XC05

From the Dark Nebula, a new star is born.
Clay_Pigeon
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Post by Clay_Pigeon »

We're going to need a new sound effect. PEW PEW won't cut it anymore.
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"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
Bard
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Post by Bard »

NightRychune wrote:QUOTE (NightRychune @ Jul 8 2011, 02:19 PM) there will never be an infinite cloaking mechanic again
*cheers*
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Mastametz
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Post by Mastametz »

Things that XC05 needs to fix:

Snipers doing too much damage
Quickfires doing too much damage

neither of these things have been addressed.

Increasing the sig of sfs while firing snipers is of little consequence when there's already little reason to actually fly low-sig in a SF because you can kill anyone before they get in firing range do to the overpoweredness of snipers.
and you're buffing hunter dmg vs lt/med shields, to make matters worse.



but I suppose we'll see if the removal of lead indicators will be enough to offset the ridiculously high dmg of snipers
at least there's hope on that one

still no hope for quickfire fix, though
something that locks so quickly and fires so quickly should not do the amount of damage it does
Last edited by Mastametz on Sun Jul 24, 2011 3:21 am, edited 1 time in total.
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NightRychune
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Post by NightRychune »

quickfires are not really an issue when cm2/3 is in play

and voobs won't be half as effective with snipers when they have to aim - they can barely hit targets 200-300m away most of the time, much less utilizing them effectively from 1k out with no lead indicator

and because i'm feeling generous have some numbers

qf1 has a cm resist value of 0.9, qf2 has a cm resist value of 1.15, qf3 has a cm resist value of 1.4

cm1 has a strength of 1.5
cm2 has a strength of 2.25
cm3 has a strength of 3.375

quickfire 1 vs. cm1: you have a 70% chance to spoof
quickfire 1 vs. cm2: you have an 80% chance to spoof
quickfire 1 vs cm3: you have an 86.67% chance to spoof

quickfire 2 vs. cm1: you have a 61.67% chance to spoof
quickfire 2 vs. cm2: you have a 74.44% chance to spoof
quickfire 2 vs. cm3: you have a 82.96% chance to spoof

quickfire 3 vs. cm1: you have a 53.33% chance to spoof
quickfire 3 vs. cm2: you have a 68.89% chance to spoof
quickfire 3 vs. cm3: you have a 79.26% chance to spoof

this is per missile - and each countermeasure that is dropped can spoof more than one active missile at a time! so, if someone fires a volley of 6 quickfire 3s at you and you drop 1 cm3, you have an 80% chance to spoof each of those missiles, which is a pretty substantial chance to negate a significant amount of damage
Last edited by NightRychune on Sun Jul 24, 2011 3:47 am, edited 1 time in total.
Mastametz
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Post by Mastametz »

combined with the increased cm capacity of ints on XC, it all sounds sound enough theoretically

I'll have to test it out thoroughly when 05 actually get played
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NightRychune
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Post by NightRychune »

that's not a change, that's how qfs and cms currently interact
Mastametz
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Post by Mastametz »

I mean when XC actually gets played
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NightRychune
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Post by NightRychune »

the obvious solution is that i should just go pay imago to crash the servers whenever xc is not being played
Mastametz
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Post by Mastametz »

rofl
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Clay_Pigeon
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Post by Clay_Pigeon »

NightRychune wrote:QUOTE (NightRychune @ Jul 23 2011, 11:32 PM) quickfire 1 vs. cm1: you have a 70% chance to spoof
quickfire 1 vs. cm2: you have an 80% chance to spoof
quickfire 1 vs cm3: you have an 86.67% chance to spoof

quickfire 2 vs. cm1: you have a 61.67% chance to spoof
quickfire 2 vs. cm2: you have a 74.44% chance to spoof
quickfire 2 vs. cm3: you have a 82.96% chance to spoof

quickfire 3 vs. cm1: you have a 53.33% chance to spoof
quickfire 3 vs. cm2: you have a 68.89% chance to spoof
quickfire 3 vs. cm3: you have a 79.26% chance to spoof

this is per missile - and each countermeasure that is dropped can spoof more than one active missile at a time! so, if someone fires a volley of 6 quickfire 3s at you and you drop 1 cm3, you have an 80% chance to spoof each of those missiles, which is a pretty substantial chance to negate a significant amount of damage
I churned some numbers. In almost all the permutations above (assuming 6 qfs in the air at once), it is almost certain that a cm spoofs at least 1 missile, and more than half of the time, a cm spoofs 3 or more missiles. Over the all cases, you have a roughly 1/5 chance of spoofing the whole volley (with cm3, the chance rises to 1/3).

If anything, churning the numbers demonstrates the importance of buying cms when your opponent is relying on qf. The outlier in each case was any upgraded qf vs cm1.
Last edited by Clay_Pigeon on Sun Jul 24, 2011 5:10 pm, edited 1 time in total.
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"Therefore I will boast all the more gladly about my weaknesses, so that Christ's power may rest on me." -2 Cor 12:9
"Never know how long I've waited, anticipated your smile pressed against mine." -Running
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