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Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
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Posted - 2012.07.16 10:33:00 -
[1] - Quote
Sin3 DeusNomine wrote:I would like to get the support of the Proto out AV specialist because I know I have seen you post against nerfing of the tanks. And it would show CCP that tanks are not OP just that when thrown into matches where people are not skilled in AV they gain the appearance of it. And I think the real solution is once they get a better match making system tank and AV warfare will change because each will be close in skill lvl
As you wish.
Tanks have their purpose. Militia variants give new tank drives practice in learning the controls and so forth and for a starting tank, they do the job but don't expect them to stay valid for long or last long against a prototype swarm launcher/forge gunner. Marauders are the big boys and take concerted efforts to take down either by the lone guy who catches them off guard or with a posse that travels in packs to deal with them. Sure I can do it solo but it is way easier to kill tanks with teamwork.
Nerfing the Marauder Tank makes my 10 million SP specializing in this task obsolete. I put in around 30,000 ISK every time so far since I am in Tier 2 suits rocking prototype swarmers and prototype modules as best as I can muster to be that damn effective against them. I can easily get over 3,000 damage in a single shot with a Swarmer at the moment. I have put SP into increasing reload time, ammo capacity and so forth. I laugh like a maniac every time I blow up one of the Marauders because my build has finally paid off and keeps getting better as time goes on.
Also I have seen Sagaris/Surya pilots get absolutely curb stomped when there is enough firepower being thrown in their direction from a good co-ordinated team. Heck, I have taken down four in a single match at times because I had great back up then. On the flip side of things I have gotten completely curb stomped as well by them when I was with a team of Mute Mook and went up against five of those damn things... at once. Sure I killed about three of them but all that happened was they simply spawned another. Whats my point in this? If I can walk it off and get back into the fray then there is no excuse why others cannot take the time needed to at the very least dabble in a good AV weapon or give good support for those that do.
Maybe Jack is right in there needing to be a tweak but I do not think it's the tanks themselves that are the issue. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.16 19:20:00 -
[2] - Quote
Jack McReady wrote:proto swarm launcher deals 2100 damage with all missiles. I am not sure if weaponry skill works on it, that would still be only 2400 and after resistance mods on the tank this number shrinks by alot. and if the tank moves nonstop it is ZERO damage cause the rockets with hit the ground or an obstacle.
Weaponry does apply to it and so does any light weapon module. Im also working on the resistances modules to get around them but Im going to have to wait for better weapons and equipment that dish out thermal/electromagnetic damage like the laser weapons in order to specialize in shield busting.
Also based on what you said it's not the tank itself but the damage reduction modules that need retooling from the sounds of things. They have no stacking penalty and I assume that this stacking penalty applies only if you use the exact same module? Please elaborate so I know where you come from. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.17 03:17:00 -
[3] - Quote
Sin3 DeusNomine wrote:Edited out due to courteousy.
Just to give you a helping hand on that Sin, I did a recent numbers crunch on my rockets and also know the AV grenades I wield do about 2198.1 per Grenade. If all three detonate then thats 6,594.3 damage. Darn good for grenades of course but let's talk about the rockets I use.
I start with a base of 350 damage per missile. There are six rockets per volley and a total of six shots for now in my entire payload. I tried putting increased ammo capacity and haven't noticed any changes in my rockets max ammo but weaponry seems to influence my attack strength as well which is 25%. Multiply the damage by .25 and you get 87.5 as additional damage per rocket dealing 437.5 per rocket. I can go a touch further adding perhaps two complex light weapon modules to add to my current damage which is 18%. Multiply the current value and you get 78.75 to add on further. That totals 516.25 per missile that connects.
If all six missiles connect that is 3,076.5 damage per volley. Not sure how much damage reduction would cut that down by but as I recall shields have some decent resistance to explosive damage by default so it's not my best foot forward but against an Armor Based Tank like a Surya I'll do insidious damage to them. But onto the numbers crunch again. If all my missiles connect theres 18,459 damage total from the rockets. Add the grenades as well and the grand total is...
25,053.3 Thats the very best I can unleash against someone for now. Might we have someone do a numbers crunch for the damage reduction and so forth?
PS - I'll be honest and say that Math is my worst subject so if I did this numbers crunch completely wrong then I apologize in advance. |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.20 10:55:00 -
[4] - Quote
Nope. It's 5% per level for Weaponry. Unless I really do need glasses.
Anyway after some well needed grinding and getting 2 million skill points after last weekend plus the bonus, I now have the prototype heavy and sweet Mary what a difference in killing power. This brings my total skill points to nearly 12 million. So once again I had to do the numbers crunch and see just how much power I could currently put on this thing. Why? Because I don't just wanna bump this topic without good information to chew on.
There is a Damage Multiplier which comes at the end of all the modules and skill boosters further adding to the damage I can throw out when attacking. So what this does is effectively double my payload in terms of damage. If it's actually working of course. Haven't had the luxury to try it out yet since no Marauders have currently shown up during last night that weren't taken out by others. Seems like a lot of people are catching on that AV speccing to some degree is a must if you wanna stop them.
Anyway onto the whole gig.
Currently after all the mods being applied I do 553 without any multiplier. Since this Prototype Heavy suit has one (if I have done the math right which again is not my strong point.) this means my missiles each do 1,106. If the entire volley strikes it deals 6,636. With a grand total of six volleys in my entire payload, this gives a total of 39,816 if all hit. Add the grenades (if they all explode) and I get a grand total of 46,383. I think that basically will wreck any Marauder-Class Tank given the chance solo. If a trio or quartet of AV specialists with that build comes that way, good night.
Hell I can still improve upon that and I shall but for now this is the best I can potentially dish out |
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