Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Beren Hurin
K-A-O-S theory
703
|
Posted - 2013.07.17 23:07:00 -
[1] - Quote
So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to find that healing hives do about 6.6 armor HP healing per nanite cluster. This means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive. But basically I think there is about 6.6 HP that comes per cluster.
Compact: 165 HP K17/D: 950 HP Allotek: 1425 HP Wiyrkomi: 2000 HP
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost.
If anyone would like to help with this project let me know. You just drop hives, and count the amount of ammo/HP dispensed until it is depleted. You should do it in a place where you won't be disrupted. |
Rogatien Merc
Red Star. EoN.
435
|
Posted - 2013.07.17 23:16:00 -
[2] - Quote
+1 for science. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2076
|
Posted - 2013.07.17 23:19:00 -
[3] - Quote
Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to find that healing hives do about 6.6 armor HP healing per nanite cluster. This means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive. But basically I think there is about 6.6 HP that comes per cluster.
Compact: 165 HP K17/D: 950 HP Allotek: 1425 HP Wiyrkomi: 2000 HP
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost.
If anyone would like to help with this project let me know. You just drop hives, and count the amount of ammo/HP dispensed until it is depleted. You should do it in a place where you won't be disrupted.
Grenades eat clusters like morning wheaties. Drop a compact and throw three locus grenades, watch that baby explode from performance anxiety. |
IgniteableAura
Pro Hic Immortalis League of Infamy
66
|
Posted - 2013.07.17 23:20:00 -
[4] - Quote
Both the proto and adv versions have the same number of clusters. So how is it that you are getting more hp with them?
I would imagine its a certain number of clusters for each second you are getting repaired rather than hp/cluster |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1774
|
Posted - 2013.07.17 23:26:00 -
[5] - Quote
TheAmazing FlyingPig approves of science. I'd be very interested to see your final results posted when you're done testing. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2076
|
Posted - 2013.07.17 23:30:00 -
[6] - Quote
IgniteableAura wrote:Both the proto and adv versions have the same number of clusters. So how is it that you are getting more hp with them?
I would imagine its a certain number of clusters for each second you are getting repaired rather than hp/cluster
Specialized variants. Wiyrkomi Triage only heals, doesnt give ammo. |
Beren Hurin
K-A-O-S theory
709
|
Posted - 2013.07.17 23:33:00 -
[7] - Quote
Cluster per hive x hives carried x HP per cluster. |
Green Living
0uter.Heaven EoN.
619
|
Posted - 2013.07.17 23:33:00 -
[8] - Quote
Dropping science like Galileo dropped the orange. LET THE BEAT DROP |
Beren Hurin
K-A-O-S theory
710
|
Posted - 2013.07.18 01:15:00 -
[9] - Quote
Aeon Amadi wrote:IgniteableAura wrote:Both the proto and adv versions have the same number of clusters. So how is it that you are getting more hp with them?
I would imagine its a certain number of clusters for each second you are getting repaired rather than hp/cluster Specialized variants. Wiyrkomi Triage only heals, doesnt give ammo.
Yeah the main reason they increase is because both there are more hives per equipped module, and more clusters in the Wirykomi |
TakeCover OrDie
Intrepidus XI EoN.
94
|
Posted - 2013.07.18 01:17:00 -
[10] - Quote
PROTO TANKS |
|
TakeCover OrDie
Intrepidus XI EoN.
97
|
Posted - 2013.07.18 01:23:00 -
[11] - Quote
"Where is Blam" |
Beren Hurin
K-A-O-S theory
710
|
Posted - 2013.07.18 01:52:00 -
[12] - Quote
TakeCover OrDie wrote:"Where is Blam"
Have you not heard of that madman who lit a lantern in the bright morning hours, ran to the market place, and cried incessantly: "I seek CCP Blam! I seek CCP Blam!" -- As many of those who did not believe in CCP Blam were standing around just then, he provoked much laughter. Has he got lost? asked one. Did he lose his way like a child? asked another. Or is he hiding? Is he afraid of us? Has he gone on a voyage? emigrated? -- Thus they yelled and laughed....
..."Where is CCP Blam?" he cried; "I will tell you. We have killed him -- you and I... |
Tech Ohm Eaven
L.O.T.I.S. RISE of LEGION
607
|
Posted - 2013.07.18 02:26:00 -
[13] - Quote
Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to find that healing hives do about 6.6 armor HP healing per nanite cluster. This means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive. But basically I think there is about 6.6 HP that comes per cluster.
Compact: 165 HP K17/D: 950 HP Allotek: 1425 HP Wiyrkomi: 2000 HP
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost.
If anyone would like to help with this project let me know. You just drop hives, and count the amount of ammo/HP dispensed until it is depleted. You should do it in a place where you won't be disrupted.
Its more than 165 hp for the compact as I run a militia fit with over 200 armor and a single compact will heal me to full health and still be active.
Will test some more and post numbers but beware as I most times just run militia/starter fits. |
Delta 749
Kestrel Reconnaissance
1320
|
Posted - 2013.07.18 02:32:00 -
[14] - Quote
Numbers are already off, Ive healed more than 300 armor from a single compact |
Beren Hurin
K-A-O-S theory
714
|
Posted - 2013.07.18 02:33:00 -
[15] - Quote
Tech Ohm Eaven wrote:Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to find that healing hives do about 6.6 armor HP healing per nanite cluster. This means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive. But basically I think there is about 6.6 HP that comes per cluster.
Compact: 165 HP K17/D: 950 HP Allotek: 1425 HP Wiyrkomi: 2000 HP
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost.
If anyone would like to help with this project let me know. You just drop hives, and count the amount of ammo/HP dispensed until it is depleted. You should do it in a place where you won't be disrupted. Its more than 165 hp for the compact as I run a militia fit with over 200 armor and a single compact will heal me to full health and still be active. Will test some more and post numbers but beware as I most times just run militia/starter fits.
Yeah, my sample size is just one right now. i just tried the K17/D and on nanohive healed around 475 armor.
|
IgniteableAura
Pro Hic Immortalis League of Infamy
66
|
Posted - 2013.07.18 03:31:00 -
[16] - Quote
Beren Hurin wrote:Aeon Amadi wrote:IgniteableAura wrote:Both the proto and adv versions have the same number of clusters. So how is it that you are getting more hp with them?
I would imagine its a certain number of clusters for each second you are getting repaired rather than hp/cluster Specialized variants. Wiyrkomi Triage only heals, doesnt give ammo. Yeah the main reason they increase is because both there are more hives per equipped module, and more clusters in the Wirykomi
Like I said, same clusters in both proto and adv, that being 72. if you just heal from both hives you "should" get the same hp based on your logic of 6hp a cluster. That's why I think it's based on number of repairs since triage version repairs more hp per second. |
Beren Hurin
K-A-O-S theory
717
|
Posted - 2013.07.18 03:35:00 -
[17] - Quote
IgniteableAura wrote:Beren Hurin wrote:Aeon Amadi wrote:IgniteableAura wrote:Both the proto and adv versions have the same number of clusters. So how is it that you are getting more hp with them?
I would imagine its a certain number of clusters for each second you are getting repaired rather than hp/cluster Specialized variants. Wiyrkomi Triage only heals, doesnt give ammo. Yeah the main reason they increase is because both there are more hives per equipped module, and more clusters in the Wirykomi Like I said, same clusters in both proto and adv, that being 72. if you just heal from both hives you "should" get the same hp based on your logic of 6hp a cluster. That's why I think it's based on number of repairs since triage version repairs more hp per second.
Yeah, my initial theory was that each cluster repaired the same HP amount. It isn't looking like this. I'm running through each to see how much HP each repairs and updating as I find more info. The wirikomi triage hive actually has 101 clusters. There are other possibilities though, like there could be repair clusters AND ammo clusters, or the number of clusters shown on info could be different than the database. This has been true before. |
IgniteableAura
Pro Hic Immortalis League of Infamy
66
|
Posted - 2013.07.18 03:49:00 -
[18] - Quote
Yea I think it would make sense that ccp has the clusters for ammo and repair separate. Perhaps that's why the wirik triage has 101.
I'll start paying more attention when pulling from hives, |
Beren Hurin
K-A-O-S theory
718
|
Posted - 2013.07.18 04:09:00 -
[19] - Quote
I've done all 4 repairing hives 2-3 times each and got consistent results updated above. The ADV and PRO hives with 72 clusters each are confusing.
