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90 NANOBOTS ON ONE FIGHTER?!

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90 NANOBOTS ON ONE FIGHTER?!
Offline DarkOddity
08-18-2006, 06:44 PM,
#11
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Bump


I want others to respond with thier opinions now that I have put the numbers up. I want to know if I am the only one who thinks that is incredibly un-balanced.

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Offline Dab
08-18-2006, 11:05 PM,
#12
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Dark, USE THE EDIT BUTTON. You do not need to triple post then bump it an hour and a half later. People are not on 24/7.

Now first, figure in the nanobots of your battleship and you'll have much more than the fighter does.

Also factor in the SHIELD of the fighter, and the SHIELD batteries. That grants alot of extra defense. Also the fact that most of the time you hit the fighter, that not ALL the guns hit when it looked like they did, due to distance differences in the guns. So whats 90% inaccuracy with 1 gun, is more like 95% if your talking about all the guns. Cut your estimate in half right there. Then the shield (which automatically recharges every once in awhile) and the shield batts which recharge it quite a few times. That will drastically change your "equations." There are so many variables you did not even factor in. You can't possibly have an accurate description of the fight and how many time you hit him or his shields.

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Offline DarkOddity
08-18-2006, 11:52 PM, (This post was last modified: 08-18-2006, 11:53 PM by DarkOddity.)
#13
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Dab,Aug 18 2006, 04:05 PM Wrote:Dark, USE THE EDIT BUTTON. You do not need to triple post then bump it an hour and a half later. People are not on 24/7.

Now first, figure in the nanobots of your battleship and you'll have much more than the fighter does.

Also factor in the SHIELD of the fighter, and the SHIELD batteries. That grants alot of extra defense. Also the fact that most of the time you hit the fighter, that not ALL the guns hit when it looked like they did, due to distance differences in the guns. So whats 90% inaccuracy with 1 gun, is more like 95% if your talking about all the guns. Cut your estimate in half right there. Then the shield (which automatically recharges every once in awhile) and the shield batts which recharge it quite a few times. That will drastically change your "equations." There are so many variables you did not even factor in. You can't possibly have an accurate description of the fight and how many time you hit him or his shields.
[snapback]30856[/snapback]

My equations bring all of the factors in to play for the enemy ship. That 3million+ mark is including breaking through the shield. All I'm trying to do is say is that a fighter should not be able to take that much damage. I did 15%-50% hull damage (Remaining) on atleast 10 occassions only for it to be completely repaired. My equations are accurate. Infact I believe if I actually put the numbers down for the shields, it might go to show the fighter to be more powerful than my current numbers already do.


I understand out of those 5 not all of them can hit, but I can tell the difference by the rate the shields are dropping of how many of my guns are hitting the target successfully when I am scoring hits.

BTW, I didn't use the edit button because I didn't want my other posts to get confused in the fray with the large one, that seems to happen when I stick to staying in the same post (See my thread where I made suggestions about the thrusters) alot of the items tend to get ignored/overlooked when I pile them all up in one post.


EDIT: almost forgot, nanobots on my battleship, sure I have 700 of them but the efficiency of a nanobot for a battleship is about 25% that of the efficiency they are on a fighter.

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Offline Kane
08-18-2006, 11:59 PM, (This post was last modified: 08-19-2006, 12:00 AM by Kane.)
#14
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All right. You have all these equations about how much armor and sheilds and cr@p the Wrath has. Now tell me how it's a threat to you in a Battlestar Adv.

It's not. Why? There is no possible way for it to do enough damage to your shields, which are vastly superior, unless it has an Inferno, at least two Coladas, and perhaps a Tizzy turret. Leaving what? 3 guns? It would probobly take more then that to be a threat. Simply put, the only way the Wrath could be a danger is if it had all sheild busters and some backup. By itself, you would kill it long before it could kill you.

