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Messages - Lackey

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16
Toxic Caves / Re: Bg vs SG
« on: September 26, 2013, 02:51:41 pm »
Now walk with me while I take you on a learning adventure.
A reasonable person might ask, "well if only 1/3 of the bullets are hitting, what happens when the total number of shots fired isn't evenly divided by 3?"

Good question, the result is rounded down. 40/3=13.333 the game treats this as 13 bullets hitting
12/3 = 4. So 13 avenger bullets hit, and 4 xl70e hit.

"What about 95% accuracy? a bullet doesn't do 95% damage as the formula you provided suggests."
A bullet either hits or misses so 5% of your bullets will miss or 1/20

So lets include this in a new, reduced, formula:
AVENGER
16-19(13)(2/3)(0.80)= 110-132 damage of first a burst then,
16-19(12)(2/3)(0.80)=102-122 damage on second burst to account for the 1 in 20 to miss then in the final, killing burst
16-19(13)(2/3)(0.80)=110-132 for a sum of 322-386 damage or an average of 354

23-43(4)(2/3)(0.80)=49-92 on first burst
23-43(4)(2/3)(0.80)=49-92 on second burst
23-43(4)(2/3)(0.80)=49-92 on third burst
23-43(4)(2/3)(0.80)=49-92 on fourth burst the potentially killing burst range of 196-368 with an average of 282 damage

This means that on 4 consecutive perfect damage rolls for 16 straight bullets you will kill a 280 hp player in 4 bursts. In 3 bursts with 12 consecutive bullets with perfect damage you do 276 damage, only severely wounding them.

Should you get bad damage rolls you will potentially have to burst 5 times for a sum total of 20 AP to kill your average PvPer...



17
Toxic Caves / Re: Bg vs SG
« on: September 26, 2013, 01:02:48 pm »
I just saying from exprience not calculations.
P90 is more likely around 80-90 dmg but its has even less ap per burst. I tested only clean p90.

If you can't deal around 100 dmg into enemy then your build is just bad

16-19(1/3 # of bullets that can hit at greater than 1 hex)(2/3 (ap ammo mod)(1-.(.40+.15-.35) (.4 from camk2 .15 from toughness/even tougher -.35 from ap ammo))(.95 chance to hit)(40 shots in a burst)

the 16-19 damage is the 13-16 base with +4 from BRD and +3 from MRD then -4 from toughness/tougher and armor DT after ap mod.

This results in a damage range from 108-128 in a realistic scenario where the firer with an avenger has all 3 damage modifiers and the target has combat armor mk 2 with both toughness perks.

Compare this to a xl70e (best sg burst)

23-43(1/3 # of bullets that can hit at greater than 1 hex)(2/3 (ap ammo mod)(1-.(.40+.15-.35) (.4 from camk2 .15 from toughness/even tougher -.35 from ap ammo))(.95 chance to hit)(15 shots in a burst)

which is 58-109 damage range in the EXACT SAME SCENARIO.
Crits are excluded because this is to be considered a non crit build. However the fact that a BG is firing more rounds, the CHANCE of one of its bullets being a crit is 12/40=30% more likely.

SO take the average of the damage ranges
(108+128)/2= 118 damage for a big gun per burst
(58-109)/2= 84 damage a burst per small gun

SO realistically a BG CAN will take 3 bursts to kill an opponent
Small guns on the other hand, will take 4.
again 15 ap for big guns
16 ap for small guns

The damage per ap ratio is  118/6=19.66 for BG and 84/5=16.8 for SG (BRoF and not using -ap weapons)
This is how the numbers fucking work you idiot. So before you speak next time do some math.
*edit* to correct for excluding toughness perks in DR. I realized I left it out on my way to class.
also the correction to the #of bullets in xl70e burst thanks to mojuk

18
Toxic Caves / Re: Bg vs SG
« on: September 26, 2013, 12:18:57 pm »
Good SG burster build deal around 100 dmg and need 4-5 ap for burst

A more realistic calculation is around 80 damage a burst at greater than 2 hex.
In a world where anyone worth a damn has minimal 280 hp, 80 damage bursts require 4 bursts. 4 burst at 4 ap a burst is 16 ap.

Now a BG doing 130 damage kills a 280 hp enemy in 3 bursts, at 5 ap a burst that is 15 ap. Now which is faster?

You are wrong on almost every level

19
Toxic Caves / Re: Bg vs SG
« on: September 26, 2013, 12:04:34 pm »
BG have bigger dmg but they are slower and mostly weaker (less hp/resist) than SG burster.

Okay this is your only actual argument, because if you had any reading comprehension, you would know I had said "Apart from sniping"

So the only content to your post, is an outright lie. Show me how a BG character is any "slower" than a SG character. The m60 is the only weapon IN THE GAME that has any movement modifiers. The only reason a BG character would have less resist is because they opted to do more damage and took a bonus ranged damage over 1 rank of toughness.

20
Closed suggestions / Re: Stonewall, Heavy Handed, and Rocket Launchers
« on: September 26, 2013, 11:36:21 am »
BLASPHEMER! WHO DARES SUGGEST A BALANCE MECHANISM THAT NEGATIVELY EFFECT THE BIG GUNS GODS!

Honestly though, stonewall is useless right now. I wouldn't mind it actually serving the purpose it was intended for.

21
Toxic Caves / Bg vs SG
« on: September 26, 2013, 11:32:00 am »
Can anyone list some actual PvP benefits of using small guns over big guns at this point?

Negligible stuff like "carry weight" or "ease of crafting" need not apply.

Apart from sniping I really can't think of a single reason. I see you faggots lobbying for "Single shot or short burst LSW" so if that ever comes about, then SG won't even have sniping.

Give me some reasons NOT to delete my small guns characters, because that is the state of the game right now.

