Star Conflict OBT v0.9.1 Discussion

I run pirate mission with guildies for greens every once in a while. The only “stupid” thing about it is inability to password protect PvE games. Everything else seems fine.

That’s nice of you.

 

Still, the current mm system and game system could be reworked a little.

well, with 1000 dps, it’d take 20 secs to take down a fighter at 20k ehp. 18 secs with the extra 1800 dmg for the first shot.

with 2000 dps it takes 10 secs flat to take down a fighter. so i just can’t see how that is even balanced.

even taking into account the 3 seconds it takes the rail to close the distance gap… it still wouldn’t be fair… and you don’t always have that distance gap…

that’s even assuming you hit the first shot… the fire rate also limits close combat now.

gauss is basically short by 20-30% DPS 

 

I don’t know how to do the math on spread or even how to approach it. One could sub it with probability stat IIRC where people can come up with a linear equation and I’d sub in range and get the average damage value for a given spread. Star Conflict is slightly complicated coz it works with a spread range instead of a fixed value but I guess number crunchers could simplify that as well. Point is: with spread and ROF you almost never get the full advertised damage. And for the same weapon your actual DPS varies in all kinds of conditions which we non mathematicians simply term it as - weapon character lol. So:

 

At longer range Gauss will get most of it’s advertised DPS

Singularity risk losing a whole lot of it

Assrail loses some

 

On small targets Gauss is more likely to get it’s full DPS on target

Singularity ‘should’ get it as well

Assrail is likely to lose some of it’s DPS

 

On fast moving target Gauss is likely to get it’ full DPS given decent hand-eye coord

Assrail can predict better but risk losing a portion of it’s DPS depending on shooting style

Singularity has a higher tendency to lose a chunk of DPS trying

 

  • and those relative assumptions varies again when you apply other factors including coordinated firing between multiple shooters. Some guns have a team aspect to it while on others it’s inapplicable etc. (Singularity for eg. is most definitely a team gun while Gauss … not so much outside of damage+killshot 2 man combo)

 

Layman: If you use Gauss alot you’ll notice

 

  1. It’ll pop an inty in 2 shots in ‘regular’ combat engagements that none of the other weapons can do.

  2. Assrail is better when going at it 1v1 even from long range (considering inty will run the shooter down)

  3. Does not do well against Frigates relative to the other 2 guns (to the point that you shouldn’t even bother)

  4. OK versus Fighters at range, in chaotic engagements - BAD vs Figthers close to med range in smaller skirmishes.

 

When it varies by this much depending on ship size, range and engagement types - simple head-to-head DPS comparisons has it’s limitations.

I don’t know how to do the math on spread or even how to approach it.

 

tan(radians(A))*D

 

where A is the spread angle and D is the distance.

 

One could sub it with probability stat IIRC where people can come up with a linear equation and I’d sub in range and get the average damage value for a given spread.

 

you have to get the size of the hitbox (ie: 100m x 100m), add the spread diameter to W+H, round the corners off (just approximate it by subtracting 1 times the spread W+H area).

 

ie: at 2.0 degree spread and 3000 meter distance, the spread diameter would be ~100 meters (actually 104.762). tan(rad(2))*3000

 

therefore, spread radius is ~50m.

 

first, we need to round some corners off of the final product.

 

get the square area of the spread diameter: 100x100 = 10,000m^2

 

get the area of the spread circle: pi*r^2 = 7853.98m^2

 

subtract the circle area from square area: 2146.02m^2

 

now we need to adjust for aim discrepancies, so add the diameter of spread to the hitbox width + height.

 

hitbox W+H: 100m x 100m. spread diameter: 100m x 100m.

 

therefore 200m x 200m. get the area: 40,000m^2.

 

subtract the previous corners we cut off from this area: 40,000-2146 = 37,854m^2.

 

that’s basically the area where your shots will land as long as you aim within the 4 corners of the hitbox.

 

that only accounts for square hitbox, it you’re looking at it from the side, it will be a hexagon. therefore larger, as is usually the case.

 

then just take a percentage of the actual size of the hitbox vs the area your shots will land in.

 

10,000/37,854 = 0.264 or 26.4%

 

not always reliable since you have a tendency to aim for the center of the target more than the sides, so it can be raised slightly. i use a figure 1/3rd of that, so 8.8+26.4 = 35.2%.

 

also, given the projectile itself has a hitbox (which i don’t know the size of), but you can approximate that the hitrate will be higher than 35%, probably in the neighbourhood of 50%.