Also, I have shot down fighters in my Battlestar using 10 Solaris turrets. Perhaps your aim is just off, and it is not the fault of the Wrath.

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Offline Virus
08-19-2006, 03:42 AM,
#15
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You're just being nuerotic. Battleships aren't designed to destroy fighters. They can, yes, but that's what the escorts are for.

And for your information, I don't use Solaris for ONE reason, I can fire 6 at an NPC for 20 minutes before killing it. Unless its sitting perfectly still, those guns can't aim if your life depended on it.

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Offline Fellow Hoodlum
08-19-2006, 04:08 AM,
#16
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I'll just add my bit, as my Outcast Destroyer has rather alot of Solaris chainguns on it still.
The ballistic lead needed to make them effective is actually the hud point of aim, plus
about fifty percent more, to connect with a moving target at any range. Takes a bit of
practise, and seen as you havn't had that much yet, give them a chance, or change to
something that works for you.
You can take a Wrath (spelling) down with an inferno torpedo armed fighter in a fairly
short time with some skill. Bad workman always blames his tools.
Impressive mathematics though.

Hoodlum


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Offline Wolfpack98
08-19-2006, 04:11 AM,
#17
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Bud.. I'm *REALLY* sorry here, but your calculations are horribly incorrect.

You're calculating on 100% striking. This is not correct. Also you're leaving out the regen figures. Shields regen to 20% automatically without using SB's.

Calculations are always horribly incorrect unless you're trying to figure out what your output is on 100% striking. As far as I can tell, you're about 50% off. That wriath *CAN* hurt a Battleship. Easy. Battleships aren't suposed to take on fighters, Period.

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Offline DarkOddity
08-19-2006, 04:43 AM,
#18
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Wolfpack98,Aug 18 2006, 09:11 PM Wrote:Bud.. I'm *REALLY* sorry here, but your calculations are horribly incorrect.

You're calculating on 100% striking.  This is not correct.  Also you're leaving out the regen figures.  Shields regen to 20% automatically without using SB's.

Calculations are always horribly incorrect unless you're trying to figure out what your output is on 100% striking.  As far as I can tell, you're about 50% off.  That wriath *CAN* hurt a Battleship.  Easy.  Battleships aren't suposed to take on fighters, Period.
[snapback]30890[/snapback]

Calculations aren't off at all. They are done purely on how long it took me to kill the fighter, shields and armor combined. even including shields those numbers are huge. My point really is I just don't think a battleship should have trouble with a single fighter.

All of your points have been duly noted and I appreciate the input. Thanks. :)

By the way, my loadout calculator (I decided not to go so robust as to make it to show the output of damage between two loadouts) is almost complete. it will give you outputs for all of the following values

Up to 22 Weapons

Damage per single shot
Damage per second
Damage per time period (say you want to calculate damage in a 10 second time period, 50, or even 9,999,999,999 second time period... lol)
Maximum Fire Time (Calculates your capacitor generation, and tells you how long you can sustain constant fire before running out of energy, still working on the formula for this to fine-tune it though.)

The spreadsheet is mainly designed for use setting up capital ship loadouts as they have the most problems with power drain ectera.

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Offline Admiral Yamato
08-20-2006, 01:02 AM,
#19
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Get some order turrets. Slow as heck but boom, when they hit fighters, it hurts. And they hit frequently. If you watch from a 3rd person point of view, solaris weapons scatter all over the place whereas high accuracy weapons like order turrets sort of "intersect" right at the target like theyre impaling it.

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Offline Jamez
08-20-2006, 11:32 AM,
#20
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Posts: 1,571
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To DarkOddity:

Trying to use chaingun Solaris turrets in turret view is a nightmare. Take the experieced players' advice, like dab and hoodlum, and get different turrets if you are not doing enough damage with those weapons.

Besides, if u wanna kill fighters in a capship, get a gunboat. :)

ATM i consider the game to be quite fairly balanced.

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