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Post by Desolator on Mar 20, 2017 6:50:07 GMT -5
The update is out. machine gun fire rate acceleration to 1.5X after 3 sec. changing spawn and beaconlocations in shenzen, spring field and Yam.
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Post by blognio on Mar 20, 2017 6:56:40 GMT -5
Cool
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Post by NokiaSåmsung on Mar 20, 2017 6:58:56 GMT -5
Have some molots and molots t upgraded halfway...time to bring them up to 9/9 for test runs
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Post by wildboar on Mar 20, 2017 7:13:20 GMT -5
Break out the Griff /Molot & the griff/ punisher builds !... there'll be some bullets flying today ....! With everyone else breaking out the energy shielded bots
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Post by truechill on Mar 20, 2017 7:27:57 GMT -5
Has anyone done the maths? How is the DPS, DPM, Cycle dmg? Just wondering how Punshers and the Molots stack up against the competition now.
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Post by osang on Mar 20, 2017 7:29:57 GMT -5
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Post by Prowler on Mar 20, 2017 7:53:26 GMT -5
Has anyone done the maths? How is the DPS, DPM, Cycle dmg? Just wondering how Punshers and the Molots stack up against the competition now. According to own info dps or dpm remains unchanged you just unload faster
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Post by Deleted on Mar 20, 2017 8:07:13 GMT -5
Has anyone done the maths? How is the DPS, DPM, Cycle dmg? Just wondering how Punshers and the Molots stack up against the competition now. According to own info dps or dpm remains unchanged you just unload faster The math on it is on the last test server thread. DPM is significantly increased, more rounds, same reload time.
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Post by wannabetoughguy on Mar 20, 2017 8:20:14 GMT -5
Interesting, but this comes the day after I bit a Carnage for mid range.
I have two Leos and a spydra Griff. My pin/thunder Leo will now be equip with molots and a Zeus or Trident. We shall see
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Post by wannabetoughguy on Mar 20, 2017 8:20:54 GMT -5
Interesting, but this comes the day after I buy a Carnage for mid range. I have two Leos and a spydra Griff. My pin/thunder Leo will now be equip with molots and a Zeus or Trident. We shall see
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 20, 2017 8:34:38 GMT -5
According to own info dps or dpm remains unchanged you just unload faster The math on it is on the last test server thread. DPM is significantly increased, more rounds, same reload time. A direct link? I can't find. Also, at level 6 Molot (it's the highest I have right now), I can see they increased damage output (320 at level 6 right now) and decreased ammo per clip (70) Back of the envelope, it's (320*8*3)+(320*12*3,8)= 22.400 dmg in 6,8 seconds, plus a 10 second reload makes it 3,5 clips a minute, or 78.400 damages a minute. At a distance where spread isn't to be accounted for, at the distance theya re likely to be used, let's say 50k a minute. if progress is the usual 10% per level, than at level 12 it's 40k per round, about 140k per minute at short range, let's say 100k at long. On a griffin, that makes theoretically possible, with 2 molots and 2 MK2s, to do, at level 6 ((480+320)*2)*70=112.000 damage per clip, or about 400k per minute. At level 12, that goes to around 700k per minute. Either I seriously calculated wrong, or these things can theoretically do about 7.000.000 damages in a 10 minutes game. Staying safely out of range of anything but trebs, gekkos and other molots, let's say 3,5 million damages. Can't wait to try them out on the first TripleTridentFury I see. EDIT: I suspect they screwed something up. An almost 50% increase in damage per bullet is something relevant enough to be in the changelog, and I don't see it there.
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Post by Deleted on Mar 20, 2017 9:40:57 GMT -5
Can't tell any difference. My machine guns are still weak and useless.
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Post by Thumpmonkey1 on Mar 20, 2017 9:42:31 GMT -5
More damage, fewer bullets is what I believe I read - cuts down on server load with fewer bullets in the air. I don't notice a difference while firing, but it's been a while since I ran molots.
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Post by nocluevok on Mar 20, 2017 9:47:27 GMT -5
Have some molots and molots t upgraded halfway...time to bring them up to 9/9 for test runs I have lvl 9 molots on the way to lvl 10. With 10 fewer rounds it empties quick, but 420 damage per round adds up. Keeps giving me short maps though, and I wanna test them on a long one.
