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xxwhitedevilxx M
Maphia Clan Corporation
1769
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Posted - 2014.03.01 13:39:00 -
[31] - Quote
Arkena Wyrnspire wrote:Ghosts Chance wrote: caldari heavys are going to learn very quickly that fluxes kill as they cant get enough armor to survive one like their assault and logi brotheren.
I agree with most of your predictions tbh, but I find this one baffling. You can get a comfortable 600 armour HP on a Caldari heavy and the shields start regenerating instantly after a flux. They won't kill you instantly. They'll do damage, but they won't guarantee a death, not by a long shot.
If you fit a Cal Heavy as a pure shield tank it really hurts. Even if fluxed, it starts to to recharge the shield at 100+ HP/sec after 0.78 sec. Eventually could be killed by other heavies; it's hard to say if the Scrambler rifle actually do enough damage to negate the shield recharge before it overheats. Cal Heavy could be a beast.
>Bastard I : "Cce me ne... futt! XD"
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
406
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Posted - 2014.03.01 13:43:00 -
[32] - Quote
MINA Longstrike wrote:Arx Ardashir wrote:MINA Longstrike wrote:That's why I'm really hoping that 1sec depleted shield recharge startup isn't a typo for the cal heavy. SourceCCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Wonderful, time for dmg mods, energizers (ahahahah 80hp/s recharge) and regulators.
only one low slot though
32db Mad Bomber.
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Arx Ardashir
Imperium Aeternum
609
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Posted - 2014.03.01 13:45:00 -
[33] - Quote
xxwhitedevilxx M wrote:If you fit a Cal Heavy as a pure shield tank it really hurts. Even if fluxed, it starts to to recharge the shield at 100+ HP/sec after 0.78 sec. Eventually could be killed by other heavies; it's hard to say if the Scrambler rifle actually do enough damage to negate the shield recharge before it overheats. Cal Heavy could be a beast. Dropsuits aren't vehicles, they don't have a "damage threshold" for shield recharge under fire. You could flux them and then hit them for 1 damage every half a second and the shields won't recharge.
Now is the winter of our non-content.
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ALT2 acc
186
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Posted - 2014.03.01 13:51:00 -
[34] - Quote
xxwhitedevilxx M wrote:Arkena Wyrnspire wrote:Ghosts Chance wrote: caldari heavys are going to learn very quickly that fluxes kill as they cant get enough armor to survive one like their assault and logi brotheren.
I agree with most of your predictions tbh, but I find this one baffling. You can get a comfortable 600 armour HP on a Caldari heavy and the shields start regenerating instantly after a flux. They won't kill you instantly. They'll do damage, but they won't guarantee a death, not by a long shot. If you fit a Cal Heavy as a pure shield tank it really hurts. Even if fluxed, it starts to to recharge the shield at 100+ HP/sec after 0.78 sec. Eventually could be killed by other heavies; it's hard to say if the Scrambler rifle actually do enough damage to negate the shield recharge before it overheats. Cal Heavy could be a beast. How did you get 100 hp/s?
Hater attractor proficiency 5, hater attractor optimization 5.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
406
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Posted - 2014.03.01 13:52:00 -
[35] - Quote
Arx Ardashir wrote: Example:
Rail (+10% against armor) weapon does 100 damage. Target has a 10% armor resistance to rail weapons. For this scenario, we'll say the target has 0 shields.
Damage done by weapon: 100 x 1.1 = 110. Damage done when it hits the target: 110 x 0.9 = 99. The weapon ends up doing only 99% of its original damage, meaning that the target still gets a 1% resistance, even though it's resistance percentage equaled the bonus against it.
There's a slight rounding error in your post it's .909090 repeating not .9
110 x (1/1.1) = 100%
32db Mad Bomber.