If clusters correspond directly to capacity to heal HP, then not all clusters heal the same amount of HP, the clusters listed are not correct, or the clusters listed is just for ammo or something else.
Clusters could correspond to something else like IgniteableAura was refering, such as the amount of total reps or something. However, The most reps I got from the Wyirikomi hive was around 35-40 I think, about 24-25 from the Allotek and about 7 max from the compact. |
Beren Hurin
K-A-O-S theory
718
|
Posted - 2013.07.18 04:26:00 -
[20] - Quote
So by bringing this info to light, I'm trying to highlight how the meta, as it exists now, could evolve to quickly enhance the strength of armor tanks.
IF more people specced into proto hives (big CPU/PG sacrifice) IF people regularly had support 'reinforcement fits' they used to pepper defensive spots when safe IF there were regularly 5-10 healing hives in hotspots surrounding hotspots
THEN armor tankers' repair rates could start to rival that of shield tankers.
BLUF: I don't know if the armor/shield/equipment meta has fully evolved to the point where armor totally needs an overhaul yet. |
|
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1045
|
Posted - 2013.07.18 12:25:00 -
[21] - Quote
Beren if you have the capability I'd also suggest testing efficiency at center of hive and at the edge of the hive (with a second player confirming location). I would be doubtful but if you get any irregularities this could be the case. The only other thing I could think is shield level interfereing but I find that doubtful.
This is very interesting stuff, thank you. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
611
|
Posted - 2013.07.18 12:36:00 -
[22] - Quote
I love the effort here, but it seems like a lot of work for something CCP should of flat out told us a long time ago. Nothing against you, just CCP. +1 |
Beren Hurin
K-A-O-S theory
721
|
Posted - 2013.07.18 12:36:00 -
[23] - Quote
Rynx Sinfar wrote:Beren if you have the capability I'd also suggest testing efficiency at center of hive and at the edge of the hive (with a second player confirming location). I would be doubtful but if you get any irregularities this could be the case. The only other thing I could think is shield level interfereing but I find that doubtful.
This is very interesting stuff, thank you.
I'm 95% sure this isn't related to distance to center. The repair speed certainly isn't, but I will take a look tonight. |
Beren Hurin
K-A-O-S theory
725
|
Posted - 2013.07.18 13:27:00 -
[24] - Quote
So I'm not sure how to plan on proceeding with ammo resupply rate. If all nanohive clusters supply differently, then you'd have to test each one with each weapon. I have confirmed that, for example, Assault Mass Drivers get more total ammo resupplied than Breach Mass Drivers.
Ammo may however, be more straightforward...stay tuned. |
ladwar
Dead Six Initiative Lokun Listamenn
933
|
Posted - 2013.07.18 14:27:00 -
[25] - Quote
Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to initially find that healing hives do about 6.6 armor HP healing per nanite cluster. However my assumptions were wrong as each hive is different. See below...
Anywho, this means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive.
Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s
So not all clusters are alike...
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost. Further testing has revealed that reactive plates don't impact repair amount/speed. ok.. well since testing them is completely accurate is next to impossible my guess is that all of your numbers are low, well besides the compact. its just an odd ball that works differently the other three but still sort of the same, i'll explain that bit too.
first your numbers are low and they should be 1440 2880 7070
now with those number you can see that it is one HP/s(value) per cluster and well that kindof make sense. now time for the compact its per cluster usage is 14HP=1 cluster so that would give the 350 HP, some room for error here as its not tested so it maybe per 15HP(that would give 375 which it could be) |
Beren Hurin
K-A-O-S theory
726
|
Posted - 2013.07.18 14:38:00 -
[26] - Quote
ladwar wrote:Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to initially find that healing hives do about 6.6 armor HP healing per nanite cluster. However my assumptions were wrong as each hive is different. See below...
Anywho, this means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive.
Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s
So not all clusters are alike...
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost. Further testing has revealed that reactive plates don't impact repair amount/speed. ok.. well since testing them is completely accurate is next to impossible my guess is that all of your numbers are low, well besides the compact. its just an odd ball that works differently the other three but still sort of the same, i'll explain that bit too. first your numbers are low and they should be 1440 2880 7070 now with those number you can see that it is one HP/s(value) per cluster and well that kindof make sense. now time for the compact its per cluster usage is 14HP=1 cluster so that would give the 350 HP, some room for error here as its not tested so it maybe per 15HP(that would give 375 which it could be) ammo and nades have certain values which i haven't found because it depends on the weapon. AV weapons take more and nades the most but im betting that they have per tick values and AV have higher per tick values.(by tick i mean the on screen ammo give numbers)
Can you give a little more detail? Are you saying those are the numbers per module or per nanohive dropped for the K17/allotek/Wirykomi respectively? In which case, how is your math getting a unified HP/cluster? |
ladwar
Dead Six Initiative Lokun Listamenn
933
|
Posted - 2013.07.18 15:05:00 -
[27] - Quote
Beren Hurin wrote:ladwar wrote:Beren Hurin wrote:So I did some math and am still working on what each weapon's round is worth. However in the interest of getting some more people out there with these healing hives I'll share my findings.
Basically, I did some math to initially find that healing hives do about 6.6 armor HP healing per nanite cluster. However my assumptions were wrong as each hive is different. See below...
Anywho, this means that each respective healing hive module contains the below potential armor HP. This is the total amount per equipped module, not in each hive.
Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s
So not all clusters are alike...
Naturally, some of them will also give some ammo, and therefore lose a bit of clusters to them. Also, I only experimented with a fit with both regular plates and reactive plates on an amarr logistics suit. I think there could be a small possibility that reactive plates or suit type could affect the nanite cluster cost. Further testing has revealed that reactive plates don't impact repair amount/speed. ok.. well since testing them is completely accurate is next to impossible my guess is that all of your numbers are low, well besides the compact. its just an odd ball that works differently the other three but still sort of the same, i'll explain that bit too. first your numbers are low and they should be 1440 2880 7070 now with those number you can see that it is one HP/s(value) per cluster and well that kindof make sense. now time for the compact its per cluster usage is 14HP=1 cluster so that would give the 350 HP, some room for error here as its not tested so it maybe per 15HP(that would give 375 which it could be) ammo and nades have certain values which i haven't found because it depends on the weapon. AV weapons take more and nades the most but im betting that they have per tick values and AV have higher per tick values.(by tick i mean the on screen ammo give numbers) Can you give a little more detail? Are you saying those are the numbers per module or per nanohive dropped for the K17/allotek/Wirykomi respectively? In which case, how is your math getting a unified HP/cluster? wasn't completely done, but now i finished. |
Beren Hurin
K-A-O-S theory
726
|
Posted - 2013.07.18 15:13:00 -
[28] - Quote
ladwar wrote:wasn't completely done, but now i finished.
So for 7070 are you saying that's the amount of HP in a single nanohive or the whole module? I got nothing close to 7070 in a single nanohive on the wirykomi. 6900 was in the total of 3 hives. Did you actually sit on the nanohives to come up with any of this, or just do some fuzzy math to try to figure out round numbers?
I repeated my procedures 2x for each hive and got the same results. I depleted the shield/armor of a basic heavy suit to have about 15/600 armor HP. Then I stood over a hive and watched closely as my armor repaired. The broadcasted amount was always the same as what my indicator showed. The depletion rate is not random as far as I can tell. |
ladwar
Dead Six Initiative Lokun Listamenn
933
|
Posted - 2013.07.18 15:16:00 -
[29] - Quote
Beren Hurin wrote:ladwar wrote:wasn't completely done, but now i finished. So for 7070 are you saying that's the amount of HP in a single nanohive or the whole module? I got nothing close to 7070 in a single nanohive on the wirykomi. 6900 was in the total of 3 hives. Did you actually sit on the nanohives to come up with any of this, or just do some fuzzy math to try to figure out round numbers? I repeated my procedures 2x for each hive and got the same results. I depleted the shield/armor of a basic heavy suit to have about 15/600 armor HP. Then I stood over a hive and watched closely as my armor repaired. The broadcasted amount was always the same as what my indicator showed. The depletion rate is not random as far as I can tell. you sure it was 3 because the numbers are uneven but fit for 2 and i would need to more math. but that per module not hive yes. i might hit this back up later but for now im sold on the idea its the HPS value=2 clusters besides the compact. |
Beren Hurin
K-A-O-S theory
727
|
Posted - 2013.07.18 15:26:00 -
[30] - Quote
ladwar wrote:Beren Hurin wrote:ladwar wrote:wasn't completely done, but now i finished. So for 7070 are you saying that's the amount of HP in a single nanohive or the whole module? I got nothing close to 7070 in a single nanohive on the wirykomi. 6900 was in the total of 3 hives. Did you actually sit on the nanohives to come up with any of this, or just do some fuzzy math to try to figure out round numbers? I repeated my procedures 2x for each hive and got the same results. I depleted the shield/armor of a basic heavy suit to have about 15/600 armor HP. Then I stood over a hive and watched closely as my armor repaired. The broadcasted amount was always the same as what my indicator showed. The depletion rate is not random as far as I can tell. you sure it was 3 because the numbers are uneven but fit for 2 and i would need to more math. but that per module not hive yes. i might hit this back up later but for now im sold on the idea its the HPS value=2 clusters besides the compact.
