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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Bojo The Mighty
Zanzibar Concept
2121
|
Posted - 2013.10.05 02:35:00 -
[451] - Quote
crazy space 1 wrote:why does the Assault Dropship even have a gun on the front, it's not useful
Just make a dropship with 4 small turret slots and call it the assault dropship.... Wut |
Spkr4theDead
International-Fleet
965
|
Posted - 2013.10.05 02:56:00 -
[452] - Quote
EternalRMG wrote:i had lost all hopes for this game, but after seeing what they are doing, hell i will give them another chance
PS: if you see a derpship killing you on 1.6, it might be me Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
It's been pushed back from 1.6. It's coming after that patch. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3265
|
Posted - 2013.10.05 07:37:00 -
[453] - Quote
Nguruthos IX wrote:CCP Logibro wrote:As far as the removed vehicle types go, we are looking to return them. However, we need to battle test the base variants first so we have a solid platform to work from.
As far as modules go, we will also looking at returning some (but not necessarily all) of them. Again, we need to cut down and get the basics battle tested before we can throw back in all sorts of good stuff.
As good as number crunching and internal playtesting may be, it's not as good as you guys fighting each other with these vehicles live. Which is why I might suggest not to belay deployment of this vehicle patch on account of balance concerns. That'll hammer itself out quicker on the live server than in a year of internal play-testing. Although I think waiting for all STD-racial variants may also be as prudent, Definitely would not bother doing internal testing past the point where it functionally Could go live.
Right, assuming that CCP actually balanced/fixed the things in an orderly manner. How long did we have to deal with Murder Taxi's after the 60% HP increase -hotfix-? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3265
|
Posted - 2013.10.05 07:39:00 -
[454] - Quote
Alpha 443-6732 wrote:Aeon Amadi wrote:Alpha 443-6732 wrote:CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) Man oh man, as long as AV becomes reworked accordingly, this may not be so bad after all. That's what I've been trying to tell you guys this entire time O_o; Most of us were probably waiting for an actual confirmation.
Lol, if you think CCP's stupid enough to re-organize vehicles in this manner without touching AV's (let alone touch vehicles at all) then you have too little faith =P Quit letting the forum-whiners get to you, they're game developers not interns xD |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 09:51:00 -
[455] - Quote
Turrets GÇó As mentioned above, weGÇÖll be adding ammunition to turrets. GÇó Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before. When you remove a small turret the seat is also removed from the vehicle.
EDIT: There appears to be a typo with the blaster turret damage numbers. We'll get proper numbers when we can
Click the image for full-size version.
If you want to work with these numbers a bit more you can also find all of these tables here in this spreadsheet.
We are looking forward to your feedback!
On behalf of CCP Wolfman, CCP Remnant and the rest of Team Kong CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro Turrent Blast Radius is not in meters such as 6 meter radius but you have a splash damage column then you have turrent blast radius which looks like a weaker form of splash damage but we don't know what the radius of the splash damage in meters is. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:08:00 -
[456] - Quote
The Attorney General wrote:Aikuchi Tomaru wrote:
I hope so. Before they touch AV we have to see how well the new vehicles will be. And I mean we have to see it in action.
If they don't nerf the crap out of FG's than these tanks won't last long at all. 7000 hp with no resists is going to be a quick funeral. As long as proto AV is out there, these tanks, from the stats will be even bigger coffins than the current batch.
