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Ok im mad/sad - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Ok im mad/sad (/showthread.php?tid=58271) |
Ok im mad/sad - Prysin - 04-11-2011 Junker bomber: 2 paralyzers 2 MR (powercore cant handle shield regening + snac) rest is purple godesses (as their better then barragers) enjoy death-machine Ok im mad/sad - mjolnir - 04-11-2011 ' Wrote:I was reading an article that indicated that doing so also makes ships less prone to being flipped around while rammed. Only if you also add radius to the part of the hitbox that registers gun hits, in effect creating a shield-bubble. Since this bubble is spherical and ships aren't, it would make them ships quite a bit bigger targets. So this part wasn't included. Ok im mad/sad - Veygaar - 04-12-2011 ' Wrote:I was going to use all this math to demonstrate why you're wrong and why this won't work, but I think instead I'll leave that as an exercise to the reader.when you add in Shield regins a 140k GB shield has about 320k of shields, not counting its own regen, so lets say it takes 40 missiles (10 volleys) to make it lose ALL of its shields bots, after that you only have to fire 1 missile to drain its shield to hit the hull, thats 30 left over shield drops, maybe less, enough for plenty of SNACs... But then again I am nub no? Ok im mad/sad - Hielor - 04-12-2011 ' Wrote:when you add in Shield regins a 140k GB shield has about 320k of shields, not counting its own regen, so lets say it takes 40 missiles (10 volleys) to make it lose ALL of its shields bots, after that you only have to fire 1 missile to drain its shield to hit the hull, thats 30 left over shield drops, maybe less, enough for plenty of SNACs...You can't ignore the regen on gunboat shields since it's so high. In the time it takes you to get off 10 volleys, the gunboats will have regenned enough for another volley, so you're now already down to 26 missiles, assuming that every single one of the missiles you've fired so far has hit. I've never flown a gunboat, but I'm willing to bet that when it comes back online it'll come up with more than 8k hit points, which is all it would need to come up with in order to take two missiles instead of one, given a half-second reaction time and a half-second travel time, both of which are being generous. So we'll say you only need to use two missiles every time the gunboat's shields come back up (again assuming everything hits). A Mjolnir can fire a SNAC about every 18 seconds, assuming that you're not losing energy into shield recharging (the wiki says that fighter/freighter shields don't cost much to recharge, so we'll go with that). So, you just dropped that gunboat's shields for the first time. You've got 26 missiles left, he's out of bats, but has a CAU4 for 300k base armor and 350bots for a total of 930000 effective armor. You SNAC him and he's down to 798000 armor. 12 seconds in, his shields come back up. You're down to 24 missiles. 18 seconds in, you SNAC him again. 666000. 24 seconds in, shields. 22 missiles. 36 seconds, shields again, then a SNAC. 20 missiles, 534000. 48 seconds, shields. 18 missiles. 54 seconds, SNAC. 402000. 60 seconds, shields. 16 missiles. 72 seconds, shields and a SNAC. 14 missiles, 270000. 84 seconds, shields. 12 missiles. 90 seconds, SNAC. 138000. 96 seconds, shields. 10 missiles. 108 seconds, shields and a SNAC. 8 missiles, he's at 6000, you finish him off with a few shots from your guns. So you've only got 8 missiles to lose to countermeasures or random misses. Keep in mind that a single countermeasure can take out more than one missile if he's good, especially if you're using volleys rather than chain-firing. Is it possible? Sure, certainly. Would it work against a half-decent pilot? Absolutely not. More likely than not you'd run out of missiles before he runs out of shields, and then you're hosed. Ok im mad/sad - jxie93 - 04-12-2011 It's most likely the low damage of your missiles compared to the high capacity and regeneration rate of the gunboat shield. Since gunboats were intended to smash through fighters and bombers, they'd be balanced so that your puny guns and missiles would hardly make a dent in them. Sounds logical, eh? Ok im mad/sad - Veygaar - 04-12-2011 ' Wrote:I've never flown a gunboat, but I'm willing to bet that when it comes back online it'll come up with more than 8k hit points, which is all it would need to come up with in order to take two missiles instead of one*points to 10k shield damage on paralyzer* *redoes some math* Hm, i think i'll stick with my original post.... BUT, who knows mate, i won't know for sure how well it'll work till i can actually dammage a GB's shield ingame with a missle:D Until then, Cheers Ok im mad/sad - Hielor - 04-12-2011 ' Wrote:*points to 10k shield damage on paralyzer* *redoes some math*Right, the paralyzer does 10k shield damage, and the gunboat regens 2k/second. So if it takes a second from the time the shield comes up to the time your missile hits, the gunboat shield only needs to come up with 8k in order to fully absorb that paralyzer missile a second later. Actually, come to think of it, don't shields come back up with whatever they would've regenned had they been regenning while they were down? That would mean that gunboat shields would come back up with ~24k hit points, because they're offline for 12 seconds at 2k/sec regen, which would mean you'd need three missiles to get through... Entirely related: I have a problem. It's a slight addiction to knowing the math behind everything and min/maxing everything... No, I don't have giant complex spreadsheets that helped me choose what loadouts to go with on my fighters. I don't know what you're talking about. Ok im mad/sad - Veygaar - 04-12-2011 Hm, idk mate, im just gona w8 till 4.86 i spose *crosses fingers* hopefully I wont be dead... |