Yep. There are 3 wyrikomis that you can carry, with 2 deployed max. I was able to deplete one nanohive while dispensing 2300 HP. So 2300 x 3 = 6900. Forcing round numbers on this is just confusing me. i'm open to other interpretations if you'd do your own trails.
What you might be suggesting, it isn't clear, is that clusters could actually correspond to total healing potential DEPLOYED at one point. It may not correspond to each hive.
EDIT: I wasn't disagreeing with the amount of clusters per heal, but the fact that there are 3 hives per wirykomi module (which i hate spelling btw) So each hive wasn't anywhere near 7000ish HP, but that's the odule. |
|
ladwar
Dead Six Initiative Lokun Listamenn
934
|
Posted - 2013.07.18 15:36:00 -
[31] - Quote
Beren Hurin wrote:ladwar wrote:Beren Hurin wrote:ladwar wrote:wasn't completely done, but now i finished. So for 7070 are you saying that's the amount of HP in a single nanohive or the whole module? I got nothing close to 7070 in a single nanohive on the wirykomi. 6900 was in the total of 3 hives. Did you actually sit on the nanohives to come up with any of this, or just do some fuzzy math to try to figure out round numbers? I repeated my procedures 2x for each hive and got the same results. I depleted the shield/armor of a basic heavy suit to have about 15/600 armor HP. Then I stood over a hive and watched closely as my armor repaired. The broadcasted amount was always the same as what my indicator showed. The depletion rate is not random as far as I can tell. you sure it was 3 because the numbers are uneven but fit for 2 and i would need to more math. but that per module not hive yes. i might hit this back up later but for now im sold on the idea its the HPS value=2 clusters besides the compact. Yep. There are 3 wyrikomis that you can carry, with 2 deployed max. I was able to deplete one nanohive while dispensing 2300 HP. So 2300 x 3 = 6900. Forcing round numbers on this is just confusing me. i'm open to other interpretations if you'd do your own trails. What you might be suggesting, it isn't clear, is that clusters could actually correspond to total healing potential DEPLOYED at one point. It may not correspond to each hive. EDIT: I wasn't disagreeing with the amount of clusters per heal (it still could be a valid possibility), but the fact that there are 3 hives per wirykomi module (which i hate spelling btw) So each hive wasn't anywhere near 7000ish HP, but that's the odule. its the value of hp/s=2 cluster(might be 3). i hate spelling it too |
Beren Hurin
K-A-O-S theory
729
|
Posted - 2013.07.18 15:39:00 -
[32] - Quote
ladwar wrote: t's the value of hp/s=2 cluster(might be 3). i hate spelling it too
So you are saying the each repair cycle takes 2 or 3 clusters on each nanohive?
Edit...I see now. The math is VERY close to my numbers per nanohive if each repair cycle 'takes' 3 clusters from the listed amount!!!! |
ladwar
Dead Six Initiative Lokun Listamenn
934
|
Posted - 2013.07.18 15:41:00 -
[33] - Quote
Beren Hurin wrote:ladwar wrote: t's the value of hp/s=2 cluster(might be 3). i hate spelling it too So you are saying the each repair cycle takes 2 or 3 clusters on each nanohive? yes, even if its not a full. |
Beren Hurin
K-A-O-S theory
729
|
Posted - 2013.07.18 15:46:00 -
[34] - Quote
I would expect then for ammo to refill then in a similar way at x clusters per cycle, and different amounts of clusters maybe for each weapon class, and definitely different cluster amounts for grenades vs. guns. |
RKKR
The Southern Legion RISE of LEGION
259
|
Posted - 2013.07.18 15:47:00 -
[35] - Quote
Just had a quick glance at this, but maybe the 2-3 clusters is from the number of nanohives? And that the mentioned clusters is for the total of all numbers of hives you can deploy?
I'm to lazy to check this, so just dropping it here. |
ladwar
Dead Six Initiative Lokun Listamenn
934
|
Posted - 2013.07.18 16:00:00 -
[36] - Quote
Beren Hurin wrote:I would expect then for ammo to refill then in a similar way at x clusters per cycle, and different amounts of clusters maybe for each weapon class, and definitely different cluster amounts for grenades vs. guns. thats going to be long list but i am guessing its going to be 3clusters per resupply as well. and just on some rough numbers 10 clusters= one nade. might be 12.. i really haven't tested it a while |
|
CCP FoxFour
C C P C C P Alliance
25935
|
Posted - 2013.07.18 18:08:00 -
[37] - Quote
Beren Hurin wrote:Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s.
damn you all... you post interesting things that I don't understand and now I must go poke people internally so I understand.
So Wiyrkomi for example has 101 clusters and repairs 70hp/s. That should repair a total of 7,070 right? 101*70 = 7,070. You list however 6,900. Also what do you mean by per equipped module? Per nanohive?
What I am not understanding is your first number. Are you saying that the Wiyrkomi should get 7,070 based on numbers but is only getting 2,300?
Well done on the research good sir! |
|
Beren Hurin
K-A-O-S theory
731
|
Posted - 2013.07.18 18:11:00 -
[38] - Quote
CCP FoxFour wrote:Beren Hurin wrote:Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s. damn you all... you post interesting things that I don't understand and now I must go poke people internally so I understand. So Wiyrkomi for example has 101 clusters and repairs 70hp/s. That should repair a total of 7,070 right? 101*70 = 7,070. You list however 6,900. Also what do you mean by per equipped module? Per nanohive? What I am not understanding is your first number. Are you saying that the Wiyrkomi should get 7,070 based on numbers but is only getting 2,300? Well done on the research good sir!
Almost there... We found that the Wiyrkomi (and all rep-hives) takes 3 clusters per cycle to repair. 101 clusters = 33 cycles @ 70 HP per cycle = 2310 HP (in a wierdyourkrazy nanohive). So my original numbers were pretty good on a per hive basis. I'm going to clean up my original post in a bit. |
|
CCP FoxFour
C C P C C P Alliance
25935
|
Posted - 2013.07.18 18:13:00 -
[39] - Quote
Ah talking to others your first number is a "in practice" type thing. So while the Wiyrkomi could potentially give out 7,070 HP of armor it generally gives out 2,300 because it is also replenishing ammo and grenades. |
|
Reav Hannari
Red Rock Outriders
837
|
Posted - 2013.07.18 18:13:00 -
[40] - Quote
CCP FoxFour wrote:Beren Hurin wrote:Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s. damn you all... you post interesting things that I don't understand and now I must go poke people internally so I understand. So Wiyrkomi for example has 101 clusters and repairs 70hp/s. That should repair a total of 7,070 right? 101*70 = 7,070. You list however 6,900. Also what do you mean by per equipped module? Per nanohive? What I am not understanding is your first number. Are you saying that the Wiyrkomi should get 7,070 based on numbers but is only getting 2,300? Well done on the research good sir!