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Post by nocluevok on Mar 20, 2017 10:36:54 GMT -5
Interesting, but this comes the day after I bit a Carnage for mid range. I have two Leos and a spydra Griff. My pin/thunder Leo will now be equip with molots and a Zeus or Trident. We shall see Been using the lvl 9 Zeus/Molot loadout on my Leo. Good for long maps. May not kill that pesky Fury, but he can't stand out in the open and blast teammates with impunity. At 420 a round x3 eventually it starts to hurt.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Mar 20, 2017 10:39:39 GMT -5
The math on it is on the last test server thread. DPM is significantly increased, more rounds, same reload time. A direct link? I can't find. Also, at level 6 Molot (it's the highest I have right now), I can see they increased damage output (320 at level 6 right now) and decreased ammo per clip (70) Back of the envelope, it's (320*8*1,5)+(320*12*4,8)=3840+18432=22,272 dmg in 6,2 seconds, plus a 10 second reload makes it around 75k damages a minute. At a distance where spread isn't to be accounted for, at the distance theya re likely to be used, let's say 50k a minute. if progress is the usual 10% per level, than at level 12 it's 40k per round, about 140k per minute at short range, let's say 100k at long. On a griffin, that makes theoretically possible, with 2 molots and 2 MK2s, to do, at level 6 ((480+320)*2)*70=112.000 damage per clip, or about 400k per minute. At level 12, that goes to around 700k per minute. Either I seriously calculated wrong, or these things can theoretically do about 7.000.000 damages in a 10 minutes game. Can't wait to try them out on the first TripleTridentFury I see. EDIT: I suspect they screwed something up. An almost 50% increase in damage per bullet is something relevant enough to be in the changelog, and I don't see it there. They changed the bullet damage some time ago, when they did the re-balance. What are you using as your pre-change source?
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 20, 2017 10:48:57 GMT -5
What i was reading until this morning (coincidentially, i have been testing a molotgriff for the last two dats): it was 250something, now 340.
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b4you
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Post by b4you on Mar 20, 2017 12:32:36 GMT -5
I have a Griff running 8s in anticipation of the buff. Im so ready to see an end to the 3 Fury match starts. I'm not sure how the punishers impact the meta. Mine are 7. Prototype Dash MK1 was the only bot I really liked them on.
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Post by Deadalready on Mar 20, 2017 12:37:49 GMT -5
Does this make Molots better than Gekkos for long range?
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 20, 2017 13:08:06 GMT -5
Does this make Molots better than Gekkos for long range? On paper, yes. On the field, not sure yet.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Mar 20, 2017 13:18:26 GMT -5
What i was reading until this morning (coincidentially, i have been testing a molotgriff for the last two dats): it was 250something, now 340. war-robots-forum.freeforums.net/thread/804/punishers-molots-buffedtalks about it... I don't see the initial update version in there, I was just skimming... but yes the re-balance (not a buff, I think it explains why it's not a buff in that thread, but I can't look at it at the moment...) changed all the numbers to allow for a more common sense damage vs reload time vs magazine capacity approach to the light versions vs the medium versions of both the Puns and the 'lots.
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Post by Deleted on Mar 20, 2017 15:54:44 GMT -5
Does this make Molots better than Gekkos for long range? On paper, yes. On the field, not sure yet. I like them better. I've got a Zeus/Trident Nat which I've run level 9 Molots, level 10 Pins (thx Pix) and level 8 Gekkos on for many games. I thought the Molots did reasonably well even before the change, but they didn't distinguish themselves from the other options. Now when I can draw a good bead on someone at range, they definitely feel stronger... though they do run out of ammo quickly. I'm enjoying them and won't be taking them off anytime soon.
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Post by amoebastudios on Mar 20, 2017 16:55:28 GMT -5
Only for android? I didn't see an update in apple appstore.
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Post by soulcoffr on Mar 20, 2017 17:06:48 GMT -5
Only for android? I didn't see an update in apple appstore. iOS will probably get the update next week. Apple's stringent approval process, dontcha know.
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Post by SoCalGrndR on Mar 21, 2017 4:56:50 GMT -5
There is link to War Robots page from game, mail icon. The article states a few updates: *chain guns - reduced ammo/ higher dam per bullet, done to decrease amount of time to unload clip along with high speed mode. -more effective and inline with other weapons -increase dam/bullet- increase frame rate less bullets flying & dps overall -Pix realized it was to long to do real damage with a full clip, not effective on the battlefield when it takes 30 secs to unload.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Mar 22, 2017 11:38:29 GMT -5
What i was reading until this morning (coincidentially, i have been testing a molotgriff for the last two dats): it was 250something, now 340. I think I had missed this... but yes, I am digging into my plate of crow right now as it seems you were correct... damages were upped but overall RoF was nerfed... so the same basic DPS but less for the servers to have to deal with... warrobots/war-robots-2-7-update-notes-league-tweaks-map-rebalance-and-more-abbe41fa78e#.cbvnidy6c" rel="nofollow" target="_blank">medium.com/ warrobots/war-robots-2-7-update-notes-league-tweaks-map-rebalance-and-more-abbe41fa78e#.cbvnidy6c Good eye catching the change!
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 22, 2017 14:48:52 GMT -5
Thanks
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Post by shivaswrath on Mar 26, 2017 20:41:45 GMT -5
Android...?
I don't see it on iOS.
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shakree
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Post by shakree on Mar 27, 2017 0:19:55 GMT -5
Update on iOS not happened yet, still waiting to unleash my bullet throwers!
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Post by Arz Helman on Mar 29, 2017 3:41:45 GMT -5
Update on iOS already. I've been using Molots on my Griff and Punishers on my Leo. There is a definite improvement. Much more damage in a shorter amount of time.
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