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KenKaniff69
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Posted - 2013.10.29 18:18:00 -
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Here is the math behind the upcoming changes to swarms and vehicles. When forges are released I will do the same calculations for them. Before you comment, make sure you actually understand what you are talking about when it comes to resist and the new rep/regen mechanics.
The shortened range will be nice and the reduced damage should have been implemented a long time ago given the fact that we only have modules up to meta level 3 and no hulls further than standard. Swarms are still going to r@pe as the proto version will deal 1782 to armor and 1056 to shields. With the new mechanics for armor reps and shield regen/boosters, armor will take 9.83 seconds to regen and shield will take 9.28 seconds. Note that the calculations for shield imply an unharmed 3 second regen delay. Armor reps are passive so they continue to rep, while shield regen is finicky, but strong.
Basically, for every 1000 damage taken to armor or shield, tanks will take 5.15 seconds (armor) or 6.28 seconds + 3 seconds of regen delay (shields). Using this we can get a rough idea of the time it would take each to fully recover from a full volley of proto swarms. The time for armor recovery is 29.49 seconds, while the shield takes 21.85 seconds.
AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield. Armor would need 13.32 seconds to recover, while shield would need 21.86 seconds to recover. Again, assuming the regen delay is not interrupted.
Damage mods on AV weapons are the next big concern. assuming the typical proto swarm has 3 complex damage mods plus a proficiency level or 2 puts us up to 1767 standard damage. Multiply by efficiency and we get 2385 damage vs armor and 1414 damage vs shield. The recover times would then be 13.16 seconds for armor or 11.42 seconds for shield.
What about resist? When one resist is factored in along with efficiency we get 1431 damage for one swarm volley vs armor and 848.4 damage for one proto swarm volley vs shield. The recovery times are reduced to 7.9 sec for armor and 8.05 sec for shield. Full volley recovery times are 23.7 sec for armor and 18.14 sec for shield.
With two resists factored in we get 933 damage for one swarm volley vs armor and 270.3 damage for one proto swarm volley vs shield. The recovery times are reduced to 5.15 sec for armor and 4.61 sec for shield. Full volley recovery times are 15.45 sec for armor and 7.83 sec for shield.
They need to abolish the BS efficacy system they implemented in 1.3 where forges AND explosive weapons got a huge kick towards armor. Currently forges deal 110/90 to armor/shield and explosives deal 80/135 to shield/armor. Put it back to where it was in Chromosome where forges dealt 110/90 to shield/armor and explosives dealt 90/110 to shield/armor.
So what does this all mean? Efficacy rating need to be reverted to Chromosome levels. Shield resists are strong, but short lived. Armor resists are weaker, but last longer. Shield regen is very finicky and can be interrupted by any AV weapon meaning it is not very good for CQC interaction. Armor reps are decent, but they are not sufficient enough for long term combat. If you have noticed the cooldown times on all modules, you can accurately predict that there will be a lot of time sitting in the redline or behind cover waiting for modules to cycle.
Note: all calculations here are from in game experience and are backed by data. current efficiency for explosives is 135% for armor and 80% for shield. Current efficiency for non explosive weapons (forge) is 110% for armor and 90% for shield. 1st module efficiency is 100%, second is 87%, third is 57%. All data derived from https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unreadhttps://forums.dust514.com/default.aspx?g=posts&t=117279&find=unread |
KenKaniff69
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Posted - 2013.10.29 18:19:00 -
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KenKaniff69
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Posted - 2013.10.29 18:20:00 -
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KenKaniff69
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Posted - 2013.10.29 18:24:00 -
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Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. |
KenKaniff69
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Posted - 2013.10.29 18:25:00 -
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Void Echo wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them far too easy Can we see that video. |
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Posted - 2013.10.29 18:36:00 -
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Atiim wrote:KenKaniff69 wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. Once again, I already knew about hardners, I just didn't use them (or nitrous And if your using that logic, the why not HTFU about AV as you sure as heck don't use them or have any idea of what your talking about when it comes to AV And if you look at the marketplace stats, they do around 1720 damage. Right from my post 1720 dmg *1.35 armor efficiency*1.3 weak spot glitch=3018.6 dmg. The weak spot seams to be all over the tank, which then makes all of CCP's AV grenade numbers off by a factor between 1.5 or 2. Prove my math wrong please.