 

of course, none of this is accurate without the sizes of the ship and projectile hitboxes.

 

the chance is actually exactly the same for 3.0 spread at 2000m, 2.0 spread at 3000m as illustrated above, and 1.5 spread at 4000m. but these are beyond the distances of rails. without mods anyways.

 

so as long as you keep closing the distance, you should maintain 50%+ accuracy. technically above that as you start to close to within 2000-3000m, which is the technical range of a railgun anyways. anything below 2000m is negligible in terms of accuracy,

 

also, remember that as you close the distance, you put the gauss at an accuracy disadvantage. harder to hit CQC with a slow ROF weapon. well, unless its a blue ball the size of a fighter :\

 

basically, even if the railgun doesn’t fire a shot for the first 6 seconds (to close 2000m), they will still kill 16k ehp in 8 seconds or less. 8+6=14

 

a gauss cannon would take 14 seconds to kill 16k ehp, if they hit the first shot…

 

if you add 6 seconds of 50% accuracy… it’s like adding another 3 seconds of full dps. 3 out of 8 seconds it another 37.5%…

 

therefore gauss cannon is off low by about 20-30% DPS. that’s my guess anyways.

 

AND this is all assuming that distance needs to be closed anyways… the enemy could be 3000m beside you behind a rock…

 

RI5B7oS.pngbasically, what i did was that. the hitbox is green, and is the percentage of the grey area, in which you shots need to land.

 

edit, the calculation for average spread on railgun (1.5) at 2000m is >80% hit rate on a 100m hitbox.

 

Some guns have a team aspect

 

what? just balance the guns, lol :slight_smile:

 

Layman: If you use Gauss alot you’ll notice

 

  1. It’ll pop an inty in 2 shots in ‘regular’ combat engagements that none of the other weapons can do.

 

it’s 4 shots, 3 seconds for 5760 damage. sure, you could boost that to 7300-7500 maybe with mods. but you’d lose some other stats.

 

sure, you can wait out the 3 seconds and make it 2 shots instead of 4, same thing… it’s the number of seconds that count.

 

but even 7300-7500 isnt enough to kill an inty with resistances. ehp 10-15k+…

 

9 seconds (10 shots) for 10k ehp, and 13 seconds (14 shots) for 15k ehp…

 

and thats ONLY if you hit the first shot… otherwise it’ll take you 10-15 shots to kill an inty (at 10k ehp, more at 15k), already mentioned. and if they’re being healed, you won’t even dent them…

lots of other balance issues.

 

for example: gauss gun has only 25% more range than railgun, and only slightly less spread and projectile speed… but has half the DPS…

 

i don’t know who makes these stats up…

 

or the size of the singularity cannon bubble still being too big for it’s proj speed (1500+ m/s with ammo)…

 

btw, there was a parallax ninja nerf as well after i mentioned it. it no longer has plasma speed and spread perks. it now has a cooldown perk.

 

 

 

why, so people can farm it even more? no thanks

 

DSR prob needs some tweaks… however, what i find poor is the way efficiency is calculated at the end of each match.

 

imo, damage assists should count for more than ‘module assists’. seems you can easily rack up efficiency right now by just spamming AOE assist mods on command and engineer.

 

also, i seem to damage a lot of people but not get an assist, simply because they will run from me or hide for 5-10 secs (not sure what the timer is), and someone else will pick up the kill… yet if you do most of the damage, that’s kind of absurd…

 

of course, there is no way around that without implementing a complicated chronological damage/heal system… prob why no game has done it yet… just a simple timer, so no way to fix this. in fact, sometimes you can get an assist that you really shouldn’t. ie: you do 500 damage, but the enemy heals that back before someone else kills them… essentially you did zero, but get an assist as long as the timer doesn’t run out. no way to fix that.

 

or getting 5-8 kills, 5-8 assists and still ending up at the bottom because you didn’t cap any beacons… but you managed to kill all of the enemies attacking them… doesn’t make much sense…

 

or assisting in bomb carrier kills, nets you nothing except a simple assist…

 

or if you don’t grab the bomb but protect your bomb carriers, you get less efficiency, but if you do grab the bomb, nobody will get the enemies off your back… so its between a rock and a hard place…

 

honestly, system needs work…

To make your assumptions true you have to fulfill certain conditions such as:

Your test target has to be stationary

It shall not dodge whatsoever

It has to be in Effective range for all of your weapons

You have to hit 100% of your projectiles

In a game none of this will ever happen simultaneously, as soon as at least one of those parameters is invalid there is a discrepancy in weapon effective dmg, so the comparison you have just made up there is next to useless.

