Pages: 1 [2] 3 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
DarthJT5
Random Gunz RISE of LEGION
321
|
Posted - 2015.03.15 22:48:00 -
[31] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Pokey Dravon wrote:I tweaked the Darth v1 missiles a bit more and I like how they're looking for a standard missiles variant.
Damage per magazine is slightly lower than the Pokey variants, burst DPS is slightly higher, and the sustained DPS fits neatly between blaster and railguns. 8 shots in the magazine, 6 second total reload time, 450 damage per missile, 3600 damage per salvo.
Also something to note, a Blaster and Rail can increase their damage before overheat by a decent margin using a heat sink. However a missile is only bound by reload speed which we obviously have a skill for, meaning that it's going to be more consistent in it's damage. Can you think of any module that would be as beneficial to the missile as a heat sink is to the blaster/rail? Besides a damage mod of course, and the module would have to be a low slot because... Ya know.... There's nothing else useful there besides regs and fitting mods. Reload Modules would boost sustained DPS. DarthJT5 wrote:Oh, we both forgot about the fitting costs of Missiles being higher in both CPU and PG over the rail. That needs to be fixed Does anyone remember what the balance used to be? I seem to remember For PG Cost it was Blaster>Railgun>Missiles and for CPU it was Missiles>Railgun>Blaster. Does that sound right? It's been a while. If my calculations are correct and we don't change anything else, the Large Missile at Proto should cost around 600-700 PG.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Jason1 Black
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
8
|
Posted - 2015.03.16 02:31:00 -
[32] - Quote
Pokey Dravon wrote:The Final Fantasy wrote:reason why i consider it to be a shotty av is because you kinda need to be in close to med range and beside using all your your missile one 1 go is a double edge sword if the other tank reacts fast enough and activates hardners your there running away shooting 2 per panic reload And while that's true, no one likes to die instantly without any time to react. As I've stated the old system basically was "Instantly kill the enemy, or die during the reload" which isn't very enjoyable for the losing side of that engagement. This model allows you to take a good chunk of HP out of the enemy before they can get their hardener up, but still allows you remain in a position capable of winning in case the initial ambush fails. The old system did not allow this second condition. soooo, your making it easier for the missile to kill the other tank, not only do they do massive damage but they reload faster?
I love this game but it makes me rage so much.
Star wars battlefront 3 coming out, so excited!!
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5429
|
Posted - 2015.03.16 02:38:00 -
[33] - Quote
Jason1 Black wrote:Pokey Dravon wrote:The Final Fantasy wrote:reason why i consider it to be a shotty av is because you kinda need to be in close to med range and beside using all your your missile one 1 go is a double edge sword if the other tank reacts fast enough and activates hardners your there running away shooting 2 per panic reload And while that's true, no one likes to die instantly without any time to react. As I've stated the old system basically was "Instantly kill the enemy, or die during the reload" which isn't very enjoyable for the losing side of that engagement. This model allows you to take a good chunk of HP out of the enemy before they can get their hardener up, but still allows you remain in a position capable of winning in case the initial ambush fails. The old system did not allow this second condition. soooo, your making it easier for the missile to kill the other tank, not only do they do massive damage but they reload faster?
They will do less damage per salvo overall. But recover between reloads faster.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
DarthJT5
Random Gunz RISE of LEGION
324
|
Posted - 2015.03.16 04:14:00 -
[34] - Quote
* does rain dance to make Rattati appear*
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5433
|
Posted - 2015.03.16 04:15:00 -
[35] - Quote
DarthJT5 wrote:* does rain dance to make Rattati appear*
Im amazed a rain of trolls hasn't already appeared.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
DarthJT5
Random Gunz RISE of LEGION
325
|
Posted - 2015.03.16 04:22:00 -
[36] - Quote
Pokey Dravon wrote:DarthJT5 wrote:* does rain dance to make Rattati appear* Im amazed a rain of trolls hasn't already appeared. Where's all the normal people that tell us all of our ideas are garbage and that we don't tank?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Thaddeus Reynolds
Facepunch Security
219
|
Posted - 2015.03.16 06:09:00 -
[37] - Quote
So...missile turrets...
Well...what about making them a Burst Fire Weapon (Or rather a burst fire weapon that works more like the Combat Rifle)...with a 4 round burst, 12 or 16 rounds in the magazine, a burst interval of 0.2 and a fire rate of 0.1, Direct damage of about 485...reload speed of 8-10s?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5441
|
Posted - 2015.03.16 08:01:00 -
[38] - Quote
Thaddeus Reynolds wrote:So...missile turrets...
Well...what about making them a Burst Fire Weapon (Or rather a burst fire weapon that works more like the Combat Rifle)...with a 4 round burst, 12 or 16 rounds in the magazine, a burst interval of 0.2 and a fire rate of 0.1, Direct damage of about 485...reload speed of 8-10s?
Lemme punch those numbers in tomorrow so we can see how it looks.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7639
|
Posted - 2015.03.16 12:22:00 -
[39] - Quote
Pokey Dravon wrote:DarthJT5 wrote:* does rain dance to make Rattati appear* Im amazed a rain of trolls hasn't already appeared.
You rang?
AV
|
DarthJT5
Random Gunz
329
|
Posted - 2015.03.17 12:46:00 -
[40] - Quote
Bump for visibility, not going to let this topic die.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
|
Stefan Stahl
Seituoda Taskforce Command
1058
|
Posted - 2015.03.17 13:32:00 -
[41] - Quote
Pokey Dravon wrote:Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. I think this is the most important design goal and shouldn't be sacrificed under any circumstances.
As far as I can see your proposed stats seem to fit this nicely. Few things are going to die from a volley of ~3600 damage, but they will be hurting if they didn't have their hardeners on.
I wouldn't mind an even lower burst damage value. That way missiles become more focused on their delayed damage application rather than their burst damage application. But either solution is workable - and most importantly much superior to the current OHK-ambush style. |
DarthJT5
Random Gunz
331
|
Posted - 2015.03.17 14:09:00 -
[42] - Quote
Stefan Stahl wrote:Pokey Dravon wrote:Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. I think this is the most important design goal and shouldn't be sacrificed under any circumstances. As far as I can see your proposed stats seem to fit this nicely. Few things are going to die from a volley of ~3600 damage, but they will be hurting if they didn't have their hardeners on. I wouldn't mind an even lower burst damage value. That way missiles become more focused on their delayed damage application rather than their burst damage application. But either solution is workable - and most importantly much superior to the current OHK-ambush style. But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put up a fight head on, especially against armor vehicles.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
MINA Longstrike
Kirjuun Heiian
2405
|
Posted - 2015.03.17 14:46:00 -
[43] - Quote
DarthJT5 wrote:Stefan Stahl wrote:Pokey Dravon wrote:Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. I think this is the most important design goal and shouldn't be sacrificed under any circumstances. As far as I can see your proposed stats seem to fit this nicely. Few things are going to die from a volley of ~3600 damage, but they will be hurting if they didn't have their hardeners on. I wouldn't mind an even lower burst damage value. That way missiles become more focused on their delayed damage application rather than their burst damage application. But either solution is workable - and most importantly much superior to the current OHK-ambush style. But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put up a fight head on, especially against armor vehicles.
I'm fine with there not being a 'burst damage' turret. It's incredibly unfun design when you consider the cost of vehicles.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
DarthJT5
Random Gunz
332
|
Posted - 2015.03.17 14:54:00 -
[44] - Quote
MINA Longstrike wrote:DarthJT5 wrote:Stefan Stahl wrote:Pokey Dravon wrote:Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. I think this is the most important design goal and shouldn't be sacrificed under any circumstances. As far as I can see your proposed stats seem to fit this nicely. Few things are going to die from a volley of ~3600 damage, but they will be hurting if they didn't have their hardeners on. I wouldn't mind an even lower burst damage value. That way missiles become more focused on their delayed damage application rather than their burst damage application. But either solution is workable - and most importantly much superior to the current OHK-ambush style. But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put up a fight head on, especially against armor vehicles. I'm fine with there not being a 'burst damage' turret. It's incredibly unfun design when you consider the cost of vehicles. It's burst damage wouldn't be high enough to destroy any thank that has Over 4000 EHP, which means only sh!t fit tanks would be the only ones insta blapped. Well fit tanks will survive at least the first volley, then they have time to activate Hardeners ir boosters etc. while I reload, then the fight begins, with me having a significant advantage, which is fair seeing as how I ambushed them.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Stefan Stahl
Seituoda Taskforce Command
1060
|
Posted - 2015.03.17 19:29:00 -
[45] - Quote
DarthJT5 wrote:But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put up a fight head on, especially against armor vehicles. I thought of that too while writing that post.
