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Jack Sharkey42
Sardaukar Merc Guild General Tso's Alliance
18
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Posted - 2013.02.20 19:18:00 -
[1] - Quote
Now I'm sure this comparison has been made before, but I'm curious as to how this scales once you get more advanced in the skills and get the better weapons. I put a few pros/cons below but I'd love to hear more from all of you! What do you think becomes the best AV weapon later in the game if you've really specc'd into it a bit?
Swarm Launchers
Pros: Greater Range
Homing
Damage done is per rocket, and higher levels have more rockets, each of which benefit from damage mods (someone math at that for me)
Cons:
Reload time
No anti-personnel ability
Projectiles are slow
Projectiles are sometimes stupid as hell
Lock on time
Forge Guns
Pros:
Big burst damage
Anti-personnel if needed
Improvised sniper potential
Faster fire and reload
Cons:
No homing
Shorter Range
Charge up time
Heavy dependent |
OMI43221
Osmon Surveillance Caldari State
15
|
Posted - 2013.02.20 22:17:00 -
[2] - Quote
You forgot to mention one con for the forge gun...you have to be a fatty. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
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Posted - 2013.02.20 22:18:00 -
[3] - Quote
can add that forge is hybrid damage, and swarms are explosive.
Hybrid damage is equal to shields and armor, but explosive deals less damage to shield than normal and more damage to armor than normal. |
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.20 22:35:00 -
[4] - Quote
I'm not sure where this would go, but good LAVs have an easy time not getting killed by forges, while swarms are a pain in the ass. |
Vel'sar Altruin
Shadow Company HQ
5
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Posted - 2013.02.20 23:24:00 -
[5] - Quote
Scheneighnay McBob wrote:I'm not sure where this would go, but good LAVs have an easy time not getting killed by forges, while swarms are a pain in the ass.
Really? It is the other way around for me on my AV character. Pull out Swarms for tanks and bad drop ship pilots, pull out Forge Guns for LAV's and good Drop Ship pilots.
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Free Healing
L.O.T.I.S. Legacy Rising
234
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Posted - 2013.02.21 01:24:00 -
[6] - Quote
Forge Guns are the clear winner in all aspects.
Keep the faith. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.21 03:26:00 -
[7] - Quote
Free Healing wrote:Forge Guns are the clear winner in all aspects.
Keep the faith.
For once bro I have to disagree with you.
Swarms are the winner when it comes to cover.
Yes you can use a Forge from cover (and you should) but if you employ the zoom of the swarms scope you're able to lock a target with only a corner of it's hitbox showing and then "jump shot" or "over hand toss" (the first being what it sounds like, jump then shoot, the second being turning away while you have a lock to force the missile pathing to clear/go around obstructions) the swarms all the while remaining in 95-100% cover relative to your target (and being able to do so at range unlike the AV nade).
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).
The final aspect I'd like to draw attention to is Orbital Bombardment (not to be confused with the Precision Strikes from the MCC). The EM orbital will strip the shields off of (at this point) everything within the radius of effect (which it's worth noting is larger than the standard precision strike). Send a flight of swarms (with their extra damage to armor) into the now completely shield-less targets on the board and you'll make short work of them, all the more because those flights will track allowing you to choose a new target as soon as you release a volley.
Now on average I would say that the Forge is the strongest AV weapon in the game (need for a fat suit aside), but knowing the special circumstances in which a swarm launcher can really shine is still of value.
There's also one closing element to consider, SP and ISK cost to field. The cost to field a Forge is higher in both SP and ISK.
0.02 ISK Cross
EDIT: One other note, the swarm is a light weapon meaning that all those light weapon upgrades you've (presumably) taken to make your AR, laser, mass, et al function better will be enhancing your swarms as well (of course if you primary as heavy this applies to the forge rather than the swarm). |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.21 04:09:00 -
[8] - Quote
Swarm Launcher Mathematics Across the board for all Swarm Variants, the damage is 300 per missile. However, let's factor in skills and other components to meta levels of the swarm launcher. If you were to max out Weaponry and Swarm Launcher proficiency... 300x1.1x1.15=379.5. So with maximum damage skills, you'll be doing 379.5 damage per missile. Missiles Per shot:
- Standard=4
- Advanced=5
- Prototype=6
So the damage per shot with just maximum skills is...
Standard= 379.5 x 4 = 1518 Advanced=379.5 x 5 = 1897.5 Prototype=379.5 x 6 = 2277
Let's go further...