Note : The best tankers don't tank alone ,I play proto FG and I can't take one smart tanker out that knows how to retreat back to cover while his buddy in his proto tank comes forward cleaning up the scraps. Currently I hit a Proto Armor tank with 6 to 8 Grimlock FG shots Lvl 5 prof and 2x Complex Damage mods and the Guy did not pop.9He was burning but he brought it back. Now when 4 Guys are in Tanks that are leveled up and it will happen what is one Forge gunner going to do?Grab his sniper rifle and snip behind the Red Line? Easy Win Button or use tactics You choose. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:23:00 -
[457] - Quote
NINJAPIRATEROBOTZOMBIE wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. Full Complete 100% Refund of all SP and Full 100% Refund of all BPC items. This should be what is talked about and the complete revamp of AV to run parallel to the upcoming vehicle changings. For once lets see you guys "CCP" put out a product that is worth logging on and enjoying. There is more to add like the outcome of this change and what it will effect for vehicles. I request also that a second respect be afforded once you hammer out all of the issues with this rollout as well. Putting points into something to only have it nerfed to oblivion isn't cool and you will find more that would rather make it rain in GTA V vise on these forums with QQ from all the no lube friction they receive from faults made by CCP. How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. |
Luther Mandrix
Planetary Response Organization Test Friends Please Ignore
118
|
Posted - 2013.10.05 10:26:00 -
[458] - Quote
Luther Mandrix wrote:NINJAPIRATEROBOTZOMBIE wrote:CCP Logibro wrote:As far as partial respecs/refunds for vehicle related stuff goes, they are on the table. No details yet, but that's because we're still discussing how we want to do it. We will let you know when we've decided how it will go down. Full Complete 100% Refund of all SP and Full 100% Refund of all BPC items. This should be what is talked about and the complete revamp of AV to run parallel to the upcoming vehicle changings. For once lets see you guys "CCP" put out a product that is worth logging on and enjoying. There is more to add like the outcome of this change and what it will effect for vehicles. I request also that a second respect be afforded once you hammer out all of the issues with this rollout as well. Putting points into something to only have it nerfed to oblivion isn't cool and you will find more that would rather make it rain in GTA V vise on these forums with QQ from all the no lube friction they receive from faults made by CCP. How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. What is 2 million SP ,I am at 24 million and I have been playing for less than a year. In three years with boosters I could have 72 million SP. No more Respecs CCP Just give us sp. |
KalOfTheRathi
Nec Tributis
787
|
Posted - 2013.10.05 11:29:00 -
[459] - Quote
Luther Mandrix wrote:How about this instead of a classic respect how about CCP Give the player x amount SP to be used by the player as they see fit, No more respecs but 1 to 2 million add on SP. WTF, mate?
Why would that even register. I have 6M+ SP in vehicles. Giving me 2M SP is an insult. Refund all Vehicle Command, Vehicle Operations and Turret Operations. 2M SP on top of that might even make me think about tanks again. Not much but it might.
I would have 3M SP more in but once I heard about this mess I quit spending any more in vehicles. Worse, if they would just say what they are doing (as in, I knew I could get the respec/refund) I could skill in enough to fly my 25 Prometheus before they disappear. Waste of time, this entire vehicle balancing act is just going to get done again.
What this reminds me of is the Anti-Artificial Intelligence of Battle Finder. When they first made the big change they would put you in a queue and the other 31 Mercs would be considered along with your request. The most requested would win. So 31 others were voting on what battle you wanted to play. Which was, oddly enough, exactly the wrong thing to do.
I have yet to hear from a Tanker or Drop Ship Pilot that what they wanted was a paper husk of a vehicle that was good for one run in ~36 secs and probably double that to recover. We have many threads by Tankers and AV guys but what they are coming out with doesn't match to any of them. Doing the work to get proper Filters to work in the Battle Finder would do more to invigorate the game than all the vehicle jerking around could possibly do.
WTH, I don't care anymore. |
Takahiro Kashuken
Red Star. EoN.
1281
|
Posted - 2013.10.05 11:40:00 -
[460] - Quote
CharCharOdell wrote:Damage mods need to be VH Ammo cache needs to be VL
Because masrugars have blasters and only get 600 rounds they fire at over 700RPM Gunlogis have missiles and rails which need super high damage to be able to break through madrugar armor at range, while also having their own jardeners. I'm gonna go make some spreadsheeets tonight and see which has a better DPS/EHP/RESISTANCE ratio.
They are VH and VL according to the pic |
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Skihids
Bullet Cluster
2238
|
Posted - 2013.10.05 14:11:00 -
[461] - Quote
Takahiro Kashuken wrote:CharCharOdell wrote:Damage mods need to be VH Ammo cache needs to be VL
Because masrugars have blasters and only get 600 rounds they fire at over 700RPM Gunlogis have missiles and rails which need super high damage to be able to break through madrugar armor at range, while also having their own jardeners. I'm gonna go make some spreadsheeets tonight and see which has a better DPS/EHP/RESISTANCE ratio. They are VH and VL according to the pic
How can either option work when shield tanking and armor tanking rely upon opposite slots? Any choice is going to favor one mode over another. |
TEXA5 HiTM4N
ROGUE SPADES EoN.
