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caralimon wrote:
Let's say we have 5 TanBuster against a Hammer Tank, or five if you will, coming at them. 5 TBusters need two rounds to kill one of the Hammers (60x5 = 300 x2 rounds = 600 >550), so in 1.5 secs one hammer is scrap metal since it gets in range of TBusters fire.
Now, 5 Javelins have a Hammer or five coming at them, they need 5 rounds to kill one Hammer (25x5 = 125 x 5 rounds = 625 >550), so it takes them 2.66 secs to kill a hammer since it gets in their range of fire, 1.16 secs longer than TBusters, nearly double their time. Granted, no damage is lost since 3 javelins (25x3 = 75) fire at another Hammer in the fifth round.
What's the Javelins' problem here? Well, in those 1.16 additional seconds, they may very well get run over by the hammer/s, so they might not even be able to shoot that fifth round and not kill one darn hammer. Meanwhile, TBusters kill a hammer in those 1.5 secs and then hide in their spider holes before they get run over by other hammers. What more do you need man?
Besides, your example is an interested one due to the tank you chose, because if we talk about Guardian Tanks for example, that have 480 health, a TBuster needs 8 shots to kill one of them, and no damage is lost, while a Javelin Soldier needs 20 shots to kill it and 20 worth of damage is lost.
Lol, we can try to pick the numbers and the situations all day long to suit our argument but it really won't get us anywhere.
Besides, it is much easier to calibrate the damage done by Javelin, as most of the tanks' HP are multiples of 25 (all except 3 I think, they are mostly X50 or X00), as opposed to only a few tanks for Tankbuster. In real game situations, where we don't have these specific examples to suit our purposes, Javelin will have the better damage efficiency.
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caralimon wrote:
Yeah, but 1 or 2 extra seconds make a huge difference in a fast game like RA3, and 1 extra javelin = 300$ isn't negligible either.
The high damage per shot of TBusters is also extremely useful in garrison for example, a tank that dares to enter the range of fire of a building full of TBusters for just a frame (0.03 secs) is almost done for good, while garrisoned javelins will need a good pair of seconds more in range and line of sight to finish off that very same tank.
1 or 2 extra seconds when it's against 1 tank, but as the number of enemy tank increases, as I said before, the high damage per attack actually becomes a disadvantage. Since people mostly use quite a few tanks every time they attack, the difference in damage between Javelin and Tankbuster becomes much smaller for each tank destroyed. Take Hammer Tank for example, 550 HP, Tankbuster takes off 60 HP each attack, therefore, it needs 10 attacks = 600 HP to kill 1 Hammer Tank, 50 HP worth of damage is wasted, whereas Javelin, takes off 25 HP per attack, therefore, it needs exactly 22 attacks = 550 HP to kill 1 Hammer Tank, 0 HP worth of damage is wasted. So if it's 5 Hammer Tanks, Tankbuster will have wasted 250 HP worth of attack whereas Javelin wasted nothing. Moreover, the initial damage bonus no longer applies for any tank after the first one. Thus, in real game situations, where people usually use at least 4 or 5 tanks, the average difference in damage and time between Javelin and Tankbuster will be very small and in certain cases, Javelin might even do more damage faster.
evotech wrote:@ OP: TBs used rarely? lol, you muust be on ***
At every point in the game, empire has filled their army with TBs, making it nearly impossible to kill
I didn't say TB is used rarely, I said TB's ability is rarely used effectively. If you look at how effectively the ability is used, you would notice that it gives very minimal advantages. The ability only gives good advantages when you play against inexperienced players who don't know how to counter it. However, for experienced players, there are many counters, there's tank camping beside the holes, or in most cases, they just get slowly shot to death by pretty much any enemy units, only real advantage here is when you leave them to die so they can buy a bit of time while the other player is killing them.
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It's been 1-2 days, and the new results are in!
It's in the format of:
# of players Faction: average win-lose ratio
Before ( June 28 ):
Top 20:
6 Allied: 4.53
7 Soviet: 4.60
7 Empire: 3.56
Currently ( June 30 ):
Top 20:
8 Allied: 4.96
6 Soviet: 3.86
6 Empire: 3.49
As predicted, an increase in both the amount of players and ratio in the top 20 for Allied, a significant ratio decrease for Soviet and a small ratio decrease for Empire.
It's nice to see that some people actually understand what is going on. =)
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This should get sticked until EA fixes it.
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Lol, I got what I wanted out of this poll.
For the most part, it seems that only the majority of Allied players think that all factions are balanced. It says a lot about how balanced this game really is.
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caralimon wrote:
Nahilus wrote:
caralimon wrote:.......
