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Gnaar Amarr
10
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Posted - 2012.09.19 21:27:00 -
[1] - Quote
I know there is a thread where this is brought up, but I think the debate deserves it's own thread.
MCC's are able to be healed, at least there armor is, I have not confirmed there shields yet. There are a couple techniques, it rewards good SP too, what I do is land on top of the MCC and try to keep it steady as an invisible force slowly pushes you off. If you land and hold in the right spot the repper targets it in the bottom right corner of your screen, very glitchy. You then have to hold in place to get the exp and have it work as range before and after lock is a major factor. There is no point in using multiple reppers as you get the same exp from the worst one as the best 4. However if you use more it heals it more allowing it to survive longer. This works with armor.
Do you think this should be allowed? I know when I am doing it I spend the whole match above the MCC, in the enemys 'red zone' where they cannot reach me without exploding in 20 seconds. I farm experience but it DOES help the team survive longer.
Is this a glitch or is it intentional? Should they make more improvements to this system? Or remove it in the next patch? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
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Posted - 2012.09.19 21:31:00 -
[2] - Quote
You're healing what, 75-125HP/second? That's not enough to stop an LAV from being blown up from continual fire from the large emplacement turrets, do you really think it's enough to made any appreciable difference from XL Launchers and the enemy MCC's weapons? You'll be more useful on the ground taking an objective to hurt the enemy MCC than whatever dismal amount of HP you're healing on the MCC. |
ramer arda
ZionTCD Legacy Rising
12
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Posted - 2012.09.19 22:06:00 -
[3] - Quote
I think farming points in a game is az bad az cheating ..The worriers (blendedave ,Lisa Michelle ,icecreem ) to name and shame but a few..sit at the back of the map ,ramming a jeep into a wall and the other repairs SKILL LESS FRELLING TOSSERS |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.09.19 22:40:00 -
[4] - Quote
Shield doesnt work tried it |
ReGnUm ReSuRgAM WARRIORS
7
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Posted - 2012.09.19 22:45:00 -
[5] - Quote
EnglishSnake wrote:Shield doesnt work tried it
I actually got it work once! It was cool because the whole MCC did the whole recharge animation that tanks and lavs do |
Mark Dorsch
0
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Posted - 2012.09.20 05:47:00 -
[6] - Quote
Yea that puppy lights up like a Christmas tree. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
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Posted - 2012.09.20 05:57:00 -
[7] - Quote
It works on both shields and armour. MCC health used to be a paltry 15000 health/ attack value 150 and with every shot it dropped by +15 MCC damage so it was a very few shots until MCC death. I kept asking the Devs for more MCC health since it was childs play to kill an MCC and win the match no matter if all letters were in enemy hands.
Now its just a matter of deciding at the start of a match if I want to sacrifice all my SP in favor of propitiating a win for our side but a paltry 500SP for me. |
Paradox-Raider
Talon Company Mercs
54
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Posted - 2012.09.20 07:26:00 -
[8] - Quote
ramer arda wrote:I think farming points in a game is az bad az cheating ..The worriers (blendedave ,Lisa Michelle ,icecreem ) to name and shame but a few..sit at the back of the map ,ramming a jeep into a wall and the other repairs SKILL LESS FRELLING TOSSERS I caught them at it yesterday, so I kept sniping em and hitting em with OB's, while my friend was blowing up all the lavs they called with swarms. Eventually they gave up and moved into tanks... |
The dark cloud
Seraphim Initiative. CRONOS.
1060
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Posted - 2012.09.20 07:58:00 -
[9] - Quote
Well i think its intended from the dev side. After all its a vehicle and the repair animation is there so they rendered it the vehicle to do this. maybe a commander can activate in the future shield boosters/armor repairs that are on the MCC itself. After all the devs implemented the shield/armor animation and the option to target the MCC. I would like to hear it from a Dev itself if this was intended or just a mistake. |
Needless Sacermendor
98
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Posted - 2012.09.20 11:32:00 -
[10] - Quote
Paradox-Raider wrote:ramer arda wrote:I think farming points in a game is az bad az cheating ..The worriers (blendedave ,Lisa Michelle ,icecreem ) to name and shame but a few..sit at the back of the map ,ramming a jeep into a wall and the other repairs SKILL LESS FRELLING TOSSERS I caught them at it yesterday, so I kept sniping em and hitting em with OB's, while my friend was blowing up all the lavs they called with swarms. Eventually they gave up and moved into tanks... Yeah, good job getting that drop uplink up there ... all you need is a drop uplink on the nearest tower to the base they're farming in, with a swarm and sniper up there you can easy stop them.
