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Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.24 03:03:00 -
[31] - Quote
Cross Atu wrote: 70% 94%
Swarms vs armor 130% 174% (note, due to the battlefield conditions under which I was testing this I only saw for a split second and thus may have gotten wrong)
Forge vs Shields 100% 202%
Forge vs Armor **have yet to confirm these numbers**
Cheers, Cross
ps ~ all numbers are base numbers, meaning vs a tank without any resists fit/active.
Can you confirm that these were in consideration of skill bonuses as well? |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2013.02.24 15:58:00 -
[32] - Quote
Bojo The Mighty wrote:Cross Atu wrote: 70% 94%
Swarms vs armor 130% 174% (note, due to the battlefield conditions under which I was testing this I only saw for a split second and thus may have gotten wrong)
Forge vs Shields 100% 202%
Forge vs Armor **have yet to confirm these numbers**
Cheers, Cross
ps ~ all numbers are base numbers, meaning vs a tank without any resists fit/active.
Can you confirm that these were in consideration of skill bonuses as well?
The efficiency numbers are (as I understand it) a final modifier, as such they remain unchanged regardless of what skill levels are in play (the skill levels effect the numeric value of the figure that efficiency modifies, not the efficiency modifier itself). Just in case these modifiers function differently than I believe however, my Weaponry was at L5 while my Prof (for both weapons) was at L0. All testing done the same night with the same skills.
Cheers, Cross |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.02.24 17:18:00 -
[33] - Quote
Jotun Hiem wrote:Why are you bringing the HMG into an AV discussion?
The HMG will only ever have 38% damage efficiency on any vehicle (possibly less for tanks and DS, I dunno), so it doesn't actually function as an AV weapon in any capacity.
It also relies on pure RoF and medium range engagements to pull off significant damage while both the FG and SL are on-hit damage weapons that, if you're good enough, really ought to be hitting every time.
I did not mention the HMG as a reliable option to take down vehilces...NO i did to illustrate how just looking a total damage does not tell the whole story.
1 hit with the HMG does less damage than 1 hit with a Swarm or FG, but unlike those weapon it can instantly hit a 2nd time, while the other two have to reload, reaim, recharge, to land their 2nd hit.
To deal X amount of damage the HMG has to spend way more time in the open, vulnerable to its target by that time, while the other two just have to hit its target once, spending maybe 1 second in the open. But to deal X+1 amount of damage it does not need to reload, it just keeps shooting.
Factoring the ammo capacity does not help much either, to illustrate this i remind you of the SMG, just because it would get 1000 extra magazines, giving it a ridiculous total damge, it does not make it a better gun , to win more gun fights.
Hit%, reload time, etc have to be factored aswell. and the swarm is not an automatic hit, unlike the FG, if used correctly, the target can still dodge the swarm attack, but not a FG. |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
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Posted - 2013.02.24 17:36:00 -
[34] - Quote
Cross Atu wrote:redline sniper wrote:Cross Atu wrote:
There's also the "fire and forget" aspect of the swarm, you can pop off a volley at a vehicle quick swap to your sidearm and kill incoming infantry and back to the swarms to continue the assault (I've done this as recently as tonight to great effect).
xd, because you can not take cover and switch to your secondary weapon right after having shot your FG, right? This 'fire and forget' applies to every weapon, just the swarm does not get immediate response, its target is given a few seconds to dogdge it, keep shooting, repair itself of the last hit or just look for the jet trail to identify the possition of the the SL user. I think you can even shoot down the missiles. Incorrect, all weapons do not have this effect equally. The Laser for example does not have it at all. Keeping things in the Forge vs Swarm context however, swarms track their target with no further input from the user meaning you release the trigger and are done. The lock means that you can start paying attention to lining up your shot/taking cover where as with the forge the impact of the shot is more or less instant meaning you have to keep your focus and your aim directly on the target rather than incoming infantry support. Further the light weapon slot is top of the selection wheel making it an easier/faster swap than the heavy which is directly across from the sidearm (this won't matter so much for a KBM user but for anyone else those seconds are relevant). Beyond all of that your movement speed with a charged Forge is much slower than with a swarm, making the return to cover/avoidance of incoming support fire all the more difficult. As far as the 'contrails' are concerned, fire then move (while locking on) and fire again from another position. Something that one should be doing when using swarms. forge, or sniper. The swarms however have the benifit for being able to somewhat mislead the opposition because you can be locking your second shot while on the move something that the sniper and forge cannot do with any great effect (forge in large part because you can't move at a rate notable enough to make your change in position very relevant/effective). 0.02 ISK Cross
No clue what you are talking about here, but i just tap R2 to switch to my secondary/primary.
