Posted: Sat Dec 20, 2014 4:40 pm
I dunno what the factions were because Thallium wasn't kind enough to post them (meanie!) but I'd like to chime in here with one of those posts that Archy loves more than life and butts themselves:
SRM AB2 deals 500 damage with DM08 which has a damage multiplier of 10 vs minor base and major base shields as well as major base hull. It's 15 against minor base hull. Minor bases, for those of you not hip to the lingo, are tps, refs, and ops. Major bases are techbases. Anyways this means that AB2 deals 5000 damage to everything except minor base hull (after the shields are down). Now what's worth noting is that Outposts have 6666 hull and shield (TPs and Refs have half the shield). The damage breakdown from a bbr against an op goes like this:
Missile 1: 5000 damage to shields. Base has 1333 shields left. Missile 2: 1333 damage to shields and 5505 damage to the hull. Missile 3: finishes off the hull. This is, of course, without GAs or KB because I'm just demonstrating.
Now, what about if the base has shield 2 and hull 2 GAs? Well this OP now has 8065 shield and 8065 hull. Missile 1 still deals 5000 damage dropping it to 3065 shields. Missile 2 finishes off the shields and drops it to 5162.5 hull. Missile 3 then deals 7500 damage to the hull blowing up the base.
Shield and hull GAs did nothing at all to change the number of missiles it took for the base to die.
The news gets a little bit better for adv techbases. Hull and shield are at 20k and 10k each. It takes 4 missiles to take down the shields and then 3 missiles (reload gives time for shield regen and it ends up mattering here) to kill the hull. With hull2 and shield 2 it takes a 5th missile to bring down the shield. The problem is that this missile gets to have a bit of overkill which deals 2900 to the hull (which is now at 12100 hull). This means that while it takes 5 missiles now to kill the shields, it only takes 2 missiles to kill the hull... meaning that it takes 7 AB2 (without GAs or whatever) to blow up a techbase with or without dropping the 9k on the GAs.
To be quite frank, the station GAs suck against AB missile factions. On the surface people think "oh yeah it takes 21% more missiles and since it takes 7 missiles, that means now it takes 8 missiles!" But that's not the case. Granted, station and hull GAs can prevent someone from having a large KB and taking down your techbase in 6 missiles, but even that's not as huge a boon as you might think. That saves you 4 seconds out of what was originally a 33 second jamboree of missile firing. By dumping 9k of money you get a 17% increase in the amount of time your opponent needs to kill the techbase. An increase that goes away once the person piloting the bbr has a 10 KB and both missile GAs.
Interestingly, the amount of effort it takes to drop the 7 missile run to 6 missiles is negligeable (a 10 kb will do it) but the KB required to drop the 6 missile run to 5 missiles?
Well the formula for "how many ABs does it take" is generically (without regen or station repair) (BaseShield+BaseHP)/(500*10*KB*GAs). We get lucky here because for major bases the damage ratio is the same for both hull and shields. 30000/(500*10) = 6. We bump it up to 7 because there is SOME regen there. But what value is needed for 5? Both missile GAs and any KB greater than 0. What value is needed for 4? a 28 KB or higher. What about with the station or hull GAs? The actual 50.
Please note: all of these calculations were done using AB2. AB1 makes station GAs even less appealing for various reasons. The TL/DR is: probe up. Station GAs do almost nothing.
I think one of the biggest mistakes that people make in this game is relying on "DPS" (damage per second) as a stat. It's a lazy stat that only works if you're firing a constant stream of damage. It works alright in Allegiance because most guns (not Gauss notably) fire a healthy stream of projectiles so worrying about the number of shots it takes to kill something doesn't really matter. But with base destruction (except for OH and Rix bbrs and galvs) DPS becomes a rather useless stat.Thallium wrote:QUOTE (Thallium @ Dec 14 2014, 07:57 PM) It took me a while to rebuild our economy and establish tech superiority. I wasn't about to buy bombers before ensuring that we had the tech to stop a AC2 heavy bomber full team run. Mini 3, station GAs and full exp GAs did the trick though, after that we could safely retake the map.
SRM AB2 deals 500 damage with DM08 which has a damage multiplier of 10 vs minor base and major base shields as well as major base hull. It's 15 against minor base hull. Minor bases, for those of you not hip to the lingo, are tps, refs, and ops. Major bases are techbases. Anyways this means that AB2 deals 5000 damage to everything except minor base hull (after the shields are down). Now what's worth noting is that Outposts have 6666 hull and shield (TPs and Refs have half the shield). The damage breakdown from a bbr against an op goes like this:
Missile 1: 5000 damage to shields. Base has 1333 shields left. Missile 2: 1333 damage to shields and 5505 damage to the hull. Missile 3: finishes off the hull. This is, of course, without GAs or KB because I'm just demonstrating.
Now, what about if the base has shield 2 and hull 2 GAs? Well this OP now has 8065 shield and 8065 hull. Missile 1 still deals 5000 damage dropping it to 3065 shields. Missile 2 finishes off the shields and drops it to 5162.5 hull. Missile 3 then deals 7500 damage to the hull blowing up the base.
Shield and hull GAs did nothing at all to change the number of missiles it took for the base to die.
The news gets a little bit better for adv techbases. Hull and shield are at 20k and 10k each. It takes 4 missiles to take down the shields and then 3 missiles (reload gives time for shield regen and it ends up mattering here) to kill the hull. With hull2 and shield 2 it takes a 5th missile to bring down the shield. The problem is that this missile gets to have a bit of overkill which deals 2900 to the hull (which is now at 12100 hull). This means that while it takes 5 missiles now to kill the shields, it only takes 2 missiles to kill the hull... meaning that it takes 7 AB2 (without GAs or whatever) to blow up a techbase with or without dropping the 9k on the GAs.
To be quite frank, the station GAs suck against AB missile factions. On the surface people think "oh yeah it takes 21% more missiles and since it takes 7 missiles, that means now it takes 8 missiles!" But that's not the case. Granted, station and hull GAs can prevent someone from having a large KB and taking down your techbase in 6 missiles, but even that's not as huge a boon as you might think. That saves you 4 seconds out of what was originally a 33 second jamboree of missile firing. By dumping 9k of money you get a 17% increase in the amount of time your opponent needs to kill the techbase. An increase that goes away once the person piloting the bbr has a 10 KB and both missile GAs.
Interestingly, the amount of effort it takes to drop the 7 missile run to 6 missiles is negligeable (a 10 kb will do it) but the KB required to drop the 6 missile run to 5 missiles?
Well the formula for "how many ABs does it take" is generically (without regen or station repair) (BaseShield+BaseHP)/(500*10*KB*GAs). We get lucky here because for major bases the damage ratio is the same for both hull and shields. 30000/(500*10) = 6. We bump it up to 7 because there is SOME regen there. But what value is needed for 5? Both missile GAs and any KB greater than 0. What value is needed for 4? a 28 KB or higher. What about with the station or hull GAs? The actual 50.
Please note: all of these calculations were done using AB2. AB1 makes station GAs even less appealing for various reasons. The TL/DR is: probe up. Station GAs do almost nothing.