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ALT2 acc
186
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Posted - 2014.03.01 13:52:00 -
[36] - Quote
Arx Ardashir wrote:xxwhitedevilxx M wrote:If you fit a Cal Heavy as a pure shield tank it really hurts. Even if fluxed, it starts to to recharge the shield at 100+ HP/sec after 0.78 sec. Eventually could be killed by other heavies; it's hard to say if the Scrambler rifle actually do enough damage to negate the shield recharge before it overheats. Cal Heavy could be a beast. Dropsuits aren't vehicles, they don't have a "damage threshold" for shield recharge under fire. You could flux them and then hit them for 1 damage every half a second and the shields won't recharge. Which needs to be fixed No way should an ar 100m away stop my recharge...
Hater attractor proficiency 5, hater attractor optimization 5.
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Arx Ardashir
Imperium Aeternum
609
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Posted - 2014.03.01 13:58:00 -
[37] - Quote
Asha Starwind wrote:There's a slight rounding error in your post it's .909090 repeating not .9 110 x (1/1.1) = 100% The .9 was from 90%, aka a -10% damage reduction. I have never seen anyone do 1 divided by 110% to apply a 10% damage reduction.
I remain confident in my original post.
Now is the winter of our non-content.
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 14:05:00 -
[38] - Quote
1.8 is heavy 514
sadly though the minmatar heavy cant hold a candle to the other 3, and the amaar is outclassed by gal and cal.
this game has balance problems. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
406
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Posted - 2014.03.01 14:06:00 -
[39] - Quote
Arx Ardashir wrote:Asha Starwind wrote:
There's a slight rounding error in your post it's .909090 repeating not .9
110 x (1/1.1) = 100%
The .9 was from 90%, aka a -10% damage reduction. I have never seen anyone do 1 divided by 110% to apply a 10% damage reduction. I remain confident in my original post.
The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
32db Mad Bomber.
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ZDub 303
TeamPlayers Negative-Feedback
2280
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Posted - 2014.03.01 14:20:00 -
[40] - Quote
Asha Starwind wrote:Arx Ardashir wrote:Asha Starwind wrote:
There's a slight rounding error in your post it's .909090 repeating not .9
110 x (1/1.1) = 100%
The .9 was from 90%, aka a -10% damage reduction. I have never seen anyone do 1 divided by 110% to apply a 10% damage reduction. I remain confident in my original post. The damage bonus is applied to the incoming damage and the resist to the shield/armor. x*a = y*b y = x*a/b or y = x*a*1/b
No idea what kind of funky math you are trying to post here but arx is definitely correct. |
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 14:26:00 -
[41] - Quote
ZDub 303 wrote:Asha Starwind wrote:Arx Ardashir wrote:Asha Starwind wrote:
There's a slight rounding error in your post it's .909090 repeating not .9
110 x (1/1.1) = 100%
The .9 was from 90%, aka a -10% damage reduction. I have never seen anyone do 1 divided by 110% to apply a 10% damage reduction. I remain confident in my original post. The damage bonus is applied to the incoming damage and the resist to the shield/armor. x*a = y*b y = x*a/b or y = x*a*1/b No idea what kind of funky math you are trying to post here but arx is definitely correct.
damage resistance aka damage reduction is indeed applyed to.... damage... as it reduces damage.... i had this same debate long ago about tank resistance and went throught he trouble of proving it back then so i can confirm first hand the math is all done damage side and doesnt interact with shields/armor at all.
damage = 100 bonus = 10% reduction = 10%
damage + bonus = 110
10% of 110 is 11 and so final damage is 99, this is the correct way to calculate it.
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
408
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Posted - 2014.03.01 14:28:00 -
[42] - Quote
ZDub 303 wrote:Asha Starwind wrote:Arx Ardashir wrote:Asha Starwind wrote:
There's a slight rounding error in your post it's .909090 repeating not .9
110 x (1/1.1) = 100%
The .9 was from 90%, aka a -10% damage reduction. I have never seen anyone do 1 divided by 110% to apply a 10% damage reduction. I remain confident in my original post. The damage bonus is applied to the incoming damage and the resist to the shield/armor. x*a = y*b y = x*a/b or y = x*a*1/b No idea what kind of funky math you are trying to post here but arx is definitely correct.
If you can't understand math, how could tell whether someone's math is right or not?
32db Mad Bomber.
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Arx Ardashir
Imperium Aeternum
609
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Posted - 2014.03.01 14:31:00 -
[43] - Quote
Asha Starwind wrote: The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
What are your variables? Also, I don't know why you have the two sides equal.
