The HEMG Imperial Medium Tank

Discussion in 'Game Play' started by MiamiHeat87, Aug 24, 2009.

  1. -=SIP=-

    -=SIP=- Member

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    Currently the description in the wiki looks like this:
    Strong/Weak Against - Slow/Faster projectiles
    Very confusing in my opionion.

    What are slow and what are fast projectiles?

    HE MG has a speed of 1000? Is it very slow?

    And you can't say, that arty is very slow, missles are medium and canons are fast.
    It depends on the weapons (example with nearly the same speed):
    Homing ML (speed 2500)
    Ranged Arty (2800)
    Standard Canon (3000)
     
  2. Emp_Recruit

    Emp_Recruit Member

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    mgs don't have speed
     
  3. MiamiHeat87

    MiamiHeat87 Member

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    Well this build would be more favorable to open maps rather then say.. emp_slaughtered.
     
  4. Demented

    Demented Member

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    Didn't they used to? They were still hitscan, but DU healed absorbant armor or something similarly stupid.
     
  5. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    wrong example choice
     
  6. MiamiHeat87

    MiamiHeat87 Member

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    rather then
     
  7. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    Awkward wording, your fault
     
  8. Demented

    Demented Member

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    Admittedly he typed "rather then" when it should have been "rather than", but the difference is so small that anyone familiar with the phrase would have understood it.
     
  9. MiamiHeat87

    MiamiHeat87 Member

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    It doesn't really matter. What's wrong with you hamster? lol.
     
  10. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    I was reading your post too fast and missed 2 words.
     
  11. -=SIP=-

    -=SIP=- Member

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    If MG has no speed, how to calculate the damage?

    For example DU on composite armor:

    Composite armor:
    Damage reduction : 15%
    Speed To Damage Modifier: 0.5%

    DU:
    Damage 10
    Minimal Damage 6
     
  12. Empty

    Empty Member

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    In their script files MGs have a speed value, I'm unsure if this value has an impact or if they simply do 100% damage.
     
  13. Empty

    Empty Member

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    If you have 2 graphs, one higher and one lower, if you take 15% off both, the higher graph is still higher than the lower graph.

    For gods sake you're the morons.
     
  14. Demented

    Demented Member

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    MGs probably just ignore the speed modifier and do default damage. Otherwise their performance characteristics would be haywire because they do such little damage.

    All other mods probably effect them as normal.
     
  15. -=SIP=-

    -=SIP=- Member

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  16. Emp_Recruit

    Emp_Recruit Member

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    Mgs ignore speed unless something was changed since 2.2
     
  17. Emp_Recruit

    Emp_Recruit Member

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    Ok lets simplify. Theres one weapon that shoots once a second that does 100 damage and one weapon that does 50 damage and shoots twice a second. Otherwise identical with a speed of 3000. Lets calculate their damage against absorbant.

    Weapon 1 = 100 + (3000*-.007) = 100 - 21 = 79 damage

    Weapon 2 = (50 + (3000*-.007)) + (50 + (3000*-.007)) = 58 damage

    There is no taking "15%" off each one. The speed modifier has nothing to do with the damage of the weapon. As you break damage down into separate projectiles the speed modifier gets reapplied more and more times.
     
  18. Emp_Recruit

    Emp_Recruit Member

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    They ignore the angle modifier as well.
     
  19. Empty

    Empty Member

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    For gods sake no.

    15% damage loss per shot results in 15% damage loss overall.

    Weapon 1 = 100 damage, shoots once a second. DPS = 100
    Weapon 2 = 80 damage, shoots twice a second. DPS = 160
    Ratio = 100:160 = 5:8 (simplified)
    Weapon 1 after resistance = 50 damage, shoots once a second. DPS = 50
    Weapon 2 after resistance = 40 damage, shoots twice a second. DPS = 80
    Ratio = 50:80 = 5:8 (simplified)
    *Resistance is simplified to 50%

    You will notice Weapon 2 is still in ratio with weapon 1.
    Both are weakened equally and remain just as powerful in relation to eachother.

    None of your fancy incorrect math bullshit, I can prove it with basic maths.

    The armor values need testing or dev questioning, since I see no support to say they subtract some damage based on speed alone.
    "//damage modifier multiplier based on speed of weapon hitting the armor"
     
  20. Opie

    Opie Member

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    As simon explained it, which I have no idea is correct or not, speed modification does not take a specific percentage off each shot, it is taking an amount of damage from each shot. The modification doesn't take 15% off each shot, instead, the damage reduced is calculated by the speed times a number. In that case, 2 shots would have their damage removed twice as much as one shot if they were both going the same speed.
     

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