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KenKaniff69
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Posted - 2013.10.29 19:29:00 -
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Mortedeamor wrote:is that 4k dmg rating for lai dai's a rear end critical hit? must be straight to the hull baby Based on a straight armor calculation the lai dai does 3018.5 dmg. I have witnessed them do even more but that is what the calculations show. CCP doesn't even know their own math. |
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Posted - 2013.10.29 19:37:00 -
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Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? Just get a tank out in the open or when its modules are down. Miltia AV owns everything currently when modules are down and will in the future when modules have extended cooldown times. |
KenKaniff69
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Posted - 2013.10.29 20:23:00 -
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Eltra Ardell wrote:If you're going to try and do an infodump, you should present your math and assumptions clearly and step by step, along with sources in the case of hidden or obscure game mechanics/glitches/:ccp: idiocy. You should present your information in a non-condescending manner and let the numbers speak for themselves. You shouldn't insist on anecdotal evidence being important, you should use proper spelling and grammar, and most importantly:
You shouldn't be posting it exclusively on General Discussions. Thanks for the tips but charts are not my thing and it doesn't require charts to prove how stupid CCP is when it comes to, well, anything |
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Posted - 2013.10.29 20:26:00 -
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Gloomy Cobra wrote:i never really understood why ccp made the forge guns really strong agianst armor...Its based on electric energy, which should do more damage on shileds than armor yet that not true..... Oh well. Btw really good post, i enjoyed reading it :) Exactly my point. In chrome, forge was for shield and swarms were for armor. Now both have an efficiency rating towards armor. WTF CCP please revert the efficiencies. |
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KenKaniff69
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Posted - 2013.10.29 20:28:00 -
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Arkena Wyrnspire wrote:KenKaniff69 wrote: AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield.
You are wrong. Either you are calculating resistances incorrectly or you are simply mistaken. Empirical evidence to the contrary. Demonstrating a packed AV grenade vs vehicle armour. Base packed AV grenade damage - 1312.50 HP. 6488 armour HP -> 4977 armour HP. Total damage 1511. This is in line with the explosive damage modifier being 120% - Here the modifier is approximately the same. I will happily test again if you feel this was unfair. Something is broken then because I have regularly watch squadmates take out soma's with one AV grenade. It wouldn't surprise me at all if there was a glitch in the coding or something. My calculations match in game results. Your example is an isolated situation that is very close to what a packed AV grenade does on paper. |
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Posted - 2013.10.29 20:31:00 -
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Kane Fyea wrote:Just one thing, my swarms do 120% damage vs armor not 135%. Just tested it too. That number is wrong based on the numbers I have witnessed. The efficiency must be 135% w/o damage mods. Don't beleive it just because CCP says it. Ex. AV grenades, player counts, small rails being top sellers, etc... |
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Posted - 2013.10.29 20:37:00 -
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Kane Fyea wrote:KenKaniff69 wrote:Kane Fyea wrote:Just one thing, my swarms do 120% damage vs armor not 135%. Just tested it too. That number is wrong based on the numbers I have witnessed. The efficiency must be 135% w/o damage mods. Don't beleive it just because CCP says it. Ex. AV grenades, player counts, small rails being top sellers, etc... No I know it's right because I just went and saw the efficiency vs armor (120% vs armor and 80% vs shields) in game and my main weapon is the swarms (Been using them since I started playing dust). If you want I can do further tests to prove you wrong. What part of don't believe everything they display/write/say they have altered so many things that there is bound to be a coding glitch or something out there. Ex. AV grenades, player counts, small rails being top sellers, etc... these are all blantant lies or construed data. |
KenKaniff69
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Posted - 2013.10.29 20:38:00 -
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Justin Tymes wrote:Swarms are going to **** with a 175 meter lock-on and damage nerf? Outside of dropships and LAVs who will lol at them now, swarms will require you to either be in CQC with cover to use effectively, or out in the open without cover(lol). At either case, you might as well be using something else. Like REs or Assault Forge Guns, which everyone with a brain will be using.
Swarms are useless now. I'd sooner use a Freedom MD prof 5 with 3 damage mods over it. At least I can kill Infantry with it. How can you say no to dealing 2385 damage to an armor tank. You get all three shots off and terrain damage finishes it off as it runs away. |
KenKaniff69
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Posted - 2013.10.29 20:42:00 -
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Arkena Wyrnspire wrote:KenKaniff69 wrote:Arkena Wyrnspire wrote:KenKaniff69 wrote: AV grenades are nothing but a lie on CCP's part. The stories are true of the proto lai dai packed AV dealing somewhere between 3000-4000 damage per grenade. My typical tank with close to 12k ehp went pop after roughly 4 the other day. Based on CCP's lies they say they will be reduced to 1470-1015. Their figures are off by a factor of 1.5 at the very least. The old proto AV grenade dealt 2592 damage. According to what I just found they will yield 1788 damage. This equates to 2414 damage to armor and 1430 to shield.
You are wrong. Either you are calculating resistances incorrectly or you are simply mistaken. Empirical evidence to the contrary. Demonstrating a packed AV grenade vs vehicle armour. Base packed AV grenade damage - 1312.50 HP. 6488 armour HP -> 4977 armour HP. Total damage 1511. This is in line with the explosive damage modifier being 120% - Here the modifier is approximately the same. I will happily test again if you feel this was unfair. Something is broken then because I have regularly watch squadmates take out soma's with one AV grenade. It wouldn't surprise me at all if there was a glitch in the coding or something. My calculations match in game results. Your example is an isolated situation that is very close to what a packed AV grenade does on paper. Please suggest a situation in which an AV grenade will do more than the damage it should do. Also, I would greatly appreciate something more than anecdotal evidence. I will quite happily test this for you. If you can provide a specific situation in which an AV grenade will do more damage than it should I will gladly test it and record. That's the thing I am I talking about. AV grenades are well known for going off the charts with their damage. It is like they ignore their limitations and automatically see the whole tank as the weak spot. IDK, neither does CCP as they have never explained this to anyone. Throw a lai dai between the rear armor plates of any tank. |
KenKaniff69
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Posted - 2013.10.29 20:44:00 -
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Kane Fyea wrote:KenKaniff69 wrote:Kane Fyea wrote:KenKaniff69 wrote:Kane Fyea wrote:Just one thing, my swarms do 120% damage vs armor not 135%. Just tested it too. That number is wrong based on the numbers I have witnessed. The efficiency must be 135% w/o damage mods. Don't beleive it just because CCP says it. Ex. AV grenades, player counts, small rails being top sellers, etc... No I know it's right because I just went and saw the efficiency vs armor (120% vs armor and 80% vs shields) in game and my main weapon is the swarms (Been using them since I started playing dust). If you want I can do further tests to prove you wrong. What part of don't believe everything they display/write/say they have altered so many things that there is bound to be a coding glitch or something out there. Ex. AV grenades, player counts, small rails being top sellers, etc... these are all blantant lies or construed data. I think CCP is more of a credible source then you ever will. Show me proof or else I will never believe you. Actually fk it I'll do another test to prove you wrong with proof this time. Also I can believe rails being the top seller thanks to redline tanks. small rails? are you serious? try and kill someone with one of these CCP darling creations |
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Posted - 2013.10.29 20:49:00 -
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Justin Tymes wrote:KenKaniff69 wrote:Justin Tymes wrote:Swarms are going to **** with a 175 meter lock-on and damage nerf? Outside of dropships and LAVs who will lol at them now, swarms will require you to either be in CQC with cover to use effectively, or out in the open without cover(lol). At either case, you might as well be using something else. Like REs or Assault Forge Guns, which everyone with a brain will be using.
Swarms are useless now. I'd sooner use a Freedom MD prof 5 with 3 damage mods over it. At least I can kill Infantry with it. How can you say no to dealing 2385 damage to an armor tank. You get all three shots off and terrain damage finishes it off as it runs away. No because that optimal will rarely happen at all. In the open, you'll die long before you get the 3 shots in, in CQC with cover you won't shoot those shots nearly as fast, so tank has a good chance of just rolling out. Plus a good tanker almost always have Infantry support near, you don't want to be in CQC with Swarms at all. If it's a shield tanker, congrats, your swarms are laughed at. Why don't you ask someone like your corpmate mary sedillo how devastating swarms can be when modules are on cooldown, if you don't believe me. |
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Posted - 2013.10.29 21:58:00 -
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Atiim wrote:KenKaniff69 wrote:Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? Just get a tank out in the open or when its modules are down. Miltia AV owns everything currently when modules are down and will in the future when modules have extended cooldown times. Ok now your just pulling crap outta @$$ 330*4=1320HP And MLT swarms have terrible DPS because of the lock time nerf, and the fact that they only have two in a clip means that if you are good, they will do a maximum of 2640HP of damage, but that wouldn't scratch a maddy's armor and Gunnlogi? Forget it. MLT owns nothing, not even MLT tanks 1320*1.35*2=3564. Two volleys and the tank goes down. |
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Posted - 2013.10.29 23:29:00 -
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Atiim wrote:Benjamin Ciscko wrote: He had in between 1/3 and 2/3 armor so he still had a good 2k-4k resisted armor that I just burned through.
