http://www.youtube.com/watch?v=MlpcC6ske48
0:03:00 - positron - convergence indicator, but no convergence.
0:10:00 - torpedo - lag-induced guided torpedo glitch.
0:18:00 - gauss - leading the lead marker, shots falling behind target.
0:20:00 - gauss - leading the lead marker, shots falling on target (should fall in front).
0:27:00 - gauss - all shots seem extremely delayed, and reports of hits are late.
0:43:00 - gauss - shot fires behind target again.
0:45:00 - gauss - showing how futile gauss is for other targets: both me and an LRF are shooting that styx for 30-40 secs, and he still doesn’t die (i left the charging station alive on purpose to test, since they now heal their user as well, plus charge is suboptimal on styx). and yes, i died at the very end before i killed him, because i was smoking, so i missed some shots, and overheat lol.
1:37:00 - gauss - again, i have to lead the lead marker to hit the target.
1:43:00 - gauss - same thing, but at least proving it can hit fighters moving in a straight line at 200m/s… :\
1:54:00 - positron - lead marker visibility problems due to a large cluster of enemies, explosion and effects (some frame lag due to recording as well).
2:15:00 - positron - testing convergence on linear motion. second shot had convergence indicator, but guns didnt converge. then i just started mousing over it to test effects.
2:30:00 - positron - testing, holding the fire button gives a convergence indicator.
2:38:00 - positron - testing mid/close-range on frigates.
3:25:00 - positron - actually got convergence on the inty, so it works, just not under laggy conditions.
3:50:00 - positron - all the beams appear to miss, yet 3410 damage done. it kinda illustrates the problem with lag and distance of about 1000m… shot are unpredictable so close.
4:18:00 - positron - testing vs fighters at close range, although not dodging much.
5:10:00 - positron - testing vs inties, firing in front of the lead marker in most cases, but shots still falling behind target.
might be another 15 mins before the higher quality versions are available. also, for some reason SC record at 10-15 FPS… whereas i have no probs recording at 45-60 FPS in other games ;\
didn’t bother to include the minute details. you’d need to watch it frame by frame to see them anyways. and the frames are probably not exact now due to the youtube conversion. there are things you’d notice beyond those if you did however. i did more testing later as well… same opinion…
well, at least now convergence is being calculated based on target and proximity of cursor to the lead marker, instead of artifically ‘locking’ your cursor. which is actually better. lag issues need to be resolved separately.
but gauss is pretty useless now with laggy conditions. can’t kill frigs, mediocre vs fighters, and difficulty hitting inties past 3000m (but can’t hit them closer than 1000m either, so it’s range is 1000-3000m effective lmao).
seriously, as for that styx comment, mines is unkillable now… i was under sustained fir from 2 guards and engineer, and had a fighter to help me out… tanked and killed them all with 50% hull left… lmfao.
in fact, here’s some interesting facts about the styx (not taking a command into account, which would raise resistances by about 24-31 again).
format: kinetic, EM, thermal
EHP: 50k, 45k, 56k
after 10 secs: 60k, 53k, 67k
after 20 secs: 70k, 61k, 77k
after 30 secs: 80k, 70k, 88k
while moving with adaptive shield -
EHP: 64k, 58k, 70k.
after 10 secs: 76k, 69k, 83k
after 20 secs: 89k, 80k, 96k
after 30 secs: 101k, 91k, 109k
it can also shrug off a sustained 1000-1300 DPS with heals alone. without charge station, with it, it can shrug off 1400-1800+ DPS sustained. probably 2000+ with correct fit.
or, differently, how long would it take to kill a styx given a certain amount of DPS? (without charging station, just repair station)
10 secs: 6k, 5.3k, 6.7k DPS
20 secs: 3.5k, 3.1k, 3.9k DPS
30 secs: 2.7k, 2.3k, 2.9k DPS
with adaptive shield -
10 secs: 7.6k, 6.9k, 8.3k DPS
20 secs: 4.4k, 4k, 4.8k DPS
30 secs: 3.4k, 3k, 3.6k DPS
tetroxide, voltage reg, adaptive shield, armor-plated hull, thermal and kinetic armor, and a proton wall. mass shield, nanodrone, warp gate (for mobility since styx is slow), repair station.
here’s a styx with a command as support, and repair plus charge station:
format: kinetic, EM, thermal
EHP: 74k, 69k, 80k
after 10 secs: 94k, 86k, 100k
after 20 secs: 115k, 103k, 120k
after 30 secs: 135k, 120k, 141k
reqd DPS 10 secs: 9.4k, 8.6k, 10k
reqd DPS 20 secs: 5.7k, 5.2k, 6k
reqd DPS 30 secs: 4.5k, 4k, 4.7k
basically, if you pummel it with 5k DPS it will take 30 secs to kill… with 10k DPS it will take 10 secs to kill…
oh, and it can heal an effective 2k+ DPS (not health, that’s HP + resistances, it actually heals 965)
btw, this 2k+ effective heal applies to any unit, not just the styx itself. it’s hard enough to hit an inty with 2k+ DPS as is…