Math would be much easier if CCP were to publish real numbers. While you are poking them can you get the weapon ranges? Any good soldier knows his ranges.
|
|
|
CCP FoxFour
C C P C C P Alliance
25937
|
Posted - 2013.07.18 18:16:00 -
[41] - Quote
Beren Hurin wrote:CCP FoxFour wrote:Beren Hurin wrote:Compact: 350/hive in testing; 25 max clusters/hive (350 HP per module) @ 50 HP/s K17/D: 480/hive in testing; 72 max clusters/hive (960 HP per module) @ 20 HP/s Allotek: 950/hive in testing; 72 max clusters/hive (2850 HP per module) @ 40 HP/s Wiyrkomi: 2300/hive in testing; 101 max clusters/hive (6900 HP per equipped module!) @ 70 HP/s. damn you all... you post interesting things that I don't understand and now I must go poke people internally so I understand. So Wiyrkomi for example has 101 clusters and repairs 70hp/s. That should repair a total of 7,070 right? 101*70 = 7,070. You list however 6,900. Also what do you mean by per equipped module? Per nanohive? What I am not understanding is your first number. Are you saying that the Wiyrkomi should get 7,070 based on numbers but is only getting 2,300? Well done on the research good sir! Almost there... We found that the Wiyrkomi (and all rep-hives) takes 3 clusters per cycle to repair. 101 clusters = 33 cycles @ 70 HP per cycle = 2310 HP (in a wierdyourkrazy nanohive). So my original numbers were pretty good on a per hive basis. I'm going to clean up my original post in a bit.
AH! OK, cool this is making more and more sense and I look at data and your numbers trying to understand things. Thank you very much. :D
|
|
Beren Hurin
K-A-O-S theory
733
|
Posted - 2013.07.18 18:18:00 -
[42] - Quote
CCP FoxFour wrote:Ah talking to others your first number is a "in practice" type thing. So while the Wiyrkomi could potentially give out 7,070 HP of armor it generally gives out 2,300 because it is also replenishing ammo and grenades.
Well the wyrikomi wouldn't give out ammo. it is triage only. I stood on my test hives ONLY after refilling all my ammo from a supply depot. I tried to manage my control variable.
Are we saying that there are two sets of 'nanite supplies' within each hive? One for ammo and one for armor? And that you could max one out before the other? I don't think this is how it works, but I guess I could test it by nearly maxing out an allotek from armor then emptying a gun to test. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2121
|
Posted - 2013.07.18 18:23:00 -
[43] - Quote
Beren Hurin wrote:CCP FoxFour wrote:Ah talking to others your first number is a "in practice" type thing. So while the Wiyrkomi could potentially give out 7,070 HP of armor it generally gives out 2,300 because it is also replenishing ammo and grenades. Well the wyrikomi wouldn't give out ammo. I stood on my test hives ONLY after refilling all my ammo from a supply depot. I tried to manage my control variable. Are we saying that there are two sets of 'nanite supplies' within each hive? One for ammo and one for armor? And that you could max one out before the other? I don't think this is how it works, but I guess I could test it by nearly maxing out an allotek from armor then emptying a gun to test.
Yeah, doubt the Triage nanohive would have clusters going out to ammo/grenades BUT
a.) There is a potential bug which eats clusters for ammo/grenades but does not replenish them. b.) The nanohive, having split cluster bases for different things, is only providing one half of its clusters for armor when it should be using all of them - hence the 2,300 approximate. |
Beren Hurin
K-A-O-S theory
733
|
Posted - 2013.07.18 18:24:00 -
[44] - Quote
Aeon Amadi wrote:Beren Hurin wrote:CCP FoxFour wrote:Ah talking to others your first number is a "in practice" type thing. So while the Wiyrkomi could potentially give out 7,070 HP of armor it generally gives out 2,300 because it is also replenishing ammo and grenades. Well the wyrikomi wouldn't give out ammo. I stood on my test hives ONLY after refilling all my ammo from a supply depot. I tried to manage my control variable. Are we saying that there are two sets of 'nanite supplies' within each hive? One for ammo and one for armor? And that you could max one out before the other? I don't think this is how it works, but I guess I could test it by nearly maxing out an allotek from armor then emptying a gun to test. Yeah, doubt the Triage nanohive would have clusters going out to ammo/grenades BUT a.) There is a potential bug which eats clusters for ammo/grenades but does not replenish them. b.) The nanohive, having split cluster bases for different things, is only providing one half of its clusters for armor when it should be using all of them - hence the 2,300 approximate.
Oooooooooh!! Tricky!!!! This would get even more messy code-wise if you start to mess with logi bonuses to hive-cluster capacities. |
|
CCP FoxFour
C C P C C P Alliance
25938
|
Posted - 2013.07.18 18:38:00 -
[45] - Quote
So I will poke some of the game designers in Shanghai that work on this stuff but taking a look at the data it appears there may be an attribute associated with nanohives that is along the lines of "it takes this many nanites per cycle of armor repair" the thing is however they all have it set the same...
Compact: 25 max clusters @ 50 HP/s (25*50=1,250) K17/D: 72 max clusters @ 20 HP/s (72*20=1,440) Allotek: 72 max clusters @ 40 HP/s (72*40=2,880) Wiyrkomi: 101 max clusters @ 70 HP/s (101*70=7,070)
I found an attribute that they all share which is set to 3. If we apply that to the above we get the following (max clusters / 3 * HP repaired): Compact: 25/3*50=416.67 K17/D: 72/3*20=480 Allotek: 72/3*40=960 Wiyrkomi: 101/3*70=2,356.67
Your testing shows the following though: Compact: 350/hive K17/D: 480/hive Allotek: 950/hive Wiyrkomi: 2,300/hive
Comparing my numbers to yours (mine, yours, delta): Compact: 416.67, 350, -66.67 K17/D: 480, 480, 0 Allotek: 960, 950, -10 Wiyrkomi: 2,300, 2,300, 0
As I said, I will try and poke some people but those numbers are close enough I might call it an error in testing. |
|
|
CCP FoxFour
C C P C C P Alliance
25938
|
Posted - 2013.07.18 18:41:00 -
[46] - Quote
For the compact 72/3 is 8.33333333333 (maybe it requires 3 nanites and won't do a partial?) if we round it down to 8 we get 400 total repaired armor and a delta of -50 instead of -66.67 (which is rounded but yea). Still a variance, but a closer one. Again I have no idea what the code is actually doing, I am just inferring things like you guys but with more data to look at. |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
622
|
Posted - 2013.07.18 18:47:00 -
[47] - Quote
CCP FoxFour wrote: Comparing my numbers to yours (mine, yours, delta): Compact: 416.67, 350, -66.67 K17/D: 480, 480, 0 Allotek: 960, 950, -10 Wiyrkomi: 2,300, 2,300, 0
Don't mind me, just pointing out that 2,300 is not the number you got for Wiyrkomi. |
ZDub 303
TeamPlayers EoN.
1013
|
Posted - 2013.07.18 18:50:00 -
[48] - Quote
Foxfour,
With nanohives the devs have a set number for HP/cluster, ammo/cluster, and clusters/grenade, and then the higher rep rate actually depletes the nanite clusters faster, so that proto nanohives deplete their max number of clusters faster due to higher repair/rearm rate.
So instead of staying 70*101 = 7070 hp total... its more like (70 HP/s / X HP/cluster ) * (101 clusters/nanohive) = Y HP/Nanohive
We don't know what X is but the OP is implying that for triage hives, 70 HP takes 3 clusters. So the repair rate is approximately 23 HP/Cluster... probably rounded to 25 HP/cluster and the traige rounds up to 3 clusters for 70hp instead of 2.8 clusters.
Given that most things in the game round... you probably get 34 repairs before the nanohive finishes... giving you a total of 70*34 = 2380 possible HP repaired by a single triage nanohive.
Which seems the logical way to do it... but the OP is implying that HP/Cluster changes for each nanohive.. that seems really wierd! |
|
CCP FoxFour
C C P C C P Alliance
25943
|
Posted - 2013.07.18 18:51:00 -
[49] - Quote
Aero Yassavi wrote:CCP FoxFour wrote: Comparing my numbers to yours (mine, yours, delta): Compact: 416.67, 350, -66.67 K17/D: 480, 480, 0 Allotek: 960, 950, -10 Wiyrkomi: 2,300, 2,300, 0
Don't mind me, just pointing out that 2,300 is not the number you got for Wiyrkomi.
You are of course correct and I should probably get some sleep.... |
|
Rogatien Merc
Red Star. EoN.
440
|
Posted - 2013.07.18 18:53:00 -
[50] - Quote
Beren Hurin wrote:So by bringing this info to light, I'm trying to highlight how the meta, as it exists now, could evolve to quickly enhance the strength of armor tanks.