If he had 2k armor, then he was practically dead to begin with If he had 4k, then you would not have killed him with MLT swarms, and yeah why did he sit there and give you time to reload again? Please answer this question in your post, as i want to make sure you know what your talking about The fact that the tank had 4k armor and still died shows how AV is clearly overplaying it's role. The efficiency rating I am using confirm this. Under normal efficiency ratings you would not be able to do this. |
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Posted - 2013.10.29 23:49:00 -
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Arkena Wyrnspire wrote:KenKaniff69 wrote:Atiim wrote:KenKaniff69 wrote:Soldiersaint wrote:Wait correct me if im wrong but the best way to use the swarm launcher now is to do taliban style ambushes ? Just get a tank out in the open or when its modules are down. Miltia AV owns everything currently when modules are down and will in the future when modules have extended cooldown times. Ok now your just pulling crap outta @$$ 330*4=1320HP And MLT swarms have terrible DPS because of the lock time nerf, and the fact that they only have two in a clip means that if you are good, they will do a maximum of 2640HP of damage, but that wouldn't scratch a maddy's armor and Gunnlogi? Forget it. MLT owns nothing, not even MLT tanks 1320*1.35*2=3564. Two volleys and the tank goes down. Except even a Soma has more HP than that. After the rebalance, it has 4000 armour HP unfitted, in addition to the 1200 shields which will soak up lots of explosive damage. 1320*0.80 = 1056 - so the shields can soak up an entire volley on their own, with 144 shield HP remaining. 144/0.80 = 180, and so it will soak up 180 damage out of the next volley which starts to go into armour, leaving 1140 raw damage remaining. Now, I am quite certain that the excessively high explosive damage doesn't exist and the actual modifier is 20% more damage, but I will do these numbers assuming the +35% modifier. 1140*1.35 = 1539 armour damage, leaving 2461 armour HP remaining on the Soma. The next volley does full damage as there are no shields to soak up the damage. 1320*1.35 = 1782 armour damage, leaving 679 armour HP remaining on the Soma. The next volley will obviously kill it. Thus, it takes four vollies of a current militia swarm launcher to kill a completely unfitted Soma. However, the swarm launcher damage has been reduced significantly, from 330 to 220 per rocket. Again assuming that the explosive modifier is higher than it actually is, let's calculate how long it will take for an MLT swarm launcher to kill a Soma sitting still. 220*4 = 880 880*0.80 = 704, 1200-704 = 496 shield HP remaining. 496/0.80 = 620, taking 620 raw damage out of the next volley, leaving 260 raw damage acting on the armour. 260*1.35 = 351 armour damage, leaving 3649 armour HP remaining. The next volley has no shields to soak up any damage. 880*1.35% = 1188 armour damage, leaving 2461 armour HP remaining. Naturally, the next vollies will still do the same damage. The next volley will do another 1188 damage, leaving 1273 armour HP remaining. The volley after that will do another 1188 damage, leaving just 85 armour HP remaining. The volley after that is the final volley and will kill the tank. That's a total of 5 vollies from a militia swarm launcher to take out a militia tank, assuming the excessively high explosive modifier which I do not believe actually exists. Notably, you also have to reload twice during that process, increasing the time to kill the tank significantly. That's not two vollies to kill a tank. It's likely to be even more than 5 given that the explosive damage modifier isn't 135% and also that the shields of the tank will recharge slightly whilst the swarm launcher is reloading. In 1.8 GJ CCP First off, terrain damage removes any and all shields from armor tanks. Simply driving at full speed over any ground that isn't paved will put you into your armor with ease. If you ran tanks you would realize this. This leaves pure armor with no buffer-and no ret@rd atiim i can't add shield because 1. I am an armor tank 2. the PG nerf leaves me no room to add any shields 3. shield regen is roughly 10 on an armor tank meaning it would take forever to regen to full. Tanks will be slower and in addition have no cover due to the style of the new sockets that CCP is moving towards. Why did you compare the miltia version? Why not the proto version which drops 2385 damage to armor. Proto swarms are seen in every single game and often in numbers. When modules go into cooldown you will have taken enough terrain damage to lose all you shields and what AV you can kill off might leave you with around 5/6 armor. This then means that the madrugar has around 3400 armor left. Two volleys and it's done. Simple as that. Even with reps, they are so slow that two volleys down it. I wish AV engaged me with full health in game, but thanks to the terrain i never have shields and I am always into my armor.