Sure i can shoot a Swarm, under the right circumstances, for a 2nd time, before my 1 pack hits, not making my target aware of me, but i do not need to aim my FG AFTER tapping R1 either, unlike the Swarm its an instant hit. This not having to do anything after haveing launched the Swarm, but having to wait for a few seconds until my missiles hit or my target doged it, is not helpful at all.
But i guess you use a tranq dart to fight a lion aswell, instead of a deadly bullet, since the tranq dart does the job for you after your shot aswell, right? The fact that the tranq dart might need a few minutes to put the lion to sleep is not much of a problem, right? Just a cheap crutch for those that can not shoot, right?
Both weapons, allow me to switch to my seconday weapon right after getting off my shot with my SL or FG, but its just the SL that is dodgeable for my target and does not hit instantly. i can not charge the Swarm before peaking around a corner, an shoot in case of a target in front of me. i can not get off my missiles, pre lock on so to speak, right after having seen my target for first time, i have to wait a few seconds to lock on my missiles, no matter ho much i tried to anticipate the situation. |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.25 02:22:00 -
[35] - Quote
Cross Atu wrote:
The efficiency numbers are (as I understand it) a final modifier, as such they remain unchanged regardless of what skill levels are in play (the skill levels effect the numeric value of the figure that efficiency modifies, not the efficiency modifier itself). Just in case these modifiers function differently than I believe however, my Weaponry was at L5 while my Prof (for both weapons) was at L0. All testing done the same night with the same skills.
Cheers, Cross
Oh Dear, sorry I had a blond moment. I don't know how, but I'm sorry I'll be updating and recalculating shortly. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.25 16:52:00 -
[36] - Quote
Bojo The Mighty wrote:Cross Atu wrote:
The efficiency numbers are (as I understand it) a final modifier, as such they remain unchanged regardless of what skill levels are in play (the skill levels effect the numeric value of the figure that efficiency modifies, not the efficiency modifier itself). Just in case these modifiers function differently than I believe however, my Weaponry was at L5 while my Prof (for both weapons) was at L0. All testing done the same night with the same skills.
Cheers, Cross
Oh Dear, sorry I had a blond moment. I don't know how, but I'm sorry I'll be updating and recalculating shortly.
No worries bro, thanks for doing the work to compile information on this
Cheers, Cross
EDIT: redline sniper, until you can engage in a mature discussion of the issues rather than ignore the majority of what I've said while (inaccurately) harping, in a snide manner, on an aspect of a single point I raised I'm going to cease responding to your posts as such responses are obviously not being read and thus a waste of my time. |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.02.25 21:23:00 -
[37] - Quote
Cross Atu wrote: EDIT: redline sniper, until you can engage in a mature discussion of the issues rather than ignore the majority of what I've said while (inaccurately) harping, in a snide manner, on an aspect of a single point I raised I'm going to cease responding to your posts as such responses are obviously not being read and thus a waste of my time.
If you feel offended or even disabused by my post, then i'm sorry, thats not what i had in mind here.
Still i will not back off my arguments, i adressed one single aspect of your post, just quoting this, not the rest of your post. By this i pretty much agree to the rest of your post, i do not ignoring it. (-> watzlawick:you cannot not communicate).