Your stats are bullshit, as Javelins and Tankbusters deal nearly the same amount of damage. This is proven not only by the DPS stat but also by ingame testing, a Javelin will always kill a target a mere fraction of a second after a Tankbuster.
You sure, huh?  Well, here are some ingame testing, i can't record a movie for the moment but you can try them yourself:
4 Javelins against 1 Tengu ---> Tengu dead, 1 Javelin dead, another lighlty damaged.
4 TBusters against 1 Tengu ---> Tengu dead, no TBusters dead, 1 at roughly 25% health.
5 Javelins against 1 Sickle ---> Sickle dead, 1 Javelin dead, annother lightly damaged.
5 TBusters against 1 Sickle ---> Sickle dead, no TBuster dead, 1 at roughly 25% health.
Cost for cost against Sickle:
3 Javelins against 1 Sickle ---> Sickle dead, 2 Javelins dead, 1 at full health.
3 Tbusters against 1 Sickle ---> Sickle dead, 1 Tbuster dead, another with health at 50%.
Of Course, Flak Troopers take far more time and casualties to kill Sickles and Tengus, and their flak mines are worth nothing cos they have to close in while Sickles and Tengus can kite them and kill them as they come. And, again, all this at 100$ more than their more effective Allies and Empire counterparts  .
Now, keep saying Javelins and Tank Busters deal nearly the same amount of damage, when everybody knows Tbusters are quite a bit more effective at killing tanks, and not taking into account their very effective secondary ability.
You do make a valid case by including the initial damage factor, but the difference is still easily corrected by 1 or 2 extra seconds or with 1 extra Javelin. Also, the high damage per attack is a double edged sword, you maybe do a bit more damage initially, but you will also waste those damages when killing something, for example, having 10 HP left. Whereas Javelin can efficiently move on to the next target.
And if Tankbuster encounters Twinblade or Seawing:
5 Javelins against 1 Twinblade -> Win
5 Tankbusters against 1 Twinblade -> Lol
There's absolutely nothing the Tankbuster can do, other than hiding in its death hole, while Javelin can shoot them down. In high level games, Tankbuster's ability is rarely used effectively, so it really doesn't do Tankbuster any good.
Javelin's versatility makes it better (secondary owns structures), and it should cost the same as Flak, more than Tankbuster, whatever the cost may be.
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Dwelf wrote:guys the reason why allies is higher is becaus the top allied players are better then the top sov/empire players in general. its always been like that, the reason why top allied have always won all the important tournaments is because they are the better player.
Between Allied is OP or Allied players are just better, the latter is extremely unlikely in comparison to the former. In this case, we have hard calculated facts and stats against your biased testimonials. People should learn what biases are before trying to state nonsense as if it's the absolute truth.
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Anyone with further inputs?
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With the way the ladder is designed, as long you play more games than everyone else, even if your faction is UP, you will get your way up there. Unfortunately, this means that a player using an UP faction will need to put in more effort than everyone else to stay at the top. Therefore, let's take a look at the average win-lose ratio of these top players:
Top 10:
3 Allied: 5.32
4 Soviet: 4.62
3 Empire: 3.61
Top 20:
6 Allied: 4.53
7 Soviet: 4.60
7 Empire: 3.56
No matter which group or which week you look at, you should be able to at least see that since the ladder reset, Empire has consistently been the UP faction with 1.10. Between Soviet and Allied, I am not really sure. But now that we're in 1.11, where Allied was mostly buffed, Soviet mostly nerfed, and Empire having an even mixture of both, it is very likely that we will see the Soviet ratio dropping, Allied ratio rising, Empire ratio no idea.
The difference between Allied and Empire is HUGE.
Top 20: (As of June 30)
8 Allied: 4.96
6 Soviet: 3.86
6 Empire: 3.49
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And is actually better than Robotic Assembly.
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Don't forget that Shogun costs 10% more.
Does pre-upgraded Apollo get owned by MiG or Tengu?
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What I mean is, you just play whichever faction that is OP at the moment.
Learning a few different strategies to play another faction seems to be much more reliable and faster than hoping that EA will get it right the next time.
So instead of complaining, just play the faction you think is OP, there's hardly anything to lose.
But it seems that the majority of the community is reluctant to do so, anyone wanna give me their take on why?
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I find the new player to be better.
And hmm.. I didn't watch all of it, but is Black still in it? Didn't see him for the main event thing.
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Just like the Javelin vs. Flak Trooper discussion, where the real victim is Tankbuster, in this case, the real victim between Shogun and AC is Dreadnought. How come I don't see much Soviet players complaining about it? Maybe most of them already quit.
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The Shogun nerf's fine, but I think they overbuffed AC.
Anyone did any 1.11 comparison with Dreadnought? I remember someone mentioning that it actually has lower DPS than AC before 1.11...
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