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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7093
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Posted - 2015.02.10 23:02:00 -
[1] - Quote
sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7094
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Posted - 2015.02.11 04:22:00 -
[2] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:sure, if the CPU cost of armor reps gets increased I'm absolutely copacetic with this change. So then what would be the point of increasing CPU in the first place? Modified PRO suits already have more CPU than vehicles, how could that possibly be balanced? Because you have 10x the PG?
The two things arent scaled the same spkr. If they were I'd be killing your tank with a bolt pistol.
Jesus you find the weirdest and most edge-case arguments by which to justify whatever it is you want.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 21:40:00 -
[3] - Quote
Gabriel Ceja wrote:When it comes to the armor reps I understand that triple stacking is an issue that worries some people but even if the Maddy got the 200 CPU buff (not pg) with the high pg cost that armor reps have it still wouldn't be possible to reach over 400 hp/s and that's on a solo tank which would probably only have an ADVANCED or lower tier large turret.
Seriously even with level five skills two complex heavy reps would only get about 276 HP/S and with two complex and good luck trying to fit the third one with the pg cost of the heavy reps, hell you would be lucky to be able to fit a light rep which will barely put you past 300 hp/s.
Well if the fear of triple stack reps is really the only issue people have with this then I hope this helps put your mind at ease. Oh and ------> #Buff Maddy Cpu
400 HP/s = 1200 HP repped during a forge gun charge cycle.
Given that the forge hits for 1500 with the IAFG this would provide an 80% reduction in damage from the IAFG and total reduction for lesser variants.
It would eliminate 1750 of a breach forge's 2100, leaving a grand total of 350 damage every 5.5 seconds that's less than 100 DPS.
it would eliminate all but 240 damage from the standard forge, which hits every four seconds.
In short, a 400 rep/s armor tank would be the essence of overpowered and invulnerable to infantry in entire.
this is not something that needs to be repeated.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 21:52:00 -
[4] - Quote
Gabriel Ceja wrote:The problem with your argument is that your only taking into account one Forge gunner when that would mostly likely not be the case in many situations so please don't come with that "I want to pop your tanks in one clip on my own" nonsense yes it shouldn't take a whole team to take down a tank but at least make you calculations with at least two AV infantry. 1 player =1 player.
It's that simple.
Forge guns are antitank weapons.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:31:00 -
[5] - Quote
Pokey Dravon wrote:Well the issue with the 1 av = 1 pilot argument is that it's overly simplistic. There are SO many factors involved such as
-Range between AV and Tank -Elevation difference -Position/Availability of cover -Damage Profile -Hardened or Unhardened state -Speed of vehicle -Vehicle weak points -Differences in SP -Turret Type/Range -AV Suit's fit
An AV standing out in the open, on the ground, should get his/her teeth kicked in easily by the tank. At the same you can't have a system where AV does so much damage that a single player can blap a tank as its driving by without even engaging the AVer.
There is a lot at play so its difficult to make generalized statements, but if I had to I'd put it like this "A solo AV player should be able to kill a solo piloted vehicle of equal tier if their position is advantageous and the vehicle stays within the AV weapon's firing range for a reasonable amount of time."
my argument is 400 reps/second negates any tactical advantage you can have as an AV gunner. At that point your tactical positioning means jack all.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:47:00 -
[6] - Quote
Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces 900 damage minimum during a forge recharge cycle is still massively significant. three proto reps = 930/sec. this is enough to more or less negate swarms (which actually makes me giggle a little), but it's still going to be a retardedly short recovery time which makes the gunnlogi recovery look like the idiot child of tank choices, and gunnlogis regen too fast anyway.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:50:00 -
[7] - Quote
Gabriel Ceja wrote:Yes pokey I agree it's not the easiest thing to argue because there are many factors on either side to take into account but as for Breakin Stuff your argument is Invalid due to the fact 400 hp/s is almost impossible to achieve even if there was a Cpu buff the only way to fit three complex heavy reps to reach that much rep is to be a solo tank with nothing but rep mods and the only turret you can put is a basic and with the dispersion it shouldn't be too tough for your IAFG to blast it to pieces
IAFG takes slightly under 3 seconds to do 1500 base damage.
in three seconds 400 reps nullifies 1200 of that 1500. for an effective DPS of... 75. without taking into account profiles.
288 DPS with triple-mods versus armor
calculators are OP, yo.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:59:00 -
[8] - Quote
Just for the funzies:
three proto rep mods:
930 reps/sec
Vs baseline IAFG forge without skills?
142.5 Effective DPS
Vs. Max skill IAFG with three damage mods?
371 effective DPS
Not sufficient to attack an HAV in any reality.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 23:14:00 -
[9] - Quote
Gabriel Ceja wrote:Wow where did 900 come from lol
3 proto reps
110/sec each
330/sec.
forge gun refire time: right around 3 seconds at the absolute FASTEST.
3 seconds * 330 = 990
I shaved sixty off the top because the forge is SLIGHTLY faster than 3 seconds on the assault.
so the effective damage negation per forge shot cycle is 930.
should have been 930 reps/cycle not per second
fixed.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 23:30:00 -
[10] - Quote
Gabriel Ceja wrote:K cool, see now that makes more sense now however other than the super rep threat, which can still be dealt with the current AV, you have stated no other reason of why not to buff the cpu when there is more to why it should.
I think if the Maddy gets a CPU buff (which it desperately needs) then I think reps need to be adjusted so you cannot triple and quad-stack them.
You're not going to hear an argument that the fitting is utter trash. In order to field a solid (as if there is one, but I pretend) armor tank then I have to leave the high slots empty pretty much. snd fit an STD blaster.
and pretend that I'm not riding in a complete sh*tfit.
AV
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