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21

Saturday, October 11th 2014, 5:23am

So manually detonating it does more damage than raming it into something to explode? Is there a preference as to which is best when it comes to infantry and vehicles?

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22

Saturday, October 11th 2014, 5:45am

Not even a little bit. The direct impact does 400 damage and the Airburst (manual detonation) does 200 damage. I prefer to swat all the pesky choppers or drown the boats. Only if a group of infantry are causing havok on rooftops do I sic a perfectly good UCAV on them. Immobilizing tanks and LAVs and watching the incoming Assist points is fun too.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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23

Saturday, October 11th 2014, 9:19am

@JSLICE20

That makes little sense to me, personally. You will always do a maximum of 400 damage to tanks and IFVs with the UCAV, no matter if you airburst it or not. So I don't think these two combine for a potential 600 damage, unless there's some 'armor variable' that I'm not aware of.

Also, does anyone know what determines whether the tank/IFV will get a mobility hit or a mobility kill? It seems kind of random to me, and again it doesn't seem to be affected by using the airburst function.

I concur with the first paragraph.

About the second one. Mobility hits are light criticals, mobility kills are heavy criticals. The thresholds are raised if the vehicle is using reactive armor:

Without reactive:
- light >29
- heavy >39

With reactive:
- light >39
- heavy >40something

So for example, LGM/Javelin/guided missiles do 30 flat damage. Vehicles without reactive will get mobility hit. The UCAV does 40 damage. Without reactive it's a mobiliity kill but with reactive it's only a mobility hit.

Brotip: with reactive on the MAA/IFV you can not get any critical from infantry rocket launchers as the max damage is a flat 90 rpg shot which does ~37 damage
This is where I'm coming from: Clicky

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24

Saturday, October 11th 2014, 9:58am

@Hwanzike

Ah yes, I completely forgot about reactive armor. I thought maybe it had something to do with where on the tank you hit it.

Still, I'm curious about the airburst function and whether or not it actually deals more damage. So far I haven't any seen evidence for this. Perhaps it's just a bigger blast radius?

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25

Saturday, October 11th 2014, 4:09pm

Still, I'm curious about the airburst function and whether or not it actually deals more damage. So far I haven't any seen evidence for this. Perhaps it's just a bigger blast radius?

While I'm at it
@HwanZike
It does not. I have the code for the Standard UCAV and the Airbust unlock about 10 posts prior. I think you'll see what I mean about "combined damage" when you look at the stats. The direct impact of the UCAV will still do its 400 damage, but if you activate the Airburst before the UCAV self-desrtucts, then it does an extra 200 damage. Both blast radii are 5.0 meters max with a 2.0 inner blast, so that can be crossed off the list.

Now, if only the Airburst portion inflicted damage, then I should not be able to insta-kill full-health, Attack and Scout Helicopters (of which both can withstand 500 damage), thing is I can, and very frequently too, which suggests there is a secondary damage value contributing to the explosion. But it is like you said, Jais, that the UCAV + Airburst only causes 40 damage to tanks. Tanks have a 1000 health threshold, and 40% of 1000 is exactly 400, indicating the Airburst does no additional damage to tanks (more specifically armor) and that the only damage contributing is the stock UCAV. But since helis are more vulnerable, meaning unarmored, not only the initial explosion of the UCAV is accounted for, but the Airburst damage too.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


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26

Saturday, October 11th 2014, 5:03pm

Yeah, I think that's possible. For example, hand grenades do damage to helicopters but not to tanks. If the same explosive blast damage type is used on the UCAV, it would make sense that you can get 600 damage on a helicopter but max 400 on a tank.
This is where I'm coming from: Clicky

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27

Saturday, October 11th 2014, 5:23pm

Yeah, I think that's possible. For example, hand grenades do damage to helicopters but not to tanks. If the same explosive blast damage type is used on the UCAV, it would make sense that you can get 600 damage on a helicopter but max 400 on a tank.

Ezzacly. In fact, one can put this hypothesis to the test in the Test Range:

-Get a Quad Bike
-Distance yourself from the Transport Helicopter by at least 100 meters if not more
-Launch UCAV
-Direct impact the Transport Helicopter and subsequently activate the Airburst
-Quickly drive to the Transport Helicopter with the Quad Bike
-Enter the Transport Helicopter
-Log the health it has remaining/ the damage it took
-Allow Transport Helicopter to auto repair/ explode
-Repeat previous steps for consistency

The results should be 20 HP remaining or 80 damage dealt. Transport Helicopters have 750 health, UCAV + Airburst combines for 600 damage. 600/ 750 = 0.8, the percentile, of which, is 80.

Edit: There's number 2000. That was quick...
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


Misnomer

Don't Prox Me Bro

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28

Saturday, October 11th 2014, 5:31pm

You guys are making me want to grind the unlock for airburst.

Is there a reasonable way to do this that isn't camping by the bomber trailer on 4 Large Conquest maps all the time?

ViperFTW

Suidae cathexis

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29

Saturday, October 11th 2014, 5:35pm

You guys are making me want to grind the unlock for airburst.

Is there a reasonable way to do this that isn't camping by the bomber trailer on 4 Large Conquest maps all the time?


Do what I did:
Start of Silk Road
Jet drop straight onto D
Get them when they sit on their Gimmes or D entrance :)

And the Airburst is totally worth it. If you know how, you can obliterate helis with it which never ceases to be amusing :D

Everybody's Favourite Worthless Support and LMG Fan! :thumbsup:



Song currently stuck in my head is: The Shivering Voice of the Ghost by Gehenna!

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30

Saturday, October 11th 2014, 5:43pm

Is there a reasonable way to do this that isn't camping by the bomber trailer on 4 Large Conquest maps all the time?

Other than doing it on a private server with friends...

NOPE



Jet drop straight onto D

>Admits using a cheap, dirtbag tactic
>Wastes perfectly good jet

And you call yourself a team player...

:D
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

Source code

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AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

Source code

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 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho