Some builds:
Portal Recon:
Portal Command:
Portal Engie:
ELRF with coils:
Some builds:
Portal Recon:
Portal Command:
Portal Engie:
ELRF with coils:
I did. hence you have 10200 dps with max crit build (max range is over 4k). But as it was mentioned it’s only to 66% of range - so that’s why the number of 2600m was used. If you switch to increased range - sustained dps falls down to 9600, but optimal range is now 3200m (max 4800m). Coils are doing sustained damage of 5k, but as it was mentioned before - they are damaging 2 emitters and the hull at the same time. so looks like optimal wood be 3HB + 4Coils or so, where coils are located on both sides of defiler, 1 to the right, 1 to the left, 2 a little down at the back and HB just staying at optimal range shooting the hull around emitters on the left side with command trying to boost damage of max number of players.
Please someone correct me if I’m wrong.
Ive constantly monitored my dmg per shot on every game. Max i can get is 4k at 4km range (from 5km max range) and below 50% speed, im 100% sure (ive tried this at 1600m with MI). I’ll try not using horizon, so i guess ill have to be near 3200m for optimum dmg.
Damn - forgot to mention - my calcs are not taking into account the implants - E12 and J13. They together can buff up to 17% of the base dmg.
My build: (Tier V Special Operation - Defiler)
Aura (Empire - rank 14 Command ship/Main Group)
Note:
Do not forget a Military CPU Booster!
Optional:
You can also take a Mark 4 Regenerative Coating instead of Armor-Plated Hull!
Important:
Emergency Barrier is strongly recommended!
T4 Destroyer: Today, at 9pm (GMT+1).- cancelled
T5 Destroyer: If there will be enough people and interest. - cancelled
T5 Defiler:
25th of December
Time: 9:00 pm (GMT+1), if enough proper players will be available
Man, that’s during Christmas. I doubt enough people will come.
Man, that’s during Christmas. I doubt enough people will come.
I am aware of that.
We shall see.
CANCELLED
Today, at 9pm.
Defiler.
Inverter group Quacken
Inverter group Quacken
That is almost exactly the build i used for the Defiler yesterday, 24% of damage.
I would say that there is no real need for RT or horizon.
Matter inverters can be sniped so im gonna replace Reverse Thrust with weapon overcharge and horizon with TTCP.
Should give even more damge to the defiler.
On another note some would comment on the lack of emergency barrier, however because of blaster range u get loads of time to move and hit flares, its a lot less dangerous than the attempts to ‘bubble’ it.
As part of main group i think should have 7 ships like this backed up with Command and engy. MI spawns immediatly gets hit by 7 weapon overcharge disintegrators. I doubt it would last for 2/3 hits so active for 6-9 secs. That considerably faster than running around with gunships or trying to repostition before and after RT.
I would think that is the most efficient and easily coordinated way to do this, instead of having ppl running back and forth and intermittent command boosts available for actually hitting the defiler. Nevermind the coils too those emitters are going down under that much DPS.
Also frees up the command and engy to take part in constantly hitting the defiler, command no longer needs cruise can have weapon cooler.
Just stick within your main weapon range an snipe the rest. The map is fairly open so as long as u know where inverters will spawn its not a problem. That and they sooo easy to hit… FAT!
T4 Destroyer today, at 9pm (GMT+1).
MI spawns exactly 12k from Defiler. There is a centre of Defiler’s path and MI is spawning exactly opposite to the Defiler. If LRF is about 2-3k from Defiler, then yes - MI should be in the range of Desintegrator. However - Desintegrator does less half the damage of HB in optimal range. And one more thing - 24% of the damage dealt by the whole group directly to the hull.
I am trying to get the numbers from the logs right, but they don’t want to cooperate. As for now it looks like:
we exploded 110 emitters, dealing 8 250 000 dmg to them
45 of them exploded dealing 200000dmg to the hull each (9 000 000 total)
55 of them exploded dealing 300000dmg to the hull each (16 500 000 total)
Summary - exploding emitters did 25 500 000 dmg to the hull
Players did 20 000 000 dmg to the hull directly of which JC did 5 580 000. Defiler exploded receiving roughly 45 500 000 dmg to the hull.
I don’t want to do dmg analysis of damage of HB to the emitters, but on JCs example as the best HB LRF in that game - he damaged 55 emitters, half of the time solely with torpedoes. Best gunship did 2 800 000 dmg, with another over half of it to emitters.
now, to MIs: they have 550 000 HP, Desintegrators are doing up to 13 820 per shot. You need 40 shots from desintegrator. 5 LRFs, 8 shots each - 29 seconds. Weapon overcharge is almost useless in this case, as it will generate extra 4.5k dmg for one shot.
We were killing MIs between 8 and 15 seconds, however to get in range was taking from 4 (lrfs) to about 15 seconds (gunships).
Ok, I’m too tired now. Will continue if there is a need for that.
MI spawns exactly 12k from Defiler. There is a centre of Defiler’s path and MI is spawning exactly opposite to the Defiler. If LRF is about 2-3k from Defiler, then yes - MI should be in the range of Desintegrator. However - Desintegrator does less half the damage of HB in optimal range. And one more thing - 24% of the damage dealt by the whole group directly to the hull.