As to why I didn't respond sooner, I was to busy playing this game with my corpmates. Do you even play akena? I have never seen you and a lot of what I said would make sense to you if you did. People who come on here and argue and don't even play (IWS, Nova Knife, etc) really should be on here. |
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KenKaniff69
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Posted - 2013.10.29 23:51:00 -
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Arkena Wyrnspire wrote:KenKaniff69 wrote:Atiim wrote:Benjamin Ciscko wrote: He had in between 1/3 and 2/3 armor so he still had a good 2k-4k resisted armor that I just burned through.
If he had 2k armor, then he was practically dead to begin with If he had 4k, then you would not have killed him with MLT swarms, and yeah why did he sit there and give you time to reload again? Please answer this question in your post, as i want to make sure you know what your talking about The fact that the tank had 4k armor and still died shows how AV is clearly overplaying it's role. The efficiency rating I am using confirm this. Under normal efficiency ratings you would not be able to do this. What is your stance on the survivability of HAVs after the changes? Shield tanks will be worthless if there are two or more people firing at them at once. Armor tanks are going to be like survivable for about one minute before having to retreat behind the redline. Ammo will be a huge concern given the designs of the new sockets they are moving towards, as is the ability of the tank to use cover to avoid AV fire. |
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Posted - 2013.10.30 00:02:00 -
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Benjamin Ciscko wrote:Atiim wrote:Benjamin Ciscko wrote: He had in between 1/3 and 2/3 armor so he still had a good 2k-4k resisted armor that I just burned through.
If he had 2k armor, then he was practically dead to begin with If he had 4k, then you would not have killed him with MLT swarms, and yeah why did he sit there and give you time to reload again? Please answer this question in your post, as i want to make sure you know what your talking about So Militia swarms do 1320 damage plus the 63% bonus I get from the weak spot and the armor bonus if I'm informed correctly minus the 49% resist I believe he had gives me a 12% bonus so about 1,478 damage multiplied by 3 is 4,434 damage so tell me why I couldn't have called the tank if it had 4k armor. WHOA THERE BENNY BOY!!! That math went right over Atiim's head. Let him contact Arkena Wyrkomi and have her do the math for him and attempt to prove how a class that has been nerfed by 33% ONCE cant kill a role that has been nerfed now 4 or 5 times. |
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Posted - 2013.10.30 00:28:00 -
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Arkena Wyrnspire wrote:KenKaniff69 wrote: In 1.8 GJ CCP First off, terrain damage removes any and all shields from armor tanks. Simply driving at full speed over any ground that isn't paved will put you into your armor with ease. If you ran tanks you would realize this. This leaves pure armor with no buffer-and no ret@rd atiim i can't add shield because 1. I am an armor tank 2. the PG nerf leaves me no room to add any shields 3. shield regen is roughly 10 on an armor tank meaning it would take forever to regen to full. Tanks will be slower and in addition have no cover due to the style of the new sockets that CCP is moving towards. Why did you compare the miltia version? Why not the proto version which drops 2385 damage to armor. Proto swarms are seen in every single game and often in numbers. When modules go into cooldown you will have taken enough terrain damage to lose all you shields and what AV you can kill off might leave you with around 5/6 armor. This then means that the madrugar has around 3400 armor left. Two volleys and it's done. Simple as that. Even with reps, they are so slow that two volleys down it. I wish AV engaged me with full health in game, but thanks to the terrain i never have shields and I am always into my armor.
As to why I didn't respond sooner, I was to busy playing this game with my corpmates. Do you even play akena? I have never seen you and a lot of what I said would make sense to you if you did. People who come on here and argue and don't even play (IWS, Nova Knife, etc) really should be on here.
I compared the militia swarms because I was questioning your assertion that two vollies from a militia swarm would kill a militia tank. If you manage to wreck 1200 shields, you are a bad driver. I do not tank as a main occupation, but I have never managed to deplete all of my shields by driving around. You're not looking at the tanks after the changes, are you? That would be where you are going wrong. A wiyrkomi swarm launcher with damage mods and proficiency V cannot even two shot one of the unfitted militia tanks, even with the shields fully depleted from your apparently awful driving. 2385 damage is a mythical statistic unless you're looking at the current state of things, in which case you really should read up on the changes before trying to argue about balancing them. As I go through your post, I see more and more numbers from the current balance. Why bother arguing with them? They're being changed. The numbers are being provided. Look at them. The fact that you haven't seen me play doesn't mean I don't play, and it doesn't make the statistics I showed you any less valid. Driving around though hills as you avoid paved roads and wide open areas will cause you to love 1200 shield or more. I am not going to slow down just because the terrain is removing my shields. After all I am an armor tank. Once again, go drive a tank and you will witness this beautiful feature.
