|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:21:00 -
[1] - Quote
trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP.
your forgetting that the tanker needs some skills for foot soldering, also some skills are shared.
plus you only get 0 marks... you didnt show your working out.
|
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:28:00 -
[2] - Quote
trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either.
well link this post to your other |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 17:58:00 -
[3] - Quote
what your trying to argue is a maxed out infantry costs more than a maxed tank, well its fundamentally flawed. you took into account ALL skills to max the infantry but not all to max the tanker afterall the tanker is a soldier inside a tank.
as a result the tanker needs identical skills aswell as additional skills for tank operation and components and the turrets affecting small turrets would also be shared.
no matter your math tanking will always be a SP and ISK drain as its a very expensive role and as specialist as it is it demand generalised (foot soldier) skills as a backup.
most of skills in your calculations are core skills with just AR, grenadier, SMG and nanocircuitary (to an extent) bein skills of a specialist role whereas most vehicle skills are specialist |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:00:00 -
[4] - Quote
Mr Zitro wrote:You know you have a bad post when I have to post.
When av nades can counter my proto tank things aren't balanced When swarms stacked with damage mods can do 4000-5000(without hardeners) things aren't balanced Only some points I don't need to explain everything do I?
lmao ^^^ agreed.
only after being in a tank do you realise how cheap the paper theyre built with really is |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:05:00 -
[5] - Quote
Sontie wrote:6 missiles time (300 times 1.33) = 4000-5000?
well 6*300*1.44*1.3=3369.6
thats still half tanks HP and you can get 2 quick shots off |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:14:00 -
[6] - Quote
Illuminaughty-696 wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Bruce3 Wayne3 wrote:trollface dot jpg wrote:Here's the math. Now tanker biggest excuse for how strong their tanks are is useless, all they have left is the ISK cost. Just to summarize those numbers so you don't have to wade through the whole post, a tank takes [17,734,880 SP to max out a single type build, while a dropsuit requires 29,238,921 SP to max out a single class. That is a difference of 11,504,041 SP. your forgetting that the tanker needs some skills for foot soldering, also some skills are shared. plus you only get 0 marks... you didnt show your working out. My work is in the thread I listed. You can add up the numbers yourself, all the numbers are listed in the thread mentioned. Also, tankers require no such thing if they have a squad. If they want to they can, but it is not required to max out their class. You could just as easily say an AR suit needs to spec AV to deal with vehicles, but that isn't factored in here either. well link this post to your other. oh and if your against 2 good squads your tanks dead so thats 1 invalid point Wow. People annoy me. So you think it should take 2 good squads to take out a tank? Your point is invalid because you clearly have no idea what you are talking about.
read the lot b4 commenting...
it was said that a gd support squad nullifies need for foot soldier skills however against 2 gd/great squad then your supports dead aswell as your tank with inability to call another safely causing it to be a foot soldier battle with tanker having no foot soldier skills whatsoever.
if you decide to comment on this post read it all otherwise youll make a larger fool of yourself |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:26:00 -
[7] - Quote
trollface dot jpg wrote:Bruce3 Wayne3 wrote:what your trying to argue is a maxed out infantry costs more than a maxed tank, well its fundamentally flawed. you took into account ALL skills to max the infantry but not all to max the tanker afterall the tanker is a soldier inside a tank.
as a result the tanker needs identical skills aswell as additional skills for tank operation and components and the turrets affecting small turrets would also be shared.
no matter your math tanking will always be a SP and ISK drain as its a very expensive role and as specialist as it is it demand generalised (foot soldier) skills as a backup.
most of skills in your calculations are core skills with just AR, grenadier, SMG and nanocircuitary (to an extent) bein skills of a specialist role whereas most vehicle skills are specialist Every skill for the build supplied was taken into account, same goes for the tank, all the way up into proficiency levels for all turrets, etc. Sorry you don't feel like reading it all, but if you aren't willing to look it up, don't post about it.
i read it all but you clearly didnt read my post. all of the skills except AR, grenadier (to a extent), SMG and nanocircuitary (to a lesser extent) that are used in your calculations are core skills that are needed by every1.