254
|
Posted - 2013.10.05 16:16:00 -
[462] - Quote
so yall removed assault dropships? |
Monkey MAC
killer taxi company General Tso's Alliance
809
|
Posted - 2013.10.05 20:20:00 -
[463] - Quote
Ok, so in general Im more av than tanker.
But I think these changes aren't the best way of reworking tanks.
1. I thought armour tanks were meant to be more passively based? It still appears that even armour need to rely heavily on active modules. While the difference between sheild and armour health ceilings is noticeable, I personally thought it would be much much more pronounced.
2. Sheild tanks should be much more reliant on the the boosters and hardners then the armour, but this needs to be more pronounced.
3. The slot amounts are too low, what is gonna be the slot counts for amarr and minmatar tanks?
4. Dropships appear much better
5. Full Auto Large Missile Turrets? I like it.
6. The curent slot layout facilitates adv and proto tier hulls.
7. After looking closely tanks are now just big dropsuits.
8. Taking SLAV, LLAV, EHAV, ADS, LDS were the correct move for the rework.
This going to need extensive fieldtesting once deployed. However if adv and proto tanks are to be added I would suggest at least removing proto av until this is done. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.05 21:10:00 -
[464] - Quote
CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. ****. |
Bojo The Mighty
Zanzibar Concept
2123
|
Posted - 2013.10.05 21:37:00 -
[465] - Quote
Jackof All-Trades wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. ****. Jack! |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1066
|
Posted - 2013.10.05 22:33:00 -
[466] - Quote
Bojo The Mighty wrote:Jackof All-Trades wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. ****. Jack!
Jack ****?
In all seriousness i was hoping for a few more racial types and a few less 'unlock' skills, but it looks nice overall. Who knows, they may address one or the other between now and 1.7, but I think the important things are...
They CONFIRMED the new Shield Debuff is a thing, as they are building around it.
They CONFIRMED that removing the light turrets from a vehicle removes the seats, so tankers should be having a collective faint session within a week. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.05 23:37:00 -
[467] - Quote
Bojo The Mighty wrote:Jackof All-Trades wrote:CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. ****. Jack! Bojo! Long time no see! |
Borne Velvalor
BLACK-DRAGON-SOCIETY
0
|
Posted - 2013.10.06 02:24:00 -
[468] - Quote
Currently, a Madrugar can have multiple 20% Armor Hardeners and activate them both for a nearly 40% reduction in damage, especially after passive resistance. Paired with some plates, a Madrugar can have ~8000 armor, too. Then, you can slap on a repairer with three Blasters and call it a day.
If we use those guns with the new Madrugar, we can fit Enhanced 120mm Armor Plating, an Enhanced Heavy Armor Repaired and a Complex Armor Hardener with a Complex CPU mod and a Basic CPU mod. Take the old set up, condense the hardeners into one, remove some armor due to slot reductions and add a passive armor repairer that is about as fast as the old active armor repairer. There, the new Madrugar.
The best three-blaster armor tank set up I could make dies around 25% faster, even with hardeners on. Beyond being frailer, you'll be running out of hardeners more and at that point, at which point you could be destroyed by a single dude with a Proto swarm in one clip. The old Madrugar could take more than one clip of Proto swarms due to its constant double-hardener and more slots for plates. This one can't even take a single clip once its pants are down. Simply shoot a swarm at a tank, then when it's hardeners run dry later unload your clip on it. On one hand, this forces the pilot to play strategically, while on the other hand, it'll probably make pilots hide behind buildings and recall their tanks even more than before. Who cares about losing your massive buffs when you can just ship the tank home after a single encounter?
Also, I don't see how weapon mods restore "parity" when used against hardeners. Let's say I have an armor hardener and you have a weapon mod. Well, I'll be doing 100% damage while you're doing 78% damage (60% * 130%). So, you slap a second one on there. You're now at 96%. Say you get both. You're now going to have to ditch a ton of armor or guns to make up the cost. You'd need to find a way to ditch over a hundred CPU and PG worth of gear to replace the low CPU mod in the set at the beginning of this post with a damage modifier. There are really only two valid builds with any bulk. All armor, like the one I made (maybe with two plates) above or a tank that ditches the small guns to replace the Basic CPU mod with a Weapon Mod.