IF more people specced into proto hives (big CPU/PG sacrifice) IF people regularly had support 'reinforcement fits' they used to pepper defensive spots when safe IF there were regularly 5-10 healing hives surrounding hotspots
THEN armor tankers' repair rates could start to rival that of shield tankers.
OR you had one guy running any sort of advanced/proto remote repper on the guy lol |
|
|
CCP FoxFour
C C P C C P Alliance
25943
|
Posted - 2013.07.18 18:54:00 -
[51] - Quote
ZDub 303 wrote:With nanohives the devs have a set number for HP/cluster, ammo/cluster, and clusters/grenade, and then the higher rep rate actually depletes the nanite clusters faster, so that proto nanohives deplete their max number of clusters faster due to higher repair/rearm rate.
Are you sure about that? Hmmm that would be incredibly confusing... not that that would stop us...
Dang it, now I really don't want to wait for Shanghai to wake up and get to the office. |
|
Xocoyol Zaraoul
Zumari Force Projection Caldari State
818
|
Posted - 2013.07.18 18:55:00 -
[52] - Quote
May we please have these numbers in game? |
matsumoto yuichi san
SVER True Blood
22
|
Posted - 2013.07.18 18:55:00 -
[53] - Quote
makes my double wyrkomi + 500 armor all the more lols 4600 armor repair capacity, and i can drop another |
ZDub 303
TeamPlayers EoN.
1013
|
Posted - 2013.07.18 18:56:00 -
[54] - Quote
CCP FoxFour wrote:ZDub 303 wrote:With nanohives the devs have a set number for HP/cluster, ammo/cluster, and clusters/grenade, and then the higher rep rate actually depletes the nanite clusters faster, so that proto nanohives deplete their max number of clusters faster due to higher repair/rearm rate. Are you sure about that? Hmmm that would be incredibly confusing... not that that would stop us... Dang it, now I really don't want to wait for Shanghai to wake up and get to the office.
No im not sure anymore... looks like the OP is saying thats not the case... my bad I should read more carefully too looks like lol. |
Beren Hurin
K-A-O-S theory
736
|
Posted - 2013.07.18 18:59:00 -
[55] - Quote
Rogatien Merc wrote:Beren Hurin wrote:So by bringing this info to light, I'm trying to highlight how the meta, as it exists now, could evolve to quickly enhance the strength of armor tanks.
IF more people specced into proto hives (big CPU/PG sacrifice) IF people regularly had support 'reinforcement fits' they used to pepper defensive spots when safe IF there were regularly 5-10 healing hives surrounding hotspots
THEN armor tankers' repair rates could start to rival that of shield tankers.
OR you had one guy running any sort of advanced/proto remote repper on the guy lol
I would add also, when the rail weapons start to show up, there will be a greater amount of deadly and accurate long range weapons. I would venture a guess too that the magsec SMG and Bolt pistol will basically make the gallente assault suit have the equivalent of 2 proto light weapons. When armor tankers start to realize that they are better at base defense with crap-tons of healing hives and logis, OR at long range where their strafe speed isn't as big of a deal, then armor will see its real strength. |
ladwar
Dead Six Initiative Lokun Listamenn
935
|
Posted - 2013.07.18 19:03:00 -
[56] - Quote
Beren Hurin wrote:Rogatien Merc wrote:Beren Hurin wrote:So by bringing this info to light, I'm trying to highlight how the meta, as it exists now, could evolve to quickly enhance the strength of armor tanks.
IF more people specced into proto hives (big CPU/PG sacrifice) IF people regularly had support 'reinforcement fits' they used to pepper defensive spots when safe IF there were regularly 5-10 healing hives surrounding hotspots
THEN armor tankers' repair rates could start to rival that of shield tankers.
OR you had one guy running any sort of advanced/proto remote repper on the guy lol I would add also, when the rail weapons start to show up, there will be a greater amount of deadly and accurate long range weapons. I would venture a guess too that the magsec SMG and Bolt pistol will basically make the gallente assault suit have the equivalent of 2 proto light weapons. When armor tankers start to realize that they are better at base defense with crap-tons of healing hives and logis, OR at long range where their strafe speed isn't as big of a deal, then armor will see its buff. well you got dev response.. wow. |
Beren Hurin
K-A-O-S theory
736
|
Posted - 2013.07.18 19:06:00 -
[57] - Quote
CCP FoxFour wrote:ZDub 303 wrote:With nanohives the devs have a set number for HP/cluster, ammo/cluster, and clusters/grenade, and then the higher rep rate actually depletes the nanite clusters faster, so that proto nanohives deplete their max number of clusters faster due to higher repair/rearm rate. Are you sure about that? Hmmm that would be incredibly confusing... not that that would stop us... Dang it, now I really don't want to wait for Shanghai to wake up and get to the office.
Right now, it might be a little confusing if the nanohives do in fact split their clusters between ammo and health. But the math seems to make sense for the hybrid hives like allotek to fully prioritize whatever is on them. IOW I don't think the allotek at least, 'saved' clusters that could have been used for ammo.
I was able to get 72/3 = 24 clusters worth of reps @ 40 HP per rep for 960 HP in one Allotek Hive. |
|
CCP FoxFour
C C P C C P Alliance
25945
|
Posted - 2013.07.18 19:07:00 -
[58] - Quote
Beren Hurin wrote:CCP FoxFour wrote:ZDub 303 wrote:With nanohives the devs have a set number for HP/cluster, ammo/cluster, and clusters/grenade, and then the higher rep rate actually depletes the nanite clusters faster, so that proto nanohives deplete their max number of clusters faster due to higher repair/rearm rate. Are you sure about that? Hmmm that would be incredibly confusing... not that that would stop us... Dang it, now I really don't want to wait for Shanghai to wake up and get to the office. Right now, it might be a little confusing if the nanohives do in fact split their clusters between ammo and health. But the math seems to make sense for the hybrid hives like allotek to fully prioritize whatever is on them. IOW I don't think the allotek at least, 'saved' clusters that could have been used for ammo. I was able to get 72/3 = 24 clusters worth of reps @ 40 HP per rep for 960 HP in one Allotek Hive.
As it stands I don't see anything that suggests there are two pools of nanites. /me could be wrong |
|
Beren Hurin
K-A-O-S theory
737
|
Posted - 2013.07.18 19:14:00 -
[59] - Quote
CCP Foxfour:
Programming things to check (probably for your own reference, but you could share ):
- How does the code see a dropsuit's armor remaining, ammo needed, or grenades/mines needed? - An armor repair module could potentially tick during/between server dropsuit check, thereby changing/nuetralizing the amount of clusters spent? - Would the client be animating the +x HP repaired? Or does this relate to the exact tick the armor repairs? - Where is the cooldown timer on triage WP being tracked? Total triage done over time by a person or on individual hives? - The above could relate to how the HP repaired gets rounded up/down and clusters get wasted.
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. |
|
CCP FoxFour
C C P C C P Alliance
25945
|
Posted - 2013.07.18 19:17:00 -
[60] - Quote
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? |
|
|
ladwar
Dead Six Initiative Lokun Listamenn
937
|
Posted - 2013.07.18 19:20:00 -
[61] - Quote
yes.. |
Beren Hurin
K-A-O-S theory
737
|
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. |
|
CCP FoxFour
C C P C C P Alliance
25945
|
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. :( |
|
Beren Hurin
K-A-O-S theory
737
|
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
|
Posted - 2013.07.18 21:33:00 -
[65] - Quote
OP updated for clarity. |
Johnny Guilt
Algintal Core Gallente Federation
186
|
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
|
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
|
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
|
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
|
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- |
|
Noc Tempre
Internal Error. Negative-Feedback
2180
|
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
|
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
|
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 |
|
CCP FoxFour
C C P C C P Alliance
25963
|
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. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2137
|
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
|
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
|
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. |
|
CCP FoxFour
C C P C C P Alliance
25964
|
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. |
|
ChromeBreaker
SVER True Blood
891
|
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
|
|
CCP FoxFour
C C P C C P Alliance
25964
|
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... |
|
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
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. |
|
CCP FoxFour
C C P C C P Alliance
25965
|
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? |
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
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. |
|
CCP FoxFour
C C P C C P Alliance
25965
|
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
|
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
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
|
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.
