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Borne Velvalor
Endless Hatred
2186
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Posted - 2014.01.20 03:05:00 -
[1] - Quote
RuckingFetard wrote:Seriously, why shoot at triple-hardened HAVs using only Militia Forge-Guns? Plus, the infantry surrounding them is usually even more ******** ( had a NovaScout try and ambush me in a complex,, with about 7 friendlies surrounding me. Finished dat bugger off with my breach ScP ) How can they tell the difference between one and three hardeners? Why are you using three hardeners if they're using militia forge guns, anyway?
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2188
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Posted - 2014.01.20 03:12:00 -
[2] - Quote
RuckingFetard wrote:Scheneighnay McBob wrote:I brought out a rail HAV to deal with some reds that got on top of a building- I was then harassed by a squad of idiots shooting at me with ARs and HMGs (the HMG was even shooting well past their optimal range). They repeatedly stepped directly in front of my turret. You think that's bad? Try suiciding because that one Einstein decided to step in front of you the moment you let go of your DAU -_- I've died like this. Blueberry Scout decided to jump over my head and land in front of me as the shot went off.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2190
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Posted - 2014.01.20 03:31:00 -
[3] - Quote
Fizzer94 wrote:RuckingFetard wrote:Fizzer94 wrote:RuckingFetard wrote:Seriously, why shoot at triple-hardened HAVs using only Militia Forge-Guns? Plus, the infantry surrounding them is usually even more ******** ( had a NovaScout try and ambush me in a complex,, with about 7 friendlies surrounding me. Finished dat bugger off with my breach ScP ) How are they supposed to know? There is no way for them to tell. Also, using 3 hardeners is douchey. Normally, it's easy to guess by checking the damage dealt with 1 shot against it. Though I'd like a sort of warning when they've activated more than 1 , sort of like damage mods Of course, how could I forget! Its so easy to tell the difference between doing a a super OP 40% damage compared to the ultra-balanced 21.6% damage that you deal when there are 3 hardeners! Gosh, they should just make hardeners passive modules... That way no master-race tanker will ever again be unfairly killed by some FotM AVer! When there are 3 shield hardeners, you take less than that. Far less.
Speaking of which, this reminds me that in another post somewhere I compared the resist of 2 hardeners to 3 amps... hardeners still won, but I meant to use 3v3. Ugh.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2197
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Posted - 2014.01.20 05:42:00 -
[4] - Quote
Fizzer94 wrote:Edit: O'golly me. It seems I did my math wrong and though 3 hardeners only provided a measly 79.4% resistance. It appears they provide a (much more balanced IMO) 94.6% resistance. That seems far more fitting for a tanker, they deserve the best. Gosh tankers are so skilled, and are the best kind of people. The resistance is, to the best of my knowledge:
1 - [(1 - 0.6) * (1 - 0.6 * 0.5^[((2 - 1) / 2.22292081) ^2]) * (1 - 0.6 * 0.5^[((3 - 1) / 2.22292081) ^2])]
Or, simply,
1 - [(1 - 0.6) * (1 - 0.5215) * (1 - 0.3423)]
which comes out to 87.4% resistance. So, we take 12.6% damage. Not sure how you got such a high resistance. Hopefully this is correct. This is enough to have a proto swarm hitting you once every second and just rep through it.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2202
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Posted - 2014.01.20 06:01:00 -
[5] - Quote
Fizzer94 wrote:Borne Velvalor wrote:Fizzer94 wrote:Edit: O'golly me. It seems I did my math wrong and though 3 hardeners only provided a measly 79.4% resistance. It appears they provide a (much more balanced IMO) 94.6% resistance. That seems far more fitting for a tanker, they deserve the best. Gosh tankers are so skilled, and are the best kind of people. The resistance is, to the best of my knowledge: 1 - [(1 - 0.6) * (1 - 0.6 * 0.5^[((2 - 1) / 2.22292081) ^2]) * (1 - 0.6 * 0.5^[((3 - 1) / 2.22292081) ^2])]
Or, simply, 1 - [(1 - 0.6) * (1 - 0.5215) * (1 - 0.3423)]which comes out to 87.4% resistance. So, we take 12.6% damage. Not sure how you got such a high resistance. Hopefully this is correct. This is enough to have a proto swarm hitting you once every second and just rep through it. They have stacking penalties? Thank god, they might be OP if they didn't. Yes. They do. The effect is almost nonexistant on the second and, while large on the third, does not matter anymore as you still have near immunity. This is why lumping large effects into a small number of modules is bad; stacking penalties don't get a chance to work. If we had more slots and 20% resists, we'd need to stack more of them and the penalties would accumulate faster. The fact that we have 60% resistances and 30% amplifiers has, imo, screwed a lot of balancing factors up.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2203
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Posted - 2014.01.20 06:28:00 -
[6] - Quote
6 hardeners for life! 2 hardeners 100% of the time! 3 hardeners 80% of the time!
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2206
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Posted - 2014.01.20 11:04:00 -
[7] - Quote
Lorhak Gannarsein wrote:True Adamance wrote:Spkr4theDead wrote:Fizzer94 wrote:RuckingFetard wrote:Seriously, why shoot at triple-hardened HAVs using only Militia Forge-Guns? Plus, the infantry surrounding them is usually even more ******** ( had a NovaScout try and ambush me in a complex,, with about 7 friendlies surrounding me. Finished dat bugger off with my breach ScP ) How are they supposed to know? There is no way for them to tell. Also, using 3 hardeners is douchey. We don't tell you how to fit out your dropsuit for every day use. Don't start telling us how we can fit out our tanks. Nah that's pretty ******* douchey. It kind of is. But I'm going to use it anyway! At least until CCP makes shield boosters useful against blasters, which they in no way are. Seems like if you take damage that'd cancel your regen before the shield booster takes effect, the booster is cancelled too. Which is kind of ridiculous. So 3x hardeners! It's a glitch that CCP said they would fix. I run a Booster on many of my fits now and it pisses me off every time. Nothing like dieing to militia blaster because your stupid Booster decides to crap out on you.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
2220
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Posted - 2014.01.21 00:25:00 -
[8] - Quote
As for triple hardener builds, they are easy to suppress with a maxed proto forge. It's just that in pubs, one guy in every five teams has one of these. If your Forge does 2000 damage it'll do 720 damage after resistance and efficacy. This is enough to drop the shields in one clip. Until you are 60 seconds into the cycle, however, you can double harden with ENH. After this you are forced to only use single hardeners. CMP are complicated but have opportunities to double harden during the cycle at different points and you only need to wait 15 seconds maximum to double harden when one of your hardeners drops if you don't resume.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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