I think both having a burst type of turret and a delayed damage type of weapon are worthwhile goals. Especially with the 'waves of opportunity' design going on right now I wouldn't want to miss a burst type turret, but there's a vacant spot for a low alpha weapon that does above-average DPS as a compensation for long travel time. |
DarthJT5
Random Gunz
333
|
Posted - 2015.03.17 19:42:00 -
[46] - Quote
Stefan Stahl wrote:DarthJT5 wrote:But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put up a fight head on, especially against armor vehicles. I thought of that too while writing that post. I think both having a burst type of turret and a delayed damage type of weapon are worthwhile goals. Especially with the 'waves of opportunity' design going on right now I wouldn't want to miss a burst type turret, but there's a vacant spot for a low alpha weapon that does above-average DPS as a compensation for long travel time. That's where the other two races turrets come in (hopefully) later when Rattati introduces Racial Hulls.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Thaddeus Reynolds
Facepunch Security
231
|
Posted - 2015.03.29 03:29:00 -
[47] - Quote
Bump!
had a chance to run those numbers pokey?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5601
|
Posted - 2015.03.29 04:51:00 -
[48] - Quote
Thaddeus Reynolds wrote:Bump!
had a chance to run those numbers pokey?
Bleh total brain fart and forgot to do that for you...my apologies.
The spreadsheet assumes full auto and I dont really want to revamp it to include burst fire. So I'm going to model it as the burst being a single missile with the refire rate including the entire duration of the burst and the damage including all 4 shots in the burst. So the numbers might look a little odd but they're equivalent to what you're talking about.
Damage per Burst 485*4 = 1940
Seconds per Burst 0.1*4 = 0.4 seconds
Seconds between Bursts 0.2 seconds
Total time for each Burst 0.4+0.2 = 0.6 seconds
Magazine Size
12/(4/burst) = 3 Bursts/Magazine
Reload Time 8 seconds
Spreadsheet has been updated accordingly
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
nelo kazuma
Da Short Buss Driving School
59
|
Posted - 2015.03.29 06:14:00 -
[49] - Quote
Nice proposition I like missle turrets myself n would like to see reload buff. Also maybe splash range just a little because my small missle turret has better splash than my large lol |
DarthJT5
Random Gunz Rise Of Legion.
364
|
Posted - 2015.03.29 13:03:00 -
[50] - Quote
*does second rain dance to make Rattati appear*
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
|
Posted - 2015.03.29 17:16:00 -
[51] - Quote
Man, missiles. I can never figure out what to do with these things. I will say though that I do like the idea of decreasing damage per shot, while increasing ROF and Reload speed.
Something often overlooked as well, they are effective out to 250M. Effectively applying damage at max range even against a large target is tricky though. A railgun is rather easy as you need to land just the one shot for a large chunk of damage.
Missiles on the other hand are more like blasters in their damage application. Well they are somewhat of the middle ground, where rails need a few shots to apply the same amount that a blaster would in many shots. They fall somewhat in the middle, not requiring as many shots as a blaster but more than a rail to achieve the same damage. Maybe there's a clue in that eh?
In any case, I can't exactly provide a whole lot. But, when we look at missiles under my concept with fewer rep cycles, I think missiles would stand a much better chance. Especially with your proposed changes.
Missiles have it the worst with that down time for reload. Nothing like unleashing a volley at a tank, only to watch it rep to full as you reload, knowing the next volley will meet to the same result.
Anyways, faster reload and better ROF will help break the reps cycles of current without a doubt, even if we don't change rep cycles. More sustained damage with less downtime between is the only way you can break these fast reps.
Figure the best thing to do now though is pull some numbers off your sheet and run through some scenarios. See how they would stack up.
4 rockets a second, max 12. So 3 seconds to unleash a full volley then 6 seconds to reload. 320 total damage per rocket.
Let's assume a double hardened / double repped maddie. 2650 + 305hp/s = total health. So I want to look at my hp value after first volley as well as my hp value when the second volley is ready.
320 * .41(2 hardener + explosive bonus) = 131.2 = 189 damage per rocket.
189 * 4 (rockets in one second) = 756 damage at one second.
1st second my health is at 2650 -756 =1894
2nd second my health is at (1895+305) -756 = 1444
3rd second my health is at (1444 + 305) -756 = 993
Then we have a 6 second reload time.
993 + (305*6) =2823 or tank is back to full health
Now clearly, a single damage mod will affect that first volley greatly, meaning insta gank to a double repped tank. So now I'm curious what happens against a single plate and rep, double hardened maddie.