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
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.
|
|
CCP FoxFour
C C P C C P Alliance
25976
|
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. |
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
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. |
|
CCP FoxFour
C C P C C P Alliance
25978
|
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?
|
|
|
ladwar
Dead Six Initiative Lokun Listamenn
950
|
Posted - 2013.07.19 18:23:00 -
[91] - Quote
CCP FoxFour wrote: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? flaylock max ammo |
|
CCP FoxFour
C C P C C P Alliance
25978
|
Posted - 2013.07.19 18:25:00 -
[92] - Quote
ladwar wrote:CCP FoxFour wrote: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? flaylock max ammo
Ah yes, I misread. Sorry. The concept still applies but thank you. :) |
|
Touchy McHealz
Vherokior Combat Logistics Minmatar Republic
14
|
Posted - 2013.07.22 03:27:00 -
[93] - Quote
Non hungarian notation! I am scandalized. Then again .... neither is EA code. Maybe it is a simulation vs game code difference. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
302
|
Posted - 2013.07.22 03:30:00 -
[94] - Quote
CCP FoxFour wrote: OK, good I am not insane.
Let's not be too hasty in our judgment.
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1383
|
Posted - 2013.08.03 15:55:00 -
[95] - 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?
Wouldn't figuring out WP per hive be tricky with the differing clusters consumed by each activity and the various cooldown timers in place on WP earnings (for both hives and repping)? I suppose we could establish max potential WP per hive and simply state that actual WP per hive will be less under battlefield conditions, plus truncated if the hive is destroyed.
It would be a very useful thing to know just seems quite 'slippery' as far as pinning it down. Or am I missing some obvious way around that?
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1383
|
Posted - 2013.08.03 16:01:00 -
[96] - Quote
ladwar wrote: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(3) is 24 then 1 cluster used to give the 4th one. seems bad when the standard also gives out 4.
Forgive me if I'm having an understanding fail, I'm very tired but since when are there Locus Grenades with a max ammo capacity of 3? If memory serves Contacts are 1, anti-Infantry are 2, and AV/Flux are 3, with Locus being an anti-infantry variant.
What am I missing here?
~Cross |
Beren Hurin
The Vanguardians
918
|
Posted - 2013.08.03 16:03:00 -
[97] - Quote
Cross Atu wrote: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? Wouldn't figuring out WP per hive be tricky with the differing clusters consumed by each activity and the various cooldown timers in place on WP earnings (for both hives and repping)? I suppose we could establish max potential WP per hive and simply state that actual WP per hive will be less under battlefield conditions, plus truncated if the hive is destroyed. It would be a very useful thing to know just seems quite 'slippery' as far as pinning it down. Or am I missing some obvious way around that? 0.02 ISK Cross
Yeah you're right. All we could know is the max potential. I really haven't been able to pin down how the timers work exactly. I don't know if the timers for nano-triage and repair tool triage are necessarily connected. I'm pretty sure I've seen more than 5 +25 triage messages in a row from nanohives. It's possible that each tier of nanohives has its on timers...dunno... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1383
|
Posted - 2013.08.03 16:07:00 -
[98] - 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.
Fox is there any priority regarding how clusters are used in hives?
What I mean is "how does the hive select which service to spend clusters on first?"
I have yet to see a hive give more than one rep/ammo/nade at once, but that may be a purely UI thing in which only one is displayed at a time but it at least looks like there's only one type being given at a time and if true it suggests there is some system in place to determen which one. If not true what would it take for the UI to be updated so that it accurately reflects to the player whats transpiring in game?
Also, thank you for participating on this.
Cheers, Cross |
Beren Hurin
The Vanguardians
918
|
Posted - 2013.08.03 16:12:00 -
[99] - Quote
Cross Atu 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. Fox is there any priority regarding how clusters are used in hives? What I mean is "how does the hive select which service to spend clusters on first?" I have yet to see a hive give more than one rep/ammo/nade at once, but that may be a purely UI thing in which only one is displayed at a time but it at least looks like there's only one type being given at a time and if true it suggests there is some system in place to determen which one. If not true what would it take for the UI to be updated so that it accurately reflects to the player whats transpiring in game? Also, thank you for participating on this. Cheers, Cross
Not sure if this is what you are talking about, but when I've had all the triage hives down that I could i've seen +50 triage before. It is as if the server can aggregate the points you get. I don't think Ive ever seen +20 resupply though.
|
Beren Hurin
The Vanguardians
918
|
Posted - 2013.08.03 16:14:00 -
[100] - Quote
Cross Atu wrote:Forgive me if I'm having an understanding fail, I'm very tired but since when are there Locus Grenades with a max ammo capacity of 3? If memory serves Contacts are 1, anti-Infantry are 2, and AV/Flux are 3, with Locus being an anti-infantry variant.
What am I missing here?
~Cross
Looking at fitting and my grenades in battle now. I only have grenades II, but all my infantry grenades save impact grenades are a quantity of 3.
|
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1384
|
Posted - 2013.08.03 16:17:00 -
[101] - Quote
Beren Hurin wrote:Cross Atu wrote: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? Wouldn't figuring out WP per hive be tricky with the differing clusters consumed by each activity and the various cooldown timers in place on WP earnings (for both hives and repping)? I suppose we could establish max potential WP per hive and simply state that actual WP per hive will be less under battlefield conditions, plus truncated if the hive is destroyed. It would be a very useful thing to know just seems quite 'slippery' as far as pinning it down. Or am I missing some obvious way around that? 0.02 ISK Cross Yeah you're right. All we could know is the max potential. I really haven't been able to pin down how the timers work exactly. I don't know if the timers for nano-triage and repair tool triage are necessarily connected. I'm pretty sure I've seen more than 5 +25 triage messages in a row from nanohives. It's possible that each tier of nanohives has its on timers...dunno... That will be very interesting to test. My observations from prior builds suggest that the triage times are universal, however that is far from confirmed. I have seen 150 WP worth of +25 triage awards as the highest single "in a row" amount earned which if still accurate would put the cap/cooldown at 6.
Testing this is further complicated by the "target must have damaged an enemy within X seconds" aspect as well as the cooldown timer being an unstated amount but reset upon death making testing for it very tricky. The WP till cap for triage is also drawn from the same pool as guardian awards as far as cap is concerned which further obscures the specifics.
Man I wish we had a test server/somewhere sanctioned to create controlled battle conditions by stacking both teams to test. If each "item", meaning the repair tool and each hive, counts as its own tally/has its own cap regarding triage points that would be very interesting. I think we can test for that at least by having a squad stack armor, fight, come back for reps until the logi hits cap, then once capped deploy armor rep hives and have the squad use those. If the logi still gets WP from the hives they're on their own cap. The same could be done for multiple hives and multiple hive types. Does anyone see a hole in my method, aside from the obvious '"hard to control battled conditions" lol.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1384
|
Posted - 2013.08.03 16:19:00 -
[102] - Quote
Beren Hurin wrote:Cross Atu wrote:Forgive me if I'm having an understanding fail, I'm very tired but since when are there Locus Grenades with a max ammo capacity of 3? If memory serves Contacts are 1, anti-Infantry are 2, and AV/Flux are 3, with Locus being an anti-infantry variant.
What am I missing here?
~Cross Looking at fitting and my grenades in battle now. I only have grenades II, but all my infantry grenades save impact grenades are a quantity of 3.
Wow, good to know. Sounds like my info there is highly outdated (or I just remembered it wrong ). Time to finish maxing my related skills so I can test them more. Thanks for the info on this.
Cheers, Cross
ps ~ great thread, thanks again for pointing me to it. |
Beren Hurin
The Vanguardians
919
|
Posted - 2013.08.03 16:24:00 -
[103] - Quote
Cross Atu wrote:Beren Hurin wrote:Cross Atu wrote:Forgive me if I'm having an understanding fail, I'm very tired but since when are there Locus Grenades with a max ammo capacity of 3? If memory serves Contacts are 1, anti-Infantry are 2, and AV/Flux are 3, with Locus being an anti-infantry variant.
What am I missing here?
~Cross Looking at fitting and my grenades in battle now. I only have grenades II, but all my infantry grenades save impact grenades are a quantity of 3. Wow, good to know. Sounds like my info there is highly outdated (or I just remembered it wrong ). Time to finish maxing my related skills so I can test them more. Thanks for the info on this. Cheers, Cross ps ~ great thread, thanks again for pointing me to it.
