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Cody Sietz
Bullet Cluster Lokun Listamenn
3242
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Posted - 2014.05.13 21:21:00 -
[31] - Quote
I've noticed this as well.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Arx Ardashir
Imperium Aeternum
832
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Posted - 2014.05.13 21:23:00 -
[32] - Quote
My Cal Scout alt that I made for Operation Shinobi (was a min scout at the time, of course) dies all the time to all manner of guns. Especially the fast firing CR, ACR, and even had some trouble with an ARR once.
What am I doing wrong, not to get the super special resist bonuses?
Amarr Master - All Amarr Dropsuits at lvl 5.
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VikingKong iBUN
Mikramurka Shock Troop Minmatar Republic
72
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Posted - 2014.05.13 21:37:00 -
[33] - Quote
I kill Caldari light frames with my ACR all the time, I see nothing wrong. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
23
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Posted - 2014.05.13 21:45:00 -
[34] - Quote
OP, you are definitely spitballing.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
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PLAYSTTION
Universal Allies Inc.
134
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Posted - 2014.05.13 22:43:00 -
[35] - Quote
Lynn Beck wrote: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. 1/4th of a shot with base damage being 20 a shot.
My first guess is that caldari derpship %damage ratio(the % ratio used to specify "vehicles take 10% from small arms") was mistakenly applied to the Caldari Light frames, which is not entirely impossible, seeing that if a python loses its' shields, a Bk-42 can kill it in 3/4 of a clip.
While this is largely spitballing, i can note a very distinct ruleset:
Projectile/rail/explosive deal massively reduced damage to Caldari Light shields(25% dmg dralt by projectile, 40% rail, and 1-10% explosive)
Laser appears inconsistent, at the very least it doesn't do it's listed +20%.
Hybrid-blaster appears largely unaffected, considering my Ion Pistol has a better kill rate against CalLight than my Six Kin with Minmando 5 and 2 dmg mods. join a factional with a squadie and test it
Back to BF1943, only 3 more ranks to go till at the top!
Open Beta Vet 21mil sp
R.I.P Dust 514
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Lynn Beck
Heaven's Lost Property Negative-Feedback
1670
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Posted - 2014.05.14 00:23:00 -
[36] - 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
Like ALL the things!!!
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LtGen Shanks
Kinsho Swords Caldari State
80
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Posted - 2014.05.14 01:23:00 -
[37] - Quote
Well it's been a day and I have to say that something doesn't feel right with the Caldari Light frames. Not to boast, but I do rather well in matches. When it comes to 1v1 engagements, I usually win by utilizing my Scout's ability to get the jump on others. Heavies, Logistics, Assaults, and other Scouts--if I catch them from behind, it's usually a win for me.
However, against Caldari Light frames, the outcome of the engagements seldom results in my favor. I seem to consistently lose to them even if I manage a successful surprise attack from behind. It could be that I choke up and my gun game drops to negative numbers when facing a Caldari, but I'd like to believe there's something more to it than me performing poorly. |
Ryme Intrinseca
The Rainbow Effect
1201
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Posted - 2014.05.14 11:08:00 -
[38] - Quote
Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote:Ryme Intrinseca wrote:Lynn Beck wrote: 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.' The point of my test was to remove any environmental reasons for damage not being applied. I took it that that you were interested in how the suit works, not how the environment works. There are lots of circumstances in which an explosive SHOULD damage you in this game but does not due to environmental glitches.
As everyone knows, a flux goes around corners, a locus (or RE) does not. However, this is overapplied in some situations. You can be stood on a kerb that's 3 inches higher than street level, and there's a locus on the street right next to you. Sometimes this will mean the entire explosion just splashes off the 3 inch high kerb and you escape without damage. It just depends on how the game handles the specific geometry in that case.
I think it can also sometimes be the case that a grenade that's dropped next to a crate will do no damage. You can see a similar effect if you drop a nanohive right next to a crate; sometimes it glitches and thinks the nanohive is inside the crate, even though the radius clearly extends far beyond it.
So if you repeated my test but in combat situations there will be times when your Caldari scout takes no damage from nearby explosives. But you would find the same if you used any suit. |
TranquilBiscuit ofVaLoR
Fatal Absolution General Tso's Alliance
2115
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Posted - 2014.05.14 12:38:00 -
[39] - Quote
well, i run caldari scout quite often, and i haven't noticed anything. seems to die just as quickly as any other suit to me, but i haven't done any official testing on it, so don't take my word as fact.
but i did notice that it's a lot harder to escape an HMG in my minmatar assault that runs at 9.73 vs. my cal scout running at 9.02. maybe that's because the min assault has a bigger hitbox, but you would think that the extra speed would counter that. i dunno, maybe that's just me.
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Lynn Beck
Heaven's Lost Property Negative-Feedback
1672
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Posted - 2014.05.14 13:04:00 -
[40] - Quote
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.
General John Ripper
Like ALL the things!!!
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