Every swarm launcher can carry a maximum of 6 shots. So, the total damage you can do without resupplying nor damage mods is the damage per shot multiplied by 6.
Standard Total Damage: 9,108 Advanced Total Damage: 11,385 Prototype Total Damage: 13,662
But what about damage Mods?
For the sake of simplicity, let's just say you're running one Complex Damage Module (+10%) with your Swarm Launcher. So your damage with skills and a damage mod would be: 300x1.1x1.15x1.1=417.45
Standard Level: 417.45x4=1669.8 Advanced Level: 417.45x5=2087.25 Prototype Level: 417.45x6=2504.7
Now Let's factor in the total number of shots you can take: (6)
Total Standard Damage: 1669.8x6= 10,018.8 Total Advanced Damage: 2087.25x6= 12,523.5 Total Prototype Damage: 2504.7x6= 15,028.2
There you have it, the damage levels of Swarm Launchers, skills, meta level, and a Complex Damage Module included.
-Bojo's School of the Trades
Post Note: Thank you Synner Zeg, I had calculated these numbers on an incorrect skill base system but was corrected and this information should now be accurate. |
Alderstaz
Mannar Focused Warfare Gallente Federation
0
|
Posted - 2013.02.21 16:10:00 -
[9] - Quote
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...
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ChromeBreaker
SVER True Blood Unclaimed.
197
|
Posted - 2013.02.21 16:51:00 -
[10] - Quote
assault FG = 1260dmg every 2.5 sec
weaponry 5 = 1575
1 x complex = 1733
Fg lv...4 = 1733/2sec 4 shots a clip = 6932dmg /8 sec |
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M3DIC 2U
RED COLONIAL MARINES Covert Intervention
13
|
Posted - 2013.02.21 17:23:00 -
[11] - Quote
For LAV, flux grenade and MD will take them down pretty quick too. HAV, depends on shield lvl... a true shield tank, forget about it, but it does **** them off pretty quick. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
114
|
Posted - 2013.02.21 17:52:00 -
[12] - Quote
M3DIC 2U wrote:For LAV, flux grenade and MD will take them down pretty quick too. HAV, depends on shield lvl... a true shield tank, forget about it, but it does **** them off pretty quick.
They do almost nothing against armor. So don't use them against armor LAV or HAV
regular grenades do almost nothing to any vehicle. |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.21 18:54:00 -
[13] - Quote
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. |
Synner Zerg
SVER True Blood Unclaimed.
3
|
Posted - 2013.02.21 22:10:00 -
[14] - Quote
Bojo The Mighty wrote:Swarm Launcher MathematicsAcross the board for all Swarm Variants, the damage is 300 per missile. However, let's factor in skills and other components to meta levels of the swarm launcher. If you were to max out Weaponry and Swarm Launcher proficiency...300x1.25=375. So with maximum damage skills, you'll be doing 375 damage per missile. Missiles Per shot:
- Standard=4
- Advanced=5
- Prototype=6
So the damage per shot with just maximum skills is...Standard= 375x4=1500 Advanced=375x5=1875 Prototype=375x6=2250 Let's go further...Every swarm launcher can carry a maximum of 6 shots. So, the total damage you can do without resupplying nor damage mods is the damage per shot multiplied by 6. Standard Total Damage: 9,000 Advanced Total Damage: 11,250 Prototype Total Damage: 13,500 But what about damage Mods?For the sake of simplicity, let's just say you're running one Complex Damage Module (+10%) with your Swarm Launcher. So your damage with skills and a damage mod would be: 300x1.35=405 Standard Level: 405x4=1620 Advanced Level: 405x5=2025 Prototype Level: 405x6=2430 Now Let's factor in the total number of shots you can take: (6) Total Standard Damage: 1620x6= 9,720 Total Advanced Damage: 2025x6= 12,150 Total Prototype Damage: 2430x6= 14,580 There you have it, the damage levels of Swarm Launchers, skills, meta level, and a Complex Damage Module included. -Bojo's School of the Trades
I am sorry, but as you mentioned in your other post (although for some reason you don't believe it), the different skills and mods are compounded (multiplication), only the skills levels of the same skills are additive.