On the topic of grenades though, I'm testing throw distance an I see no difference from one to another packed, core, impact, sleek, or regular. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1384
|
Posted - 2013.08.03 16:29:00 -
[104] - Quote
Beren Hurin wrote: On the topic of grenades though, I'm testing throw distance an I see no difference from one to another packed, core, impact, sleek, or regular.
Oh, you've found another whole 'kettle of fish' It makes me wonder how grenades work within the new range system or if the code has somehow been implemented in a way that means they don't interact at all.
EDIT: What's your testing protocol for this? |
Skihids
Bullet Cluster
1825
|
Posted - 2013.08.03 16:31:00 -
[105] - Quote
Or CCP could just tell us how they coded it and list the cluster count in the item description. |
Beren Hurin
The Vanguardians
919
|
Posted - 2013.08.03 16:31:00 -
[106] - Quote
Cross Atu wrote:Beren Hurin wrote: On the topic of grenades though, I'm testing throw distance an I see no difference from one to another packed, core, impact, sleek, or regular.
Oh, you've found another whole 'kettle of fish' It makes me wonder how grenades work within the new range system or if the code has somehow been implemented in a way that means they don't interact at all. EDIT: What's your testing protocol for this?
https://forums.dust514.com/default.aspx?g=posts&t=99493&find=unread |
Beren Hurin
The Vanguardians
920
|
Posted - 2013.08.03 16:38:00 -
[107] - Quote
Skihids wrote:Or CCP could just tell us how they coded it and list the cluster count in the item description.
It is confusing to follow the discussion here, but repair and resupply work differently when it comes to clusters.
repair is the easiest at a standard clusters/cycle.
Resupply is a function of each weapon's total ammo amount. The amount of clusters consumed per cycle on a nanohive is different for each weapon based on:
A) player's ammo skill B) nanohive's ammo resupply rate C) weapon's nanite consumption rate per max ammo amt.
C) doesn't change based on A).
It would make the most sense to put cluster resupply cost on weapons and not on nanohives.
In another topic, what would you think about splitting down nanohives even more into explosive/projectile/plasma/rail nanohives?
They could have the interesting effect of consolidating team strategies, maybe at a reduced fitting cost or some really good benefit. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1384
|
Posted - 2013.08.03 16:38:00 -
[108] - Quote
Responded there but here may be a better place for it,
Cross Atu wrote:Here's an additional tidbit. You can throw basic militia grenades from high ground, such as the top of those tall 'spires' and have them explode on the ground below. Perhaps the throw range is only defined by the arc of the throw + time remaining on the fuse?
It does seem odd that items described as having a higher throw range wouldn't function that way however.
0.02 ISK Cross
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1384
|
Posted - 2013.08.03 16:43:00 -
[109] - Quote
Beren Hurin wrote:In another topic, what would you think about splitting down nanohives even more into explosive/projectile/plasma/rail nanohives?
They could have the interesting effect of consolidating team strategies, maybe at a reduced fitting cost or some really good benefit.
I think if done in the vein of the repair tools with an emphasis rather than an exclusion it would be a great way to add diversity to the hive line and hopefully improve squad coordination and, to borrow a term, "fleet doctrine".
The repair tools have two rep values, one for use on vehicles and one for use on infantry. I'd take the same approach with specialist hive types. Give the hive an enhance efficiency when resupplying the "intended" type of ammo, and let it still resupply any type but take a performance hit for ammo types outside of the specialized type.
0.02 ISK Cross
|
Beren Hurin
The Vanguardians
921
|
Posted - 2013.08.03 17:53:00 -
[110] - Quote
Cross Atu wrote:Beren Hurin wrote:In another topic, what would you think about splitting down nanohives even more into explosive/projectile/plasma/rail nanohives?
They could have the interesting effect of consolidating team strategies, maybe at a reduced fitting cost or some really good benefit. I think if done in the vein of the repair tools with an emphasis rather than an exclusion it would be a great way to add diversity to the hive line and hopefully improve squad coordination and, to borrow a term, "fleet doctrine". The repair tools have two rep values, one for use on vehicles and one for use on infantry. I'd take the same approach with specialist hive types. Give the hive an enhance efficiency when resupplying the "intended" type of ammo, and let it still resupply any type but take a performance hit for ammo types outside of the specialized type. 0.02 ISK Cross
Yeah I like that idea. The only other thing you'd need to show would be a graphic that shows the kind of hive it is then. So that's that many more things to track.
|
|
Jimthefighter
Ostrakon Agency Gallente Federation
4
|
Posted - 2013.08.03 18:30:00 -
[111] - Quote
I'm all for different colors for the nanohives. Sure it'd be a little distracting, but you'd be able to see, on the fly, what does what. I said before somewhere, to maybe have a red tint to triage hives field, as the different symbol on the screen isn't really useful. It probably would even be hard to code, it'd just be a matter of figuring out what color (light tints so you can still see through them with minimal fuss), goes with what type, with the standard colorless one representing general hives. |
Davy Headhunter
Seraphim Auxiliaries
16
|
Posted - 2013.08.14 12:02:00 -
[112] - Quote
I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that. |
Beren Hurin
The Vanguardians
1080
|
Posted - 2013.08.14 12:24:00 -
[113] - Quote
Davy Headhunter wrote:I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that.
I am not exactly sure what you are saying here. I have never been able to deploy more than 2 of the SAME nanohive since I've been playing a logibro except for the ishukone guaged ones. If you have the same nanohive equipped in different spots, you can carry more than 2 at a time, but can only deploy up to the normal amount listed of that type. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1471
|
Posted - 2013.08.14 21:17:00 -
[114] - Quote
Beren Hurin wrote:Cross Atu wrote:Beren Hurin wrote:In another topic, what would you think about splitting down nanohives even more into explosive/projectile/plasma/rail nanohives?
They could have the interesting effect of consolidating team strategies, maybe at a reduced fitting cost or some really good benefit. I think if done in the vein of the repair tools with an emphasis rather than an exclusion it would be a great way to add diversity to the hive line and hopefully improve squad coordination and, to borrow a term, "fleet doctrine". The repair tools have two rep values, one for use on vehicles and one for use on infantry. I'd take the same approach with specialist hive types. Give the hive an enhance efficiency when resupplying the "intended" type of ammo, and let it still resupply any type but take a performance hit for ammo types outside of the specialized type. 0.02 ISK Cross Yeah I like that idea. The only other thing you'd need to show would be a graphic that shows the kind of hive it is then. So that's that many more things to track. Perhaps add a tint to the field of the nanohive which would designate the type it corresponds too? |
Cross Atu
Conspiratus Immortalis Covert Intervention
1471
|
Posted - 2013.08.14 21:18:00 -
[115] - Quote
Davy Headhunter wrote:I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that. As of 8/12/2013 I was still able to employ this method, provided all nanohives deployed were of differing types I will test further to see if this has been altered.
Cross |
FLAYLOCK Steve
Hellstorm Inc League of Infamy
303
|
Posted - 2013.08.14 21:56:00 -
[116] - Quote
This is so freaking interesting. |
Dimitri Rascolovitch
The Immortal Knights
28
|
Posted - 2013.08.14 22:07:00 -
[117] - Quote
CCP FoxFour wrote: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. :(
just wondering FoxFour, i know you are a DEV and all, but do you even play dust?
some of the things you say hint that you dont actually play the game |
Cross Atu
Conspiratus Immortalis Covert Intervention
1473
|
Posted - 2013.08.14 22:17:00 -
[118] - Quote
Dimitri Rascolovitch wrote:CCP FoxFour wrote: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. :( just wondering FoxFour, i know you are a DEV and all, but do you even play dust? some of the things you say hint that you dont actually play the game Yep, FoxFour plays. Confirming that I have read first hand accounts of his play on more than one occasion. (Now to find out what name he runs under on TQ )
~Cross |
Davy Headhunter
Seraphim Auxiliaries
16
|
Posted - 2013.08.16 17:00:00 -
[119] - Quote
Cross Atu wrote:Davy Headhunter wrote:I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that. As of 8/12/2013 I was still able to employ this method, provided all nanohives deployed were of differing types I will test further to see if this has been altered. Cross
I am 100% sure that i was able to deploy 6x alotek nanohives 3 weeks ago (2 from each module equipped) |
Beren Hurin
The Vanguardians
1094
|
Posted - 2013.08.16 17:07:00 -
[120] - Quote
Davy Headhunter wrote:Cross Atu wrote:Davy Headhunter wrote:I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that. As of 8/12/2013 I was still able to employ this method, provided all nanohives deployed were of differing types I will test further to see if this has been altered. Cross I am 100% sure that i was able to deploy 6x alotek nanohives 3 weeks ago (2 from each module equipped)
And none were disappearing?
|
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1493
|
Posted - 2013.08.16 19:58:00 -
[121] - Quote
Davy Headhunter wrote:Cross Atu wrote:Davy Headhunter wrote:I know this topic is dead, but i could not find the answer anywhere else.
