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Lynn Beck
Heaven's Lost Property Negative-Feedback
1667
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Posted - 2014.05.12 20:25:00 -
[1] - Quote
Not 100% sure, howevrr something VERY peculiar happened in a match.
I ran up to an Amarr scout, using a C-1 Caldari Light Frame, with 235 shield, 87 armor, fitted with a Kincat.
He hit me with at least 5 rounds, as i heard 5 seperate pings, although some may have been allied shotgun pings.
My shields went to 230.
5 health, lost from at the very least a Bk-42, seeing as he was spray N praying.
5. Base damage being 20 per round.
That's 1/4th of a bullet.
Another instance, see a Std Calscout(turns out to be Proto on death screen) with 483 shield, sprayed an entire OH of scrambler into his back, only to be Allotek Breach shotgunned.
End shield, 122.
After a full OH into his back, running STRAIGHT away from me, no kincats that i could tell.
General John Ripper
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Lynn Beck
Heaven's Lost Property Negative-Feedback
1667
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Posted - 2014.05.12 20:31:00 -
[2] - Quote
Cat Merc wrote:Wouldn't be surprised if CCP's favorite has some super resits. That's the funny thing though, is that a Min scout with 350~ shield is easier to drop than a basic calscout with 240 shield, considering the enemy is using Projectile.
Assault rifles seem o bypass this.
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Lynn Beck
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Posted - 2014.05.12 20:49:00 -
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Denak Kalamari wrote:Eyewitness accounts are shoddy at best, and I'd rather blame this occurrence on glitches/poor hit detection rather than some ultra conspiracy about the Caldari having some special kind of shield hardener the other races don't have. How does that explain them taking 1/4th damage from projectile/rail?
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Lynn Beck
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Posted - 2014.05.12 20:55:00 -
[4] - Quote
Iron Wolf Saber wrote:This shouldn't be a thing. If you find out more let CCP know Ill keep tabs for this then. It is irregular at best, however this never happens to any other scout.
Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them.
General John Ripper
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Lynn Beck
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Posted - 2014.05.13 02:20:00 -
[5] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Denak Kalamari wrote:Eyewitness accounts are shoddy at best, and I'd rather blame this occurrence on glitches/poor hit detection rather than some ultra conspiracy about the Caldari having some special kind of shield hardener the other races don't have. Agreed . I used and use the suits myself and just did not notice any advantages over any other suit or weapons , I've herd people claiming that Caldari light suits can strafe better and now this . Whatever ... they have no advantage over any other suit and dies just as fast as most . Waste time figuring this out or you can inform CCP on implementing fixes for bugs and such IWS , also fixing the stats for the Caldari basic heavies as well . Explain to me then, how i can accurately(as accurate as spamming pubs with the fitting i'm questioning) describe the % of damage i'm taking Vs what i'm supposed to take, in CQC(clearly within optimal) conditions?
Also, regardless of whether i take multiple hits or not, i'm only taking 1/2 to 1/4th of A BULLET.
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Lynn Beck
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Posted - 2014.05.13 03:50:00 -
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jerrmy12 kahoalii wrote:Lynn Beck wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Denak Kalamari wrote:Eyewitness accounts are shoddy at best, and I'd rather blame this occurrence on glitches/poor hit detection rather than some ultra conspiracy about the Caldari having some special kind of shield hardener the other races don't have. Agreed . I used and use the suits myself and just did not notice any advantages over any other suit or weapons , I've herd people claiming that Caldari light suits can strafe better and now this . Whatever ... they have no advantage over any other suit and dies just as fast as most . Waste time figuring this out or you can inform CCP on implementing fixes for bugs and such IWS , also fixing the stats for the Caldari basic heavies as well . Explain to me then, how i can accurately(as accurate as spamming pubs with the fitting i'm questioning) describe the % of damage i'm taking Vs what i'm supposed to take, in CQC(clearly within optimal) conditions? Also, regardless of whether i take multiple hits or not, i'm only taking 1/2 to 1/4th of A BULLET. Stop trolling Your last thread had qq from the caldari stuff Qq moar kane beck My last thread was on this same exact thing, hoever i did not hve any evidence, just 'i got a feeling, anybody else?'
