XC05
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- Joined: Tue Mar 29, 2005 8:00 am
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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
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.
There's a new sheriff in town.
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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
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.
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- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
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- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
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- Posts: 3211
- Joined: Tue Mar 29, 2005 8:00 am
- Location: my pod
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).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
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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