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Small test of ICC shields |
Ants Chief Marshal
Joined: February 11, 2005 Posts: 315 From: Canada
| Posted: 2009-11-30 13:43  
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On 2009-11-30 01:07, ADmiraLMaXimus (Bringer of Doom) wrote:
what you are failling to take into account is that human beams do more damage as they get closer.... and kluth do the same amount of damage within any part of their weps range so your test shows what a kluth ship can do only ... not an ICC or UGTO ship at lets say point blank range like 50 gu .....
see now at this range your ICC Dread will hull a KLuth Dread with 1 alpha and the Kluth Dread will have to jump out or turn .... giving you a clear shot at their next layer of armor while their more powerful weps are out of firing position... all the while your forward facing weps are still firing and tearing thru the kluth armor and hull like putty then all the kluth ship can do in that test is die lol
also our assult disruptors take twice as long to charge as your heavy beams
test that
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I did take that in to account. That is why I used Mandi at 200gu. There ruptors are at full strength at that distance.
I was at point blank range that is actually 75ish range with BD.
Also Combat Dreads are not really meant to be up close and persona, they have mostly ranged weapons and 5 beams or so.
[ This Message was edited by: Fatal Ants *XO* on 2009-11-30 14:32 ]
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-11-30 16:19  
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On 2009-11-30 00:25, El Guapo wrote:
Realy think the dev's should start testing for them selves if no one is around. Any time I am in beta they are not there. Think I have seen a call for bodies once in the time I have spent in the game... Maybe if they posted in advance they could get a better amount of people out, and or it was structured to some extent... or both.
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We don't know there is a problem until it is brought out (most of the time). As for testing it ourselves... as much as I'd LOVE to duel 8 times using every single ICC ship to assess turn rates(what I did by the way) with Draf, we DO have lives outside of DS.
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-11-30 16:20  
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On 2009-11-30 12:17, Fatal Ants *XO* wrote:
I’m at work, but I can best describe it for you like this.
- If you have 2 ships attacking one arc. You are still taking 100% of the shields to drain together.
- If you attack 2 arcs, say aft and fore. The shields will be focused to one arc say “fore” that is being depleted.
-If you are draining my fore shields, and I am putting ALL of my power to my fore shields my Aft shields are weakened, ***reminder, mandi 4 alphas to hit hull means you are taking away more than 1 arc of shields per alpha. That’s 1 arc shield and 25% armour.***
So that is at least 35% from one all 3 arcs to keep the fore arc at 100%.
you are making them weaker therefore you will hit armour/hull first. The aft shields have 50%-25% shields to go through as the fore shield has 3X 100% and 25-50% of the aft shield to melt through.
So what does that mean... firing on one arc means you have to still go through 100% of all 4 arcs shields. Firing on 2 arcs fore might take 3 alphas now but the Aft fire will take 1-1.5 alphas to hit hull...
Hitting on 2 arc means 1 ship will drain the bulk 80%ish of the shields while the other will only have a fraction of one arc of shields to go through. IE: hull damage before shields are fully gone.
Team work my friends
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Ok so you're saying ICC will only be reinforcing oneof those arcs, leaving the other to be destroyed? Yes in that case firing on two arcs is good. But what if you are reinforcing them equally? I know each time you reinforce one of the arcs it will drain a bit from the other one being hit, but since both are constantly being reinforced the real drain is on the two arcs not being hit.
Part of my reasoning behind saying firing on the same arc was better was because I thought ICC would reinforce both arcs instead of just one at a time. If an ICC player is willing to remove shields from an arc being hit, without reinforcing it at the same time, then yeah it's much better to hit two arcs. It seems silly to remove shields from an arc being hit if you aren't also reinforcing it at the same time (unless it's being hit by something small like a frigate or destroyer, but that's not what we're talking about here).
It's also part of the "human factor" in all this. Maybe reinforcing two arcs while simultaneously maneuvering and firing is too difficult to do efficiently, and therefore firing on two separate arcs is playing vs the person at the keyboard instead of playing vs the ship itself, if you know what I mean? (I have lots of ways of playing vs the person behind the keyboard )
I still want to test this. I'd like to test 2 mandibles vs 1 combat or assault dread: one test being both mandibles vs 1 arc with shield reinforcement, both vs different arcs with reinforcement of only 1 arc, and both vs different arcs with reinforcement of both arcs. Anyone wanna help test?