Now however, i have moderately concrete evidence that Caldari Lights do not take their full damage.
Also, it's quite difficult for one to just waltz in and state 'you're trolling, stfu and don't point that out' without concrete evidence to the contrary, or proof that i'm lying through my teeth.
You don't have that, so stop trolling.
General John Ripper
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Lynn Beck
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Posted - 2014.05.13 06:21:00 -
[7] - Quote
IceShifter Childhaspawn wrote:Combination of the dropsuit model, strafe irregularity, and hit detection.
The give away was the AR. Strafe speeds are always maxed in this game. Thats why heavies cant hop more than 3 inches front to back but can jump 12 to the left or the right.
Strafing in a light suit. Who'da thought? While i would love to agree that it is the hitbox(would make things much easier)i beleive there is a hidden irregularity in the %damage parameter on the Caldari Light.
Kinda like how the Caldari dropship/lav takes full damage from light weapons when into armor, the caldari light frames take reduced damage from small arms through shield.
Will update OP... Tomorrow. It's 2:30 and i'm tired.
Edit: AR being the give away? I'm not sure i follow you.
I used the Breach AR (basic) and counted HP to damage for kill, logis with 300/500 HPs took 18 shots to kill, while a at most 487/87(because they never armor tank unless sniping) calscout takes 20-25, and this is counting as close as possible to 100% hit ratios as possible, as, they are immobile when i engage.
General John Ripper
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Lynn Beck
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Posted - 2014.05.13 19:16:00 -
[8] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:I believe that it has something to do with hit detection as well because like I said , I use the suits and still die in an fashion similar to any other light or scout suit and I use Gal scouts as well so I would notice any difference but if you yourself and others can actually confirm this then that evidence can not be rebuked but until they fix the hit detection as with using sniper rifles ... then anything done or said does not really have a strong foundation .
One instance you might get the results that you claim and another or someone else may find otherwise so the fact that you have a known variable namely , hit detection ... then the results will be unstable or irregular until the problem is fixed .
I play games where I'm point blank with a HMG and a Gal scout can run right at me and not strafe and shotgun me while I'm firing and I notice that my bullets are not registering , other times it works just fine but to have a HMG in comparison to an AR and stand at point blank range and bullets are not registering shows a hit detection problem .
I just do not snipe like I use to because of the same , some games it works when others it just doesn't and I can be dead on and nothing .
Hit detection needs to be addressed . I don't think it's hit detection ALL of the time, albeit, a caldari scout with 2 complex kins is going to be a ***** to shoot.
I got hit by a sniper round in my Callight and it did, ready? 120 damage. Mlt snipers do 205, and Tac Snipers do 173.5
A scrambler barrage(it was an Enemy, so no idea what kind and how many damage mods) did 36 damage at a range of 35-50 meters.
One shot does 79-ish.
General John Ripper
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Lynn Beck
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Posted - 2014.05.13 19:19:00 -
[9] - Quote
Leeroy Gannarsein wrote:I've heard the same thing.
I've never noticed it.
I use CR and ScR primarily, and I've not noticed CalScout being particularly hard to kill -once I hit him. They're typically harder to hit than Gal, who often have plates fitted, and have higher HP totals than Minmatar, because of different roles, and the regen makes them a pain to kill.
But them taking too little damage? This isn't something I've noticed, no. Yes, their regen is a ***** to fight against, however that doesn't explain them not taking any damage in a CQC ragefest, against 3 people.
Yes, they were strafing like a *****.
Yes, they also only lost 10 HP in the end.