Following the same structure as your post, it is:
Per missile: 300 * 1.1 * 1.15 = 379.5 (round down to 379)
Per shot: Standard= 379 * 4 = 1516 Advanced=379 * 5 = 1895 Prototype=379 * 6 = 2274
Per reload: Standard Total Damage: 9,096 Advanced Total Damage: 11,370 Prototype Total Damage: 13,644
Damage mods: The 10% is not just added. It is compounded with Weaponry Bonus and Prof Bonus, so 1.1 * 1.15 * 1.1 = 1.3915 or 39.15% (not 35%)
Standard Level: 417 * 4= 1668 Advanced Level: 417 * 5= 2085 Prototype Level: 417 * 6= 2502
Total Standard Damage: 1668 * 6 = 10,008 Total Advanced Damage: 2085 * 6 = 12,510 Total Prototype Damage: 2502 * 6 = 15,012
I've did extensive research into this with proof here: https://forums.dust514.com/default.aspx?g=posts&m=550560#post550560
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Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.21 22:39:00 -
[15] - Quote
Synner Zerg wrote:Correct Math
Thank you, I will update mine now. I've just heard many different sides. I used to think that skills operated similarly but apparently I was wrong about that as well, so I assumed that everything was additive after that. So why doesn't skill levels of the same skill work like that? Currently we operate on 2%+2%+2%+2%+2%=10% Why not (((((Damagex1.02)x1.02)x1.02)x1.02)x1.02)?
300x1.1=330 (((((300x1.02)x1.02)x1.02)x1.02)x1.02)=331.22 The skills are inconsistent see? Why do they sum the same skill and not compound it like the others? |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.02.21 23:22:00 -
[16] - Quote
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. |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.02.21 23:27:00 -
[17] - Quote
Bojo The Mighty wrote:Swarm Launcher MathematicsAcross the board for all Swarm Variants, the damage is 300 per missile. However, let's factor in skills and other components to meta levels of the swarm launcher. If you were to max out Weaponry and Swarm Launcher proficiency...300x1.1x1.15=379.5. So with maximum damage skills, you'll be doing 379.5 damage per missile. Missiles Per shot:
- Standard=4
- Advanced=5
- Prototype=6
So the damage per shot with just maximum skills is...Standard= 379.5 x 4 = 1518 Advanced=379.5 x 5 = 1897.5 Prototype=379.5 x 6 = 2277 Let's go further...Every swarm launcher can carry a maximum of 6 shots. So, the total damage you can do without resupplying nor damage mods is the damage per shot multiplied by 6. Standard Total Damage: 9,108 Advanced Total Damage: 11,385 Prototype Total Damage: 13,662 But what about damage Mods?For the sake of simplicity, let's just say you're running one Complex Damage Module (+10%) with your Swarm Launcher. So your damage with skills and a damage mod would be: 300x1.1x1.15x1.1=417.45 Standard Level: 417.45x4=1669.8 Advanced Level: 417.45x5=2087.25 Prototype Level: 417.45x6=2504.7 Now Let's factor in the total number of shots you can take: (6) Total Standard Damage: 1669.8x6= 10,018.8 Total Advanced Damage: 2087.25x6= 12,523.5 Total Prototype Damage: 2504.7x6= 15,028.2 There you have it, the damage levels of Swarm Launchers, skills, meta level, and a Complex Damage Module included. -Bojo's School of the Trades Post Note: Thank you Synner Zeg, I had calculated these numbers on an incorrect skill base system but was corrected and this information should now be accurate.
What's the the total damage on a HMG... 700*16=11'200, something like that?
You need to factor a few more parameters here...time, hit%. It aint that simple.
|
Scheneighnay McBob
Bojo's School of the Trades
1058
|
Posted - 2013.02.21 23:28:00 -
[18] - Quote
Vel'sar Altruin wrote:Scheneighnay McBob wrote:I'm not sure where this would go, but good LAVs have an easy time not getting killed by forges, while swarms are a pain in the ass. Really? It is the other way around for me on my AV character. Pull out Swarms for tanks and bad drop ship pilots, pull out Forge Guns for LAV's and good Drop Ship pilots. I've found that the only real way to survive swarms in an LAV is to drive into cover as quickly as possible and hope you can tank enough damage to make it. Meanwhile, good LAVs can usually survive getting hit once or twice by a forge, but are agile enough to have an easy time avoiding getting hit in the first place. |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.21 23:32:00 -
[19] - Quote
redline sniper wrote:What's the the total damage on a HMG... 700*16=11'200, something like that? You need to factor a few more parameters here...time, hit%. It aint that simple. I don't see what you're getting at. You want me to factor in the chance of a hit? The Swarm Launcher does all the work for you, there's only fire interval that can be calculated and reload time, but that doesn't change the damage you've dealt. Elaborate. |
redline sniper
Forty-Nine Fedayeen Minmatar Republic
0
|
Posted - 2013.02.21 23:56:00 -
[20] - Quote
Bojo The Mighty wrote:redline sniper wrote:What's the the total damage on a HMG... 700*16=11'200, something like that? You need to factor a few more parameters here...time, hit%. It aint that simple. I don't see what you're getting at. You want me to factor in the chance of a hit? The Swarm Launcher does all the work for you, there's only fire interval that can be calculated and reload time, but that doesn't change the damage you've dealt. Elaborate.