On topic ... repairing the MCC isn't an exploit, though it should be adjusted so the wp gain is in line with the rest of the battle. Perhaps the wp could be awarded for repairing a percentage of the total armor of the target. This could be cumulative so say for example you get 25 points every time you hit 100% then if you heal a heavy who's only lost 25% then move on to an assault who's lost 50% then move on to a scout who's lost 75% ... by the time he's half repaired you've hit your 100%, got your 25 points and when he's full repaired you're half way to next points.
Ideas/opinions !? |
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
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Posted - 2012.09.20 11:48:00 -
[11] - Quote
I dont really see the MMC as the issue and I'm guessing they are repping a drop in the ocean. Any maths wiz want to take a stab at this ?
When the math dudes get back to use we will at least have an idea as to how much this just lame farming or if its actualy helpful.
If it turns out to be more helpful then maybe its worth sending a dood in DS up to pull that duty. If its not worth it then its just and exploite farm adn should be looked at by the Devs.
The farming back in the spawn is really another issue and far far more worrying.
Look i know I troll a little but this does actualy worry me and I think its a game braker. |
Tyas Borg
Osmon Surveillance Caldari State
112
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Posted - 2012.09.20 12:05:00 -
[12] - Quote
I'm pretty sure it's 10's of 1000's of damage per objective missile hit. The only way this wouldn't be farming and an effective tactic is if there was like 5-6 dropships repping it. Even then I'm fairly sure they'll not be able to keep up with the damage being done.
I call farming tbh, it just doesn't justify half of your team doing it and it still going down. Those 6 guys would be better holding a couple of letters imo.
The fact that it shows the animation means nothing either. All it says to me is that the devs coded the MCC as a vehicle. Therefore it can be repped like one. It may be because they want it to be player controlled at some point so figured it'd be a good idea putting it into the vehicle class for now.
I'll watch the missiles hit the MCC and maybe attempt some math to prove this. But I really think it's pissing in the wind tbh. |
Kengfa
138
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Posted - 2012.09.20 12:06:00 -
[13] - Quote
Sha Kharn Clone wrote:I dont really see the MMC as the issue and I'm guessing they are repping a drop in the ocean. Any maths wiz want to take a stab at this ?
When the math dudes get back to use we will at least have an idea as to how much this just lame farming or if its actualy helpful.
If it turns out to be more helpful then maybe its worth sending a dood in DS up to pull that duty. If its not worth it then its just and exploite farm adn should be looked at by the Devs.
The farming back in the spawn is really another issue and far far more worrying.
Look i know I troll a little but this does actualy worry me and I think its a game braker.
There is no calculation that can be done for this. We have no idea how much armour the MCC actually has. However, seeing as how railguns do no damage to it, and even the null cannons take a good 40 shots to destroy it, it's implying it has well over 400k armour. Assuming that's so, the null cannons do 10k a hit, meaning in the end, you might have bought it a single shot more. |
Needless Sacermendor
98
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Posted - 2012.09.20 12:13:00 -
[14] - Quote
Yeah I had a lot of respect for you in the older thread ... until I watched you doing the same thing the next day :-( kinda annoyed me a bit. Once something's been found like this and been confirmed by others and reported on the forums and via bug reports etc. etc. There's no need to continue doing it, people are just abusing it after that which if memory serves is against the terms of this beta. I'm not saying you specifically cos I've since seen you running scout shotgun since, but the Warriors are just doing it every battle and quitting from Ambush so they get in another Skirmish to do it again ... that's just blatant abuse.