Gauss cannon has next to no spread, so it will reliably hit all projectiles at max range, Range of Gauss scales further with horizon modules, one of the benefits of gauss canon is precharge, you cna 3x charge it before you start engaging a target or while targets is out of your LOS.

You are completely ignoring crits and crit dmg, and the way they work with projectile dmg instead of a dps, 3x charged rail crits combined with r6 feds implant will do huge burst in 1 shot, that no weapon can do(except for singularity, but Gauss hass 2x range and way more reliable hit on target)

I find Fighter weapons quite balanced at this moment (except for singularities vs shield tanks in t3) all of them have its place and has its uses. Every weapon require a player side tuning(passives and implants) to make max out of it, as long as player understand what exactly his advantages are all 4 fighter weapons are viable.

ok here are some sample numbers not optimized in any particular way except I up’d the crit on Gauss. I could in-fact go further and with 2 more modules get close to a guaranteed Critical Hit for 12 seconds. Which is about 3 x primed shots.

 

8J97Zwc.jpg

 

Lets take CO-Joe as the average ceptor flying around to level up.

 

  • My charged shot does between 5,400 to 6,200 damage

  • Meaning that interceptor will pop in a single shot IF

  • shields are less than 70% and does not have EB fitted + I get my Crit

  • Since everyone double taps their sniper anyway it won’t matter

 

When weapon overcharge module is on cooldown (90sec) things get normal again and I’ll be doing 3k shots

 

Now - when flying sniper I’m not gonna bother priming my weapon against full health inties.

In-fact I ignore them totally unless if I see team mates actively trying to engage them in which case I wait until I see hulls

 

3k kinetic on hulls will pop that inty. Double charge just in-case i get my crit which is at 40% with the ship mod on; only 2 seconds which is about the same time it takes to get a lock-on.

 

The Assault Rail cannot do this. Definitely not at 6 - 7 kilometers away like the Gauss does. (optimal range can be extended further. Weapon stats is from phobos with limited passive slots)

  • My charged shot does between 5,400 to 6,200 damage

 

how is that even possible at 1200dmg per shot? 3600 dmg? ;\ plus you have projectile speed mods on your rails instead of dps… what for? they’re not a long range weapon to begin with… your stats are skewed. you’re talking crits… you should really leave crits out since you can mod rails for crits too… use base stats…

 

  • Meaning that interceptor will pop in a single shot IF

  • shields are less than 70% and does not have EB fitted.

 

use ehp instead…

 

When weapon overcharge module is on cooldown (90sec) things get normal again and I’ll be doing 3k shots

 

what overcharge? you mean on gunship? why are you mixing gunships into this?

 

3k kinetic on hulls will pop that inty. Double charge just in-case; only 2 seconds which is about the same time it takes to get a lock-on.

 

actually, its 3 secs for a charge… 1 sec starts after you fired your last shot.

 

The Assault Rail cannot do this. Definitely not at 6 - 7 kilometers away like the Gauss does. (optimal range can be extended further. Weapon stats is from phobos with limited passive slots)

 

you can extend any weapon in any stat… you should use the base stats… that’s why your math is skewed…

 

plus, have you ever tried tried fighting a railgun or singularity with a gauss? you die pretty quickly… on the other hand, when use a rail/sing, taking out gauss is a cakewalk…

 

u21BFSq.png

 

there’s the chart anyways. the values are percentages. the percentages above 100% are an artifact because of low spread and the fact you have a tendency to aim for the center of a ship and not the edges of the hitbox. technically, it will be max 100%.

 

spread along the top, ranges along the left-hand side. this is for a ship hitbox of 100m x 100m.

 

this doesn’t take into account projectile hitbox size. which will raise those percentages even further.

 

quite a bit actually. you can add at least another 1/3rd or 1/2 the chance, depending on the projectile hitbox size.

 

as you can see, the first few shots you fire on railgun (0.5 spread) at 3000m, is 85% chance to hit… closer to 100% with projectile hitbox size

 

basically, if you’re not firing full auto, or just beginning your strafe run, then spread will be low, and you can hit objects out to 4000m, no problem. then close the distance, and problem solved.

 

it’s only when you get in the higher spread does it matter, but by that time (3 secs) you will already have closed the distance, to where it doesn’t matter any more.