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Lynn Beck
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Posted - 2014.05.13 20:51:00 -
[10] - Quote
Ryme Intrinseca wrote:Lynn Beck wrote:Iron Wolf Saber wrote:This shouldn't be a thing. If you find out more let CCP know Ill keep tabs for this then. It is irregular at best, however this never happens to any other scout. Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them. Edit: my evidence for this is a Rai Rifle did 20 damage. 42 base damag, -10% shield damage denotes i should have taken 37.8 damage, and this was at 15m-25m. I have survived Remote Explosives by simply triple-extendering my Cal frame, i get like 309 shield or so. I took 40 HP damage from a locus. No idea what kind as it diddn't kill me, however i was standing right on top of it. The general rule i have come across is that projectile does ~25% damage, while rail does ~60%, explosive does a nominal 5% or so. Since you say explosives are affected by this it is very easy to test. Find a supply depot in the redline and simply drop a grenade at the feet of your cal light 20 times, recording how much damage you take each time. If you want to be super scientific switch to a different light suit and repeat the test as a 'control'. Guess i've got some testing then.
However it is quite unpredictable, although when it does happen(is this caused by a certain fiting, or a certain behaviour in the server? Is it a SDE problem, where it has a misapplying %damage ratio?)it is almost always at those percentages, as it is 'possible' to kill a Cal Light, however in these instances it requires at least 1 reload.
I'll probably have an ally throw Mlt locus and Sleek, followed by Flux.
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Lynn Beck
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Posted - 2014.05.14 00:23:00 -
[11] - Quote
Ryme Intrinseca wrote:Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote:Iron Wolf Saber wrote:This shouldn't be a thing. If you find out more let CCP know Ill keep tabs for this then. It is irregular at best, however this never happens to any other scout. Also of note is that Hybrid-Blaster doesn't appear to have any problems, though Rail/Explosive also take notably long to drop them. Edit: my evidence for this is a Rai Rifle did 20 damage. 42 base damag, -10% shield damage denotes i should have taken 37.8 damage, and this was at 15m-25m. I have survived Remote Explosives by simply triple-extendering my Cal frame, i get like 309 shield or so. I took 40 HP damage from a locus. No idea what kind as it diddn't kill me, however i was standing right on top of it. The general rule i have come across is that projectile does ~25% damage, while rail does ~60%, explosive does a nominal 5% or so. Since you say explosives are affected by this it is very easy to test. Find a supply depot in the redline and simply drop a grenade at the feet of your cal light 20 times, recording how much damage you take each time. If you want to be super scientific switch to a different light suit and repeat the test as a 'control'. Guess i've got some testing then. However it is quite unpredictable, although when it does happen(is this caused by a certain fiting, or a certain behaviour in the server? Is it a SDE problem, where it has a misapplying %damage ratio?)it is almost always at those percentages, as it is 'possible' to kill a Cal Light, however in these instances it requires at least 1 reload. I'll probably have an ally throw Mlt locus and Sleek, followed by Flux. Just tested myself on cal scout alt: Suit: scout C/1-series with level 3 Caldari scout, 308hp shield, 174hp armour Test: stood on standard locus grenade rated at 400hp explosive damage ten times Results: same outcome each time, shield removed and 4 notches of armour damage (about 10%) Analysis: explosive does 80% damage versus shield, so it will take 96.25% of the 400 explosive damage to wipe out the shield on my C/1-series; explosive does 120% damage versus armour, so the remaining 3.75% of the 400 explosive damage will do 18 armour damage, about 10% of total armour Conclusion: from this limited testing the caldari scout seems to take explosive damage as advertised Thanks for running a test. 1. However useful that is, it's not enough to just say 'i didn't die. STFU' if that is what you are implying.
Get a person on the enemy team(Q sync?) to throw one. Get a person to throw one super long range, and jump as it blows up. Get a person to throw one under an LAV or next to a box, and have you stand near it.
There are many conditions that need tested in order to make or break my claim, across mutliple maps and multiple time zones.
You cannot just throw 20 locuses in 1 match and say 'it's fine', you have to throw 5 locuses over 100 or so matches.
I will however, add your results into my mind, and note it as 'not 100% of the time, resists are being applied.'
General John Ripper
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Lynn Beck
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Posted - 2014.05.14 13:04:00 -
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Ryme Intrinseca wrote: -snip-
I was stating that to see if the Cal Light reacts uniqely to geometry, or to see if its' dodgy nature is replicatable(say, if i put 3 shield extenders on a Min Light, yet it takes more MD rounds to drop the Cal.)
However, i type either right after waking up or before bed, so i might be a bit sleepy.
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