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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
ladwar
Dead Six Initiative Lokun Listamenn
937
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Posted - 2013.07.18 19:20:00 -
[61] - Quote
yes.. |
Beren Hurin
K-A-O-S theory
737
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Posted - 2013.07.18 19:21:00 -
[62] - Quote
CCP FoxFour wrote:Beren Hurin wrote:Note: If we know the # of clusters used / nanohive for resupply/triage, then you can start to estimate wp/hive. That was part of the intention of this post too. WP/hive??? What do you mean? The Warpoints you could get for healing teammates with a nanohive?
Yeah. you get +25 triage points from healing nanohives and +10 for ammo supply. Especially when you aren't on the frontlines all the time, those really matter.
So if each Wirykomi hive has 33 or 34 clusters, that is potentially 25 x 34 = 850 w-pts/ hive (x3 hives) for 2550 warpoints total. The problem is that you'll probably be repairing more HP than you will get wp for. |
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CCP FoxFour
C C P C C P Alliance
25945
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Posted - 2013.07.18 19:45:00 -
[63] - Quote
Beren Hurin wrote:The problem is that you'll probably be repairing more HP than you will get wp for.
Why do you say that? Sorry for my inability to follow along, I am a bit slow. :( |
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Beren Hurin
K-A-O-S theory
737
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Posted - 2013.07.18 19:54:00 -
[64] - Quote
After a few triage cycles (5 or so) a cool down timer starts that stops you from getting/farming wp from healing. Remaining cycles won't give wp. |
Beren Hurin
K-A-O-S theory
740
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Posted - 2013.07.18 21:33:00 -
[65] - Quote
OP updated for clarity. |
Johnny Guilt
Algintal Core Gallente Federation
186
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Posted - 2013.07.18 21:54:00 -
[66] - Quote
Beren Hurin wrote:After a few triage cycles (5 or so) a cool down timer starts that stops you from getting/farming wp from healing. Remaining cycles won't give wp. that sucks,didnt they do that just to combat vehicle triage farming? A blood bath can happen when the timer is on where you rep the most and by the end of it you dont have much to show for it. |
Draco Cerberus
Hellstorm Inc League of Infamy
200
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Posted - 2013.07.18 22:47:00 -
[67] - Quote
Beren Hurin wrote:After a few triage cycles (5 or so) a cool down timer starts that stops you from getting/farming wp from healing. Remaining cycles won't give wp. Confirmed although if you watch the hive while in cooldown it seems to not bubble, when it starts again you get more wp. |
Davy Headhunter
ZionTCD
15
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Posted - 2013.07.18 23:03:00 -
[68] - Quote
Any1 can help me here, maybe a dev, or some1...
Really often, my Allotek hive stop giving me ammo after a few cycles, it still gives me armor but no amo. Any1 have this too? Is this a bugg or it is that way by design?
Anyway, that is really annoying, coz it kind of happen only when u really need that fused nade to resuply to blow a guy right next to you lol.
Cheers |
Beren Hurin
K-A-O-S theory
740
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Posted - 2013.07.18 23:11:00 -
[69] - Quote
Davy Headhunter wrote:Any1 can help me here, maybe a dev, or some1...
Really often, my Allotek hive stop giving me ammo after a few cycles, it still gives me armor but no amo. Any1 have this too? Is this a bugg or it is that way by design?
Anyway, that is really annoying, coz it kind of happen only when u really need that fused nade to resuply to blow a guy right next to you lol.
Cheers
I think they will give armor before ammo. So if you are out of armor but desperately need ammo, go to a regular hive before an allotek. Not sure if this is working as intended, but it is what I've found.
Also, I've updated the OP with my findings with ammo resupply so far. |
reydient
ROGUE SPADES EoN.