Damage applied (X) = [Weapon damage(d) x weapon bonus (b)] x Resist(r)
or
X = (db)r
Now is the winter of our non-content.
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 14:36:00 -
[44] - Quote
Arx Ardashir wrote:Asha Starwind wrote: The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
What are your variables? Also, I don't know why you have the two sides equal. Damage applied (X) = [Weapon damage(d) x weapon bonus (b)] x Resist(r) or X = (db)r
guys its irrelevent, ive posted the explanation on how damage reduction is calculated, ive tested it extensivly int he past back when there was a debate how resistance worked on tanks and know 100% first hand how it works in dust.
i also simplified out so that an idiot could understand it and did so without having to post mathmatical formulas, your all putting in alot of effort when its obvious that 10% of 110 is in fact 11, and so 100 damage turns into 99 after a 10% bonus and a 10% reduction are applyed. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
408
|
Posted - 2014.03.01 14:41:00 -
[45] - Quote
Arx Ardashir wrote:Asha Starwind wrote: The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
What are your variables? Also, I don't know why you have the two sides equal. Damage applied (X) = [Weapon damage(d) x weapon bonus (b)] x Resist(r) or X = (db)r
Rule of Conservation. In = Out
weapon damage (x) * weapon bonus (a) = health value (y) * resist (b)
rearrange to for
weapon damage needed to kill ______:
x = y*b/a
or for how much damage from ______ weapon can given hp sustain:
y = x*a/b
32db Mad Bomber.
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Arx Ardashir
Imperium Aeternum
609
|
Posted - 2014.03.01 14:41:00 -
[46] - Quote
Ghosts Chance wrote:Arx Ardashir wrote:Asha Starwind wrote: The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
What are your variables? Also, I don't know why you have the two sides equal. Damage applied (X) = [Weapon damage(d) x weapon bonus (b)] x Resist(r) or X = (db)r guys its irrelevent, ive posted the explanation on how damage reduction is calculated, ive tested it extensivly int he past back when there was a debate how resistance worked on tanks and know 100% first hand how it works in dust. i also simplified out so that an idiot could understand it and did so without having to post mathmatical formulas, your all putting in alot of effort when its obvious that 10% of 110 is in fact 11, and so 100 damage turns into 99 after a 10% bonus and a 10% reduction are applyed. Which is what I said in my original reminder, yes. I was just trying to help Asha understand. The original post was about EHP, though, so talk of resistances isn't irrelevant.
I am curious as to how much (%) damage from each type is going to be applied to a fully skilled Gal Sentinel. Unfortuantely, the web filter at my work blocks CCP's images on the upcoming changes, so I can't do it myself at the moment.
Now is the winter of our non-content.
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 14:43:00 -
[47] - Quote
Asha Starwind wrote:Arx Ardashir wrote:Asha Starwind wrote: The damage bonus is applied to the incoming damage and the resist to the shield/armor.
x*a = y*b
y = x*a/b or y = x*a*1/b
What are your variables? Also, I don't know why you have the two sides equal. Damage applied (X) = [Weapon damage(d) x weapon bonus (b)] x Resist(r) or X = (db)r Rule of Conservation. In = Out weapon damage (x) * weapon bonus (a) = health value (y) * resist (b) rearrange to for weapon damage needed to kill ______: x = y*b/a or for how much damage from ______ weapon can given hp sustain: y = x*a/b
except that your weapon will do the exact same damage reguardless of how much HP the target has.... meaning "health value" should in no way EVER be in your equation.
tested and proven personally, your calculating somethign that doesnt exsist in the game. |
Ghosts Chance
Inf4m0us
1168
|
Posted - 2014.03.01 14:44:00 -
[48] - Quote
Arx Ardashir wrote: Which is what I said in my original reminder, yes. I was just trying to help Asha understand. The original post was about EHP, though, so talk of resistances isn't irrelevant.
I am curious as to how much (%) damage from each type is going to be applied to a fully skilled Gal Sentinel. Unfortuantely, the web filter at my work blocks CCP's images on the upcoming changes, so I can't do it myself at the moment.
