-
The DMG on paper I mentioned withOUT plasma arc, consistently CovOps do much better without it.
-
Most of the time “good” builds imply that you have fairly equal resistance level for all dmg types (otside of anti thermal focus awhile back) meaning that all guns are in equal position, where dmg type is ignored and it comes down to aiming, spread, projectile speed and so forth.
-
The weapon range is very subjective and heavily dependable on various of factors, but what is common is that you can not maintain perfect positioning and cover and advance in the same time, and that comes to the point on how enemy forces you to move, and availability of opportunities to make you move (like Beacon Hunt vs Capture The Beacon)
-
Hitting Frigates with 8 out 10 Unguided is a no sweat (with acceptable ping), even 6-7 out of 10 vs Fighters is not that hard to achieve.
At some point Fighetrs, outside of high lvl squads, became food for interceptors, that is why we had so many balances for Fighter weapons and nerfs to interceptors.
And that is why we have game logs, not devs statistics but actual logs (Damn Snib, with his tool it was much easier), I went trough xxxx tons of logs and from Ace time zone where interceptors were uncontested carries, and from Ru Sec Con, my logs and of some others, the figures were ridiculous.
basicly you say what i said, can agree on most points. (yeah i know about the tool part. still looking forward to release an open source python lib for this, push me i am lazy)
still keep in mind, if you are contested to a dogfight inbetween, every missile you lack will be hard to replace, and you will not have 80% in a ceptor fight if the other ceptor knows what he is doing.
weapon range is not subjective, and omni tanks are a good basic representation yes, but that even cries more for simulation instead of analysis. and believe me, even the most number crunching guys i saw until now in both communities, are far from “god-level” in doing it, because most of it are pretty simple tables still. there are almost no tools which do proper simulations, which is basicly included in every fitting tool for other games with similar number-play, because you need it, math stuff reasons. and i think both communities have produced quite some nice tools over time already, i like to be more the optimist in this. Proper tools should be done in a lasting and open way, so they stay maintained.
since damage over time happens in small time intervals, simple overall calculations are always false. simulating a specific formula over small periods of t is always different from the absolute formula over big t’s. coz science.
and even collecting massive amounts of data atm. can be false positive, since it depends on just too many other factors.
In fact even if you have all the data it still depends on your interpretation of it.
And not just the game evolves, but pilots actually also progress, and sometimes the uber skill of an old player is more a matter of subjective respect, and will not hold forever in actual facts. just because i kicked a$$ in CO a year ago, doesn’t mean, i am still the king of the hill, if others learned how to kill me over time. There is a point, where skill only improves very very slowly.
All in all, the paper can indicate things in vitro, that are not in vivo
still, you should not see yourself as a visitor in these forums, with your activity, nor always downplay the english community so much, since you are downplaying yourself. you are part of us and have influenced it in your pencil-disappearing-trick-styles. Don’t worry, one day a batcat will rise against your evil plots and posts, and your smile rouge.
those people back then are not the same as today, anyway. Some trolls I even miss.
anyway nuf said. i find the patch was okay, the ion nerf maybe was a tidbit too much, but it needs time to adapt to everything. It was a lot at once, and I finally also settled on accepting that fake RF blaster. makes plasma fun to play, but RF is still the wolverines tool.
lets see if the frigballs commence.