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trollface dot jpg
Destined 4 Biomass
34
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Posted - 2013.03.01 17:17:00 -
[1] - Quote
[https://forums.dust514.com/default.aspx?g=posts&m]Here[/url]'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. |
trollface dot jpg
Destined 4 Biomass
34
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Posted - 2013.03.01 17:24:00 -
[2] - Quote
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. |
trollface dot jpg
Destined 4 Biomass
34
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Posted - 2013.03.01 17:41:00 -
[3] - Quote
Takahiro Kashuken wrote:The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs Check the link. I included HAV all the way up to level 5, and the dropsuits still cost over 11 MIL more SP. The skills for maxing a tank are more SP intensive, but the sheer number of skills required to max out an infantry class makes their SP requirements obscenely higher.
Sontie wrote:I don't get what you are trying to prove...
So tanks take less SP to max? Who cares? Tanks are easily countered, but are still well worth their ISK cost. This game isn't about everything being 1v1 balanced. It's about risk. What are you willing to spend to ensure victory? I'm showing that the main argument tank drivers have for wanting buffs for their gear, or nerfs for AV (i.e. their "massive SP investment"), is faulty. I could run these same numbers for an MAX AV built character, but they would be even higher since all heavy weapon skills (for a forge gun) cost even more than the light weapon skills I listed here. |
trollface dot jpg
Destined 4 Biomass
36
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Posted - 2013.03.01 18:08:00 -
[4] - Quote
Takahiro Kashuken wrote:trollface dot jpg wrote:Takahiro Kashuken wrote:The tank is x12 skill, when BO HAVs drop back into play it requires lvl5 which is like an extra 3-4mil of SP where as suits are only x8
Most weapons are also a x2 skill, for tanks you need small turrets to x4 in just 1 class then you need larget turrets which are like a x3 or 2 i cant remember then the prof is x5 like other weapons
Plus some skills are shared like the armor/shield skills maybe except adapation which is used for hardners, plus turret skills/upgrades are for tankers, CPU/PG effect both to an extent
Plus tankers do need some SP into ground pounding so they can take a rest and shoot ppl or just do it anyways to save up some isk
Tanks will always be a bigger SP sink as it is and the more types of turrets which are added (autocannons/arty/laser) then its more SP plus we have yet to get Amarr and Minmatar HAVs Check the link. I included HAV all the way up to level 5, and the dropsuits still cost over 11 MIL more SP. The skills for maxing a tank are more SP intensive, but the sheer number of skills required to max out an infantry class makes their SP requirements obscenely higher. . Link doesnt work So until i see the working out and maths then no tanks as a base will always require more SP than a suit Link's been fixed, try it again |
trollface dot jpg
Destined 4 Biomass
36
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Posted - 2013.03.01 18:12:00 -
[5] - Quote
Mr Zitro wrote:Sontie wrote:6 missiles time (300 times 1.33) = 4000-5000? That my dear boy is why damage mods are broken. And av nades :) Except you tankers never mention that you can pretty much knock off anywhere from 50~75% of that damage using active hardners and DCU's. And the fact that you can keep repping while taking damage, actually healing more damage than you are taking in some instances.
Regardless of, this is not an AV or tank balance thread. This is an SP consumption thread. Please necropost on one of the 50 or so anti-AV threads your corp has posted over the last month or so if you wish to discuss it more. Or you could just start it anew. |
trollface dot jpg
Destined 4 Biomass
36
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Posted - 2013.03.01 18:16:00 -
[6] - Quote
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. |
trollface dot jpg
Destined 4 Biomass
36
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Posted - 2013.03.01 18:27:00 -
[7] - Quote
Bojo The Mighty wrote:You can't factor in handheld upgrade skills and proficiency skills when there is no HAV equivalent to those skills. You're just saying that Dropsuit Skills require more SP because there are more of them, which is super redundant. You wish to speak of redundancy? I even added in the slight PG bonus from leveling to lvl 5 armor plates on tanks just for the extra 6% usage drops. I even put in small missile turret skills up to proficiency level just for S&G's. I put in every passive point that I could for each side since this is a MAX OUT THE CLASS test here.
