Commando Archive
Thread: Running the numbers on the new AT-ST and rocket launchers...
Base damage of the rocket launchers (using faulty grenades, who knows how that's effecting # of charges or damage yet) is assumed to be the #s popo gave us:
1171-3325.
Now, AT-STs are getting a vulnerability to Blast. Which means that blast damage will completely negate the armor, doing damage as if it was AR 0.
AR damage boosts, as we know, are 25% per AR level difference. So:
1171 x 1.25 x 1.25 x 1.25 = 2287.
3325 x 1.25 x 1.25 x 1.25 = 6494.
That means that we'll be doing 2287 - 6494 per hit with the rocket launcher. That means that, in essence, if we hit the same pool 3 times for max damage (improbable), we could 3-shot an AT-ST.
Heh.
Hehh..
Hhehhhh.
EHEHEHEHEHEHEHEH.
SteveFett wrote:
That means that we'll be doing 2287 - 6494 per hit with the rocket launcher. That means that, in essence, if we hit the same pool 3 times for max damage (improbable), we could 3-shot an AT-ST.
I hope we will need a little longer, AT-ST should be tough to kill; like you will need 3 (mayby more) commandos to destroy it. If we really could solo it (with much luck) the dev would nerf us back.
All our new weapons on tc look nice, the dmg-output will be high but im afraid of other prof. starting to whine in forums (can you imagine what happend if you kill a BH with 2-3 shots?
)
Want a real good laugh?
imagine getting a damage slice on one of those, for 35%.
3325 x 1.35 x 1.25 x 1.25 x 1.25 = 8767 each shot.
*DROOOOL*
Good thing someone can do math.... You've got the wrong idea totally.
Average hit of a rocket laucher against AR 0 is 1171-3325. Against ap3 this number drops to its regullay damage, not the damage x1.96 for having 3 points higher ap than what your shooting. This drops the base hit down to 585-1696. This further gets modified by the at-st's 70% blast resistance. So your average new and improved rocket launcher (with crap grenades) will hit for a grand total of
176-508 damage
So if your really lucky and you get 36 commando's together, you all hit for max dmg and all hit the same ham, you have a dead at-st. Woot!
oops ignore my last post lol, sorry i should read things through hehe. A vurnerbility to blast? Now thats worth talking about. ![]()
Stupid edit button <mutters>
How would it calculate if a LP which also does blast damge where to hit the ATST for 2500ish in the combat window?
Next question,what would that calculate tobe if the ATST was knocked down when it was hit for 2500 in the combat window?
Bobby: If you're seeing 2500 dmg from a launcher against an AT-ST in the combat chat, then it will do 2500 damage to the AT-ST. Launcher pistol is AR 0, and the AT-ST will have 0% resist and AR to blast. So, youll be doing "direct damage." Im almost positive that AT-STs are immune to KD, but if you somehow happen to knockdown an at-st, you would do 2500 x 1.75 = 4375 damage.
Might I ask, with what special move are you seeing 2500 damage using launcher pistol?
If someone uses a rocket launcher against a human player, that person just spent 2,000 or so cr for that 1 shot. Id say its an even tradeoff.
I've knocked down an ATST twice, so I know its possiblebut that was out of about 15-20 tries. I died a lot testing that out.....heh. But therewas just enough time to get off a shot before it got up and killed me.
You also need to take into consideration the time it takes to fire said launcher...
Not to mention the resources needed to make a launcher. On my server the Rainbow Gems are non-existant and thus no launchers can be made at this time. Buying the Faction launcher is a possibility however will be lower damage than player made for sure.
There is balance here...called resources and finding a master weaponssmith even willing to make these hard to assemble items.
Weaponsmiths could make them IF they could charge a price accordingly, however at 28 shots, charging more than 15 K a launcher will make most commandos unwilling to invest in such a weapon.
Most ppl in a guild may have a weaponssmith who will willingly make a few, however selling them to the public will be close to non existant, plus the fact they added on the Vendor fees too.
Basically it may fall on the commandos to get a2nd account just for weaponsmithing to make their own weapons in some cases.