I'm still standing to my statement, the Swarm is not a shoot and forget weapon, and a heavy suit with a FG still allows its user to switch to its secondary weapon, by tapping R2, just like any SL user and its secondary weapon.
I might not have to guide my Swarm missiles into its target AFTER having shot the SL, but this applies to the FG aswell, because its an instant hit. The time i have to spend in charging the FG, is the same time i have to spend on locking on the missiles.
But you are right, if someone does not read your posts, its pointless to keep discussing, its a waste of time. But do not cast the blame just on me, even if i seem unable to explain to you what i 'think' is a fact about the SL and FG, you obviously do not read my posts, else you would have adressed it atleast a little bit, and not just throw out a quick remark towards the laserifle, and for the rest just repeat your last post as if i had not read it already. |
Cross Atu
Conspiratus Immortalis
885
|
Posted - 2013.04.22 06:16:00 -
[38] - Quote
redline sniper wrote: I might not have to guide my Swarm missiles into its target AFTER having shot the SL, but this applies to the FG aswell, because its an instant hit. The time i have to spend in charging the FG, is the same time i have to spend on locking on the missiles.
I've been testing this for awhile now and the Forge Gun is not a hit scan weapon. I've confirmed my findings on this with other Mercs as well. Unless CCP changes this in Uprising it's still going to require more targeting etc. as described in my prior posts. Also as a quick address to a snip outside what I've quoted, cheery picking a single point out of context in most cases doesn't accurately represent the statement being made.
Anyway the goal of this post is to reiterate that the Forge Gun is not hit scan (much as the hacked uplink is not the only one capable of team spawn) to quash continued rumors to the contrary. Dust is complex enough without new players having to sift through 'urban legends' to find actual game data. (And on that note if someone tests this same issue and CCP has changed it please post a correction here along with a date and build citation so that no one is mislead).
Cross |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
265
|
Posted - 2013.04.22 13:39:00 -
[39] - Quote
I'm not sure if it has been mentioned yet, but Slap26 pointed out that armor tanks have significantly more EHP than shield, so in terms of the % of damage you do to the tank, swarm launchers take a larger chunk out of a shield HAV's shield than they do an armor HAV's armor.
In simpler terms, swarms do more damage to shield HAVs than they do armor HAVs. Yes, the damage to armor is slightly higher, but that cannot make up for the higher EHP.
If you want an example, let's say I have a HAV with 1 ehp, and one with 1,000. The 1,000 ehp vehicle takes 2x the damage that the 1 ehp vehicle does. If I fire a weapon that does 1 point of damage, it will kill the 1hp vehicle. The 1,000 ehp vehicle will take 2 damage, but that doesn't do much.
The point is, swarms do high damage to shield HAVs, so it's not like using them gimps you. You'll kill a shield HAV with swarm launchers faster than you will an armor HAV. |
Yani Nabari
One-Armed Bandits Atrocitas
41
|
Posted - 2013.04.22 15:09:00 -
[40] - Quote
redline sniper wrote: I'm still standing to my statement, the Swarm is not a shoot and forget weapon, and a heavy suit with a FG still allows its user to switch to its secondary weapon, by tapping R2, just like any SL user and its secondary weapon.
I might not have to guide my Swarm missiles into its target AFTER having shot the SL, but this applies to the FG aswell, because its an instant hit. The time i have to spend in charging the FG, is the same time i have to spend on locking on the missiles.
Something tells me the idea of fire and forget means multiple things to people in this thread. |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
266
|
Posted - 2013.04.22 15:42:00 -
[41] - Quote
Yani Nabari wrote:redline sniper wrote: I'm still standing to my statement, the Swarm is not a shoot and forget weapon
Something tells me the idea of fire and forget means multiple things to people in this thread.
