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Author Topic: NEW Next-Gen Vehicles  (Read 7458 times)
0 Members and 3 Guests are viewing this topic.
Ununoctium Offline
EIR Veteran
Posts: 1256


« on: June 27, 2009, 07:00:43 pm »

15% more damage and 15% less reload

ok.
3 problems
1. this sucks for a T4
2. next gen had faster turret rotation. This is important because all allied tanks misfire because their turrets cant keep up with their speed
3. 15% less reload + 10% less reload on some tanks =25% total less reload. this is ok but it still sucks because generally tanks back up and always have time to reload. CCT is way better and its a cheap unit not 100pp T4.

anyone feel free to add rant
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Illegal_Carrot Offline
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« Reply #1 on: June 27, 2009, 07:12:28 pm »

15% less reload = 30% more damage.

15% more damage + 30% more damage on all vehicles is not bad. It's better than HEAT rounds in damage-dealing, plus HEAT only affects tanks.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #2 on: June 27, 2009, 07:15:31 pm »

Wait...how does 15% reload translate into 30% more dmg? That makes no sense.
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Illegal_Carrot Offline
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« Reply #3 on: June 27, 2009, 07:17:29 pm »

Wait...how does 15% reload translate into 30% more dmg? That makes no sense.
x% less reload = 2x% damage output.

ie 50% less reload (aka weapon fires twice as fast) = 100% damage increase.
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Falcon333 Offline
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Posts: 1125


« Reply #4 on: June 27, 2009, 07:17:46 pm »

maybe he's reffering to dps?
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"Chance favors the prepared mind"
acker Offline
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Posts: 2053


« Reply #5 on: June 27, 2009, 07:18:23 pm »

So vehicles don't use anything like cooldown or windup?

I'm pretty sure your math is wrong somewhere, too.
« Last Edit: June 27, 2009, 07:20:02 pm by acker » Logged
gamesguy2 Offline
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Posts: 2238


« Reply #6 on: June 27, 2009, 07:18:33 pm »

It was originally 25% more dmg and 15% less reload, but I convinced scyn to lower it.

15% less reload is 17.6% more dmg, add that to the 15% more dmg and you get 32.6% more damage, seems fair compared to heat rounds.

Although maybe increase it to 20% more damage.  I wanted just a straight 35% more damage, but the devs wanted reload for some reason.  From what I understand, the reload reduction and the removal or turret rotation was a design decision.
« Last Edit: June 27, 2009, 07:23:45 pm by gamesguy2 » Logged
gamesguy2 Offline
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« Reply #7 on: June 27, 2009, 07:19:31 pm »

Wait...how does 15% reload translate into 30% more dmg? That makes no sense.
x% less reload = 2x% damage output.

ie 50% less reload (aka weapon fires twice as fast) = 100% damage increase.

Are you kidding me?  This is like 4th grade math.

15% less reload = 1/0.85=1.176, or 17.6% more damage.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #8 on: June 27, 2009, 07:21:01 pm »

Yeah...that's what I got when I set a hypothetical tank to 10 dmg with 10 sec reload, and changed reload to 8.5 sec.
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #9 on: June 27, 2009, 07:23:59 pm »

Wait...how does 15% reload translate into 30% more dmg? That makes no sense.
x% less reload = 2x% damage output.

ie 50% less reload (aka weapon fires twice as fast) = 100% damage increase.

Are you kidding me?  This is like 4th grade math.

15% less reload = 1/0.85=1.176, or 17.6% more damage.
LOL
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SaintPauli Offline
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Posts: 530


« Reply #10 on: June 27, 2009, 07:26:15 pm »

Faster rate of fire is also more deadly against infantry since each shot kills them anyway…
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Illegal_Carrot Offline
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« Reply #11 on: June 27, 2009, 07:27:55 pm »

So vehicles don't use anything like cooldown or windup?
M8 and both Sherman guns have no wind up/down. M10's gun has .8s wind up, and a 1s wind down.

15% less reload = 1/0.85=1.176, or 17.6% more damage.
I just thought of 50% reduction = 100% increase, and didn't stop to think about it before I posted. Thanks for calling this out.

Still comparable to HEAT Rounds, though.
« Last Edit: June 27, 2009, 07:30:17 pm by Illegal_Carrot » Logged
acker Offline
EIR Veteran
Posts: 2053


« Reply #12 on: June 27, 2009, 07:31:48 pm »

I thought something was funny about the M10. Thanks for the info, Carrot.

It isn't exactly a tank-killing doctrine path, though, reload does nothing for bad penetration against heavies. I would ask for a small accuracy (or range or turret turn) bonus if it's designed to be AI compared to Blitzkrieg's HEAT AT, but I don't think it's particularly unbalanced.

I'm not sure why it specifically excludes the Quad, though. Does it also exclude the T17?
« Last Edit: June 27, 2009, 07:36:54 pm by acker » Logged
DuckOfDoom Offline
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Posts: 318


« Reply #13 on: June 27, 2009, 07:37:38 pm »

Ah yes, lets nerf an already terrible doctrine.
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wildsolus Offline
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« Reply #14 on: June 27, 2009, 07:45:18 pm »

yup going obm now.
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Demon767 Offline
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EIR Veteran
Posts: 6190



« Reply #15 on: June 27, 2009, 07:59:36 pm »

4th grade maths? oh sry mr i went to a private school, nerd.
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Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #16 on: June 27, 2009, 08:08:21 pm »

i always thought with reinforcements you can get command tank and and get reload and accuracy bonus as well as LOS. If thats true then it stacks with next gen....hmmm
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gamesguy2 Offline
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Posts: 2238


« Reply #17 on: June 27, 2009, 08:09:54 pm »

i always thought with reinforcements you can get command tank and and get reload and accuracy bonus as well as LOS. If thats true then it stacks with next gen....hmmm

Cmd tank doesnt give acc bonus, and they removed it from reinforcements.
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Tymathee Offline
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« Reply #18 on: June 27, 2009, 08:10:16 pm »

i'd go dual racks personally. or maybe armor piercing...thta sounds interesting. any of the t4's are good i just dunno.

i know the old next gen was really good vs infantry sa the .50 cal on top used to suppress quicker than normal it was a lot better vs infantry and if you had an upgun on it plus tungsten tipping, you could really do well vs tanks.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #19 on: June 27, 2009, 08:31:53 pm »

i'd go dual racks personally. or maybe armor piercing...thta sounds interesting. any of the t4's are good i just dunno.

i know the old next gen was really good vs infantry sa the .50 cal on top used to suppress quicker than normal it was a lot better vs infantry and if you had an upgun on it plus tungsten tipping, you could really do well vs tanks.
except tungsten tipping is +15% penetration and thats only for tanks not vehicles.

I loved watching my m18 bounce 23 shots in a row off the front of a stug. the stug also took hits from a firefly but 5% bug and it survived the game.

I just think this T4 should include some turret rotation. +20% at least. right now a flak 88 turns faster than many turrets <- no relevance i know
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