 

actually, some guns have a horizontal spread only, and no vertical… i think rails are random in a conical fashion, but not sure. if only horiz OR vertical, then percentages are higher. you’d have to strip out the vertical deviation.

yea … sorry for lack of disclaimer lol (i thought I posted that?)

 

numbers weren’t optimized for anything in particular (implants, mods) I don’t feel like spending credits shifting them around. projectile speed is from implant.

 

math assumed I get critical hit on the +50% crit damage implant on that charged shot

 

with weapon overdrive, cpu and ammo - crit chance is 90% ?

 

 

you should really leave crits out since you can mod rails for crits too… use base stats…

 

i know i know but it’s needed in my illustration because that’s what I bank on when using the charged Gauss - dat massive alpha strike. The Gunship has an active mod that adds 48% to crit chance hence why I’m using it here.

 

now all that on a single shot - just one attempt.

 

even if I applied crits to railguns it is still incomparable to what the Gauss is doing which is the one shot one kill sniper weapon (not really one shot but you know what I mean)

 

And because of this crit factor - raising DPS will make Gauss that much more powerful over Assault Rails.

Without crits it looks underpowered.

But what if you did raise Gauss dmg per shot by +30% ?

 

Add in the Crits … I’d say that’s an almost guaranteed One Shot One Kill

 

 

plus, have you ever tried tried fighting a railgun or singularity with a gauss? you die pretty quickly… on the other hand, when use a rail/sing, taking out gauss is a cakewalk…

 

Which is why I like the new weapons … you get these sort of This or That decisions… In any case - Gauss is really only efficient as anti-interceptor. versus other fighters - I’d pick my Assrails anytime.

how is that even possible at 1200dmg per shot? 3600 dmg? ;\ plus you have projectile speed mods on your rails instead of dps… what for? they’re not a long range weapon to begin with… your stats are skewed. you’re talking crits… you should really leave crits out since you can mod rails for crits too… use base stats…

 

 

use ehp instead…

 

 

what overcharge? you mean on gunship? why are you mixing gunships into this?

 

 

actually, its 3 secs for a charge… 1 sec starts after you fired your last shot.

 

 

you can extend any weapon in any stat… you should use the base stats… that’s why your math is skewed…

 

plus, have you ever tried tried fighting a railgun or singularity with a gauss? you die pretty quickly… on the other hand, when use a rail/sing, taking out gauss is a cakewalk…

 

u21BFSq.png

 

there’s the chart anyways. the values are percentages. the percentages above 100% are an artifact because of low spread and the fact you have a tendency to aim for the center of a ship and not the edges of the hitbox. technically, it will be max 100%.

 

spread along the top, ranges along the left-hand side. this is for a ship hitbox of 100m x 100m.

 

this doesn’t take into account projectile hitbox size. which will raise those percentages even further.

 

quite a bit actually. you can add at least another 1/3rd or 1/2 the chance, depending on the projectile hitbox size.

 

as you can see, the first few shots you fire on railgun (0.5 spread) at 3000m, is 85% chance to hit… closer to 100% with projectile hitbox size

 

it’s only when you get in the higher spread does it matter, but by that time (3 secs) you will already have closed the distance, to where it doesn’t matter any more.

 

actually, some guns have a horizontal spread only, and no vertical… i think rails are random in a conical fashion, but not sure. if only horiz OR vertical, then percentages are higher. you’d have to strip out the vertical deviation.

again, you just ignored 2/3 of the mechanics in the game that are tied up with weapons, and how you build your ship +implants around

 

And why in the world would you dogfight vs singularities while you have a gauss, you have 2-3x range advantage thats the whole point of keeping your distance and knowing where you have to be. Because of native projectile speed, no spread, hight alfa dmg on projectile (plus 3x charge) and range you can outfit gauss for longer range and crits and you do not need as much tanking passives due to the nature of your role with gauss. While having for example assault rail you need more tanking due to the range, you have to significantly reduce spread to constantly keep hitting a target with all projectiles, you can not have as long range as gauss and such, same story for singularity you have to be very up close to reliably hit them if you build for crits, you have to compensate with tanking passives for that as well.

:smoke:  /\ Holy walls of text /\

 

  • and those relative assumptions varies again when you apply other factors including coordinated firing between multiple shooters. Some guns have a team aspect to it while on others it’s inapplicable etc. (Singularity for eg. is most definitely a team gun while Gauss … not so much outside of damage+killshot 2 man combo)

what? just balance the guns, lol :slight_smile:

The variety is a good thing. If you want to fly solo, you can choose something fast, with med-long range, accurate and low-mid dps. If you care to support a team in a skirmish, you can use something that’s very short range, innacurate, but mid-high dps. It’s already “balanced” and you have choice.

 

-Lib

But what if you did raise Gauss dmg per shot by +30% ?

 

Add in the Crits … I’d say that’s an almost guaranteed One Shot One Kill

 

that’s why i said raise its DPS but reduce charges to 2. you’ll get almost the same alpha, but more DPS overall.

 

which you need to stand a chance vs other guns. otherwise, you’re a sitting duck.

 

plus, with the crits, you can do the same on rails. it won’t be the first shot, but after 3 seconds, the rails will out-dps you EASILY.

 

and you def won’t kill another fighter with 15-25k ehp by that point…

 

and if you don’t you’re basically dead 3 seconds after that, since a rail will do 12k, 24k with crits. but you’ll only do 8500, 17k with crits… in 6 seconds…

 

(if you want to use your own stats, that’s fine just remember whatever dps you put on your gauss, rails will get WAY more)

 

you’re like 5k HP short or 33%+ in that department.

 

again, you just ignored 2/3 of the mechanics in the game that are tied up with weapons, and how you build your ship +implants around

 

you can build them both the same.

 

And why in the world would you dogfight vs singularities while you have a gauss, you have 2-3x range advantage

 

no you don’t… you only think you do, and then you get ecm’d from 3.5km… or an enemy comes around a rock, or a tackler uncloaks next to you with a singularity…

 

i think it’s YOU who is ignoring 2/3 of the game mechanics… :\

 

assuming enemies won’t even attempt to close 1-2km distance on you to get the advantage…?? i don’t even…

 

nevermind if they have an engineer with them… you won’t even be able to get through their heals… because of what? the DPS…

 

 

While having for example assault rail you need more tanking due to the range, you have to significantly reduce spread to constantly keep hitting a target with all projectiles, you can not have as long range as gauss and such, same story for singularity you have to be very up close to reliably hit them if you build for crits, you have to compensate with tanking passives for that as well.

 

right, and by raising your tank and range, you’re basically gimping your EHP, making it even easier for the rails/singularity to kill you…

 

at the same time it’s harder for you to alpha targets that tank for higher EHP…

 

well done. as i said… these things work both ways.

you can build them both the same. :facepalm:

 

 

no you don’t… you only think you do, and then you get ecm’d from 3.5km… or an enemy comes around a rock, or a tackler uncloaks next to you with a singularity… :facepalm:

 

 

i think it’s YOU who is ignoring 2/3 of the game mechanics… :\ :facepalm:

 

 

assuming enemies won’t even attempt to close 1-2km distance on you to get the advantage…?? i don’t even… :facepalm:

 

 

nevermind if they have an engineer with them… you won’t even be able to get through their heals… because of what? the DPS… :facepalm:

The variety is a good thing. If you want to fly solo, you can choose something fast, with med-long range, accurate and low-mid dps. If you care to support a team in a skirmish, you can use something that’s very short range, innacurate, but mid-high dps. It’s already “balanced” and you have choice.

 

-Lib

erm … not exactly my points. i’ll give an example:

 

this was back on the old weapon system

 

I fly regularly with another corp mate. both on T2 inties while learning the game.

 

I’d fly Swift using EM Lazors

Gruff flies ECM using RFR

 

Interceptors are strong down that tier and frigates manned by nub pilots dont last long so we normally play bodyguard.

 

Between the 2 of us, any interceptor we target will die the moment Gruff gets a lock on and is in range of RFR.

 

I’d ping and take out shields without lock on at range. Gruff locks on, gets into optimal range and fires off 2 - 3 shots. Interceptor dies. Rarely takes more than a few seconds. Same MO against fighters but both of us will add in missiles into the sequence.

 

Now RFR is undisputedly the OP gun on inty back then.

EM Lazor? Not so much. In-fact it’s underpowered when you consider it in isolation and exclude the ‘team aspect’

 

Using 2 x RFR or 2 x Lasers will not beat our Time To Kill.

Who liked the old damage-changers?

F.Uuuuu

 

  • i’ve gone past it. lemme grieve.

ie: you build crits, you get 2600dps out of it on a gauss. someone else builds crits they get 5000dps+.