no clue if 700 bullets is right, or 16 damage, but anyway.
lets say the HMG puts out 2000 bps, so i have to spend about 20 seconds in the open(plus 4 seconds for reloading behind cover), time in which my target can see me and shoot back at me, to put this total damage of 700*16 into my target, IN CASE every bullets hits, which might not be to tuff considering the size of vehicles.
A FG hits immeditaly, its full damage or non, even if just the tail of its target sticks out behind a rock. I can reload and charge behind cover aswell, but it takes siginfiantly longer, compared to HMG. But for 1 FG shot i just need to spend 1 second in the open.
The swarm, considering its reload time and lock on time(which would be the charge time of the FG), takes even more time to deal its total damage. I would say i have to spend more time in the open to lock on my target than to get of my FG shot. Its not a given to say all missiles will hit, especially when the target gets a few seconds to dodge 'em. When just its tail sticks out behind a rock i can not hit all my missiles, maybe not even a single one. The longer i need to deal my total damage, the more time my target gets to find cover, eliminate me or just repair itself.
Flux 'nades deal more than 1000 damage to the shiel, easy to hit, easy to resupply, still its not comparable to Swarms.
See now, how total damge does not tell the whole story? |
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Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.22 00:09:00 -
[21] - Quote
redline sniper wrote: no clue if 700 bullets is right, or 16 damage, but anyway.
lets say the HMG puts out 2000 bps, so i have to spend about 20 seconds in the open(plus 4 seconds for reloading behind cover), time in which my target can see me and shoot back at me, to put this total damage of 700*16 into my target, IN CASE every bullets hits, which might not be to tuff considering the size of vehicles.
A FG hits immeditaly, its full damage or non, even if just the tail of its target sticks out behind a rock. I can reload and charge behind cover aswell, but it takes siginfiantly longer, compared to HMG. But for 1 FG shot i just need to spend 1 second in the open.
The swarm, considering its reload time and lock on time(which would be the charge time of the FG), takes even more time to deal its total damage. I would say i have to spend more time in the open to lock on my target than to get of my FG shot. Its not a given to say all missiles will hit, especially when the target gets a few seconds to dodge 'em. When just its tail sticks out behind a rock i can not hit all my missiles, maybe not even a single one. The longer i need to deal my total damage, the more time my target gets to find cover, eliminate me or just repair itself.
Flux 'nades deal more than 1000 damage to the shiel, easy to hit, easy to resupply, still its not comparable to Swarms.
See now, how total damge does not tell the whole story?
Alright I see now. What I did was put up the comparison of Swarms as the levels progress and just showing how they progressively get more worthwhile over the levels. These are also numbers that you could use to see how they stack against a forge by the numbers, attacking a hypothetical still object.
Also, the other factors are highly variable and can't be judged through calculation rather experience. Is it better to deal all the damage at once or over a short course of time? It's dependent on the player.
On another note, HMGs have damage drop off, dispersion, and heat build up unlike swarms and forges, so the numbers of an HMG don't stand nicely to be compared to forges and swarms. |
Synner Zerg
SVER True Blood Unclaimed.
3
|
Posted - 2013.02.22 14:44:00 -
[22] - Quote
Bojo The Mighty wrote:Synner Zerg wrote:Correct Math
Thank you, I will update mine now. I've just heard many different sides. I used to think that skills operated similarly but apparently I was wrong about that as well, so I assumed that everything was additive after that. So why doesn't skill levels of the same skill work like that? Currently we operate on 2%+2%+2%+2%+2%=10% Why not (((((Damagex1.02)x1.02)x1.02)x1.02)x1.02)? 300x1.1=330 (((((300x1.02)x1.02)x1.02)x1.02)x1.02)=331.22 The skills are inconsistent see? Why do they sum the same skill and not compound it like the others?