I am trying to get the numbers from the logs right, but they don’t want to cooperate. As for now it looks like:
we exploded 110 emitters, dealing 8 250 000 dmg to them
45 of them exploded dealing 200000dmg to the hull each (9 000 000 total)
55 of them exploded dealing 300000dmg to the hull each (16 500 000 total)
Summary - exploding emitters did 25 500 000 dmg to the hull
Players did 20 000 000 dmg to the hull directly of which JC did 5 580 000. Defiler exploded receiving roughly 45 500 000 dmg to the hull.
I don’t want to do dmg analysis of damage of HB to the emitters, but on JCs example as the best HB LRF in that game - he damaged 55 emitters, half of the time solely with torpedoes. Best gunship did 2 800 000 dmg, with another over half of it to emitters.
now, to MIs: they have 550 000 HP, Desintegrators are doing up to 13 820 per shot. You need 40 shots from desintegrator. 5 LRFs, 8 shots each - 29 seconds. Weapon overcharge is almost useless in this case, as it will generate extra 4.5k dmg for one shot.
We were killing MIs between 8 and 15 seconds, however to get in range was taking from 4 (lrfs) to about 15 seconds (gunships).
Ok, I’m too tired now. Will continue if there is a need for that.
Niri is right about desintegrator, its DPS is not nearly close to be enough. About the dmg displayed in the combat log after killing the defiler, i *believe* it considers explotion dmg from turrets (judging from logs in crimzon haze, where a player that shoots 1/2 EM torps and kills 4 turrets gains by far most dmg, considering that other players did a lot more to the station itself). Im not 100% sure, so ill try to test it with the cruiser (guys shooting only the turrets without AOE and guys shooting only the cruiser without AOE).
Numbers can be thrown around all day from the logs but they dont really represent what is happening in the game this much is clear.
Of course emitter destruction is important never said it wasnt.
Get a spare moment and hit the inverter with a disintegrator it does not seem to be a tiny 2.5% of damage it takes, it is significantly more.
It could be attempted, if it fails then it would be apparent pretty early on. Or carry on as usual an put build up for ppl who not reading them or already know them.
Point being most inv to the wing know what they doing but for the others to fill the gaps it could be an easy fix. I just see too many ppl missing out on thier title or 3rd loot spot cause some love to do it in a gunship an go pop at random moments.
Anyhow do or do not, was a good run that day that is all.
JC, please don’t take me wrong. That is actually a problem with the specops from the beginning. People DON’T want to play surefire methods. They don’t want to play a method that has been verified. They want to play what they think is right. Today T4 Destroyer was the stellar example of that. I gave Koro ship setup of what we actually did to break a record on the Destroyer. Method was developed to have maximum success rate, minimal loses and all outpost intact. He happily ignored that and started to ask for another covops. We lost an outpost, game was too long, many people died in this as result.
The defiler was very similar case - you did 5 mill damage, one of the other LRFs with HB did a million. That person stayed at maximum range and did less than 20% of yours. As they changed the map, three biomorphs are spawning immediately when portal spawns, sometimes there is no time to kill all three of them. Usual case is that one of the LRFs has cruise missile, which can be targeted at the surviving biomorphs and launched without breaking a pace of dps-ing the Defiler. Another solution is that main group command intercepts remaining bios and finishes the job without bothering the LRFs. Sometimes main group engie can chime in and finish those survivors, but it cannot be diverted from healing the main group. As for going for the record there is a strict composition that guarantees best time, for normal loot run gunships are allowed and that is not a problem. Same story with MI LRF group - it’s quite handy to have that 2 LRFs RTing for the MI, while rest should just stay at the Defiler and help with desintegrators. Gunships and command running for MI are not a problem in pure loot run. Problem is as always - awareness, positioning, spatial thinking. Main group engie flying to portals? Gunships flying to portals? Portal command flying to the wrong portal because it was closer and he was in wrong place to begin with? Portal engie without proper setup and armament AND duplicators? That are the problems we have to overcome.
What is duplicators?
Problem is as always - awareness, positioning, spatial thinking. Main group engie flying to portals? Gunships flying to portals? Portal command flying to the wrong portal because it was closer and he was in wrong place to begin with? Portal engie without proper setup and armament AND duplicators? That are the problems we have to overcome.
The list is not complete and exactly what i mean, in an ideal world yes all of this. However these plans an ideas do not mix with this attitude.
What is duplicators?
Might be a shpecial but not a unique case in spec ops wing formation.
Just trying to limit the ways it can be messed up by the individual, willingly or not.
Any attempt to improve wont work anyway. Its been that way from the start.
Phaser used to be the answer to DPS - People would still bring bubble gunships.
Cruise always a staple of fighters in this arena - Some dont bring it.
Em resist - Galv builds still around cause its armour… Derp.
‘I dont have any dupes’ :fed014:
Or those that dont seem to know how to squeeze DPS out of a ship, including how to fire a torp at the thing.
List goes on and on im happy to do it just just for loots now, its a capable group and at least it is being finished now. An idea is there if it wants to be tried. Record times, extra loot spots and titles would be nice but people who are good at this usually have thier title an no real need of the rest and those who want will just have to do without or ask if they are unsure of thier role/build ect.
Nice destroyer mission yesterday my 1st time trying with a coil lrf those emitters dont stand a chance :004j:
That kind of nonesense can only be done cause of the teams other efforts :012j:
What is hitting destroyer torps with coils?
Niri, i went to fire support T3 with beam cannon and atempted to solely hit turrets, i dealt 1,5% dmg after i destroyed about 4-5 turrets. You are right, dmg from emitters/turrets destroyed doesnt show at combat log.
mortars FTW 3-5 hits all da time!