Repairing the MCC should be allowed as however much you're repairing is more survivability for the MCC, hopefully there'll eventually be some specific dropship modules for just this purpose. As you say it would take some sums to work out but my idea could well make the vehicle repair farming less profitable without impacting the vehicles collision damage or the genuine logistics players rewards. Obviously the percentages would have to be balanced properly ... my 25 points for 100% was just to convey the theory. |
Alldin Kan
Imperfects Negative-Feedback
169
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Posted - 2012.09.20 12:16:00 -
[15] - Quote
Kengfa wrote:There is no calculation that can be done for this. We have no idea how much armour the MCC actually has. However, seeing as how railguns do no damage to it, and even the null cannons take a good 40 shots to destroy it, it's implying it has well over 400k armour. Assuming that's so, the null cannons do 10k a hit, meaning in the end, you might have bought it a single shot more.
Bring a tank and aim at a MCC with your railgun, then look at stats. |
Kengfa
138
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Posted - 2012.09.20 12:27:00 -
[16] - Quote
Alldin Kan wrote:Kengfa wrote:There is no calculation that can be done for this. We have no idea how much armour the MCC actually has. However, seeing as how railguns do no damage to it, and even the null cannons take a good 40 shots to destroy it, it's implying it has well over 400k armour. Assuming that's so, the null cannons do 10k a hit, meaning in the end, you might have bought it a single shot more. Bring a tank and aim at a MCC with your railgun, then look at stats. Doesn't show anything? I'll check that now. If it doesn't than I just wasn't perceptive enough, because while I've been bored waiting for reps, I aim at it. Nevermind, servers down. |
Icy Tiger
496
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Posted - 2012.09.20 12:45:00 -
[17] - Quote
You can see the amount of armor and shields it has if you look at it through a railgun turret. It has about 30,000 Armor and 80,000 Shields. |
Kengfa
138
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Posted - 2012.09.20 12:47:00 -
[18] - Quote
Icy Tiger wrote:You can see the amount of armor and shields it has if you look at it through a railgun turret. It has about 30,000 Armor and 80,000 Shields.
That can't be so. Are you sure it's not 300k. Otherwise, weapons just don't damage it, and null cannons do next to nothing. Can you rep it with RR's? Is that what everybody has been using? If so, that **** won't die. If you get a dropship up there with a nice RR, it'll repair it a lot faster than null cannons damage it. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.20 12:56:00 -
[19] - Quote
@ Needless Sacermendor
Well alot of peeps dont belive you when you tell em about it. Did you happen to notice the guys I was with that time ? Yep a whole new crowd.
Please chill out man this SP realy really means nothing . Soon as I hear from someone on IRC that ccp are lookign into it we can all say job done and move on.
I had somthing like 19 mil sp befor I even thought this rubbish up I really dont need the sp (already maxed out the build I wanted to play about with.
Its all gone within days with the next wipe.
Perhaps you scould reserve judgment on me for when this game goes live and things like this start to matter. |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.20 12:56:00 -
[20] - Quote
Kengfa wrote:Icy Tiger wrote:You can see the amount of armor and shields it has if you look at it through a railgun turret. It has about 30,000 Armor and 80,000 Shields. That can't be so. Are you sure it's not 300k. Otherwise, weapons just don't damage it, and null cannons do next to nothing. Can you rep it with RR's? Is that what everybody has been using? If so, that **** won't die. If you get a dropship up there with a nice RR, it'll repair it a lot faster than null cannons damage it.
Thats got to be wrong or a small team of forge gunenrs could ruin it in no time. |
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Nova Solution
On The Brink
6
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Posted - 2012.09.20 13:14:00 -
[21] - Quote
The easiest way to deal with the dropships repping the MCC is to kill them.....most swarm lauchers will not reach them.....but the militia will ...... for some reason it has the longest range and you can target the mcc also although it will do next to nothing damage wise to it. |
Kengfa
138
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Posted - 2012.09.20 13:17:00 -
[22] - Quote
Claim at 30k is wrong.
They have approx. 900k They take approx. 2k/s Your RR's are doing 200/s~?
With 4 null cannons firing assuming Nova was talking about 4 null cannons firing, because he won't give me anymore info!
4 cannons Default Survival time(DST) = 450 secs DPS = 500 * Cannon Number(CN) RR = Armour repped / second
DPS - RR = 1800/s
DPSII = 1800/s
MCC survives 500 secs _________________________________
If you want the rest figure it out yourself.