15% reduction against rail weaponry (armor only) 10% reduction against projectile (armor only) 25% redection against splash (armor and shields)
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Arx Ardashir
Imperium Aeternum
609
|
Posted - 2014.03.01 14:45:00 -
[49] - Quote
Asha Starwind wrote:Rule of Conservation. In = Out
weapon damage (x) * weapon bonus (a) = health value (y) * resist (b)
rearrange to for
weapon damage needed to kill ______:
x = y*b/a
or for how much damage from ______ weapon can given hp sustain:
y = x*a/b Well there's your problem, Asha. You're not looking for the damage done, but the damage needed. There's a difference.
Now is the winter of our non-content.
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Arx Ardashir
Imperium Aeternum
609
|
Posted - 2014.03.01 14:49:00 -
[50] - Quote
Ghosts Chance wrote:15% reduction against rail weaponry (armor only) 10% reduction against projectile (armor only) 25% redection against splash (armor and shields)
So the Gallente Sentinel will take: 80% damage from laser weapons 90% damage from explosive splash damage (would a direct hit from an MD or Flaylock deal the full 120%?) 93.5% damage from Rail weaponry 99% damage from Projectile weaponry.
Scary indeed. Nothing will do full damage against it's main tank, unless direct hits from explosive weapons are excluded from the splash reduction (which you think they would). So maybe the best counter to a Gal Sentinel will be a marksman with an MD.
Edit: Ghosts, I would add this resistance profile to your OP to better help your point.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 14:53:00 -
[51] - Quote
Arx Ardashir wrote: 90% damage from explosive splash damage (would a direct hit from an MD or Flaylock deal the full 120%?)
Scary indeed. Nothing will do full damage against it's main tank, unless direct hits from explosive weapons are excluded from the splash reduction (which you think they would).
i think you may be correct, a mass driver/flaylock to the face is going to do its full damage and ignore all the resistances!
this my friend, makes you my hero for the day, i hadnt even though of that yet.
this makes a case for MD/Flaylock becuase the gal is going to be REALLY slow... and so flaylocks and breach massdrivers are going to be able to hit their mark quite easily in this case and end up doing insane damage.
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Arx Ardashir
Imperium Aeternum
609
|
Posted - 2014.03.01 14:58:00 -
[52] - Quote
Ghosts Chance wrote:this my friend, makes you my hero for the day, i hadnt even though of that yet.
this makes a case for MD/Flaylock becuase the gal is going to be REALLY slow... and so flaylocks and breach massdrivers are going to be able to hit their mark quite easily in this case and end up doing insane damage.
Does this make up for the semi-hijack?
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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Ghosts Chance
Inf4m0us
1168
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Posted - 2014.03.01 15:00:00 -
[53] - Quote
Arx Ardashir wrote:Ghosts Chance wrote:this my friend, makes you my hero for the day, i hadnt even though of that yet.
this makes a case for MD/Flaylock becuase the gal is going to be REALLY slow... and so flaylocks and breach massdrivers are going to be able to hit their mark quite easily in this case and end up doing insane damage.
Does this make up for the semi-hijack?
it justifies it completly
the minmatar commando is going to be the only thing that can put up a fight.....
the minmatar assault is a candidate as it stands as well due to its increased flaylock clip size making direct hits very very likely. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
409
|
Posted - 2014.03.01 15:06:00 -
[54] - Quote
Arx Ardashir wrote:Asha Starwind wrote:Rule of Conservation. In = Out
weapon damage (x) * weapon bonus (a) = health value (y) * resist (b)
rearrange to for
weapon damage needed to kill ______:
x = y*b/a
or for how much damage from ______ weapon can given hp sustain:
y = x*a/b Well there's your problem, Asha. You're not looking for the damage done, but the damage needed. There's a difference.
Fair enough, but I calc how it's stated.
Ghosts Chance wrote:except that your weapon will do the exact same damage reguardless of how much HP the target has.... meaning "health value" should in no way EVER be in your equation.
tested and proven personally, your calculating somethign that doesnt exsist in the game.
