Author Topic: Lumberjack / Typhoon Arming Distances  (Read 21148 times)

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Lumberjack / Typhoon Arming Distances
« on: May 20, 2013, 10:46:40 pm »
Just going to put these down...I felt like doing some math.



Lumberjack Arming Time-distance-meters/second: .8 seconds :: 220m :: 275m/s
Typhoon Arming Time-distance-meters/second: 1 seconds :: 240m :: 240m/s

Rounds

Lesmok
Lumberjack: 352m min distance (440m/s)
Typhoon: 384m min distance (384m/s)

Regular/Burst/Charged
Lumberjack: 220m min distance
Typhoon: 240m min distance

Greased/Lochnagar
Lumberjack: 176m min distance (220m/s)
Typhoon: 198m min distance (198m/s)

Heavy Clip
Lumberjack: 165m min distance (206.25m/s)
Typhoon: 180m min distance (180m/s)

Heatsink
Lumberjack: 154m min distance (192.5m/s)
Typhoon:  168m min distance (168m/s)

Incendiary
Lumberjack:  110m min distance (137.5m/s)
Typhoon: 120m min distance (120m/s)
« Last Edit: May 20, 2013, 11:02:12 pm by Letus »

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #1 on: May 20, 2013, 10:50:49 pm »
Time to redo your math!

Lumberjack
- Decreased Arming time (0.8s from 1.2s)
- Increased Muzzle Speed (275m/s from 250m/s)

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #2 on: May 20, 2013, 10:53:59 pm »
Time to redo your math!

Lumberjack
- Decreased Arming time (0.8s from 1.2s)
- Increased Muzzle Speed (275m/s from 250m/s)

I knew something like that happened.

I just couldn't find where.

'cept it says in the game, 1.2 seconds and 300 meters, and that's what I was going with.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #3 on: May 20, 2013, 10:55:55 pm »
Time to redo your math!

Lumberjack
- Decreased Arming time (0.8s from 1.2s)
- Increased Muzzle Speed (275m/s from 250m/s)

I knew something like that happened.

I just couldn't find where.

'cept it says in the game, 1.2 seconds and 300 meters, and that's what I was going with.

We all know that the game itself isn't to be trusted :D

Offline Ofiach

  • Member
  • Salutes: 25
    • [FALC]
    • 5
    • 10 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #4 on: May 20, 2013, 10:57:59 pm »
"Damn the tooltips! Full speed ahead!"

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #5 on: May 20, 2013, 11:01:57 pm »
Time to redo your math!

Lumberjack
- Decreased Arming time (0.8s from 1.2s)
- Increased Muzzle Speed (275m/s from 250m/s)

I knew something like that happened.

I just couldn't find where.

'cept it says in the game, 1.2 seconds and 300 meters, and that's what I was going with.

We all know that the game itself isn't to be trusted :D


Well, now I have to redo some numbers in my guide!

Weiiird numbers they became.

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #6 on: May 20, 2013, 11:32:26 pm »
Thanks Letus, awesome stuff.

Offline Mattilald Anguisad

  • Community Ambassador
  • Salutes: 12
    • [GwTh]
    • 12 
    • 45
    • 30 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #7 on: May 21, 2013, 08:02:57 am »
Hmmm I think Typhoon needs more lovin. Sorter arming time and larger speed at leas in comparison to LJ.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #8 on: May 21, 2013, 11:32:00 am »
Hmmm I think Typhoon needs more lovin. Sorter arming time and larger speed at leas in comparison to LJ.

I'd say making the same arming time would be a good start. Not sure why they are different given the Flak's current damage output.

Offline Watchmaker

  • Muse Games
  • Salutes: 55
    • [Muse]
    • 28 
    • 26
    • 17 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #9 on: May 21, 2013, 11:43:49 am »
No comment on balance, I just wanted to mention that the heavy flak is named the Typhon, not the Typhoon.

Offline Moriarty

  • Member
  • Salutes: 18
    • [Duck]
    • 27 
    • 31
    • 12 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #10 on: May 21, 2013, 02:20:39 pm »
interesting! then again in its current form maybe Typhoon would be more apt

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #11 on: May 21, 2013, 03:55:08 pm »
No comment on balance, I just wanted to mention that the heavy flak is named the Typhon, not the Typhoon.

I pronounce it Typhoon D<
'cause if used correctly, that gun is concentrated death....just like a Typhoon would be in this world!

...
fine I'll fix that.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #12 on: May 21, 2013, 03:55:52 pm »
They don't want to admit they forgot the extra "o."

Offline Letus

  • Member
  • Salutes: 34
    • [SAC]
    • 45 
    • 45
    • 33 
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #13 on: May 21, 2013, 03:57:53 pm »
They don't want to admit they forgot the extra "o."

At least either way, it's a deadly thing
One being a mythical creature, the other being a tropical storm in the Pacific Ocean.

Offline NikolaiLev

  • Member
  • Salutes: 4
    • [Fur]
    • 2
    • View Profile
Re: Lumberjack / Typhoon Arming Distances
« Reply #14 on: May 21, 2013, 05:34:49 pm »
I don't think the Typhon needs much.  It's incredibly powerful even inside its minimum range, at least on a Galleon or Spire.  It's pretty much useless on a Goldfish, simply because they nerfed Explosive (.3 from .5) so it can't deal with Armor very well.

Something we could do is increase the minimum range to 350m or so, and then make the arming time a linear dropoff in damage; its hard minimum range is 150m where it deals half its damage.  Then, the closer you get to 350m the more AoE damage it does, until it deals full damage at 350m.  This would make it less of a binary thing, as much as it wouldn't make realism sense at all.

We could also shift damage from its AoE to its Direct damage.