2385 is the amount of damage proto swarms deal to armor tanks post 1.7 or whenever they implement the rework, 2.0 I predict. If you want me to talk about balance now, then try 2 K damage with 47% resist and over 3500 damage without resist. You clearly don't understand how OP this stuff is. Doc DDD has dropped tanks in two hits before from full health. If you play or know anything about vehicles, then you know about Doc's swarms.
Tanks in 1.8+ will struggle to recover from the same problems they face now. AV got nerfed by 1/3. Tanks got it much worse than that once again. Vehicles are not becoming more fun, only more painful.
I play quite a bit. Dust only has a few thousand players left. I should see you if you claim to know so much and play. |
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Posted - 2013.10.30 00:30:00 -
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Benjamin Ciscko wrote:KenKaniff69 wrote:Benjamin Ciscko wrote:Atiim wrote:Benjamin Ciscko wrote: He had in between 1/3 and 2/3 armor so he still had a good 2k-4k resisted armor that I just burned through.
If he had 2k armor, then he was practically dead to begin with If he had 4k, then you would not have killed him with MLT swarms, and yeah why did he sit there and give you time to reload again? Please answer this question in your post, as i want to make sure you know what your talking about So Militia swarms do 1320 damage plus the 63% bonus I get from the weak spot and the armor bonus if I'm informed correctly minus the 49% resist I believe he had gives me a 12% bonus so about 1,478 damage multiplied by 3 is 4,434 damage so tell me why I couldn't have called the tank if it had 4k armor. WHOA THERE BENNY BOY!!! That math went right over Atiim's head. Let him contact Arkena Wyrkomi and have her do the math for him and attempt to prove how a class that has been nerfed by 33% ONCE cant kill a role that has been nerfed now 4 or 5 times. What swarms don't understand is while we wait for a fix in tanks AV gets buffed so it's a double effect not only do we get nerfs they get buffs. Imagine if we got a 10% hp buff and swarm changes were deployed now that's the equivalent except much lighter for AV. To bad hp is going down in 1.8 along with ehp AND the ability to maintain that ehp due to the large module cool down times. |
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Posted - 2013.10.30 00:46:00 -
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Needless Sacermendor wrote:Benjamin Ciscko wrote:So post patch proto swarms will do 1,320 plus a bonus 50% (armor bonus plus proficiency) gives you 1,980 just shy of the 2,000 needed to pop the tank now let's you actually have what's it called I forget the name oh yea skills and you get the weak point bonus you exceed the 2,000 threshold by far and now lets throw in some damage mods can you possibly refute that the proto swarm won't pop the tank. Are you people still whining about the effect a proto weapon has on militia and standard equipment ... go take a duvolle up against a militia or standard dropsuit n see what happens ! Since you lazy AV players, who have no idea about even 1 out of the 100 things you have to know to run a tank, argue to death how their shouldn't be any hulls over std or modules over std I am concerned about this as a balance issue. As far as i'm concerned, advanced and proto AV should not exist until there are the proper tanks AND modules to use it against. |
KenKaniff69
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Posted - 2013.10.30 00:50:00 -
[26] - Quote
Needless Sacermendor wrote:Benjamin Ciscko wrote:Needless Sacermendor wrote:Benjamin Ciscko wrote:So post patch proto swarms will do 1,320 plus a bonus 50% (armor bonus plus proficiency) gives you 1,980 just shy of the 2,000 needed to pop the tank now let's you actually have what's it called I forget the name oh yea skills and you get the weak point bonus you exceed the 2,000 threshold by far and now lets throw in some damage mods can you possibly refute that the proto swarm won't pop the tank. Are you people still whining about the effect a proto weapon has on militia and standard equipment ... go take a duvolle up against a militia or standard dropsuit n see what happens ! No I think it's perfectly acceptable for Proto to destroy militia and STD as long as we have access to Proto, It's just Arkena said it would be impossible to pop a militia tank with 2 proto swarms proficiency V so I was proving him wrong that's all. I can't be arsed reading back ... but I think Arkena was arguing against Ken who said a militia swarm could down a militia HAV in 2 volleys. Edit ... also the noobs I meet in pub matches don't have access to proto suits either ! ... Don't argue about proto swarms damaging current HAVs ... campaign for a speedy introduction of proto vehicles ! tis funny you say this considering every match there is an IA forge or Wyrkomi swarm launcher no matter the game mode or what the BS matchmaking system decides it wants to do. |