70
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Posted - 2013.07.19 11:01:00 -
[70] - Quote
I have noticed a similar problem with the repair tools- in regards to WP and heals,
Yes, the triage nano hive has a ratio of triage / wp that does not seem accurate - it seems there is a hard limit- i have noticed to be 100wp a person. At this point your locked from getting WP for an undislosed about of time-
similar with my repair tools- I can get 75 to 100 hp on a heavy and continue to heal him but after that using my repair tool will not give me wp unless I die or remain in match for a undisclosed amount of time- |
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Noc Tempre
Internal Error. Negative-Feedback
2180
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Posted - 2013.07.19 11:10:00 -
[71] - Quote
CCP is so edgy for making basic stats hidden. |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
56
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Posted - 2013.07.19 12:10:00 -
[72] - Quote
I approve of your work, keep it up!
Actually I like your work so much, expect some ISK when I log on! |
ChromeBreaker
SVER True Blood
891
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Posted - 2013.07.19 12:26:00 -
[73] - Quote
From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired |
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CCP FoxFour
C C P C C P Alliance
25963
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Posted - 2013.07.19 13:13:00 -
[74] - Quote
ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired
This is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2137
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Posted - 2013.07.19 13:52:00 -
[75] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired This is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread.
Sounds like a project =) |
ChromeBreaker
SVER True Blood
891
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Posted - 2013.07.19 14:17:00 -
[76] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired This is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread.
ok so what your saying is that i can only resupply my forge gun X times but my assault rifle Y times... based on the same Nano hive...?
I thought this was balalanced through the ammount of ammo given (2-3 a cycle for a FG, 60 something for AR) but you get the same ammount of cycles each...?
and on the same lines you only get X cycles repairing and Y cycles resupplying...? |
Beren Hurin
K-A-O-S theory
749
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Posted - 2013.07.19 14:44:00 -
[77] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired This is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread. ok so what your saying is that i can only resupply my forge gun X times but my assault rifle Y times... based on the same Nano hive...? I thought this was balalanced through the ammount of ammo given (2-3 a cycle for a FG, 60 something for AR) but you get the same ammount of cycles each...? and on the same lines you only get X cycles repairing and Y cycles resupplying...?
Yeah you look at my OP I've updated. Scrambler pistols take 1 cluster per cycle and mass drivers take 2 per cycle at least on the standard nanohive.
Testing weapons with extremely slow RoF and the nanohives that fill at greater speeds means the experiment to empty an entire 72 cluster hive potentially takes like 5+ minutes. Then you occasionally get the random blue dot that decides that you look intellectually handicapped while you are shooting at the sky and jumping on nanohives that he ruins your experiment by chucking grenades to empty your hive. |
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CCP FoxFour
C C P C C P Alliance
25964
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Posted - 2013.07.19 14:50:00 -
[78] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired https://forums.dust514.com/themes/ccpEveOnline/pix-trans.pngThis is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread. ok so what your saying is that i can only resupply my forge gun X times but my assault rifle Y times... based on the same Nano hive...? I thought this was balalanced through the ammount of ammo given (2-3 a cycle for a FG, 60 something for AR) but you get the same ammount of cycles each...? and on the same lines you only get X cycles repairing and Y cycles resupplying...?
Keeping in mind that my understanding might be wrong, this is how I understand Nanohives to work:
- Nanohives have a store of nanites.
- The store of nanites is used to replenish armor, ammo, and grenades.
- Nanohives have a rate at which they replenish armor.
- Nanohives have a seperate rate at which they replenish ammo.
- Nanohives have a set amount of nanites used per armor repair cycle.
- Weapons and grenades have a per type set amount of nanites required to fully restore their ammo.
- Both ammo, grenades, and armor take from the same single store of nanites.
Example: Nanohive:
- Armor repair: 0
- Ammo replenish rate: 10%
- Store of nanites: 36
- Armor repair nanite cost: 0
Wiyrkomi Triage Nanohive:
- Armor repair: 70
- Ammo replenish rate: 0%
- Store of nanites: 101
- Armor repair nanite cost: 3
Locus Grenade:
- Max ammo: 3
- Total ammo nanite cost: 24
Breach Mass Driver
- Max ammo: 18
- Total ammo nanite cost: 16
Just to give a few examples. |
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ChromeBreaker
SVER True Blood
891
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Posted - 2013.07.19 15:03:00 -
[79] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:ChromeBreaker wrote:From what i understand...