 

4 seconds to do ~16k ehp at 2600dps crit gauss. (7200 in the first shot, leaving 8800. 8800/2600dps*0.9 crits is 3.75 seconds) you also tap with gauss, which reduces your actual fire rate.

 

assuming you hit the first shot, otherwise 6 seconds.

 

of course, it will never be 4 or 6 seconds due to accuracy (you won’t hit 100%). technically 7-10 seconds.

 

2.2 seconds to do 16k ehp at 5000 dps sing/rails.

 

that’s 1.8 seconds, assuming conditions are perfect: you have the enemy at range, you hit the first shot, and the next 4-5 shots (or 2-3 with charge), they don’t have an engineer, or attempt to close the distance, they dont tackle/ecm you, cloak/camo on you, etc…etc…

 

1.8-3.8 seconds is enough to close the distance by just diving at them in random patterns :\

 

and you don’t even have to shoot during that time… if you do… plus the 2.2 seconds as mentioned above, it’s an EASY kill.

 

furthermore, given all conditions and a 7-10 second window: they have 4.8-7.8 seconds… more than half or 3/4 of the time… as i mentioned before, 3 seconds is enough to close that distance, and if you maneuver around, making yourself harder to hit, you reduce their hit rate for that duration. especially with the lag today :\

 

the only way i can see you alpha down a fighter is by using 3 gauss ships (accounting for crit rate, accuracy hit rate, lag, etc)… but who is going to commit 3 ships to gauss? you leave yourself vulnerable in every other way… and if you commit only 2, you leave yourself open to a rush… in fact doesn’t matter how many, the enemy can still drop to within 3km of you with recons, warp gates, cloaks, etc…

 

several factors also: gunships have combat reboot and engine overcharge, tacklers have cloak and tackle skills, command has buffs + phase shield.

 

even inties: coverts have camo and speedtank, ecm are just broken, recon can cloak/warp on top of you.

 

in effect they can all close the distance or survive an alpha strike.

 

and you say that gauss are only useful on assault due to crits? hence situational, like i said? oh wait, but they’re not even good for that as i just proved. :\ plus i’ve used them on assault with 60% crit rate, and crit damage implants.

 

also, the bonuses on assault are only for a limited duration, you miss your chance, enemy dodges, then closes distance, you’re left there with your pants down.

 

btw, the math isn’t an attempt to prove something theoretically… it’s in practice… i’m just trying to quantify the measurements in some way, to match what i see in reality.

 

don’t ask me to type up any more, because i just won’t…

 

gauss, singularity, broken in their current states.

basically, gunship mods are for 1/4 duration of their cooldown…

 

so you’re only doing as much dps as the other members of your team for 1/4 of the time…

 

hence you’re only doing 62.5% DPS that other fighters do overall (assuming theyre not gunship), 50% if theyre gunship as well.

 

hence you’re a pretty useless player, considering there are much easier ways to kill inties like torps, slowing field, engineers and inhib, even singularity with 1500+m/s to name a few.

 

did you see my post with the quadra-em-torp kill? yea, that wouldn’t be the first. i usually pop 1 or 2, sometimes 3 with every torp… torps are broken too :\ that was just the funniest one to date. beginning of a match, buncha dudes huddles around the bomb, i let loose a torp and boom… 4 popped instantly :\ the whole screen lit up like fireworks. game won… because of a single torp… so hilarious. (broken more like it)

 

this is the problem when weapons dont do damage based on target type. some weapons will inevitably be OP vs another unit type. ie: AOE weapons should do less damage to smaller targets. or less damage per target the more targets they hit. preferably the first.

So, are you tired of feeding the obvious troll yet guys? He’s baiting you like those T4 guys bate the T3 newbies. And you’re taking it every time even though he simply refuses to accept the fact that numbers mean little when you can’t hit the target.

To be honest, he doesn’t look smart enough to be a troll, he is more of a self-delusional person to an extend of fanaticism of righteousness in his own theory-crafting.  

hence you’re only doing 62.5% DPS that other fighters do overall (assuming theyre not gunship), 50% if theyre gunship as well.

 

hence you’re a pretty useless player, considering there are much easier ways to kill inties like torps, slowing field, engineers and inhib, even singularity with 1500+m/s to name a few.

:facepalm:

i wish there was a system in place that would count how many face palms certain individuals received, kinda like upvotes, that would be great :)))

Facepalm button with infamous Picard image would be quite funny.

A few days ago he started making good points for a start.  I think the spreadsheets went to his head.  In battle, details matter more than math.