177 rep rate and about 4500 armor
1st second 4500-756 = 3744 2nd second (3744 +177) -756 = 3165 3rd second (3165 +177) -756 = 2586
6 second reload 2586 + (177*6) = 3648
4500-3648 = 852 total damage done
4500 / 852 = about 5 volleys to kill assuming no damage modifiers or outside sources of damage.
And compare that to the 0 damage a double repped fit took, but the difference is the double repped fit would have been insta ganked with any modifiers.
Then again, it's not uncommon to miss a missile here or there, changing the scenario. Still don't like how those double reps end up if you end up missing just one shot.
Anyways, looks pretty solid. Bit lazy right now and don't want to look at current missiles to see how they are in the same scenario, maybe later.
Tanks - Balancing Turrets
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1320
|
Posted - 2015.03.29 19:21:00 -
[52] - Quote
Simulated data
So, my spreadsheet skills are a bit rusty. After a bit of work though I think I've figured out how to display this data in sheet form of progression of a tank battle using your missile data.
If you could tell me how to improve my counters, to create some sort of loop, I would be ever so grateful. Going to try with the if function so I don't have to keep dragging my counters down to keep the data going.
Tanks - Balancing Turrets
|
DarthJT5
Random Gunz Rise Of Legion.
364
|
Posted - 2015.03.29 19:31:00 -
[53] - Quote
Tebu Gan wrote:Simulated dataSo, my spreadsheet skills are a bit rusty. After a bit of work though I think I've figured out how to display this data in sheet form of progression of a tank battle using your missile data. If you could tell me how to improve my counters, to create some sort of loop, I would be ever so grateful. Going to try with the if function so I don't have to keep dragging my counters down to keep the data going. Are you going to put in the other variants? I think that my variant (v1) was agreed to be what the normal missile variant would be, and then the others were going to be variants (if we ever got those). Pokey's would be suited more for AI work, with the bigger splash damage and higher RoF, mine is normal, and then a burst variant would be the best for AV.
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
|
Thaddeus Reynolds
Facepunch Security
234
|
Posted - 2015.03.29 22:01:00 -
[54] - Quote
Pokey Dravon wrote:Thaddeus Reynolds wrote:Bump!
had a chance to run those numbers pokey? Bleh total brain fart and forgot to do that for you...my apologies. The spreadsheet assumes full auto and I dont really want to revamp it to include burst fire. So I'm going to model it as the burst being a single missile with the refire rate including the entire duration of the burst and the damage including all 4 shots in the burst. So the numbers might look a little odd but they're equivalent to what you're talking about. Damage per Burst 485*4 = 1940 Seconds per Burst 0.1*4 = 0.4 seconds Seconds between Bursts 0.2 seconds Total time for each Burst 0.4+0.2 = 0.6 seconds Magazine Size 12/(4/burst) = 3 Bursts/Magazine Reload Time 8 seconds Spreadsheet has been updated accordingly
Maybe I went a little too strong on the burst damage, but the idea would be that you change the Missile Turret to be the Industrial Strength Burst HMG/Combat Rifle...now with 100% more Explosions!
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5608
|
Posted - 2015.03.29 22:06:00 -
[55] - Quote
Thaddeus Reynolds wrote: Maybe I went a little too strong on the burst damage, but the idea would be that you change the Missile Turret to be the Industrial Strength Burst HMG/Combat Rifle...now with 100% more Explosions!
I agree that the burst is still pretty high. The overall stats look a bit too much like previous models that didn't work very well. However I think it would be possible to tweak it, I just wanted to input it exactly as you said so you could see the end result.
I'll fiddle with it a bit and see if we can bring the end-stats a bit more in line with what we're shooting for. Glancing over it again it may be as simple and changing the delay between bursts.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Thaddeus Reynolds
Facepunch Security
240
|
Posted - 2015.03.31 10:31:00 -
[56] - Quote
Pokey Dravon wrote:Thaddeus Reynolds wrote: Maybe I went a little too strong on the burst damage, but the idea would be that you change the Missile Turret to be the Industrial Strength Burst HMG/Combat Rifle...now with 100% more Explosions!
I agree that the burst is still pretty high. The overall stats look a bit too much like previous models that didn't work very well. However I think it would be possible to tweak it, I just wanted to input it exactly as you said so you could see the end result. I'll fiddle with it a bit and see if we can bring the end-stats a bit more in line with what we're shooting for. Glancing over it again it may be as simple and changing the delay between bursts.
