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 Bomber testing results

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123vtemp



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Join date : 2008-08-08

PostSubject: Bomber testing results   Tue Oct 21, 2008 8:12 am

all #s are relative to krog hp% = 64918 hp
comtowers have iirc 14k and 17k hp (ish)

">" = a pass (a napalm and hellfish can make 2 passes b4 refuel, wings up to 2.5-3)
Unit nicknames have been used. You will notice which ones they are at modinfo.

5 tests were done for each aircraft:
40 units were used each time accepting the napalm and wings (20 used)

%dmg taken by Krog:

Thunder 29 39 6 36 35
pnix 41 40 36 33 44
hell 33>66 33>65 34>68 33>68 33>66
hurc 34 38 41 33 30
shad 30 27 21 21 24 23
napalm 31>67 33>65 27>35 32>65 35>38
Wing KrogDeadKrogDadKrogDeadKrogDeadKrogDead
------------------------------------------------------------------------
All bombers did moderately well for com killing with the same #s as before the air change. But no aa was taken into effect so they may do much worse. Before 40 were a confirmed com kill with standard flack and fighters.
-------------------------------------
Wing specifics (individual test)*:
Krog % 96-81>76-60>40-8>boom (laser)-(wingbomb)
Wind dmg 4+19>24+40>60+92>boom via 5 lasers (laser)+(Wingbomb)
dmg dealings 4+15 6+16 20>32 5laser-8

wing distance: 4 x 10map + one viable pass = 2 laserburst and bombs
10 fuel cost 10 per pass
*note: Krog was on a hill wings first came from the hight side -->\K\
---------------------------------------------------------------------------------
If any math was worng please correct me.

Modinfo site
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Overkill
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PostSubject: Re: Bomber testing results   Tue Oct 21, 2008 2:14 pm

fail test is fail. you didnt take into account unit cost. Rather of percent dmage dealt, try finding out deamge dealing effeciancy
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123vtemp



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PostSubject: Re: Bomber testing results   Tue Oct 21, 2008 3:27 pm

Thanks for the useless input.
This was more about dmg delivery effectiveness than cost as you could plainly see.
The question came up between new bombers vs old bombers. This will give more data for us to make conclusions.

You always have a derogatory thing to say, where is your more useful test?
Keep your mouth shut unless you are actually contributing.
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Overkill
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PostSubject: Re: Bomber testing results   Tue Oct 21, 2008 7:54 pm

I fail to see a comparison of new bombers and old bombers, just saying how much damage they do is pointless. efficiency would be FAR more logical, and you are showing inconsistancys in bomber selection, you chose the wing, which is ground attack aircraft, but not the vashp or toad. please redo this, it would be very interesting to see efficiencys of the bombers.

Also, try to be less pissy and not take everything as an insult, my comments were infact constructive.
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123vtemp



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PostSubject: Re: Bomber testing results   Wed Oct 22, 2008 1:30 pm

All I posted was some test results. What you decide to do with them will determine if your making intelligent choices. All your looking at is numbers an still you try to say that there is a statement and that is is wrong.

If you fail to take some thing into account is Your Fault. These test make no statements. They are numbers with a description of what was involved in each test.

Where is YOUR contribution?
ALL I see is you trying to find faulty reasoning in #s

If you want to draw conclusions - go over to modinfo and crunch some math that will give you your conclusions. Or run more test.
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PostSubject: Re: Bomber testing results   Wed Oct 22, 2008 3:23 pm

lol, you said yourself this came up with the new style light bombers...if you run tests, make them usefull next time. or else your wasting your own time.
I am not running tests, i am making athe nota installer, writing a unit guide, and experimenting with hero units in nota with a private test fork.
I also plan to release alternate plasma and laser graphix packs that could beneifit nota. AND in the near future i will remake the ugly ass arm t2 mech thing in evolva style. so...where are YOUR contributions? afro
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cake



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PostSubject: Re: Bomber testing results   Wed Oct 22, 2008 5:12 pm