[ This Message was edited by: MrSparkle on 2009-11-30 16:31 ]
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Ants Chief Marshal
Joined: February 11, 2005 Posts: 315 From: Canada
| Posted: 2009-11-30 16:44  
[quote]
On 2009-11-30 16:20, MrSparkle wrote:
Yes I can redirect energy to 2 arcs. I can direct to 3 arcs. usually in combat I mtself focus fire on a single target and usually put my shields at the most damaging ship...
Now if you want to really play ball here... Have your ship decloak fore.. lob 2 or 3 alphas at me... all my shields will be maily foward. Decloak and rip my but to hell.
Now I could put shields to my aft here, but the ship in front of me will hull me and I would of killed all my shields between the two of you... as soon as my shields are depleated the damaged ship should jump out and cloak, repair...
[ This Message was edited by: Fatal Ants *XO* on 2009-11-30 16:50 ]
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2009-11-30 16:50  
Stellar Incinerators have reduced splash damage, greatly reduced splash radius, but vastly improved impact damage. They now do DAMAGE_PSI as well as DAMAGE_ENERGY, in keeping with game lore.
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2009-11-30 16:54  
ok its like this..
im flying my MD around with 4 active shields.. and 2 aux shield gennies.
now i got 600 shield hp... and it dont stop u guys for shista!!!.
even rotating them around to the forward arc where im being shot.... in 3 alphas my shields are at 0. and u also are damaging the armor in that area at the same time.
without the 25% eng resistance.. the MD would be totaly useless unless ignored (like it always is for some reason)
as is i barly remain alive long enuff to get outl.
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-11-30 16:58  
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On 2009-11-30 16:54, FaTaL Defiance wrote:
ok its like this..
im flying my MD around with 4 active shields.. and 2 aux shield gennies.
now i got 600 shield hp... and it dont stop u guys for shista!!!.
even rotating them around to the forward arc where im being shot.... in 3 alphas my shields are at 0. and u also are damaging the armor in that area at the same time.
without the 25% eng resistance.. the MD would be totaly useless unless ignored (like it always is for some reason)
as is i barly remain alive long enuff to get outl.
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The MD rivals assault dreads in its damage; its a glass cannon if you will. If you are close enough to be ambushed by luth dreads without support, you are doing something very very wrong. You didn't really think we would make it a standoff vessel did you?
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2009-11-30 17:04  
no... but gettin in close to my MD and expecting no damage... or to be safer.. big mistake.
I still fire off all missles even cruise missles if they are 30gu off my nose.
the point was shield + 25 % resistance helps the survivability of ships from MD down..
CD up it may be too much.. i dont know. ive not had the plesure of fightting with those ships.
but ive seen plenty of em die misribly since the patch.... so im guessing its not an issue
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-11-30 17:08  
Believe it or not, missiles actually have arm times. Unless you are sporting sabots you literally shouldn't be able to do more than shoot your cannons/lasers up front. Each ship has a role, the MD sacrafices up front weaponry for god knows how many missiles. It is specialised in long range combat. Why in the world are you using a MD against the K'luth anyways?
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Founder and former Club chair of the Shigernafy Fan Club
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2009-11-30 17:13  
[ This Message was edited by: FaTaL Defiance on 2009-11-30 17:26 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-11-30 17:18  
Well then good for you; clearly there is nothing wrong with the MD. The reduction should work just fine.
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Founder and former Club chair of the Shigernafy Fan Club
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CM7 Midshipman Faster than Light
Joined: October 15, 2009 Posts: 1812
| Posted: 2009-11-30 17:25  
i was ticked at the time... pls disregard this post [ This Message was edited by: FaTaL Defiance on 2009-12-03 12:36 ]
_________________ Defiance and Opposition, a tribute to teamwork. I will remember always
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Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-11-30 19:09  
someone needs to look at the dev log.
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Ants Chief Marshal
Joined: February 11, 2005 Posts: 315 From: Canada
| Posted: 2009-11-30 22:26  
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On 2009-11-30 19:09, Sensitivity wrote:
someone needs to look at the dev log.
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- Shield damage reduction against energy weapons reduced 10% to 15%.
There we go... I guess they are a problem.
1 question tho... where did the first 10% come from to bump it up to 15% or are we puilling numbers out of the air?
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2009-11-30 22:31  
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On 2009-11-30 22:26, Fatal Ants *XO* wrote:
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On 2009-11-30 19:09, Sensitivity wrote:
someone needs to look at the dev log.
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- Shield damage reduction against energy weapons reduced 10% to 15%.
There we go... I guess they are a problem.
1 question tho... where did the first 10% come from to bump it up to 15% or are we puilling numbers out of the air?
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I was wondering this too, but I just got it. It's reduced 10%, from 25% to 15%.
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