I'm afraid armored HAV fitting will become "X amount of armor hardeners and X amount of plating lasts the longest, so use that," and everyone will be driving around in identical tanks, with some sacrificing their blueberry buddies on the small turrets for a damage mod for themselves.
I don't think the changes are going to make vehicle combat worse than it is now. Right now, everyone just fills their tank with plates and recalls it whenever it gets damaged. The update should, in theory, make vehicle play more engaging. However, my problem with vehicles in general has always been a lack of variety in customizability. Most armored vehicles are the same. Modules? A repairer, a hardener and as many plates as they can fit, with shield users doing the same with shield extenders. Everyone's just trying to max out their eHP until multiplicative resistances are better, then swap to those. Occasionally someone drives by with a CRU (which is useless since the clones spawn INSIDE the tank, meaning they never want to leave the tank, meaning it's completely useless after two spawns) or a heat sink. Weapons? You either use blasters up close or railguns from farther away. Really, vehicles lack variety. Imagine if everyone in a dropsuit either used the Sniper Rifle or Heavy Machine Gun and only armor plates and shield extenders existed. It'd be terrible. Well, that's tanks, and even dropships.
On the other hand, this is all just speculation based on the statistics released. It does look like the missile turrets will be useful this time and making the large missile turrets full auto seems like a good idea. Finite ammo will place a larger emphasis on supply depots. As a start, having removed everything but the skeleton, this could work out well.
Hopefully, when this is expanded on, we'll have some nice variety in the vehicles. Assaulting enemies from a dropship amounts to trying to keep the ship steady while blueberries try to get a direct hit with a railgun, or flying low with a blaster trying not to crash. They need bombs to drop or something. Why use an airship that costs a million dollars that can be shot down when you can use a few 50k ISK LAVs and get there in no time with little risk? Everyone I see use one lands it on a tower and recalls it. They use it as icarus wings for one man more than an actual dropship or for actually assaulting things. Honestly, the LAVs are the only vehicles I think are well balanced at the moment. They do their job well and don't feel particularly deficient in any area. They're cheap, unlike tanks and airships which cost several hundred thousand to a couple million bucks, so they get the chance to be a bigger part of the game.
Sorry for the extremely long post. Hopefully the update makes vehicles more enjoyable to use so that we see more of them on the battlefield. Cheers. :) |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
192
|
Posted - 2013.10.06 02:35:00 -
[469] - Quote
Are there no armour resistance plates? My dropship survives off them! |
Borne Velvalor
BLACK-DRAGON-SOCIETY
1
|
Posted - 2013.10.06 02:56:00 -
[470] - Quote
Jackof All-Trades wrote:Are there no armour resistance plates? My dropship survives off them!
I only see active resistance plates. |
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Sgt Buttscratch
SLAPHAPPY BANDITS
876
|
Posted - 2013.10.06 04:01:00 -
[471] - Quote
Bojo The Mighty wrote:crazy space 1 wrote:why does the Assault Dropship even have a gun on the front, it's not useful
Just make a dropship with 4 small turret slots and call it the assault dropship.... Wut loool. just read that post. >.> |
Zat Earthshatter
Ghosts Of Ourselves
366
|
Posted - 2013.10.06 05:32:00 -
[472] - Quote
Spreadsheets!
I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons.
In general >Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup. >Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets. >Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile. NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this post
Time per magazine (heat isn't accounted here), and the damage that would cause >Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time. >Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage
Railgun calculations account for the charge time only for the first shot, in-line with current mechanics >Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage >Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage
missile calculations assume all direct hits, splash isn't accounted >Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage >Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage
burst DPS based on above data - does not account for reloads >SB: 357.14 >LB: 750
>SRg: 550.24 to 715.32 >LRg: 711.17 to 924.52
>SM: 333.33 to 433.33 >LM: 2766.67 to 3596.67
Now we add a reload and second magazine to try to calculate true DPS. reloads based on unskilled user
>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 = 288.46 true >LB: 8s reload. 658.26 true
>SRg: 4s reload. 460.41 to 598.53 true >LRg: 8s reload. 583.89 to 759.06 true
>SM: 4s reload. 275.86 to 358.62 true >LM: 10s reload. 732.35 to 952.06 true
End result:
>Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle.
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
effects on HAV strategy (based on turret type)
Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well.
Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV.
