On to the Last idea that I wanted to share with you guys. I think that I have mentioned it several times before now but here it is in full. This idea has one squad set against a Zerg, so expect a lot of Max level things, needed to make it work. Last time I tried to write this out, it turned into a 6,000 words so I tried to keep this short. It turned out to be 3,000 words so it might be good to take it one chunk at a time. Also sorry for any spelling mistakes or grammar goofs but it is really long, so I'm sure there are some. I tried to figure out if I should explain the idea first and how to set it up, or to give the math and show that the idea works. But I decided that I might as well show the math so that those who care about such things can look at it first. I’m putting this up in two parts as it will make it easier to read. If you are not into math and that kind of thing, than just skip to the second post.

The Sunderer blueberry pie blockade

This idea is kind of my very own special thing that I have been working on for a while now. I started forming the idea around the first of October and have been throwing it around for a while now. The main problem with it is that you need at least 12 people to pull it off. It is also continent specific, so that really screwed with my testing until I figured that out. All my testing on Esamir and Amerish has come to little more than a C4 fest. So if this is ever used, Hossin and Indar are really the only places that it can be used effectively. It is also a defensive maneuver that takes time to set up. I’m sure that if we knew it well, it could be used like a nail and hammer to forcefully move our line up. It is Very very situational and should not be forced until we know how and when it works.

First let’s do some math and just see what we are dealing with.

Okay because there is a lot of debate on all the DPS and I still haven’t found a website that gives a really good answer to how much damage (This weapon) does to (This vehicle) and so on and so forth. So I have spent a fair time trying to do all the math and seeing if it is the case in game. I kind of really like doing math and can say that I spent lots of hours crunching numbers only to have something throw the whole equation off. Okay here goes some math.

I will be using the Magrider as the damage calculator. (It doesn't have lockdown so it is easier) The Supernova FPC has a damage of 1865 and a Reaload speed of 3.75s. So it does 1865 damage every 3.75s so that means 497.33 DPS. Now the Sunderer has a resistance of Armor Piercing Shells of 28%. So take out 28% of 497.33 DPS = 358.08 DPS And then take out the 45% that Sunderer gets from all sides and you have 196.95 DPS. We know that they will hit its side so with Armor it gets an additional 12% reduced damage. So that is all adds up to 173.32 DPS. That means it would take one Magrider 23.07s to kill on Max Armor Sunderer. So now let’s look at the Max Rep Sunderers. They rep the same as a Max Rep tool but don’t need to cool down. So they Rep 166.66 DPS. The Max Rep tool on the other hand only Rep 125 DPS because of cool down. Now let’s add all this together. 6 people Repping = 750 DPS plus 166.66 DPS for the Rep Sunderer and you have 916.66 DPS Repped. Six Magriders without Gunners would deal out 1039.92 DPS. That means they will kill the Sunderer in 32.45s. Now that doesn’t seem very long But lets look at what Damage our Gunners are doing in that time.

I will look at the Bulldog for this because it is easier to calculate. 1000 Damage, 48RPM, 6 Magazine Size, and Reload Speed of 4s. That is 1.25 Shells per Second. So it takes 4.8 seconds to fire the whole magazine. So that is 6000 Damage ever 4.8s plus 4s to reload. So add that together and you have 681.81 DPS. Buts let’s say that you only hit 5 out of 6 shots. So 568.18 DPS. MBT have a 20% resistance to Light Anti-Armor ordnances. So now it is 454.55 DPS. And we know we will be hitting them in the front. Mags have a 63% resistance to Damage from the front. So it is down to 168.19 DPS. And let’s say that have Front Armor just to make things worse. So know it is down to 159.84 DPS. We will say that 5 of the gunner are shooting. It works out to 799.2 DPS.

That means a Mag would go down in 5.01s. That would reduce the incoming DPS by 173.32 DPS. So within 5s the incoming Damage of 1039.92 DPS would be reduced to 866.6 DPS which means we can Rep it. So for illustration purposes we will say that each Mag has a Gunner and that Gunner is doing the same Damage as the diver (Which they don’t) and that they hit every time (Which is fair to say because we are sitting still). This would lower the time to kill the Sunderer down to 16.22s. That means that our gunners would kill 3 enemy Mags in that time. So lest say they got it down to half health by the time we killed the 3 Mags. That means that there is 1039.92 DPS and it would kill a full health Sunderer in 32s. But it is half health so again at the point the time to kill would be 16s. And again in 16s three more Mags would die. So I included cool down and gunners missing on our part and we still would win.

“But” you smartly say: “The Engineers would die from the splash Damage”. Again too true, If it weren’t for Triage. With 6 Medics at level 4 Triage, the Rep would be 2% per second for Medic. So 12% per second while taking damage and with the Regeneration implant it would go up to 18.67% per second. So 5.35s to heal when not taking Damage and 8.33s when taking Damage. Not to mention the Regeneration Field that is always pumping your shields back and the fact that you have Flack Armor. And if worse comes to worse one of the Ammo Sunderers Gunners will jump out and pop Nano-Regen. Take that you splash Damage.