As in, those who speak English, those who can use Google and Wikipedia, and those who have no idea how to use the internetz?
edit: Swarm Launchers are clearly a F&F weapon. |
Lynn Beck
Forsaken Legion-0
9
|
Posted - 2013.04.22 16:28:00 -
[42] - Quote
Bojo The Mighty wrote:Alderstaz wrote:Are you sure about those numbers? I don't have it handy, but from how other items i've used I'm pretty sure its:
300 x 1.25 x 1.1 for 412.5 per missile 1650 for 4 2062.5 for 5 2475 for 6
I guess I'll check later. Totally forgot about damage mods to get past HAV auto repair.
Still a losing proposition for Swarmer, house always wins type deal with clone/Isk loss due to tank just fighting you, while you fight every red with your sidearm...
I used to think that it worked completely by multiplication, but what they actually do is add all the percentages up (I'm pretty sure). So Weaponry Level 5= +10% Proficiency Level 5= +15% Complex Damage Mod= +10% Sum Damage Multiplier=+35% It works like this to make sure that damage doesn't get exponentially bigger with skills and mods, more linear. If we were to operate on a system like that, damage dealt from skills alone would look like this... 300x1.02^5x1.03^5=383.979 Separating the skills and multiplying adds more damage than just summing the bonuses and multiplying. However the damage multiplier on stat fittings doesn't increase with skills so I may have to take another look into this. Incorrect, as far as i know, you take weaponry 10%, multiply the new value by the weaponry proficiency 15%?, then multiply that new value by the damage mods. So around...38% ish.
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Bojo The Mighty
Bojo's School of the Trades
941
|
Posted - 2013.04.22 20:50:00 -
[43] - Quote
Lynn Beck wrote:Bojo The Mighty wrote:Alderstaz wrote:Are you sure about those numbers? I don't have it handy, but from how other items i've used I'm pretty sure its:
300 x 1.25 x 1.1 for 412.5 per missile 1650 for 4 2062.5 for 5 2475 for 6
I guess I'll check later. Totally forgot about damage mods to get past HAV auto repair.
Still a losing proposition for Swarmer, house always wins type deal with clone/Isk loss due to tank just fighting you, while you fight every red with your sidearm...
I used to think that it worked completely by multiplication, but what they actually do is add all the percentages up (I'm pretty sure). So Weaponry Level 5= +10% Proficiency Level 5= +15% Complex Damage Mod= +10% Sum Damage Multiplier=+35% It works like this to make sure that damage doesn't get exponentially bigger with skills and mods, more linear. If we were to operate on a system like that, damage dealt from skills alone would look like this... 300x1.02^5x1.03^5=383.979 Separating the skills and multiplying adds more damage than just summing the bonuses and multiplying. However the damage multiplier on stat fittings doesn't increase with skills so I may have to take another look into this. Incorrect, as far as i know, you take weaponry 10%, multiply the new value by the weaponry proficiency 15%?, then multiply that new value by the damage mods. So around...38% ish. Yeah that was clarified earlier, this is old stuff. |
Altina McAlterson
Not Guilty EoN.
484
|
Posted - 2013.04.23 00:30:00 -
[44] - Quote
I just want to add that for it's worth Forge Guns are gangster as ****. |
Scheneighnay McBob
Bojo's School of the Trades
1292
|
Posted - 2013.04.23 01:57:00 -
[45] - Quote
Altina McAlterson wrote:I just want to add that for it's worth Forge Guns are gangster as ****. And they make great anti-protosuit weapons in a pinch |
ChromeBreaker
SVER True Blood Unclaimed.
382
|
Posted - 2013.04.23 08:33:00 -
[46] - Quote
FG's do more dmg, quicker. Are more tactically versitile and are the weapons that scare the elite of the game (tanks, proto suits)
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Hazed2085
Bragian Order Amarr Empire
8
|
Posted - 2013.04.23 10:04:00 -
[47] - Quote
forge guns are better for getting a 100% hit.. my swarms allways hit walls and other stuff.
1 forge it will send the tank scurrying across the map |
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