22
The Thunderdome / Re: Pvp Movies & Screens
« on: September 23, 2013, 06:39:00 pm »
Nothing seems wrong,it was fixed some time ago...

Does it actually target said area, or does it just do a standard burst?

23
The Thunderdome / Re: Pvp Movies & Screens
« on: September 23, 2013, 01:08:06 pm »
Broken Hills action few minutes ago,4vs8+








"Aimed: the groin"
With a bursting BG.... Something seems off here...
Previously when you had an aimed shot while trying to burst, the game wouldn't let you. Whats going on here?

24
The Thunderdome / Re: Forum PvP
« on: September 21, 2013, 12:37:22 am »
I would like to state, that the words of SporePlants are not applicable to the rest of the ARWH faction. He is like that easily excitable autist that, at the tender age of 22, has been invited to his first house party.

As you will notice his characters, CloudSplitter and Nyarlathotep are dead in almost every screen cap.

The fact that you could so easily be upset by a person such as this is an issue of your own, probably best dealt with in solitude.

25
The Thunderdome / ~
« on: September 20, 2013, 01:49:05 pm »
lol do not feel sorry, btw I was there. They was just to numerous that it. We try again after with 3 guys in Den, just for fun   :P

Oh yeah. I was there. 2 snipers, (one was Gaia) and a Gatling laser build. I was hanging out at Kitty's Bar and when I stepped out and you were there. I immediately took one of you snipers to ~45 hp, then your whole squad opened fire on me and my companion.
You kept knocking my weapon out of my hand and started stimming like a mad man. Upon receiving the continuous fire of you three I actually had to step behind cover and stim myself. You three scattered, the two snipers shamefully died trying to run to the exit grid. The gatling laser guy took off and my companion gave chase. He died shortly after to a faction member.

Good times.

26
Closed suggestions / Reducing negative rep with town control
« on: September 20, 2013, 01:32:35 pm »
I'm pretty sure this isn't a mechanic already, but I think it would make sense that the longer your faction controls the town the more your rep in that town increases (until positive).

As it stands, the process for taking control of a town results in the towns folk taking a lot of collateral damage. Meaning one NPC gets shot, then the guards agro, then you've got to wipe the whole town because it attacks you.

This results in massive losses in rep. This could be fixed by gradually increasing rep for the faction members that hold the town (until positive rep is obtained). Maybe you could get a rep bonus with every militia that gets added.
 
If you are trying to take the town, kill a bunch of NPCs, then fail to take the town. Well then that's just you causing trouble in the town and you deserve the negative rep for it.

If this is already a mechanic, then I am sorry for wasting your time.

27
News and Announcements / Re: Changelog 14/09/2013
« on: September 16, 2013, 06:42:42 pm »
Yeah TC windows are for swarm battles and I don't consider making all towns having TC windows, at all. Two towns are enough. If it gets boring I can change Redding/BH to Den/Gecko or something after few weeks. People from America can take these 4 towns easily while EU players are sleeping, but can lose them during day in EU, so I don't know what's the real problem here.

Because we miss out on some of the best PvP action. We are forced to degrade ourselves by taking towns backhandedly during the night while factions defend them with skeleton crews of less than 10. During the TC times, it is hard for American factions to muster more than 10 players due to careers and education.

It's not a matter of not being able to control a town. Its a matter of not getting able to fight for it. It grows tiring sweeping 4 towns while John Hex multilogs or rolling a few NetWars players.

If you set two times in which Redding and Broken Hills can be taken, one your time zone, and one ours. You create a window for Americans to compete vs others in that time zone, or against Europeans/Asians who are willing to stay up.

28
The Thunderdome / Shut the fuck up and stop whining
« on: September 14, 2013, 02:16:40 am »
Every fucking thing in this game has a suggestion about it. EVERYTHING. If you die to something, get the fuck over it and learn from it. The saying used to be "the wastelands are harsh." But you pussies want EVERYTHING nerfed or everything removed. This forum is for suggestions about potential new features or improvements to new ones. Not making this babbies first fallout experience.

When did this game attract the COD audience you pathetic fucks. Look at some of these threads:
"I should keep gear on death"
"Tents should have advanced workbench"
"Fighting in towns should be impossible"
"Every gun/build that has killed me should be removed or nerfed"

You should be ashamed of yourselves. This is the shit that ruined 2238, dipshits like you who have no idea what makes the game good. You're liable to drive Kilgore, a dev who is trying to make the game as good as possible, insane with your petty bullshit. Its survival of the fittest out here, and if you can't adapt to the newer parts of the game, then don't expect to do well. You aren't owed anything by anyone. The world isn't going to change for you and the paly style you want.

29
Suggestions / Companion/Merc outlines
« on: September 13, 2013, 03:27:05 am »
Was doing some town control today, and some of our players had companions. The companions have red outlines when behind buildings and running around, making it very difficult to identify them as friend or foe. It would be really useful if we could set our companion/merc outlines to that of our factions.

30
Closed suggestions / Re: Current SG weaponry state
« on: September 12, 2013, 11:02:45 pm »
If the G11 is meant to be a "RARE" weapon, then it should be buffed because as it stands, it is disappointing.

As for the XL70E "35 hex 15 bullet bursts." The amount of bullets in the burst at over 2 hex is really inconsequential seeing as only 4 of those are hitting max. What does matter is the 15 bullet 1hex burst, which is incredibly powerful.

I see no reason why the XL70E should be weaker than the sniper rifle. There is no reason it shouldn't have a decent mid range burst (35hex). It however, should not be able to outshine other, less versatile weapons at 1 hex. In my OPINION, it should have less rounds to the burst, allowing it to keep its long to mid range effectiveness without becoming the king of SG bursting at close range.

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