What does that even mean? The target will only ever see the damage equivalent to their hp. For example, you instantaneously deal 900pts of pure damage to a target with 600 total ehp, they will only see 600damage, the point at which their health drops to 0. The remaining 300pts goes into a corpse. Health will always equal damage taken. About your tests IIRC 'in-game' decimals are not displayed so without pulling the real-time data straight from the system memory the best you can do is an approximation on how it is handled not a definitive conclusion, we're talking about 1% that there is no way to measure.
32db Mad Bomber.
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Ghosts Chance
Inf4m0us
1168
|
Posted - 2014.03.01 15:18:00 -
[55] - Quote
Asha Starwind wrote:Arx Ardashir wrote:Asha Starwind wrote:Rule of Conservation. In = Out
weapon damage (x) * weapon bonus (a) = health value (y) * resist (b)
rearrange to for
weapon damage needed to kill ______:
x = y*b/a
or for how much damage from ______ weapon can given hp sustain:
y = x*a/b Well there's your problem, Asha. You're not looking for the damage done, but the damage needed. There's a difference. Fair enough, but I calc how it's stated. Ghosts Chance wrote:except that your weapon will do the exact same damage reguardless of how much HP the target has.... meaning "health value" should in no way EVER be in your equation.
tested and proven personally, your calculating somethign that doesnt exsist in the game. What does that even mean? The target will only ever see the damage equivalent to their hp. For example, you instantaneously deal 900pts of pure damage to a target with 600 total ehp, they will only see 600damage, the point at which their health drops to 0. The remaining 300pts goes into a corpse. Health will always equal damage taken. About your tests IIRC 'in-game' decimals are not displayed so without pulling the real-time data straight from the system memory the best you can do is an approximation on how it is handled not a definitive conclusion.
you can rule out by exemption, its not about matching nuymbers its about calculating expected results and getting ACTUAL results and compairing the two.
aka you know wich ones right because it came within the same number + or - a tiny fraction.
if you were expecting 1523 damage for one calculation and 1654 for the other and the real damage recieved was 1534 wich of the two original formulas was correct?
you math is technically correct, for calulating EHP, but we were discussing damage itself and how damage reduction has a greater effect then a damage bonus and so we could not use EHP as our basis we actually had to use the math used in game to confirm that.
10 damage increase is worth less then a 10% damage reduction, because an increase is = to 10 and a reduction is equal to 11 from my previous example.
in addition to that the decimal places ARE shown in game under the weapon information screen AND we can do the math for HP accurate to a (near) infinate amount of decimal places because of the wonderful invention of the calulator.
your assumption that we cant calculate the numbers in game with 100% accuracy is false, we can its a really really simple thing called math.
i can calulate with 100% accuracyu how much cpu or PG we have after skills are applyed, and how much cpu and pg a module or weapon uses (including decimal places :P) with 100% accuracy as well.
i can also calculate EXACTLY how much hp a suit has including decimal places
i can calulate how much damage something will do including decimal places
i can calculate how much damage something can obsorb including decimal places.
math... it kinda works. |
Arx Ardashir
Imperium Aeternum
610
|
Posted - 2014.03.01 15:41:00 -
[56] - Quote
Asha Starwind wrote:The target will only ever see the damage equivalent to their hp. For example, you instantaneously deal 900pts of pure damage to a target with 600 total ehp, they will only see 600damage, the point at which their health drops to 0. The remaining 300pts goes into a corpse. Health will always equal damage taken. The problem with your method is when we calculate damage done that is less than the total HP of the target. Take 200 points of damage into a 600 ehp target, for example.
Weapon damage (x): 200 Weapon bonus (a): 10% (110% total) Resist (b): 10% Total target health (y): 600 Plugged into your equation of x*a=y*b, we get 200(1.1) = 600b, with b needing to be .3666...(etc). Does that sound correct? No, because your equation is for damage needed to kill, not damage done by single shot.