If tankers had more skills than dropsuits, I wouldn't have left out any of the tanks skills. The fact that it requires more skills to max a dropsuit than to max a tank is sort of the point here. You can max out your class 11,000,000 SP more quickly with a tank than with a dropsuit. If you want me to throw in ALL of the tank skills, I'd have to throw in ALL of the dropsuit skills as well. Would you like me to do that next? I'll even limit it to one heavy weapon, one light weapon and one sidearm if you think that's fair. The dropsuit will still require more SP. |
trollface dot jpg
Destined 4 Biomass
36
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Posted - 2013.03.01 18:34:00 -
[8] - Quote
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.
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trollface dot jpg
Destined 4 Biomass
37
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Posted - 2013.03.01 19:46:00 -
[9] - Quote
Bojo The Mighty wrote:trollface dot jpg wrote:--snipped for space-- If tankers had more skills than dropsuits, I wouldn't have left out any of the tanks skills. The fact that it requires more skills to max a dropsuit than to max a tank is sort of the point here. You can max out your class 11,000,000 SP more quickly with a tank than with a dropsuit. If you want me to throw in ALL of the tank skills, I'd have to throw in ALL of the dropsuit skills as well. Would you like me to do that next? I'll even limit it to one heavy weapon, one light weapon and one sidearm if you think that's fair. The dropsuit will still require more SP. --snipped for space-- This is my logic for saying that the math is redundant. There are more skills in Infantry that don't apply to tanks than tank skills that don't apply to infantry, a lot more. So you can't rightly say that Dropsuits are cheaper if you were to use skills only applicable to both (have equivalents on both sides) It's redundant to spec Armor Upgrades to lvl 5 for tankers since it's only for a small PG upgrade on one type of module. But only allowing for skills that have a duplicate would be distorting the results since to fully MAX the class out, you have to have those skills, regardless of how redundant those skills may seem. I added armor adaptation, which has no dropsuit equivalent. I added both small turret skills as well as the large hybrid. basically giving the tank 2 different sidearm skills while only giving the dropsuit one. I gave it both turret operation AND turret upgrades even though dropsuits only have weaponry. I added all the skills needed to max out the basic average build that I put forward. Hell, I put in turret upgrades even though this armor tank build doesn't use anything from that skill's category. In order to max your SMG, you require the passive skills for it. It's not a matter of what the similiar skills between them cost, it's about how much does the total class cost altogether.
And yes, shield adaptation and emission are skills for tanks too, but have no effect on the tank class I listed as the specialization I was going after.
Bruce3 Wayne3 wrote: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
Generalized skills are still a part of maxing out the class, regardless of what else they effect. Should I have left out weaponry too since it effects ALL weapons and I didn't list weapon damage mods on the build sheet? --snipped for space--
Takahiro Kashuken wrote:Still doesnt explain why you missed out PG/CPU upgrades and Mauaruder skill which is a x12 last i remember
As for Caldari HAV at least skilling to lvl1 gives the driver an option of a shield tank, missiles another option yet you come out with some BS about it being fair and balanced when you added every skill for the SMG even tho they would not use it half as much as the main weapon and the SMG is a main weapon in its own right and can be easily used as such
Not too mention that is just for the tank, the tank driver at least has to have some skills in infantry combat when he is not in the tank or cannot use the tank ie saving up ISK where as infantry does not have this problem yet you do not even add in the basics
Your SP calcualtions are flawed and biased towards infantry since you miss out so much and pick and choose various skills to suit your outcome
Verdict - Your full of **** PG/CPU upgrades are not in in the basic builds I layed out, both for the dropsuit AND the tank. But if you like, I can go back and add it in for both. Won't change the gap though, and gives no passive bonus to tanks unless that mod itself is equipped.
The marauder skill is racial based, and this is a blaster build, so you have a 1/4 chance of being the correct race to have this effect this build at all. To avoid arguments from the dropsuits side, I left it out. But if it's that important to you, 3,731,040 is the SP increase you would need to add for a maxed 12x skill. Still leaves you FAR behind a maxed dropsuit.
As I didn't give the infantry points for any vehicle training, I gave the tanker no points for dropsuit training. Of course a real player will spec for a little infantry work, but this isn't measuring that, otherwise I'd have added in points for the infantry side since almost all infantry spec at least a little into AV. This is strictly measuring the difference between the two specializations.
As for the SMG skills, they may not be used as much as the main weapon, but in order to max out the class you have to max out every skill involved. Just like I maxed out armor upgrades and shield enhancements for the tankers here even though they only need to get to level 3 to get all of the armor and shield mods, I maxed it out for them so they could get that additional PG% drop on all armor and shield mods.