KenKaniff69
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Posted - 2013.10.30 00:55:00 -
[27] - Quote
Benjamin Ciscko wrote:Needless Sacermendor wrote:Benjamin Ciscko wrote:Needless Sacermendor wrote:Benjamin Ciscko wrote:So post patch proto swarms will do 1,320 plus a bonus 50% (armor bonus plus proficiency) gives you 1,980 just shy of the 2,000 needed to pop the tank now let's you actually have what's it called I forget the name oh yea skills and you get the weak point bonus you exceed the 2,000 threshold by far and now lets throw in some damage mods can you possibly refute that the proto swarm won't pop the tank. Are you people still whining about the effect a proto weapon has on militia and standard equipment ... go take a duvolle up against a militia or standard dropsuit n see what happens ! No I think it's perfectly acceptable for Proto to destroy militia and STD as long as we have access to Proto, It's just Arkena said it would be impossible to pop a militia tank with 2 proto swarms proficiency V so I was proving him wrong that's all. I can't be arsed reading back ... but I think Arkena was arguing against Ken who said a militia swarm could down a militia HAV in 2 volleys. Edit ... also the noobs I meet in pub matches don't have access to proto suits either ! ... Don't argue about proto swarms damaging current HAVs ... campaign for a speedy introduction of proto vehicles ! Edit 2 : Bed time anyhow ... have fun o7 I want a Proto nerf / removal because it's quicker then the introduction of pro vehicles, once pro vehicles come in you can have your once OP swarms back. But that might make them use the T-word |
KenKaniff69
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Posted - 2013.10.30 00:56:00 -
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Needless Sacermendor wrote: That would be because in every match there is at least one HAV that would just sit there spamming infinate ammo at spawn points ... infantry have had to adapt or die ... literally !
Ever hear of drop uplinks? |
KenKaniff69
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Posted - 2013.10.30 01:06:00 -
[29] - Quote
Needless Sacermendor wrote:KenKaniff69 wrote:Needless Sacermendor wrote: That would be because in every match there is at least one HAV that would just sit there spamming infinate ammo at spawn points ... infantry have had to adapt or die ... literally !
Ever hear of drop uplinks? Yeah cos people are gonna go for the option of leaving that threat alive that's been raping them for insta-deaths n just run to the other side of the map to drop an uplink cos people are tolerant like that ... NO they're gonna spend some points in swarms or grenades n get some vengeance. It is a 50 ton piece of reinforced polycrystaline steel you know...that suffers from poor hit detection, horrible radar, and lack of vehicle locks. If throw a drop uplink on a building and one guy spawns with proto AV, the show is over. |
KenKaniff69
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Posted - 2013.10.30 01:12:00 -
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Toby Flenderson wrote:KenKaniff69 wrote:Atiim wrote:KenKaniff69 wrote:Atiim wrote:Lai Dai deals somewhere around 1700 damage At least try using them Once again read the post Mr. I have no idea about resist. The numbers don't add up and real word evidence suggests else wise. Go away troll. Your ideas are not valid on anything related with vehicles. You have no idea about anything I just posted. Once again, I already knew about hardners, I just didn't use them (or nitrous And if your using that logic, the why not HTFU about AV as you sure as heck don't use them or have any idea of what your talking about when it comes to AV And if you look at the marketplace stats, they do around 1720 damage. Right from my post 1720 dmg *1.35 armor efficiency*1.3 weak spot glitch=3018.6 dmg. The weak spot seams to be all over the tank, which then makes all of CCP's AV grenade numbers off by a factor between 1.5 or 2. Prove my math wrong please. I don't think this is right either from experience but I'm willing to listen to reason if you have some explanation for the very common scenario I'll share with you. I try to take out tanks with PLC and Lai Dai grenades in the following obvious way... 1. PLC the shields away 2. Toss the Lai Dais 3. Try to hit it with the PLC if it survives I probably have about a 50% success rate after step 3. If your 3,000 damage figure is correct than they would have to have over 9,000 armor. This is rarely the case as I have squad mates tell me how much armor it has at full before I chase after it so that I can act accordingly. Typically I hear numbers between 5,000-7,000 armor. Shields are more than destroyed by my proto to PLC so I can only assume that all 9,000 damage goes into the tanks armor. I understand that tanks have resistance and reps but for how fast this all happens