Large Missile: Be keenly aware of any cover you can use for hide-and-seek combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output. |
Bojo The Mighty
Zanzibar Concept
2130
|
Posted - 2013.10.06 05:44:00 -
[473] - Quote
Sgt Buttscratch wrote:Bojo The Mighty wrote:crazy space 1 wrote:why does the Assault Dropship even have a gun on the front, it's not useful
Just make a dropship with 4 small turret slots and call it the assault dropship.... Wut loool. just read that post. >.> Seriously that person literally has no idea |
Zat Earthshatter
Ghosts Of Ourselves
367
|
Posted - 2013.10.06 05:55:00 -
[474] - Quote
Borne Velvalor wrote:snip Very thoughtful post. I should note that EVE armor tanking isn't much different - PvP armor doctrine is either spider-tanking or eHP "buffer tank", and the only other option for an armor ship is a stack of damage mods and big guns. Since spider-tanking doesn't work well enough in DUST yet, we're left with having either buffer-tanks or glass cannons, with very little middle ground.
Active armor tanking - using reppers and resistance to tank - is actually more useful in DUST PvP than EVE PvP, as it can survive an engagement if the target is taken out quickly. Otherwise, active tanking is more suited to PvE (which isn't in DUST yet). This issue is prevalent in most other MMOs as well - many players use burst-damage weapons, and active tanking is more suited to sustained DPS. As a result, many PvP-related tanking skills in MMOs revolve around upping your HP and resistances instead of your healing ability. This holds very true in DUST as well.
In short: This issue simply means that DUST is behaving more like an MMO than we often give it credit for, which is a good thing. We just need the Massive Multiplayer part. |
Borne Velvalor
BLACK-DRAGON-SOCIETY
1
|
Posted - 2013.10.06 06:10:00 -
[475] - Quote
Zat Earthshatter wrote:Spreadsheets! I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons. In general >Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup. >Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets. >Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile. NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this postTime per magazine (heat isn't accounted here), and the damage that would cause >Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time. >Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage Railgun calculations account for the charge time only for the first shot, in-line with current mechanics>Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage >Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage missile calculations assume all direct hits, splash isn't accounted>Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage >Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage burst DPS based on above data - does not account for reloads >SB: 357.14 >LB: 750 >SRg: 550.24 to 715.32 >LRg: 711.17 to 924.52 >SM: 333.33 to 433.33 >LM: 2766.67 to 3596.67 Now we add a reload and second magazine to try to calculate true DPS. reloads based on unskilled user>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 = 288.46 true>LB: 8s reload. 658.26 true>SRg: 4s reload. 460.41 to 598.53 true>LRg: 8s reload. 583.89 to 759.06 true>SM: 4s reload. 275.86 to 358.62 true>LM: 10s reload. 732.35 to 952.06 trueEnd result: >Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle. >Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun" >Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload. effects on HAV strategy (based on turret type) Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well. An Ammo Expansion Unit is a useful module, as you will eat up ammunition very quickly. Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV. Damage modifiers will increase your Alpha damage, which is a very good thing to have on this. Large Missile: Be keenly aware of any cover you can use for shoot-and-scoot combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output. As you want to be in cover, try to fit a Fuel Injector to scoot back behind a building or rock when you've fired your magazine. This will reduce the amount of time you are exposed to the enemy.
Nice job, you saved me quite a bit of work. So, a Madrugar with hardeners like the one I posted before would last roughly 15 seconds to a large blaster turret, excluding cool down time. 11 seconds if the opponent has a weapon mod. Which level of gun did you derive this information from? Basic, enhanced, complex? Also, at the moment, the OP states there is a typo in the blaster damage section. Not hard to figure that out, I suppose, when every blaster has the same stats. Were corrected ones posted anywhere? ._.
I just realized that Logibro (the TC, not the role in a squad ) pointed out that AV was also getting reworked, so I guess my other posts about Swarm damage will become irrelevant. In which case, going by the DPS numbers you posted, tanks will have decent durability against each other.