A nano hive has a max pool of nanites... and releases a wave every cycle
That cycle can either repair or resuply, but uses the same amount of nanites for both and regardless of how much is resupplied or repaired https://forums.dust514.com/themes/ccpEveOnline/pix-trans.pngThis is incorrect. As the discussion in this thread has already showed a cycle of armor repair actually uses 3 nanites and then different weapons have different nanite costs which hasn't even been covered in this thread. ok so what your saying is that i can only resupply my forge gun X times but my assault rifle Y times... based on the same Nano hive...? I thought this was balalanced through the ammount of ammo given (2-3 a cycle for a FG, 60 something for AR) but you get the same ammount of cycles each...? and on the same lines you only get X cycles repairing and Y cycles resupplying...? Keeping in mind that my understanding might be wrong, this is how I understand Nanohives to work:
- Nanohives have a store of nanites.
- The store of nanites is used to replenish armor, ammo, and grenades.
- Nanohives have a rate at which they replenish armor.
- Nanohives have a seperate rate at which they replenish ammo.
- Nanohives have a set amount of nanites used per armor repair cycle.
- Weapons and grenades have a per type set amount of nanites required to fully restore their ammo.
- Both ammo, grenades, and armor take from the same single store of nanites.
Example: Nanohive:
- Armor repair: 0
- Ammo replenish rate: 10%
- Store of nanites: 36
- Armor repair nanite cost: 0
Wiyrkomi Triage Nanohive:
- Armor repair: 70
- Ammo replenish rate: 0%
- Store of nanites: 101
- Armor repair nanite cost: 3
Locus Grenade:
- Max ammo: 3
- Total ammo nanite cost: 24
Breach Mass Driver
- Max ammo: 18
- Total ammo nanite cost: 16
Just to give a few examples.
beautiful. Thanks
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CCP FoxFour
C C P C C P Alliance
25964
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Posted - 2013.07.19 16:07:00 -
[80] - Quote
ChromeBreaker wrote: beautiful. Thanks
Anytime! :D Now I just hope I was correct in what I said... |
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ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 16:24:00 -
[81] - Quote
hm.. so time for testing.. im guessing nades have per cluster value of 8, making it so the advanced+ give a max of 9 of them(per hive). time for random nade tossing
tested nades on K-2(9) standard(4) and compact(4). so per cluster=8 flaylock= 36 cycles so 2 per cluster, tested on k-2, standard, compact, all the same. |
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CCP FoxFour
C C P C C P Alliance
25965
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Posted - 2013.07.19 16:40:00 -
[82] - Quote
ladwar wrote:hm.. so time for testing.. im guessing nades have per cluster value of 8, making it so the advanced+ give a max of 9 of them(per hive). time for random nade tossing
tested k-2=9 nades flaylock= 36 cycles so 2 per cluster
I don't see a grenade with k-2 in the name... what's the full name of it?
And which Nanohive are you doing this testing with? |
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ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 16:42:00 -
[83] - Quote
CCP FoxFour wrote:ladwar wrote:hm.. so time for testing.. im guessing nades have per cluster value of 8, making it so the advanced+ give a max of 9 of them(per hive). time for random nade tossing
tested k-2=9 nades flaylock= 36 cycles so 2 per cluster I don't see a grenade with k-2 in the name... what's the full name of it? And which Nanohive are you doing this testing with? that was the hive i used. |
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CCP FoxFour
C C P C C P Alliance
25965
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Posted - 2013.07.19 16:47:00 -
[84] - Quote
ladwar wrote:CCP FoxFour wrote:ladwar wrote:hm.. so time for testing.. im guessing nades have per cluster value of 8, making it so the advanced+ give a max of 9 of them(per hive). time for random nade tossing
tested k-2=9 nades flaylock= 36 cycles so 2 per cluster I don't see a grenade with k-2 in the name... what's the full name of it? And which Nanohive are you doing this testing with? that was the hive i used.
