Author Topic: Quick Rreference for Rebuilding Components with a Spanner  (Read 15818 times)

Offline Mattilald Anguisad

  • Community Ambassador
  • Salutes: 12
    • [GwTh]
    • 12 
    • 45
    • 30 
    • View Profile
Quick Rreference for Rebuilding Components with a Spanner
« on: March 26, 2014, 10:25:40 am »
I have made a reference list. Spent some time in practice mode/sandbox. I have only counted spanner hits becouse it's the most eficcient tool for rebuilding components, and it's the tool you want to use for doing so (wrench requires 5 hits for every 4 hits with a spanner, while mallet requires 5 hits for every 2 hits with spanner).

Pyra Armor: 9 Buffed Armor: 10
Galeon Armor: 10 Buffed Armor: 12
Junker Armor: 9 Buffed Armor: 11
Squid Armor: 4 Buffed Armor: 5
Goldfish Armor: 6 Buffed Armor: 7
Mobula Armor: 8 Buffed Armor: 10
Spire Armor: 6 Buffed Armor: 7

If the ship's armor was buffed when it was destroyed it takes longer to rebuild, it's mostly intentional that way - rebuild time is tied to maximum armor value.

Universal components:
Light Gun: 9
Heavy gun: 15
Turning engine: 8
Main engine: 12
Baloon: 10

If spanner takes 1 second between hits (if you clikc, instead of olding - holding the mouse currently takes longer as the animation cycle is longer when you hold the mouse button to repair/rebuild or buff), you can now imagine how long it takes to rebuild stuff. If you loose baloon you want to be at leat 170M above ground to avoid impact damage (exact speed ships drop isn't known, but it's known ships chainge height with 16.97-17.01m/s with full baloon (pyra has the lowest and galeon apparently the highers, but both have horrible vertical acceleration when they have baloon).

Offline Schwerbelastung

  • Muse Games
  • Salutes: 15
    • [Muse]
    • 45 
    • 41
    • 34 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #1 on: March 26, 2014, 10:44:05 am »
Thanks for the list. It is good to get used to how long it takes to rebuild stuff. Side note: even when rebuilding components with a spanner, sometimes it is smart to leave the component not completely rebuilt if a) another component like hull or balloon needs immediate attention or b) you are expecting the component to be destroyed again quickly (incoming hwacha barrage for example).

Offline Erheller

  • Member
  • Salutes: 9
    • [Duck]
    • 13 
    • 24
    • 14 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #2 on: March 26, 2014, 03:20:40 pm »
awkm made a table like this in the Post Release 1.3.3 Balance Testing thread in the Dev App forum, albeit without the buff values. Not sure if I'm allowed to link the google doc itself.

Thanks for the list, though. It's a little strange that a buffed mobula hull would take the same number of spanner hits to rebuild as a buffed pyra hull - that's probably just due to rounding, though.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #3 on: March 26, 2014, 03:51:18 pm »
I'm sure a spanner hit takes 0.75 seconds, not 1 second.

Offline macmacnick

  • Community Ambassador
  • Salutes: 121
    • [Clan]
    • 16 
    • 35
    • 19 
    • View Profile
    • Steam Profile: Macmacnick
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #4 on: March 26, 2014, 07:47:14 pm »
Vertical acceleration would mean that the height can be lower, due to the fact that the speeds cited are actually the top speed of ships on the vertical axis.

Offline Mattilald Anguisad

  • Community Ambassador
  • Salutes: 12
    • [GwTh]
    • 12 
    • 45
    • 30 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #5 on: March 26, 2014, 08:00:26 pm »
I'd have needed to record that session to be able to calculate accurately how much time there is between each hit. 1 second was a rough guess tbh, I was rewritting part of the noew and it seems that I've mistakenly dropped the inclusion of the clear statement that it's a rought guess how long it takes between spanner hits. This and sever gramatic mistakes were made that I'd like to fix.

I think I've made thers notes before 1.3.3 came out, but I've posted them only now that there was talk about buffed armor repair times in dev app subforum.

@macmacnick: you also have to remember that having baloon will not actualy stop your descent, by the time you stopp your downward momentum you'll probably loose the forementioned 170m (I have taken into the account both+ reaction time between baloon being poped and it started being rebuilt) - and while you'll might not drop entirely to the ground you still want a bit of clearing.

Offline macmacnick

  • Community Ambassador
  • Salutes: 121
    • [Clan]
    • 16 
    • 35
    • 19 
    • View Profile
    • Steam Profile: Macmacnick
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #6 on: March 26, 2014, 08:07:57 pm »
Still, you would accelerate towards the ground when the balloon is down, and not immediately fall at top speed.


Offline Schwerbelastung

  • Muse Games
  • Salutes: 15
    • [Muse]
    • 45 
    • 41
    • 34 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #7 on: March 27, 2014, 01:57:26 am »
Just checked my video on rebuilding buffed hulls, and in the video I can rebuild the buffed galleon hull with 31 mallet hits which takes me roughly 21-24 seconds, suggesting that the time between effective hits is roughly 0,7-0,8 seconds in the video.

Offline Mattilald Anguisad

  • Community Ambassador
  • Salutes: 12
    • [GwTh]
    • 12 
    • 45
    • 30 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #8 on: March 27, 2014, 09:13:42 am »
It should have been no more than 30 hits with a mallet, according to my math (12hits*5repair power = 60 repair power; 60repair power/2repair power = 30 hits - where spanner is 5 repair power and mallet is 2). Still the results would suggest it is approximate speed N-Sunderland suggested.

That would reduce heigh clearence when baloon poped from about 170m to about 100m (very few ships accelerate to max vertical speed in 7.5 seconds it takes 1 engineer to rebuild baloon) - to keep im mind that if engineer wasn't camping baloon when it was destroyed, you will loose more height.

Offline Schwerbelastung

  • Muse Games
  • Salutes: 15
    • [Muse]
    • 45 
    • 41
    • 34 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #9 on: March 27, 2014, 10:11:48 am »
It should have been no more than 30 hits with a mallet, according to my math (12hits*5repair power = 60 repair power; 60repair power/2repair power = 30 hits - where spanner is 5 repair power and mallet is 2).

While that may be true according to the math, my own empirical evidence suggests otherwise: https://www.youtube.com/watch?v=aG3LIaOo_8Y&feature=youtu.be

Not sure if lag or something else is to blame, but I did try to count the mallet hits for a 2nd time and I do believe there are 31.

Offline redria

  • Member
  • Salutes: 136
    • [OVW]
    • 16 
    • 31
    • 45 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #10 on: March 27, 2014, 10:33:10 am »
You hit the hull 31 times maybe. But you only "hit" the hull 30 times.
Go back and rewatch the video. Don't watch your mallet. Watch the rebuild of the hull. Whenever you are rebuilding something, oftentimes there are 1 or 2 hits that are lost. I think there is a cooldown on rebuild hits that is normally shorter than the animation, and every once in a while you manage to time your click just so with the animation to sneak a hit in before the cooldown period has ended.
The hull health only ticked up 30 times.

Offline Schwerbelastung

  • Muse Games
  • Salutes: 15
    • [Muse]
    • 45 
    • 41
    • 34 
    • View Profile
Re: Quick Rreference for Rebuilding Components with a Spanner
« Reply #11 on: March 27, 2014, 02:17:51 pm »
You hit the hull 31 times maybe. But you only "hit" the hull 30 times.
Go back and rewatch the video. Don't watch your mallet. Watch the rebuild of the hull. Whenever you are rebuilding something, oftentimes there are 1 or 2 hits that are lost. I think there is a cooldown on rebuild hits that is normally shorter than the animation, and every once in a while you manage to time your click just so with the animation to sneak a hit in before the cooldown period has ended.
The hull health only ticked up 30 times.

Sounds strange, yet makes sense. Maybe it is a lag issue, though? Sometimes I shoot so called ghost projectiles during lag spikes - the sound and the animation play, yet nothing leaves the barrel.