Hisu
Well-Known Member
- Joined
- Mar 8, 2014
- Messages
- 423
Didixo, well, let's take ubercharge solution, for example. What does it do? 8 seconds of invulnerability with 40s interval, so essentially it allows you to somewhat disrupt the pwnage for 8 seconds each 48 seconds, at best. 1/6 of the time, the enemy still do whatever they want, no matter what you do, so, even at best, you can counter 16.6% of the bombardment (actually less). In my book, that spells temporary solution.
Next, you suggest taking a heavy to mow the arena. Even at best, you'll manage to kill one or two or the enemies before dying, and they return to the battlefield three seconds after death. So, even if the bombardment cannot continue without the complete set of spammers (which it actually can), you disrupt it for three seconds tops. Time needed to position yourself over the enemy gate is about 30 seconds. 10% disruption. Temporary.
!rtd. I don't know the chances for overkill rtds, so let's say the chances are even. There are 35 effects, among which 5 are overkill (godmode, instakill, crits, toxic, scary bullets), they last for 20 seconds and there is 120 second interval between two rtds. Effectively, this allows for 20/7/120=2.3% disruption. Worse than temporary.
Now, let's take nade spamming. Grenade launcher fires 1 projectile per 0.6s; when you stand near the locker, you don't have to care about reload, so you deliver about 50 damage each 0.6 seconds (about 83.3 damage/second) to an area about two blast radii wide (enemy gates), effectively harming the disruption for ~41hp per second. As your attack intervals and enemy attack intervals are matched, you kill approximately one of them each 200/41=~5 seconds. When there are six bombardiers, it means you take them all out in 30 seconds, while they need 3*6=18 seconds to respawn in full numbers, which makes it 30/18=~66.6% effective at disruption.
Totals are as following:
1. !rtd is 2.3% effective at disruption
2. Class counter is 10% effective
3. Ubercharge is 16.6% effective and needs at least two players to perform, so it's actually 16.6/2=8.3%
4. Nade spam is 66.6% effective
Humans don't like success rates below 50%, so the only permanent solution — solution the enemy cannot shrug off as minor — is spam.
Next, you suggest taking a heavy to mow the arena. Even at best, you'll manage to kill one or two or the enemies before dying, and they return to the battlefield three seconds after death. So, even if the bombardment cannot continue without the complete set of spammers (which it actually can), you disrupt it for three seconds tops. Time needed to position yourself over the enemy gate is about 30 seconds. 10% disruption. Temporary.
!rtd. I don't know the chances for overkill rtds, so let's say the chances are even. There are 35 effects, among which 5 are overkill (godmode, instakill, crits, toxic, scary bullets), they last for 20 seconds and there is 120 second interval between two rtds. Effectively, this allows for 20/7/120=2.3% disruption. Worse than temporary.
Now, let's take nade spamming. Grenade launcher fires 1 projectile per 0.6s; when you stand near the locker, you don't have to care about reload, so you deliver about 50 damage each 0.6 seconds (about 83.3 damage/second) to an area about two blast radii wide (enemy gates), effectively harming the disruption for ~41hp per second. As your attack intervals and enemy attack intervals are matched, you kill approximately one of them each 200/41=~5 seconds. When there are six bombardiers, it means you take them all out in 30 seconds, while they need 3*6=18 seconds to respawn in full numbers, which makes it 30/18=~66.6% effective at disruption.
Totals are as following:
1. !rtd is 2.3% effective at disruption
2. Class counter is 10% effective
3. Ubercharge is 16.6% effective and needs at least two players to perform, so it's actually 16.6/2=8.3%
4. Nade spam is 66.6% effective
Humans don't like success rates below 50%, so the only permanent solution — solution the enemy cannot shrug off as minor — is spam.