Like Ghosts said, your math is correct, but you're tying to find a different value.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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Ghosts Chance
Inf4m0us
1168
|
Posted - 2014.03.01 16:19:00 -
[57] - Quote
ive been doing math and WOW... if you thought heavys wielding RRs is bad now.... just wait till you run into a gal heavy with 1101.75 armor in ddition to its aprox 480 shields.....
forget HMGs on the thing, it doesnt matter what weapon you stick on that suit your going to be a wrecking ball...
the cal sentinal is just as bad but wont be able to take advantage of logi reps in quite the same way....
heavys with light weapons.... heavys with light weapons EVERYWHERE....
assault suits cannot compete, HP>Speed and damage |
Awry Barux
Ametat Security Amarr Empire
1312
|
Posted - 2014.03.01 16:20:00 -
[58] - Quote
Arx Ardashir wrote:Ghosts Chance wrote:15% reduction against rail weaponry (armor only) 10% reduction against projectile (armor only) 25% redection against splash (armor and shields)
So the Gallente Sentinel will take: 80% damage from laser weapons 90% damage from explosive splash damage (would a direct hit from an MD or Flaylock deal the full 120%?) 93.5% damage from Rail weaponry 99% damage from Projectile weaponry. Scary indeed. Nothing will do full damage against it's main tank, unless direct hits from explosive weapons are excluded from the splash reduction (which you think they would). So maybe the best counter to a Gal Sentinel will be a marksman with an MD. Edit: Ghosts, I would add this resistance profile to your OP to better help your point.
Could this mean that the Breach MD is going to become the weapon of choice for punishing super amor-stacked heavies? Core Breach MD currently hits for 372 damage on a direct hit, you could easily be pushing 500 with current stats and damage mods, post-buff you might even be looking at 2-shotting a Gal heavy if you lead with a flux. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
409
|
Posted - 2014.03.01 16:21:00 -
[59] - Quote
Arx Ardashir wrote:Asha Starwind wrote:The target will only ever see the damage equivalent to their hp. For example, you instantaneously deal 900pts of pure damage to a target with 600 total ehp, they will only see 600damage, the point at which their health drops to 0. The remaining 300pts goes into a corpse. Health will always equal damage taken. The problem with your method is when we calculate damage done that is less than the total HP of the target. Take 200 points of damage into a 600 ehp target, for example. Weapon damage (x): 200 Weapon bonus (a): 10% (110% total) Resist (b): 10% Total target health (y): 600 Plugged into your equation of x*a=y*b, we get 200(1.1) = 600b, with b needing to be .3666...(etc). Does that sound correct? No, because your equation is for damage needed to kill, not damage done by single shot. Like Ghosts said, your math is correct, but you're tying to find a different value.
You solved for (b), which you already provided, and due to the associative law the statement is false because a=b, they cancel each other out leaving 200 = 600, which is not true. What you solved for was how much of a damage penalty would be needed for a 200hp shot to kill a suit with 600hp. :/
32db Mad Bomber.
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D legendary hero
Ultramarine Corp
1769
|
Posted - 2014.03.01 16:24:00 -
[60] - Quote
Ghosts Chance wrote:with this and the new stats in mind heavys are going to be absolute monsters in 1.8 with insane amounts of EHP even while using basic suits while fully skilled.
commandos (aka heavy assault) are going to overshadow traditional assault suits and logis are going to actually be logis.
scouts are going to be.... dieing alot and killing alot but then again scouts have never really been all that concerned with KDR.
mass drivers are going to be crap against the heavy spam and OP against everything else.
winmatar assaults are going to also suffer from that splash damage reduction.
caldari heavys are going to learn very quickly that fluxes kill as they cant get enough armor to survive one like their assault and logi brotheren.
gallante heavys are going to scare the **** out of people and will be FOTM since they are going to be running around with over 1000 armor and damage resistance against anything thats actually good at countering that (unlike the caldari version)
1.8 FOTM
gallante heavy flux nades caldari/gal scout HMGs minmatar commandos with CR and MDs
special mention, logis are going to absolutly LOVE 1.8 as it will be VERY armor heavy and there will be LOADS of people to rep and give ammo to that cant bring ammo themselves.
Winmatar logi One thing is right. Ehp is king. And minmatar have the lowest ehp. They r and will be weak. minmatar hvy is weak.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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