When, and Why did they change the Nanohive limit on the field? i mean. few weeks ago we could deploy 2x nanohives per nanohive equipment fitted at the same time, which means that for a gallente logi fitted with 4x nanohives, he could deploy 8 active nanohives at the same time.
Is this a new bug, or working as intended, please CCP SoxFour give a say about that. As of 8/12/2013 I was still able to employ this method, provided all nanohives deployed were of differing types I will test further to see if this has been altered. Cross I am 100% sure that i was able to deploy 6x alotek nanohives 3 weeks ago (2 from each module equipped) Humm, I haven't tried it with that specific nanohive but the behavior you describe has not, to my knowledge, been present for any deployable from closed beta to present.
0.02 ISK Cross |
Sana Rayya
WASTELAND JUNK REMOVAL
100
|
Posted - 2013.08.16 20:06:00 -
[122] - Quote
I'll make a fitting and debunk this tonight. I don't think it will work though, and if it does, it's a bug. |
Sana Rayya
WASTELAND JUNK REMOVAL The Ascendancy
268
|
Posted - 2013.10.24 19:27:00 -
[123] - Quote
I did some testing of my own today and have discovered that despite the fact that most advanced/proto nanohives have 72 clusters per hive, they are not created equal!
As mentioned by CCP SocksFour, a full grenade restock consumes 24 clusters, or 8 clusters per grenade; throwing 9 grenades exhausts the hive. So in my tests I threw 8 grenades while standing on a nanohive to deplete it to 8 clusters, and went from there to determine how much ammo it would replenish for my AR.
My findings were mixed. For hives that had a 15% resupply rate or under, each resupply cycle consumed one cluster. So with a K-2 Nanohive, I got 8 cycles of 45 rds each, or 360 rounds total (I was careful about backing off to avoid a partial resupply).
However, with a K-17D or Militia Nanohive, I only received 184 rounds (8 cycles of 23 rds each).
For hives with a resupply rate of over 15%, each cycle consumes two clusters. With the prototype ammo hives (30% resupply rate), I got 4 complete cycles of 90 rds each (360 rds). Interestingly, if I allowed a partial restock to top off an additional 30 rds, (6.66 clusters used) I could still get one full cycle of 90 rds with the last 1.33 clusters, or 390 rds total. Playing around with this I found that I would not pop the hive with the last cluster so long as my top off amount was under 57 rounds. Therefore the max amount of ammo I could get from 30% hives with 8 clusters remaining was 416 rds.
Most importantly, regarding X-3 Quantum Hives, each cycle still consumed two clusters despite only resupplying 63 rds each. Therefore although this hive has a faster resupply rate, it actually dispenses less total ammunition than the K-2 (252 rds vs. 360 rds). I haven't yet found the sweet spot at which a partial resupply doesn't consume the last cluster, but I know it is somwhere above 41 rds.
One other thing of note - if you are fully topped off on ammo and are shooting while standing on a hive, each partial resupply cycle (typically giving you 20-30 rds depending on ROF) consumes one cluster. Therefore it's not a good idea to sit on hives and shoot your weapon; you'll deplete them a lot faster while gaining less ammunition. Instead you should wait till you're on your last magazine or two then resupply your ammo at a hive.
With regard to the ammo capacity skill, I haven't confirmed this yet but I assume that since the resupply numbers are based on your total ammo capacity, you'll get more ammo per hive with a higher skill level in ammo capacity. I don't think this affects the way clusters work.
TL;DR: The K-2 Nanohive will replenish as much ammunition as a prototype nanohive if you're using full resupplies; there is some slight advantage to the proto with extra rounds from partial resupplies.
The X-3 Quantum Nanohive only restocks 70% of the ammo that a K-2 will restock, assuming you resupply fully.
A partial resupply consume clusters, so don't shoot while you're on top of a nanohive or you will deplete it prematurely. |
KenKaniff69
Subdreddit Test Alliance Please Ignore
761
|
Posted - 2013.10.24 19:35:00 -
[124] - Quote
horray for hive parties! |
Rogatien Merc
Red Star. EoN.
1531
|
Posted - 2013.10.25 02:43:00 -
[125] - Quote
Sana Rayya wrote:Most importantly, regarding X-3 Quantum Hives, each cycle still consumed two clusters despite only resupplying 63 rds each. Therefore although this hive has a faster resupply rate, it actually dispenses less total ammunition than the K-2 (252 rds vs. 360 rds). I haven't yet found the sweet spot at which a partial resupply doesn't consume the last cluster, but I know it is somwhere above 41 rds. Holy ****.
K-2 > X-3
^----- Best bit of knowledge dropped on me in a while. Thx! |
dustwaffle
The Southern Legion The Umbra Combine
612
|
Posted - 2013.10.25 02:56:00 -
[126] - Quote
Nice tidbit there, K-2 gives more ammo total, while X-3 resupplies faster Never knew that.
Also, did CCP leave the 5% reduction in CPU for nanohives per skill level in Nanocircuitry in? I know they definitely did for needles. |
Rogatien Merc
Red Star. EoN.
1531
|
Posted - 2013.10.25 03:04:00 -
[127] - Quote
Yeah, it's in there. Hives are easier to hit with nanocirc V.
How's TSOLE? |
Sana Rayya
WASTELAND JUNK REMOVAL
391
|
Posted - 2013.11.17 11:26:00 -
[128] - Quote
I was playing on an alt and discovered another interesting fact about nanohive restocking. I was curious why my standard 36-cluster hives seemed to pop so quickly while using militia locus grenades, and it turns out that each grenade restock consumes 12 clusters, not the typical 8. This leads me to believe that a total restock for grenades/remotes/proxies takes 24 clusters, with the amount of clusters per each resupply dependent on the amount of the item you can actually carry.
I have not tested this since I don't have demolitions past Lvl 2, but I theorize that the prototype proximities/remotes with 4 units carried would require 6 clusters to fully restock.
Bottom line - if you can use regular locus grenades instead of militia/BPOs, then do so, as not only do you carry more of them, but they are more efficient when restocking from nanohives. The same goes for proto proxies/REs that allow you to carry more than 3 at a time, but their inherent fitting/ISK cost do not justify using them in my mind. |
Mortedeamor
WASTELAND JUNK REMOVAL
743
|
Posted - 2013.11.17 11:57:00 -
[129] - Quote
CCP FoxFour wrote:Ah talking to others your first number is a "in practice" type thing. So while the Wiyrkomi could potentially give out 7,070 HP of armor it generally gives out 2,300 because it is also replenishing ammo and grenades. wrong wykomi is a triage only hive |
Mortedeamor
WASTELAND JUNK REMOVAL
743
|
Posted - 2013.11.17 11:58:00 -
[130] - Quote
Sana Rayya wrote:I was playing on an alt and discovered another interesting fact about nanohive restocking. I was curious why my standard 36-cluster hives seemed to pop so quickly while using militia locus grenades, and it turns out that each grenade restock consumes 12 clusters, not the typical 8. This leads me to believe that a total restock for grenades/remotes/proxies takes 24 clusters, with the amount of clusters per each resupply dependent on the amount of the item you can actually carry.
I have not tested this since I don't have demolitions past Lvl 2, but I theorize that the prototype proximities/remotes with 4 units carried would require 6 clusters to fully restock.
Bottom line - if you can use regular locus grenades instead of militia/BPOs, then do so, as not only do you carry more of them, but they are more efficient when restocking from nanohives. The same goes for proto proxies/REs that allow you to carry more than 3 at a time, but their inherent fitting/ISK cost do not justify using them in my mind. u should try and see if proto nades consume more clusters...it seems that way for me..proto nades drain adv hives more than adv and standard nades |
|
|
|
|
Pages: 1 2 3 4 5 :: [one page] |