I think a more useful test would be finding out how many bombers on average it takes to knock out specific targets. For example, will 3 thunders destory a fusion plant 90% of the time, and will 2 thunders destory it 50% of the time, stuff like that. Raw damage doesn't tell you too much with the stragetic bombers because of the randomness of hte bombs. Target size makes a big difference.
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PostSubject: Re: Bomber testing results   Wed Oct 22, 2008 5:32 pm

so..basicly what bomber is more effeciant at taking out a specific target? i see im not the only one who likes that idea.
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123vtemp



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PostSubject: Re: Bomber testing results   Thu Oct 23, 2008 4:47 am

btw cake I once say around 10 strats fail to kill a kbot lab and a total of 7 were used to nock out a standard fus I have seen 5 fail to kill a geo and I have seen one to a one hit kill on a chain gun.
Also it would seem that t1 bombers have nothing to t2.
Before t1 bombers did not have thr survival power of t2, flying lower, having poorer aa and less hp. what t1 did have was actually more dmg. (not a lot but some) I thought that that was nice. T2 bombers were the heavy bombers the units that could get through and back if enemy airspace was stronger. Now t1 bombers are nearly a complete was of an investment vs you other options.

I discussed with thor being able to chose your payload :p since the current version lets you bomb armies or wind farms with nice results Razz

Or there could simply be two types of bombers.
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PostSubject: Re: Bomber testing results   Thu Oct 23, 2008 2:16 pm

like.......Hellfish and strat bomber, tbh i liked them better before. now they are really to usefull, they are kinda making hellfish redundant, not much mobile aa is good vs them. and noy they can deal 300+ damage to a single unit, letalon small clusters.
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123vtemp



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PostSubject: Re: Bomber testing results   Fri Oct 24, 2008 12:42 am

I have no problem turning hellish do dust or vashps
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PostSubject: Re: Bomber testing results   Fri Oct 24, 2008 4:21 am

I assume you mean get rid of them? i wouldhave problems. I could see hellfish getting replaced by a better t1 bomber, but wouldnt like it, hellfish is fast, and good for raiding when the enemy doesnt have aa in a particular area, i like how that works. if vashp were to go away, there would be DEATH, ashp or toadfish have completeluy different roles from bombers.
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PostSubject: Re: Bomber testing results   Fri Oct 24, 2008 4:13 pm

I did a couple of the tests against fusions with level 1 bombers

map was giant hills and valleys, 120 gravity, over perfectly flat terrain. Fusions were spaced so there wouldn't be any effect from chain exploding

thunder vs core fusion

with 3 bombers per fusion, 10 out of 10 fusions were killed
with 2 bombers per fusion, 5 out of 10 fusions were killed

thunder vs arm fusion

with 2 bombers per fusion, 5 out of 10 destroyed
3 bombers per fusion, 8 out of 10 destroyed

core shadow vs arm fusion

2 bombers per fusion, 3 out of 10 fusions killed
3 bombers per fusion, 6 out of 10 destryoed
4 bombers per fusion, 10 out of 10 destroyed

core shadow vs core fusion

2 bombers per fusion, 1 out of 10 destroyed
3 bombers per fusion, 6 out of 10
4 bombers per fusion, 10 out of 10
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cake



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PostSubject: Re: Bomber testing results   Fri Oct 24, 2008 5:15 pm

whoops that was me
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123vtemp



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PostSubject: Re: Bomber testing results   Sun Oct 26, 2008 2:55 am

interesting

if inconsistency is a concern 2-4 is not very consistent :/

Factory hit boxes are a decent bit smaller than a fus when you are looking to bomb them aren't they?
So a fus is the easiest target to kill any any thing else of smaller value may take a lot more. I pan to find out. funny how the numbers are backwards XD
Less to kill the more valuable target and more it kill the less valuable the more infinitesimal it is. Tho one bomber did once kill a chain gun.

Before 2or 3 bombers could kill a geo. I wonder what it is now.
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cake



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PostSubject: Re: Bomber testing results   Sun Oct 26, 2008 12:31 pm

I think i found a big reason that the bombers sometimes miss with all their bombs. If you give a bomber an attack ground order, not an order to attack the unit, but an order to attack the ground below the unit the bomber will screw up it's bombing run. I'll fly over there, start the drop, then sortof try to stop in mid air which will make all it's bombs fall sort of the target. It's something that was put in the latest version of spring for whatever reason.
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