so ur mathematical argument basically equates to you stating AR skill + AR proficiency + SMG skill + SMG proficiency + grenadier + nanocircuitary (add these last 2 on to help balance equation) cost more than tank specific skills... afterall the maths boils down to cost of specialisation not generalisation
oh last pointer... 1+1 doesnt always equal 2 |
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:47:00 -
[8] - Quote
trollface dot jpg wrote:Iskandar Zul Karnain wrote:Takahiro Kashuken wrote:You have picked away at the list
You forgot about PG/CPU upgrades, Maurader skill, Caldari HAV, large missiles + prof
Also the tank pilot themseleves will have various skills in dropsuits/weapons/nades etc to around lvl3 so they can compete when not in the tank
But also take into account that infantry has more choice right now than a tank driver
Tank driver are waiting for AC/arty and lazer turrets not too mention Amarr and Minmatar HAV hulls and hopefully we get a pilot suit with mods which enhance our vehicles
So really its skewed completely because you took out the driver from the tank, them skills is to max the tank even tho you missed a few, including the tank driver the total SP is way more than just an infantry guy QFT A) This is to max out ONE SPECIALIZATION. B) I left out large missiles because 1) They are pretty much useless and 2) that would require I add EVERY WEAPON THAT AN INFANTRY SOLDIER COULD USE since that would mean I am maxing out the infantry class and not just a specialized class. C) I left out caldari HAV because, once again, this is to max out ONE SPECIALIZATION. Should I go back and add in every dropsuit class when I add the one other HAV class? This is far more equal this way, I promise you. D) ONE SPECIALIZATION, meaning the infantry player is not speccing for vehicles, and the vehicle player is not speccing for infantry. E) More choices of tank weaponry would not change anything since this is about SPECIALIZING.
thats exactly what its about SPECIALISATION... not GENERALISATION. the bulk of the skills are generalised and therefore affect all specialisations.
therefore tanking is as expensive if not more expensive than other specialisations.
and under the current state of avrg player SP no1 has maxed general skills and wont for sometime as it is bulk of all skills, only small amount are actually specialist making all calculations invalid
|
Bruce3 Wayne3
Seraphim Auxiliaries CRONOS.
16
|
Posted - 2013.03.01 18:51:00 -
[9] - Quote
Illuminaughty-696 wrote:Bruce3 Wayne3 wrote: oh and if your against 2 good squads your tanks dead so thats 1 invalid point
Illuminaughty-696 wrote:Wow. People annoy me. So you think it should take 2 good squads to take out a tank? Your point is invalid because you clearly have no idea what you are talking about.
Bruce3 Wayne3 wrote:read the lot b4 commenting...
it was said that a gd support squad nullifies need for foot soldier skills however against 2 gd/great squad then your supports dead aswell as your tank with inability to call another safely causing it to be a foot soldier battle with tanker having no foot soldier skills whatsoever.
if you decide to comment on this post read it all otherwise youll make a larger fool of yourself If that was stated in this thread I completely missed it. If it was stated in the other thread, why the heck do we have two threads. It's complicated enough reading and comprehending everything in one thread without having to cross reference with another thread. Regardless, I misunderstood then. However, foot soldier skills have no bearing on the skills needed to become a tanker. Any attempt to include them is silly. If a tanker wants to also be a good foot solider, cool beans, but it is not a requisite part of being a tanker, and it is definitely not relevant to calculations comparing the number of skill points needed for the two styles. However, and I may have missed this as well as I did not feel like checking all of the math in the other post, make sure you are including shield skills and field mechanics and such - while they do benefit the foot solider, they are also essential to tankers (I'm assuming you already have, but just saying it in case). Finally, Brucie: For calling people names. Really? Feel better now? So manly and now I completely agree with your point of view. ROFL.
no names was called, the fool aspect was caused by the inability to read all what was said b4 commenting.
i repeat again for those who didnt read my last ^^^^^ sentence, no names were called.
READ READ READ... READ ALL OF SOMEONES POST BEFORE COMMENTING
|
|
|
|