Although, against three blaster turrets with a damage mod, my 11000~ HP after hardeners would be gone in 6 seconds, provided the turrets don't overheat in that time and disregarding the hybrid to armor/shield modifier. Yeah. That doesn't sound great. |
ladwar
Dead Six Initiative Lokun Listamenn
1861
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Posted - 2013.10.06 07:38:00 -
[476] - Quote
Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl. |
Zat Earthshatter
Ghosts Of Ourselves
369
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Posted - 2013.10.06 09:37:00 -
[477] - Quote
Borne Velvalor wrote:Which level of gun did you derive this information from? Basic, enhanced, complex? Also, at the moment, the OP states there is a typo in the blaster damage section. Not hard to figure that out, I suppose, when every blaster has the same stats. Were corrected ones posted anywhere? ._. The typo is that all Blasters in the same size class have the same stats. The non-Blaster weapons have DPS ratings in a range, from Standard level minimum to Prototype maximum. Judging from how the stats compare to the other weapon types, I would assume that the blaster tier that is correct - hence, what the results reflect - would be the Militia blaster. I'm guessing this because it's quite logical that a DPS weapon would have a higher true DPS rating than "burst" munitions of the same tier, and it's clearly not the case here. Although Small Railguns seem to outpace theoretical DPS of Small Blasters, that's because heat buildup isn't accounted for. Railguns would seize up more quickly, which means that even the "true" DPS measure is really an "improved burst".
As for your tank analysis, remember that base efficiency ratings haven't been found out yet, but otherwise you have a very good guess. I would expect Small Blasters to have the efficiency ratings that ARs have (due to having roughly the same per-shot damage firing the same munition style), so don't expect them to do much in a tank-v-tank brawl. IMO, Small Railguns should have an AV weapon's efficiency ratings, as the purpose of such a weapon is to penetrate ridiculous amounts of defense. Missiles should be OK, as they've already had their over-nerfing turn back in beta.
As for AV, I expect that they will still be powerful, but not overwhelm any vehicle that enters their FoV. Specifically for Swarms, I would like to see dropships being able to out-maneuver a missile to break its pursuit - might make them less of a sitting duck.
Lastly, I would like to get a good run at calculating the defensive modules, but as mentioned above it would require knowledge of post-change weapon efficiency ratings to get an accurate eHP and DPS-tank analysis. |
pegasis prime
BIG BAD W0LVES
1134
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Posted - 2013.10.06 09:46:00 -
[478] - Quote
ladwar wrote:Zat Earthshatter wrote:\
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
Yes this is true but only if you engage the aour tank whilst its on hardner cycle. You will find more that a more tactical approach will be needed to bring down any hav after the changes.
Yes it will take more than 2 clips to break a well fit armour hav but only when its on cycle . The trick will be to attack whilst its on cooldown Shields will be abke to recover up to 2/3 of their shield with a new complex booster and if its fitted with 2 hardners and a booster itl be a tough cokie to break but will have to retreat on cooldown but thats the point of hit run hide.
I foresee armour fittings either being a plate a repper and a hardner or a rep and 2 hardners with a light shield booster to buffer the first few vollys. Thusly enabeling them to stand and deliver, shiekds will finally be able to passive tank or burst tank but will be verry fragile on cool downs as will armour.
Also hybbrid tanking might become a thing after the changes.
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Zat Earthshatter
Ghosts Of Ourselves
369
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Posted - 2013.10.06 09:48:00 -
[479] - Quote
ladwar wrote: Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
True, but hence "very little" at 2 magazines' worth of direct hits, literally nothing known aside from a CRU could passive-tank it.
Best strategy for a different HAV to counter a Missile HAV would be to fit a repper, as it can go through almost the entire cycle before the LMT's reload finishes. A smart Missile HAV would be using shoot-and-scoot, so even with a Railgun HAV you could try to zerg-rush him right as he fires his 12th shot. It's all about taking away the advantage in strategy that the other guy has: >lure Blaster HAVs into the open to get long-range shots on him. Or you can take advantage of his CQC tactics by flanking and putting multiple AV attacks on him from different angles. >Railgun HAVs may require infantry to deal with. A good idea would be to rush an LAV up to his rear and plant an RE or two. >Missile HAVs will love cover. Be aggressive, time your rushes with his reload, and don't give him enough room to get behind a rock. For any case, getting multiple AV threats on the enemy from different angles is a near-certain kill. This is where deeper battlefield strategy can come into play. |
pegasis prime
BIG BAD W0LVES
1134
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Posted - 2013.10.06 10:09:00 -
[480] - Quote
Heres a thought folks are we going to get a reload button like hand held wepons or will we have to empty our clips befor automatic reload. |
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