things that are hard to quantify as well. For instance if you are in the MD blast radius then when you get hit it causes your aim to jerk upwards. The amount of jerking for you aim is significant enough that it takes about a second (maybe a tad bit less) for your aim to be adjusted back down (its done automatically). During that time you shots will obviously go wide and not hit your target. Like you said the MD fires ~1 round a second lets say. So MD can fire mess with your aim and by the time you aim recovers the MD can fire again...thus continuing to force the weapon off of target. This essentially means that a MD user can effectively take an AR user head to head and will actually not have to worry about being shot back.
Honestly, all weapons except the laser rifle should cause at least a little knock back, including the AR. Since the MD is intended to be an AOE weapon I could see the rate of fire being dropped but retaining the shock and obscuring effects for gameplay balance. The battlefield should be a violent place and if someone has the initiative they should be able to keep the enemy off balance to some degree. Where the balance between combat sim and gameplay is I have no idea though. |
ZDub 303
TeamPlayers EoN.
1732
|
Posted - 2013.08.22 15:08:00 -
[77] - Quote
Reav Hannari wrote:ZDub 303 wrote:Another thing i've noticed, I know other people in TP have noticed this.
My shield stacked cal logi 502/163 will often taken 900 damage from a core locus and i'll be one shot.
I've heard similar reports from other shield stacked players as well.
Something is seriously wrong with explosives in this game.
i've been hit by a militia locus for 600 damage before too.
Either situation is mathematically impossible as well, same with how I died in 4 shots from that freedom MD. The problem with LAVs killing was the collision system registering the hit many times amplifying the damage done to crazy levels. I'd interested to know how the explosion damage was 'fixed' going from only detecting on a plane to being a sphere. Hopefully, it wasn't the same programmer. ;-) The Core Locus does 600 damage, so about 480 to shields. You should have had something left over.
LAVs have nothing to do with I posted, unless you mean to say you think there is a similar bug with explosives applying damage multiple times?
Even if I had all armor a Core locus cannot do 900 damage, that's a 50% bonus straight through. Something aint right. |
Beren Hurin
The Vanguardians
1155
|
Posted - 2013.08.22 15:09:00 -
[78] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1176659#post1176659 Wolfman is tracking explosion application... |
Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 15:10:00 -
[79] - Quote
ZDub 303 wrote:LAVs have nothing to do with I posted, unless you mean to say you think there is a similar bug with explosives applying damage multiple times?
Even if I had all armor a Core locus cannot do 900 damage, that's a 50% bonus straight through. Something aint right.
Right. Just speculating that the damage could be applied multiple times like with the current LAV bug.
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semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 15:11:00 -
[80] - Quote
Reav Hannari wrote:semperfi1999 wrote:Yes but there are other things that are hard to quantify as well. For instance if you are in the MD blast radius then when you get hit it causes your aim to jerk upwards. The amount of jerking for you aim is significant enough that it takes about a second (maybe a tad bit less) for your aim to be adjusted back down (its done automatically). During that time you shots will obviously go wide and not hit your target. Like you said the MD fires ~1 round a second lets say. So MD can fire mess with your aim and by the time you aim recovers the MD can fire again...thus continuing to force the weapon off of target. This essentially means that a MD user can effectively take an AR user head to head and will actually not have to worry about being shot back. Honestly, all weapons except the laser rifle should cause at least a little knock back, including the AR. Since the MD is intended to be an AOE weapon I could see the rate of fire being dropped but retaining the shock and obscuring effects for gameplay balance. The battlefield should be a violent place and if someone has the initiative they should be able to keep the enemy off balance to some degree. Where the balance between combat sim and gameplay is I have no idea though.
Perhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. |
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semperfi1999
Imperfects Negative-Feedback
769
|
Posted - 2013.08.22 15:14:00 -
[81] - Quote
Reav Hannari wrote:ZDub 303 wrote:LAVs have nothing to do with I posted, unless you mean to say you think there is a similar bug with explosives applying damage multiple times?
Even if I had all armor a Core locus cannot do 900 damage, that's a 50% bonus straight through. Something aint right. Right. Just speculating that the damage could be applied multiple times like with the current LAV bug.
It would be interesting if this is in fact the problem and turns out to be the reason why the MD is OP. If there is a problem with explosives that is affecting the MD then I would be willing to hold off on any nerfs until that fix is made............
Sheesh CCP is just so bad its just funny. |
Reav Hannari
Red Rock Outriders
1002
|
Posted - 2013.08.22 15:16:00 -
[82] - Quote
semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done.
When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them.
Eh, crazy idea. Just putting it out there.