Cannon damage(CD) = 500 DPS = CD * CN DPSII = DPS - RR Survival time = MCC (900K) / DPSII
If you want it, default survival time is
MCC (900k) / DPS
End result gives you the time in seconds that the MCC would survive. |
Malzel Nidus
Sanmatar Kelkoons Minmatar Republic
13
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Posted - 2012.09.20 13:30:00 -
[23] - Quote
MCCs Shields are 900.000 while the Energy/Armor is 500.000 and most to all ground weapons do an efficiency rate of damage of 0% so you won't do damage even in Railgun installations or any tank weaponary. |
The Robot Devil
45
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Posted - 2012.09.20 13:31:00 -
[24] - Quote
Passive Sp and active everything else. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.20 14:06:00 -
[25] - Quote
ReGnUm ReSuRgAM WARRIORS wrote:EnglishSnake wrote:Shield doesnt work tried it I actually got it work once! It was cool because the whole MCC did the whole recharge animation that tanks and lavs do
I did it for a whole match and got no SP at the end of it |
Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.20 14:49:00 -
[26] - Quote
Shield reppign nets nothign on anything. Which is stupid because shield RR is just as hard and useful as armor RR no ? |
Tyas Borg
Osmon Surveillance Caldari State
112
|
Posted - 2012.09.20 15:01:00 -
[27] - Quote
Sha Kharn Clone wrote:Shield reppign nets nothign on anything. Which is stupid because shield RR is just as hard and useful as armor RR no ?
Quoted this because not many people seem to even realise that this is the case. So far there is zero reward for doing this rendering it next to useless if you want to be earning SP helping your team. Your much better off getting your squad mates to use Gallente vehicles and use an armour repper for support SP. |
Gnaar Amarr
10
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Posted - 2012.09.20 16:05:00 -
[28] - Quote
EnglishSnake wrote:ReGnUm ReSuRgAM WARRIORS wrote:EnglishSnake wrote:Shield doesnt work tried it I actually got it work once! It was cool because the whole MCC did the whole recharge animation that tanks and lavs do I did it for a whole match and got no SP at the end of it
You must stay in lock on range after lock to receive exp. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.09.20 17:47:00 -
[29] - Quote
Gnaar Amarr wrote:EnglishSnake wrote:ReGnUm ReSuRgAM WARRIORS wrote:EnglishSnake wrote:Shield doesnt work tried it I actually got it work once! It was cool because the whole MCC did the whole recharge animation that tanks and lavs do I did it for a whole match and got no SP at the end of it You must stay in lock on range after lock to receive exp.
Yea i know but the dropship wont half the time and decided to move and do flips for no reason but even i managed to do it it didnt work |
Johnson McCrea
Sanmatar Kelkoons Minmatar Republic
10
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Posted - 2012.09.20 19:36:00 -
[30] - Quote
I saw some muppet doing this on the 3 objective map. Wouldn't have looked except the armor rep effect on the MCC was a bit noticable.
I don't normally yank out my tank on that map, but since I had nothing that could hit it, I called it in and blew the bugger off.
Shortly after, I hear him hit the ground. Then another DS starts climbing. Think he almost got up when it STOPPED climbing (no armor will do that).
He got up a third time and kept just out of line for me to hit him.