OK, good I am not insane.
The K-2 Nanohive has a store of 72 nanites. The Locus Grenade should take 24 nanites to full reload and there is a max ammo of 3.
72 nanites / 24 nanite requirement = 3 full reloads 3 full relocates * 3 max ammo count = 9 grenades
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ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 16:51:00 -
[85] - Quote
CCP FoxFour wrote:ladwar wrote:CCP FoxFour wrote:ladwar wrote:hm.. so time for testing.. im guessing nades have per cluster value of 8, making it so the advanced+ give a max of 9 of them(per hive). time for random nade tossing
tested k-2=9 nades flaylock= 36 cycles so 2 per cluster I don't see a grenade with k-2 in the name... what's the full name of it? And which Nanohive are you doing this testing with? that was the hive i used. OK, good I am not insane. The K-2 Nanohive has a store of 72 nanites. The Locus Grenade should take 24 nanites to full reload and there is a max ammo of 3. 72 nanites / 24 nanite requirement = 3 full reloads 3 full relocates * 3 max ammo count = 9 grenades the compact has 25 so a full relocates is 24 then 1 cluster used to give the 4th one. seems bad when the standard also gives out 4. |
Beren Hurin
K-A-O-S theory
751
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Posted - 2013.07.19 17:31:00 -
[86] - Quote
CCP FoxFour wrote: All Flaylocks have an ammo refill nanite cost of 8 across the board but different max ammo counts.
I"m not sure if we are getting our terms confused here, but to me it makes sense to say "____ weapon uses ___ clusters per cycle."
However, when CCP FoxFour says that 'all flaylocks have a nanite cost of 8 across the board' that makes me wonder if this isn't the case. If it takes 8 clusters to fill any flaylock, but they all have different amounts of max ammo, then this wont be the case.
Example:
Nanohive A: Fills 10% per cycle Nanohive B: Fills 15% per cycle Nanohive C: Fills 20% per cycle
Weapon v.1: 200 ammo, 24 nanites to fill Weapon v.2: 275 ammo, 24 nanites to fill
Are we saying that:
1) The database doesn't recognize the cycle cost of cluster for an ammo type, but the total fill cost for a full clip/reserve in clusters?
2) In the above scenario-
nanohive A: 10 cycles each at 2.4 clusters per cycle. nanohive B: 7 cycles to fill @ 3.4 clusters per cycle nanohive C it would be 5 cycles @ 4.8 clusters per cycle
In this scenario, I believe each hive is dispensing nanites per ammo at the same rate. However, this isn't how armor works. The math seems pretty certainly to go by clusters per cycle.
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ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 17:47:00 -
[87] - Quote
Beren Hurin wrote:CCP FoxFour wrote: All Flaylocks have an ammo refill nanite cost of 8 across the board but different max ammo counts.
I"m not sure if we are getting our terms confused here, but to me it makes sense to say "____ weapon uses ___ clusters per cycle." However, when CCP FoxFour says that 'all flaylocks have a nanite cost of 8 across the board' that makes me wonder if this isn't the case. If it takes 8 clusters to fill any flaylock, but they all have different amounts of max ammo, then this wont be the case. Example: Nanohive A: Fills 10% per cycle Nanohive B: Fills 15% per cycle Nanohive C: Fills 20% per cycle Weapon v.1: 200 ammo, 24 nanites to fill Weapon v.2: 275 ammo, 24 nanites to fill Are we saying that: 1) The database doesn't recognize the cycle cost of cluster for an ammo type, but the total fill cost for a full clip/reserve in clusters? 2) In the above scenario- nanohive A: 10 cycles each at 2.4 clusters per cycle. nanohive B: 7 cycles to fill @ 3.4 clusters per cycle nanohive C it would be 5 cycles @ 4.8 clusters per cycle In this scenario, I believe each hive is dispensing nanites per ammo at the same rate. However, this isn't how armor works. The math seems pretty certainly to go by clusters per cycle. its based off of total ammo. so a flay w/o ammo increasing skills takes 8 clusters to refill 21 shots/rounds been testing this out myself. so if it restores 4 per cycle that it takes 2 clusters per cycle(because of rounding). like the compact give 6 per cycle so it cost 3 clusters per cycles and so on and a standard takes 1 cluster(because of rounding) per cycle.
