ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
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Posted - 2014.02.17 19:21:00 -
[1] - Quote
TYCHUS MAXWELL wrote:Alena Ventrallis wrote:First, some math.
Swarms do 220 per missile. x6 missiles at proto is 1320 damage. This is without proficiency or any damage mods. I can do math vs hardeners if someone wants, but the point of hardeners is to severely hinder AV, and as such AV should not be expecting to destroy a tank when hardeners are up unless they bring lots of friends with them. As well, I am doing calculations based on a single magazine of swarms. Swarmers can of course reload and continue firing until their ammo reserves are exhausted.
Now, let's see how much one magazine of swarms would damage an unmodded sica/gunnlogi. Shield has 20% resistance to swarms. 1320x0.8 gives us 1056 per volley on the shield. x2 volleys is 2112 damage. 2650-2112 is 538 shield left. third volley gets tricky. The first part of the damage has a 20% resistance to swarms. 538x1.2 gives us 645.6. In other words, taking the bonus into account, swarms must deal 645.6 damage to remove the remaining 538 damage. 1320-646 (rounding for easy numbers) is 674 remaining damage. Now this damage gets a 20% bonus due to being in armor. 674x1.2 gives us 808.8 damage. 809 rounding. 1500-809 is 691 armor left.
Now, the soma/madrugar. Again, assuming no mods on the tank, and no damage mods or proficiency on the swarm. First, we have the 1200 shield to chew through. With a 20% resistance to swarms, 1320 damage would take out 1056 shield. This leaves 144 shield. 144x1.2 means a swarm must deal 173 damage to finish off the shield. 1320-173 means the swarm now has 1147 damage with which to hurt the armor. This remaining damage gets a 20% bonus vs armor. 1147x1.2 is 1376 damage. 4000-1376 is 2624 armor left. Now the final volley. 1320x1.2 is 1584. 2624-1584 is 1040 armor left.
As you can see, the problem is not the damage. A little in proficiency and the tanks would be destroyed easily. The issue is the application of that damage. Tanks can easily escape a swarmer before all the missiles can be hit. THIS IS THE ISSUE. Swarms vs dropships and vs LAVs is pretty solid right now. Tanks are the aberration. Tanks need to be slowed down. 25% seems a good starting point.
The other issue, and the one that more complicated to handle, is that we are talking proto swarms against standard vehicles. A lot of the imbalance is because of this. Pre-1.7, tanks were easy fodder for anyone running proto swarms. 2 mill skillpoints could wreck 20 million SP tankers, and this made tankers mad. Now we have people who have invested nothing into tanks being able to avoid people who have invested millions of SP into swarms. I can't really see a solution while we have proto AV and not proto vehicles. Tiericide on AV and vehicle mods would be a good starting point. But that's a whole other can of worms.
All in all, swarms are not as weaksauce as everyone complains about. They can kill a tank, albeit after some sp investment in proficiency and damage mods. The issue is that tanks can escape from them too fast. if we slow down tanks, swarmers will find that their weapon is suddenly much more deadly than they previously realized. And tanks will find that fitting their vehicles properly means a whole lot more, since one magazine of proto swarms can almost kill them. All swarms really need is a sp refund so we can pretend they don't exist like flaylock pistols. Edit: Also assuming tanks won't have any mods. What are you? The representative of the special tank Olympics? No one runs a tank without mods out of the battle academy.
True/False. I killed a Maddy yesterday that had no hardner and an advanced rep. I'm assuming dual damage mod in the highs. The lows.. No clue. It had mods, but not good ones.
Second case. Noob tanks with ABs.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
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