Has anyone made DPS/TTK charts for players/structures?

baphometsayshibaphometsayshi Join Date: 2011-06-20 Member: 105543Members
I know the information is spread all over the wiki but it would be nice to see it all in one location. I think such a chart would help answer situational questions as to which structure would be better to attack first in a room and the results of 1v1 standoffs with/without damage/fire rate boosting abilities etc. Has anyone attempted creating such a chart or perhaps video documentation? Just curious before I start crunching numbers.

Comments

  • PureHostilityPureHostility Join Date: 2012-11-06 Member: 167579Members
    <!--quoteo(post=2022208:date=Nov 13 2012, 06:49 PM:name=baphometsayshi)--><div class='quotetop'>QUOTE (baphometsayshi @ Nov 13 2012, 06:49 PM) <a href="index.php?act=findpost&pid=2022208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know the information is spread all over the wiki but it would be nice to see it all in one location. I think such a chart would help answer situational questions as to which structure would be better to attack first in a room and the results of 1v1 standoffs with/without damage/fire rate boosting abilities etc. Has anyone attempted creating such a chart or perhaps video documentation? Just curious before I start crunching numbers.<!--QuoteEnd--></div><!--QuoteEEnd-->




    Well, I've done some raw caluclations, it seems that the fastest buildings that go down are observatories, but it's obvious if you want to force a beacon you leave it on.

    On the other hand, the buildings that seem to go fast enough to be worth it (beside sentries, it's a waste of resources just to place them) are Infantry Portals and Arms Lab.

    IP and armslab seems to go down at the same exact time.
    A lone skulk can bite down one of it in less than 30 seconds.

    Armslab are an excellent target for that, they go very fast, they cripple marine team VERY HEAVILY !!!
    I really wish more people would go for it first...
    It would really help if you know you can somehow damage their base and deal with incoming defense... but no... most people just rush that powernode and die 30 seconds later leaving it at about 50% .


    Also Armslab costs 20 tres, it's a very expensive investment for marines to lose, if they don't have steady RT network.
    Not sure, but if something is being researched and armslab goes down during that time, I think both tres for armslab and the reasearch in progress go and frak themselves, leaving rine team in even higher dept.




    Another tip for DPS when it comes to lerking.
    I always thought that spikes did a tiny bit more DPS to buildings... but how wrong I was.
    It takes 125 bites to take down an extractor as a lerk. It's approx 1 minute and 10 seconds.
    With spikes the same extractor would go down in 1 minute and 30 seconds.

    Now IP and Armslabs go down in 40 seconds (70 bites) or around 53 seconds of shoting with spikes.

    Observatory goes down to a lerk in:
    27 seconds of biting (50 bites).
    32 seconds of using spikes.

    Because it doesn't have any armor in first place, using spikes is safer and the difference is just 5 seconds... So most of the time it's just better to use spikes to be more safe than biting it down.



    Hope some of it helped you.
  • baphometsayshibaphometsayshi Join Date: 2011-06-20 Member: 105543Members
    <!--quoteo(post=2022219:date=Nov 13 2012, 11:58 AM:name=PureHostility)--><div class='quotetop'>QUOTE (PureHostility @ Nov 13 2012, 11:58 AM) <a href="index.php?act=findpost&pid=2022219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, I've done some raw caluclations, it seems that the fastest buildings that go down are observatories, but it's obvious if you want to force a beacon you leave it on.

    On the other hand, the buildings that seem to go fast enough to be worth it (beside sentries, it's a waste of resources just to place them) are Infantry Portals and Arms Lab.

    IP and armslab seems to go down at the same exact time.
    A lone skulk can bite down one of it in less than 30 seconds.

    Armslab are an excellent target for that, they go very fast, they cripple marine team VERY HEAVILY !!!
    I really wish more people would go for it first...
    It would really help if you know you can somehow damage their base and deal with incoming defense... but no... most people just rush that powernode and die 30 seconds later leaving it at about 50% .


    Also Armslab costs 20 tres, it's a very expensive investment for marines to lose, if they don't have steady RT network.
    Not sure, but if something is being researched and armslab goes down during that time, I think both tres for armslab and the reasearch in progress go and frak themselves, leaving rine team in even higher dept.




    Another tip for DPS when it comes to lerking.
    I always thought that spikes did a tiny bit more DPS to buildings... but how wrong I was.
    It takes 125 bites to take down an extractor as a lerk. It's approx 1 minute and 10 seconds.
    With spikes the same extractor would go down in 1 minute and 30 seconds.

    Now IP and Armslabs go down in 40 seconds (70 bites) or around 53 seconds of shoting with spikes.

    Observatory goes down to a lerk in:
    27 seconds of biting (50 bites).
    32 seconds of using spikes.

    Because it doesn't have any armor in first place, using spikes is safer and the difference is just 5 seconds... So most of the time it's just better to use spikes to be more safe than biting it down.



    Hope some of it helped you.<!--QuoteEnd--></div><!--QuoteEEnd-->


    That's exactly the kind of information that I'm looking for, thanks!
    More timings are always appreciated, especially if coupled with tests for adrenaline and/or enzyme cloud
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