Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Ryan Martel
Sanmatar Kelkoons Minmatar Republic
27
|
Posted - 2012.07.20 10:55:00 -
[31] - 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 |
Jonquill Caronite
Tronhadar Free Guard Minmatar Republic
115
|
Posted - 2012.07.20 11:22:00 -
[32] - Quote
Jack McReady wrote:Ryan Martel wrote:I can easily get over 3,000 damage in a single shot with a Swarmer 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. Nexus Cavor wrote: So basically what you are saying is that you claim to be piloting a tank effectively and no one else really knows how to combat that so tanks should be nerfed due to skilled use?
Yes, that makes perfect sense...
no I am not the only one that figured out that you can abuse the tanks speed to be impossible to kill. I see it in every 2nd game now. sagaris drives around and kills everyone that dares to spawn. you cant kill this tank because you need several seconds of concentrated fire to do so, which is not possible with so many obstacles, the tanks Hp and when the tank is able to cross the whole map that fast. ignore that tank and get shot everytime he crosses your way or chase him and still die?
Point only relevant on this map because all objectives are in the open where a tank can hit them... More structures tanks cant penetrate and internal warfare means you have a speedy tank circling a structure with nothing to shoot while your MCC is slowly whittled down, or your team fights the battle to gain command points to whittle down the other teams MCC...
Its a valid tactic, you win, tanks own this match if used the way you use them, but still you require a team to take points since you ARENT taking points, and further another tank comes out, and the battle is up for grabs... Drive by is a legit strategy... No 300+k investment should EVER be killed in a one hit wonder unless that weapon is a similar costing artillery strike or some such... So. YES it takes concentrated fire, tanks shouldnt be one shottable once they are Prototype, unless its a super weapon that cost near as much as the tank, and thats that... Your point would make tanks useless if taken into consideration, then not only would you stop using them but EVERYONE, and someone would always keep a superweapon up their sleeve just in case... |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 12:33:00 -
[33] - 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. Get better with your Swarm Launcher. There are ways to make sure you hit a moving target, you just need to know how to make the shots go where you want them to. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |