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Tournament: 7 Deadly Ships! (Information)
Lueosi:
Ah that's pretty cool, thank you!
Solidusbucket:
--- Quote from: Lueosi on May 02, 2016, 12:51:44 pm ---Ah that's pretty cool, thank you!
--- End quote ---
it is very cool. I can imagine the spire week consisting of one spire taking mino, mecury, double flare for a lot of points and the other taking all flaks.
The combination possibilities to create double targeting, highscore tiers is amazing!
I can't wait to see the combinations that the teams come up with.
Jub Jub:
--- Quote from: Solidusbucket on May 02, 2016, 02:51:51 pm ---I can't wait to see the combinations that the teams come up with.
--- End quote ---
You and me both!
Fynx:
There might be a few things I don't understand entirely. In any case I have an observation regarding rules.
It's going to be a little bit complicated.
In every situation a single 4th tier gun in a relevant gun slot on every ship takes 1.5 (full point) which is equal to the 2th tier point penalty.
The 4th tier guns are flares and harpoons (except for goldfish).
It's understandable that if there were no points (penalty) for bringing those guns in relevant, but not necessary guns slots (i.e one upper gun on a mobula), pilots would bring those guns intentionally to decrease the overall ship point penalty.
On the other side usefulness of those guns in general isn't superior to the 3th tier guns, but the single 4th tier gun point penalty (full points) is greater than those of 3th tier guns.
Also, in some cases (i.e galleon, light side gun) using 4th tier guns rather than 3th tier guns (that "cost" less) severely damages the performance of the ship.
I understand it's intentional. Is there a reason for it, since gun tiers and relevant gun slots are listed for each ship specifically?
Jub Jub:
--- Quote from: Fynx on May 02, 2016, 05:50:06 pm ---There might be a few things I don't understand entirely. In any case I have an observation regarding rules.
It's going to be a little bit complicated.
In every situation a single 4th tier gun in a relevant gun slot on every ship takes 1.5 (full point) which is equal to the 2th tier point penalty.
The 4th tier guns are flares and harpoons (except for goldfish).
It's understandable that if there were no points (penalty) for bringing those guns in relevant, but not necessary guns slots (i.e one upper gun on a mobula), pilots would bring those guns intentionally to decrease the overall ship point penalty.
On the other side usefulness of those guns in general isn't superior to the 3th tier guns, but the single 4th tier gun point penalty (full points) is greater than those of 3th tier guns.
Also, in some cases (i.e galleon, light side gun) using 4th tier guns rather than 3th tier guns (that "cost" less) severely damages the performance of the ship.
I understand it's intentional. Is there a reason for it, since gun tiers and relevant gun slots are listed for each ship specifically?
--- End quote ---
Everything you said was correct Fynx. Tier 4 guns are valued at 1.5 (same as Tier 2) for the exact reason you gave an example for; "pilots would bring those guns intentionally to decrease the overall ship point penalty." On the other hand, we realize that certain ship builds are actually hindered by the use of Tier 4 guns, which is why "The organizers hold the right to decrease a ship’s tier if it is deemed necessary." (Forum post, Scoring and Points, 1st paragraph, last sentence). The Galleon you gave as an example is a perfect candidate for why this stipulation was put in place. There's no way we can get the math to work just perfectly for every crazy ship build people can think of. So, to deter people from purposefully 'gaming' the system (such as placing a flare on the tops of a Mobula to decrease the ship's tier and give it more points, while otherwise being fully functional) tier 4 guns were valued the same as tier 2. It is an intentional way for us to simply close an otherwise mathematical loop hole with how ships would be tiered.
If that didn't fully answer you, please let me know.
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