I don't see how they can survive roughly 11,000 damage in about 4 seconds when caught off guard followed by another PLC shot half of the time. If I am just missing some huge mechanic to tanking or messing up on math please let me know. But if you're claiming CCP has lied about the damage done by AV nades then I'd be interested in hearing your explanation for these encounters and how the grenades still can't destroy weakened tanks. I have had several encounters with resistance running along with reps only to have 4 lai dai's kill me from behind. I was a 5700 armor. AV weapons tend to act very inconsistent compare to prior builds. I have seen lai dai's one shot soma's on more occasions than I have seen them do 1k damage or less. Swarms are the same way. There are times where a packed AV grenade does 1800 damage to my tank, even though it claims to only do 1300. Once again, going of what i have noticed as the person who has gone through half a million isk in their mercenary experience and seen it all. |
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KenKaniff69
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Posted - 2013.10.30 02:15:00 -
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Atiim wrote:KenKaniff69 wrote:Atiim wrote:Benjamin Ciscko wrote: He had in between 1/3 and 2/3 armor so he still had a good 2k-4k resisted armor that I just burned through.
If he had 2k armor, then he was practically dead to begin with If he had 4k, then you would not have killed him with MLT swarms, and yeah why did he sit there and give you time to reload again? Please answer this question in your post, as i want to make sure you know what your talking about The fact that the tank had 4k armor and still died shows how AV is clearly overplaying it's role. The efficiency rating I am using confirm this. Under normal efficiency ratings you would not be able to do this. No, it shows that he's got a wad of BS up his @$$ He's clearly lying, and If I said "oh yeah proto av is so overpowered, that I even saw it take out a CRU in 3 hits, all you biased tanking dumbf*ucks would have said, "yeah Atiim that's right, in fact I also saw it happen myself" or some dumb **** like that. And I currently forgot her name, but someone came and basically saved me the time and proved all your "calculations" incorrect. You've yet to challenge said logic, so I fully believe that even you tankers don't believe the BS that your shoveling in CCP's yard. You guys are pathetic. Just stop. Thread is yours troll. Play nice. |
KenKaniff69
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Posted - 2013.10.30 03:27:00 -
[32] - Quote
Toby Flenderson wrote:KenKaniff69 wrote: I have had several encounters with resistance running along with reps only to have 4 lai dai's kill me from behind. I was a 5700 armor. AV weapons tend to act very inconsistent compare to prior builds. I have seen lai dai's one shot soma's on more occasions than I have seen them do 1k damage or less. Swarms are the same way. There are times where a packed AV grenade does 1800 damage to my tank, even though it claims to only do 1300. Once again, going of what i have noticed as the person who has gone through half a million isk in their mercenary experience and seen it all.
Well 4 Lai Dai at 1,720 would be 6,880 base and so 9,180 with the 1.35 armo efficiency. This means that your resistance/reps would have to stop about 3,480 damage in the time it took the 4 Lai Dai to hit you or you're toast. Correct me if I'm wrong but it seems like you're implying that the main issue is the weak spot multiplier being glitched to all parts of the tank. If this were the case then the 4 Lai Dai would do 12,539 damage. But you survived the first 3 Lai Dai which would do 9,401 with the glitch which bumps the amount of damage you'd have compensate for through resistance/reps up to 3,700 in the time it takes to throw 3 Lai Dai. Now 3,700 is the minimum damage needed to "avoid" if you assume that the tank survives at 1hp (in reality it could be surviving at higher hp). Are you modules/skills high enough to pull off that kind of survivability? It seems like a tall order but to support this glitch theory I think you'd need to be able to pull that off for the numbers to work. Again, I'm not calling you out or anything. Just trying to reconcile my skepticism using your experience as a tanker and my experience using AV. It's rare I actually find someone to have a real discussion with about this ty for being rational. It seems that way more times than not as the entire tank is a weak spot. AV grenades seem to range so wide in their damage outputs and there has to be something beyond the weak spot, efficiency, and resistances. Perhaps there is a code glitch or something along those lines. CCP would be the only one who can answer that question and they seem to to take very little on player feedback in regards to vehicles and AV. |
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