If you like, pick a single tank build of your own making and we'll put it's maxed out SP req's up against this BASIC everyday dropsuit build's maxed out SP req's. It won't matter. Specializing in one build alone and maxing it, the dropsuit will cost more SP every time. |
trollface dot jpg
Destined 4 Biomass
37
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Posted - 2013.03.01 20:05:00 -
[10] - Quote
Berserker007 wrote:Rustonius wrote:Politely I would say, irrevalent, you have to take all the skills, you will not have a choice, over time the FOTM will change, if damage mods started sucking you switch to shields, if shields did you would to armor, maybe they get suit signatures working better and you need to profile dampen, or signature attack better... You can't know, same with tanks, maybe shield hardners will start to suck so you switch to resists. Point is the same, 50% less sp to be able to keep up with FOTM/ patch changes, this is a beta after all. As it stands you can have max tank and super decent infantry for the cost to max infantry. Berserker007 wrote:Here is the problem with this, you are looking at max skilling which is the problem b/c infantry has more skills. What u should do, is look at what makes the role "beastly"/effective.
That alters the SP quite a bit. Example:
Armor tanking: (someone calc as on phone on vacation) Vehicle command Gallente hav (this is disputable, as u can say only lv1 for madg to be effective) Mechanics Armor rep Armor plate skilling Armor hardening skilling Hybrid small turrets " large turret & prof Turret upgrades Engy Elec
Infantry AR: Dropsuit (lv 4 or 5 to compare if saying a madruger or surya) AR operation & prof Light reload Light sharpshooter Light usage Mechanics Shielding (all 3 variants.. increase base hp, recharge, use of extenders) Grenadier Engy Elec Epu upgrade skill Vigor
This is off top of my head on what could make an AR effective... so calc that and see where the difference is & the problem u propose is look at the future. Well untill the future you speak of occurs we can only discuss what we currently have. Before u think im a tanker with what i said, im one of some who actually earned their proto suits & not using the neo ones. So yes, if they make armor worthwhile maybe it will chance things, but as is, i listed what is more or less deemed the worthwhile skills that people have used the last 9 months I will work these calculations out for you, but later. I've been calculating this crap since early this morning and am getting burt out on forum posting atm. But I promise I will. If any of you wish to do it yourself, you can find the SP req's statsheet here for all SP 00x skills |
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trollface dot jpg
Destined 4 Biomass
40
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Posted - 2013.03.02 01:58:00 -
[11] - Quote
Rustonius wrote:Hmm but to be fair to other side, the max infantry base gives you a lot more playability flexibilty. If your tank keeps getting smashed, you can't switch to a level 1 mass driver and do artillary on the masses, or to shotgun and meet people around the hallways or sniper rifle... Need I go on.
Not saying I think tanks are balanced in the current situations available, but CCP obviously thought the numbers out, in the long term the tank drivers have pigeon holed themselves more if some patch makes them make a career change decision. Which is why smart tankers spec into other things as well, but for the purposes of this calculation it's a direct comparison between the two specializations to see which is more SP intensive. |
trollface dot jpg
Destined 4 Biomass
41
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Posted - 2013.03.02 07:48:00 -
[12] - Quote
Y0UR NAME HERE wrote:Also would like to point out,
It takes tanks more sp to even become decent fit let alone effective,
While infantry it takes less to be decent fit or effective. Agreed, but each fitting also lasts longer and a lot of the skills cross over. Which means someone who specs tanks can get their HAV skill up to lvl 1, then work on their dropsuit skills and at the same time be building skills for their HAV. |
trollface dot jpg
Destined 4 Biomass
49
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Posted - 2013.03.04 22:53:00 -
[13] - Quote
Baal Roo wrote:it's funny to see all the tankers QQing in here. Your tanks are easy mode, just accept it. They are easier to skill into, easier to use, easier to win with, cheap, more effective... just plain old easy mode on every single level. There is no argument to be had, and arguing otherwise just makes you look even sillier than you already look.
I WANT to say that SOOOOOOOOOOOO badly, but the truth is that it's only slightly true. Also, tanks have a MUCH higher entrance fee to get to the decent ones. But that initial SP investment tapers off when compared to dropsuits due to the overwhelming number of skills needed to max out a basic dropsiut class. These guys are just lucky I didn't do a logi or heavy build, now THAT costs some serious SP. |
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