Decreasing the Damage per missile to 430 might also do the trick there (In regards to the Burst Missile Proposal)...would still be a very strong weapon system though
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
|
anaboop
Ahrendee Inc. Negative-Feedback
165
|
Posted - 2015.03.31 12:13:00 -
[57] - Quote
Pokey Dravon wrote:So in Delta, missiles were problematic. They were built around a concept that they had massive burst damage but awful reload which propagated a playstyle that relied heavily on killing the enemy in a single salvo, or dying on the reload. Not only was this really ****** for the pilot who just failed to finish off the last couple hundred HP and gets owned on the reload, but it was also very frustrating to armor tankers that would get taken from full HP to death in a matter of seconds with little time to react. Rattati responded to this by basically decreasing the burst DPS by lowering the fire rate, giving vehicles more time to react, which inadvertently make the "die on the reload" far more prevalent. The large missile went from overpowered to underpowered, which is understandable given the binary performance that the turret has. I felt we need to buff the Large Missile to somewhere between Delta and Echo, but also take a look at the core fundamentals of how missiles work. Here are the general calcs, and while this is just a first pass, provide constructive feedback but don't crawl up my ass if you don't like the numbers. It's a work in progress, so lets have a constructive conversation...I'm very reasonable if people are not asshats about it. https://docs.google.com/spreadsheets/d/1H0Jb2GUobDx28eETJ-7SSD0z4f9VqfUKvFW1Lo_5eEQ/edit?usp=sharingGeneral Notes: Reduced Damage Per Magazine to remove "Insta-gank" mechanic Reverted Fire Rate to Delta levels Moved Burst DPS to levels between Delta and Echo Drastically reduced reload time (50% of Echo, 60% of Delta) Sustained DPS between Blaster and Railgun Burst DPS ~x2 that of a Blaster/Railgun High Burst DPS makes it ideal for an ambush weapon to catch enemy vehicles with their hardeners down. The first volley will not kill the target, but it will do considerable damage quickly and a quick reload allows them to recover quickly. Sustained damage is being considerably buffed from Echo to rest between that of a Blaster and a Railgun. Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. Also note that as stated, Sustained DPS for Blasters and Railguns only take into account heat buildup. After a handful of heat cycles the turret will have to reload, reducing sustained damage considerably. Missiles will not suffer from this issue as reload is the primary limiting factor in sustained DPS, not heat like Blasters/Rail. Also I'm aware that the Railguns are underpeforming currently. I agree that some changes need to be made to them, but for the sake of the current conversation I assumed no change.
First thing i want to add, in the first few sentences it says blow ur load or reload and die. (Thinking about that phrase) it looks as if reloading before echo was still the same deal, to long to reload.
What if instead of doing anything to missiles, do something to blaster and railgun, lowerclip size more reloading, bring them in par with missiles not the other way around.
We want longer ttk More reloads Longer ttk more reloads less infantry dying
The only thing that could be problematic (i can think of at the moment), AV weapons .
Anywho brain stpped thinking about there.
Fully sick Anaboop trading card
|
DeathwindRising
ROGUE RELICS
947
|
Posted - 2015.03.31 12:30:00 -
[58] - Quote
increase clip size to 14 rounds and increase reload speed. preferably by removing the 4 second reload delay
|
Tebu Gan
Capital Acquisitions LLC Bad Intention
1327
|
Posted - 2015.03.31 14:47:00 -
[59] - Quote
DarthJT5 wrote:Tebu Gan wrote:Simulated dataSo, my spreadsheet skills are a bit rusty. After a bit of work though I think I've figured out how to display this data in sheet form of progression of a tank battle using your missile data. If you could tell me how to improve my counters, to create some sort of loop, I would be ever so grateful. Going to try with the if function so I don't have to keep dragging my counters down to keep the data going. Are you going to put in the other variants? I think that my variant (v1) was agreed to be what the normal missile variant would be, and then the others were going to be variants (if we ever got those). Pokey's would be suited more for AI work, with the bigger splash damage and higher RoF, mine is normal, and then a burst variant would be the best for AV.
I will, missiles are pretty easy to simulate. It will take some time for me to get a chance at it.
Tanks - Balancing Turrets
|
Derpty Derp
Dead Man's Game
964
|
Posted - 2015.03.31 16:40:00 -
[60] - Quote
I really think just removing the 4-6 second reload delay would be a good enough start, one thing at a time... Might even be enough to make it viable. |
|
|
|
|
Pages: 1 [2] 3 4 :: one page |
First page | Previous page | Next page | Last page |