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ZDub 303
TeamPlayers EoN.
1733
|
Posted - 2013.08.22 15:18:00 -
[83] - Quote
Reav Hannari wrote:ZDub 303 wrote:LAVs have nothing to do with I posted, unless you mean to say you think there is a similar bug with explosives applying damage multiple times?
Even if I had all armor a Core locus cannot do 900 damage, that's a 50% bonus straight through. Something aint right. Right. Just speculating that the damage could be applied multiple times like with the current LAV bug.
A lot of people still speculate that direct and splash damage will stack in some cases..
I also wonder if the game is accidentally calculating and applying the splash damage to two difference 'damage points' on each players ragdoll.
We already know that splash damage is calculated by 'searching' for certain points on a body and calculating range that way... its very possible its finding multiple points and applying damage multiple times?
Interesting speculation. |
semperfi1999
Imperfects Negative-Feedback
770
|
Posted - 2013.08.22 15:19:00 -
[84] - Quote
Reav Hannari wrote:semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them. Eh, crazy idea. Just putting it out there.
It would be too complex....CCP cant even get the ground right so you get stuck on it...you really think they would get this to be done correctly? |
ZDub 303
TeamPlayers EoN.
1733
|
Posted - 2013.08.22 15:20:00 -
[85] - Quote
semperfi1999 wrote:Reav Hannari wrote:semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them. Eh, crazy idea. Just putting it out there. It would be too complex....CCP cant even get the ground right so you get stuck on it...you really think they would get this to be done correctly?
They do get it right eventually.. it just usually takes 4-5 patches lol. |
semperfi1999
Imperfects Negative-Feedback
770
|
Posted - 2013.08.22 15:25:00 -
[86] - Quote
ZDub 303 wrote:semperfi1999 wrote:Reav Hannari wrote:semperfi1999 wrote:erhaps.....I think its kinda weird because we are in dropsuit can can drop from orbit and land unharmed on the planets surface....it seems odd that a small explosive would cause you to jerk (this is also why getting run over by an LAV does not make sense to me in this game). The biggest problem with balance is really the AOE..I would be willing to wait to see if a change to AOE would be enough to balance this weapon b4 anything else is done. When you drop you activate an inertial dampener to counter the fall. This brings up an interesting idea: activating the dampener when explosive weapons are being chucked your way as a counter. Maybe it would be a defensive module designed to counter them and you could switch to a suit fitted with them when you find yourself facing an enemy that is relying on them. Eh, crazy idea. Just putting it out there. It would be too complex....CCP cant even get the ground right so you get stuck on it...you really think they would get this to be done correctly? They do get it right eventually.. it just usually takes 4-5 patches lol.
Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing.......... |
ZDub 303
TeamPlayers EoN.
1733
|
Posted - 2013.08.22 15:27:00 -
[87] - Quote
semperfi1999 wrote: Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing..........
Yeah.... well I'm sure moving to uprising didn't help at all... so give them 4-5 more patches to fix the ground stick issues.
I know they are working on a new system to find these problems. |
semperfi1999
Imperfects Negative-Feedback
770
|
Posted - 2013.08.22 15:33:00 -
[88] - Quote
ZDub 303 wrote:semperfi1999 wrote: Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing..........
Yeah.... well I'm sure moving to uprising didn't help at all... so give them 4-5 more patches to fix the ground stick issues. I know they are working on a new system to find these problems.
Must be part of their 5 year plan......... |
ZDub 303
TeamPlayers EoN.
1734
|
Posted - 2013.08.22 15:39:00 -
[89] - Quote
semperfi1999 wrote:ZDub 303 wrote:semperfi1999 wrote: Really?? Because you still get stuck on the ground and that was a problem in August 2012 when I started playing..........
Yeah.... well I'm sure moving to uprising didn't help at all... so give them 4-5 more patches to fix the ground stick issues. I know they are working on a new system to find these problems. Must be part of their 5 year plan.........
lol too true. |
Tek Hound
Death In Xcess Corporation
35
|
Posted - 2013.08.22 15:51:00 -
[90] - Quote
Palatinate wrote:Tired of people saying the AR is easy mode. A gun that 80% of the time you have to ADS Vs. a weapon that probably doesn't even need a sight? I told my friend to spec into the MD and hes a relatively new player. He went 16-2, 13-3 and 12-1 in his first 3 matches.
1.They are 2.Ars went 25-0,14-1,16-1 3. Intelligence in pubs is a factor 4.Ars hitscan 5.Md required planning(distance, terrain, enemy health etc) 6.After biomass hit terminate |
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