All that t say, we are very vulnerable to debris. Air is our main enemy and that I why there will be 4 Anti-Air guns. All this to say, It will have a hard time working unless you have blueberries spawning in on it. But that should not be hard seeing as when NC is losing a battle, they just stay in the Spawn room instead of leaving that base and pulling a mas of Sunderers.

All the math in here was done while I wrote this as I didn't have my notebook of epic math. So if you notice any problems with it, I would love to correct it. Part two up in a minute.

The Sunderer blueberry pie blockade

This idea is kind of my very own special thing that I have been working on for a while now. I started forming the idea around the first of October and have been throwing it around for a while now. The main problem with it is that you need at least 12 people to pull it off. It is also continent specific, so that really screwed with my testing until I figured that out. All my testing on Esamir and Amerish has come to little more than a C4 fest. So if this is ever used, Hossin and Indar are really the only places that it can be used effectively. It is also a defensive maneuver that takes time to set up. I’m sure that if we knew it well, it could be used like a nail and hammer to forcefully move our line up. It is Very very situational and should not be forced until we know how and when it works.

First let’s do some math and just see what we are dealing with.

Okay because there is a lot of debate on all the DPS and I still haven’t found a website that gives a really good answer to how much damage (This weapon) does to (This vehicle) and so on and so forth. So I have spent a fair time trying to do all the math and seeing if it is the case in game. I kind of really like doing math and can say that I spent lots of hours crunching numbers only to have something throw the whole equation off. Okay here goes some math.

I will be using the Magrider as the damage calculator. (It doesn't have lockdown so it is easier) The Supernova FPC has a damage of 1865 and a Reaload speed of 3.75s. So it does 1865 damage every 3.75s so that means 497.33 DPS. Now the Sunderer has a resistance of Armor Piercing Shells of 28%. So take out 28% of 497.33 DPS = 358.08 DPS And then take out the 45% that Sunderer gets from all sides and you have 196.95 DPS. We know that they will hit its side so with Armor it gets an additional 12% reduced damage. So that is all adds up to 173.32 DPS. That means it would take one Magrider 23.07s to kill on Max Armor Sunderer. So now let’s look at the Max Rep Sunderers. They rep the same as a Max Rep tool but don’t need to cool down. So they Rep 166.66 DPS. The Max Rep tool on the other hand only Rep 125 DPS because of cool down. Now let’s add all this together. 6 people Repping = 750 DPS plus 166.66 DPS for the Rep Sunderer and you have 916.66 DPS Repped. Six Magriders without Gunners would deal out 1039.92 DPS. That means they will kill the Sunderer in 32.45s. Now that doesn’t seem very long But lets look at what Damage our Gunners are doing in that time.

I will look at the Bulldog for this because it is easier to calculate. 1000 Damage, 48RPM, 6 Magazine Size, and Reload Speed of 4s. That is 1.25 Shells per Second. So it takes 4.8 seconds to fire the whole magazine. So that is 6000 Damage ever 4.8s plus 4s to reload. So add that together and you have 681.81 DPS. Buts let’s say that you only hit 5 out of 6 shots. So 568.18 DPS. MBT have a 20% resistance to Light Anti-Armor ordnances. So now it is 454.55 DPS. And we know we will be hitting them in the front. Mags have a 63% resistance to Damage from the front. So it is down to 168.19 DPS. And let’s say that have Front Armor just to make things worse. So know it is down to 159.84 DPS. We will say that 5 of the gunner are shooting. It works out to 799.2 DPS.

That means a Mag would go down in 5.01s. That would reduce the incoming DPS by 173.32 DPS. So within 5s the incoming Damage of 1039.92 DPS would be reduced to 866.6 DPS which means we can Rep it. So for illustration purposes we will say that each Mag has a Gunner and that Gunner is doing the same Damage as the diver (Which they don’t) and that they hit every time (Which is fair to say because we are sitting still). This would lower the time to kill the Sunderer down to 16.22s. That means that our gunners would kill 3 enemy Mags in that time. So lest say they got it down to half health by the time we killed the 3 Mags. That means that there is 1039.92 DPS and it would kill a full health Sunderer in 32s. But it is half health so again at the point the time to kill would be 16s. And again in 16s three more Mags would die. So I included cool down and gunners missing on our part and we still would win.

“But” you smartly say: “The Engineers would die from the splash Damage”. Again too true, If it weren’t for Triage. With 6 Medics at level 4 Triage, the Rep would be 2% per second for Medic. So 12% per second while taking damage and with the Regeneration implant it would go up to 18.67% per second. So 5.35s to heal when not taking Damage and 8.33s when taking Damage. Not to mention the Regeneration Field that is always pumping your shields back and the fact that you have Flack Armor. And if worse comes to worse one of the Ammo Sunderers Gunners will jump out and pop Nano-Regen. Take that you splash Damage.

All that t say, we are very vulnerable to debris. Air is our main enemy and that I why there will be 4 Anti-Air guns. All this to say, It will have a hard time working unless you have blueberries spawning in on it. But that should not be hard seeing as when NC is losing a battle, they just stay in the Spawn room instead of leaving that base and pulling a mas of Sunderers.

All the math in here was done while I wrote this as I didn't have my notebook of epic math. So if you notice any problems with it, I would love to correct it. Part two up in a minute.

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