I will respectfully disagree. I think it is consistent in the sense that both skills bonuses and module bonuses are all compounded. The only difference is that a "skill bonus" is determined as combination of (skill modifier * skill level). Similarly a "module bonus" is determined as a combination of (module modifier * stacking penalty). So, if you think of skill level as "stacking bonus" it really becomes the same, where investment in skills grants a stacking bonus, but a shortcut of stacking multiple modules incurs a stacking penalty :
Skill multiplier = 1 + (modifier * stack bonus) Module multiplier = 1 + (modifier * stack penalty) And everything is compounded = Skill multiplier * Module multiplier
But honestly, as to the question why? I've got no idea... it's been like that in EvE for a decade. Maybe the answer is: 42 |
CPL Bloodstone
SVER True Blood Unclaimed.
13
|
Posted - 2013.02.22 18:37:00 -
[23] - Quote
ive never had a lav survive 1 shot from my FG and ive killed hundreds... Not sure on saying they survive unless your talking about splash damage vs direct damage. |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.23 00:29:00 -
[24] - Quote
CPL Bloodstone wrote:ive never had a lav survive 1 shot from my FG and ive killed hundreds... Not sure on saying they survive unless your talking about splash damage vs direct damage. You've never shot a real LAV then. |
Rusty Shallows
Creative Killers
11
|
Posted - 2013.02.23 08:12:00 -
[25] - Quote
CPL Bloodstone wrote:ive never had a lav survive 1 shot from my FG and ive killed hundreds... Not sure on saying they survive unless your talking about splash damage vs direct damage. I've had it happen a couple of times. The drivers were never serious about jumping out either so I'm guessing they spent isk on their rides. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
411
|
Posted - 2013.02.23 17:57:00 -
[26] - Quote
redline sniper wrote:Bojo The Mighty wrote:redline sniper wrote:What's the the total damage on a HMG... 700*16=11'200, something like that? You need to factor a few more parameters here...time, hit%. It aint that simple. I don't see what you're getting at. You want me to factor in the chance of a hit? The Swarm Launcher does all the work for you, there's only fire interval that can be calculated and reload time, but that doesn't change the damage you've dealt. Elaborate. no clue if 700 bullets is right, or 16 damage, but anyway. lets say the HMG puts out 2000 bps, so i have to spend about 20 seconds in the open(plus 4 seconds for reloading behind cover), time in which my target can see me and shoot back at me, to put this total damage of 700*16 into my target, IN CASE every bullets hits, which might not be to tuff considering the size of vehicles. 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. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.23 22:56:00 -
[27] - Quote
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 |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.23 23:02:00 -
[28] - Quote
Regarding the dps discussion: When calculating damage the type of target needs to be considered as well as weapons do differing amounts of damage based on Armor vs Shields, and for that matter based on location of the hit as well (the "head shot" bonus is not universal in that differing weapons gain different degrees of bonus for hitting in 'soft spots').
I don't have those numbers for Swarm vs Forge but they certainly do impact the actual dps output of both weapons.
Cheers, Cross |
Bojo The Mighty
Bojo's School of the Trades
427
|
Posted - 2013.02.23 23:19:00 -
[29] - Quote
Cross Atu wrote:Regarding the dps discussion: When calculating damage the type of target needs to be considered as well as weapons do differing amounts of damage based on Armor vs Shields, and for that matter based on location of the hit as well (the "head shot" bonus is not universal in that differing weapons gain different degrees of bonus for hitting in 'soft spots').
I don't have those numbers for Swarm vs Forge but they certainly do impact the actual dps output of both weapons.
Cheers, Cross
I would like to do so, but I'd need figures and accurate stats *looks at CCP*
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.24 01:58:00 -
[30] - Quote
Bojo The Mighty wrote:Cross Atu wrote:Regarding the dps discussion: When calculating damage the type of target needs to be considered as well as weapons do differing amounts of damage based on Armor vs Shields, and for that matter based on location of the hit as well (the "head shot" bonus is not universal in that differing weapons gain different degrees of bonus for hitting in 'soft spots').
I don't have those numbers for Swarm vs Forge but they certainly do impact the actual dps output of both weapons.
Cheers, Cross I would like to do so, but I'd need figures and accurate stats *looks at CCP*
I just did some testing, the efficiency rating (i.e. % damage mod) for swarms is as follows) First number is standard hit, second number is hitting soft spot.
Swarms vs shields 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. |
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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
|
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
|
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. |
|
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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