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CCP FoxFour
C C P C C P Alliance
25976
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Posted - 2013.07.19 17:50:00 -
[88] - Quote
Beren Hurin wrote:I"m not sure if we are getting our terms confused here, but to me it makes sense to say "____ weapon uses ___ clusters per cycle."
It appears that we say "it takes X amount of nanites to refill the weapon completely" Lets stick with the flaylock as an example. For now I am going to completely ignore even the concept of skills and other modifiers.
The Flaylock Pistol has a mFireMode0_maxAmmoCount of 15.
It has the attribute mTotalAmmoNanitesCost, which I am taking to mean the number of nanites required to fully refill the weapon, set to 8.
Each Nanohive then has a different value for the rate at which it replenishes ammo. For the Nanohive this is 0.1, or 10%.
So if I understand the system correctly it would go something like this: Max ammo * replenish rate = ammo restored per cycle 15 * 0.1 = 1.5 rockets restored per cycle
Total ammo nanite cost * replenish rate = nanite cost per cycle 8 * 0.1 = 0.8 nanites per cycle
I have no idea how rounding works for this, but that is how I understand it to work by just looking at the data. |
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ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 18:20:00 -
[89] - Quote
CCP FoxFour wrote:Beren Hurin wrote:I"m not sure if we are getting our terms confused here, but to me it makes sense to say "____ weapon uses ___ clusters per cycle." It appears that we say "it takes X amount of nanites to refill the weapon completely" Lets stick with the flaylock as an example. For now I am going to completely ignore even the concept of skills and other modifiers. The Flaylock Pistol has a mFireMode0_maxAmmoCount of 15. It has the attribute mTotalAmmoNanitesCost, which I am taking to mean the number of nanites required to fully refill the weapon, set to 8. Each Nanohive then has a different value for the rate at which it replenishes ammo. For the Nanohive this is 0.1, or 10%. So if I understand the system correctly it would go something like this: Max ammo * replenish rate = ammo restored per cycle 15 * 0.1 = 1.5 rockets restored per cycle Total ammo nanite cost * replenish rate = nanite cost per cycle 8 * 0.1 = 0.8 nanites per cycle I have no idea how rounding works for this, but that is how I understand it to work by just looking at the data. the default is 21. |
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CCP FoxFour
C C P C C P Alliance
25978
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Posted - 2013.07.19 18:23:00 -
[90] - Quote
ladwar wrote:CCP FoxFour wrote:Beren Hurin wrote:I"m not sure if we are getting our terms confused here, but to me it makes sense to say "____ weapon uses ___ clusters per cycle." It appears that we say "it takes X amount of nanites to refill the weapon completely" Lets stick with the flaylock as an example. For now I am going to completely ignore even the concept of skills and other modifiers. The Flaylock Pistol has a mFireMode0_maxAmmoCount of 15. It has the attribute mTotalAmmoNanitesCost, which I am taking to mean the number of nanites required to fully refill the weapon, set to 8. Each Nanohive then has a different value for the rate at which it replenishes ammo. For the Nanohive this is 0.1, or 10%. So if I understand the system correctly it would go something like this: Max ammo * replenish rate = ammo restored per cycle 15 * 0.1 = 1.5 rockets restored per cycle Total ammo nanite cost * replenish rate = nanite cost per cycle 8 * 0.1 = 0.8 nanites per cycle I have no idea how rounding works for this, but that is how I understand it to work by just looking at the data. the default is 21.
The default of what is 21?
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