The entire time he was repping, I saw no noticeable reduction in the decline of the MCCs armor. I suspect that player controlable weapons and reppers don't do squat for it. I think you'd need a tank equipped repper to have any noticable effect. |
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Icy Tiger
496
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Posted - 2012.09.20 20:49:00 -
[31] - Quote
Kengfa wrote:Icy Tiger wrote:You can see the amount of armor and shields it has if you look at it through a railgun turret. It has about 30,000 Armor and 80,000 Shields. That can't be so. Are you sure it's not 300k. Otherwise, weapons just don't damage it, and null cannons do next to nothing. Can you rep it with RR's? Is that what everybody has been using? If so, that **** won't die. If you get a dropship up there with a nice RR, it'll repair it a lot faster than null cannons damage it. Sorry, my fault. It could be 300 k. I don't know, but I could visibly do damage from the rail gun, only 1000 per shot, but the number went down. I would analyze it further, but someone always kills me. |
Tarn Adari
Crux Special Tasks Group Gallente Federation
157
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Posted - 2012.09.20 20:53:00 -
[32] - Quote
This is only tangentially related, but can you block NULL canon missiles with a dropship? I mean are these real projectiles that do damage on impact, or does the MCC simply take damage over time, depending on how many NULL canons are owned? |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.09.20 21:54:00 -
[33] - Quote
Tarn Adari wrote:This is only tangentially related, but can you block NULL canon missiles with a dropship? I mean are these real projectiles that do damage on impact, or does the MCC simply take damage over time, depending on how many NULL canons are owned? Yes they are real if you get in the line of a missile with a dropship it will hit it instead of the MCC. |
Kengfa
138
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Posted - 2012.09.20 21:59:00 -
[34] - Quote
Icy Tiger wrote:Kengfa wrote:Icy Tiger wrote:You can see the amount of armor and shields it has if you look at it through a railgun turret. It has about 30,000 Armor and 80,000 Shields. That can't be so. Are you sure it's not 300k. Otherwise, weapons just don't damage it, and null cannons do next to nothing. Can you rep it with RR's? Is that what everybody has been using? If so, that **** won't die. If you get a dropship up there with a nice RR, it'll repair it a lot faster than null cannons damage it. Sorry, my fault. It could be 300 k. I don't know, but I could visibly do damage from the rail gun, only 1000 per shot, but the number went down. I would analyze it further, but someone always kills me.
It's definitely 820k I checked it . Your railgun didn't do a visible amount of damage. The MCC's do 600/s to one another. Which is unnoticeable and only slightly below railgun damage. |
Kengfa
138
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Posted - 2012.09.20 22:01:00 -
[35] - Quote
Johnson McCrea wrote:I saw some muppet doing this on the 3 objective map. Wouldn't have looked except the armor rep effect on the MCC was a bit noticable. I don't normally yank out my tank on that map, but since I had nothing that could hit it, I called it in and blew the bugger off. Shortly after, I hear him hit the ground. Then another DS starts climbing. Think he almost got up when it STOPPED climbing (no armor will do that). He got up a third time and kept just out of line for me to hit him. The entire time he was repping, I saw no noticeable reduction in the decline of the MCCs armor. I suspect that player controlable weapons and reppers don't do squat for it. I think you'd need a tank equipped repper to have any noticable effect. You're supposed to do it with a dropship.
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Sha Kharn Clone
Seraphim Initiative. CRONOS.
1087
|
Posted - 2012.09.20 22:35:00 -
[36] - Quote
Hmmm we were watching Hp and 4 RR from a dropship almost canceled out one point on a 5 point map. We had 4 points and we could almost tank the 5th.
We think anyway anyone else able to reproduce ? |
Patches The Hyena
204
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Posted - 2012.09.21 03:55:00 -
[37] - Quote
Tarn Adari wrote:This is only tangentially related, but can you block NULL canon missiles with a dropship? I mean are these real projectiles that do damage on impact, or does the MCC simply take damage over time, depending on how many NULL canons are owned?
Yes, I've had a null cannon OHKO my Myron that has 5200 shield eHP. You can also get hit by the weapons the MCCs are firing at each other. So all those projectiles are real, not just graphics |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.09.21 08:01:00 -
[38] - Quote
back to topic: in my opinion it deffo helps your team out and gives you extra time to fight back. And i can confirm that both modules work shield and armor. The downside is that only armor gives you points shield is still not the way to go so skip that. Well i managed now to fit my grimsnes with 3 armor repairs and 2 shield boosters. I think you cancel out 1 objective that damages the MCC when everything is working on the MCC. And if you are in a really hard fight where both sides have 2 objectives then you should send 1-2 guys up there to give you a advantage over the enemy team. I still think this is intended and no exploit. Well i would really like to know whats the opinion from a dev about this to clear it all up.
edit: by the way you can fit 1 heavy armor repair module on a dropship. You need: -a grimsnes -3X 15% PG upgrades -1 heavy polarised remote armor repairer (heals 410HP/s) -2 militia missile launchers
overall you would heal less then 3 small armor repairs ( each 154HP/s= 462HP/s) but you have only to activate 1 module. So if you are lazy go with the heavy variant. |
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