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        > Ballista vs. Siege - Suggestions for forced destruction time
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Illyanna
Assistant
Posts: 129
(2/11/03 12:42 pm)
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Ballista vs. Siege - Suggestions for forced destruction time
What would a reasonable time for ballista fire vs. siege to force the destruction of the siege between two optimal operators? Both repair, best RoF (15s/shot) from the ballista.

All siege has approximately 7200 hit points. Repairs for the full duration give them effectively 24000 hit points (decay 10/s for a max lifespan of 40 minutes on rams; decay 5/s for a max lifespan of 80 minutes on ballistas/catapults).

Currently a ram vs. a ram (usually through the gate) will force ram destruction in a minimum of about 2:30 (750/shot every 5s). Rams naturally decay in 12 minutes unrepaired.

The current palintone damage on Pendragon (1.60c) results in an approximate decay time of 29 minutes with full repairs.

Spyke 
Patron Deity of Tradeskills
Posts: 184
(2/11/03 5:46 pm)
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ezSupporter

Re: Ballista vs. Siege - Suggestions for forced destruction
You'll need to check this out with 1.60d.

The damage of ballistae to other siege equipment was increased a significant factor.

.ungawa

-Spyke

Illyanna
Assistant
Posts: 130
(2/11/03 7:28 pm)
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Ya know...
I'm already thar.

Results coming soon.

:hat

Illyanna
Assistant
Posts: 131
(2/12/03 12:22 am)
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Upped another factor of 5, but is it enough?
Well the tests show palintone's doing 366 (always capped) vs. small rams and an average of 287 vs. siege rams. Around 5:30 to pop an unrepaired siege ram. A repaired one lasts closer to 18 minutes (normal max is 80 minutes).

Which sounds better?
a) I think the damage should be doubled
b) I think the damage is 50% of where it should be
c) I think rams should have half the hit points they currently have
d) Also had one suggestion to mess with repair on rams only. Maybe make them just like BG siegemaster dropped rams and make them unrepairable with the trade off of halving their decay timer.

I'm still interested in what people feel would be a reasonable time to your working ram to get popped by an opposing ballista.

DJ Swifty dot com 
Helper
Posts: 22
(2/12/03 10:35 am)
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Re: Upped another factor of 5, but is it enough?
In short, lower the HP and repair capacity of rams.

I'm of the philosophy that the defenders should have the advantage. Rams are light and cheap, if you REALLY want a keep you should bring several. If the enemy can get a ballista up, then the rams should go down pretty hard.

Compare it to how long it takes a ram to knock down a door. If an experienced siege rammer can take down a level 5 door in 5 minutes (numbers pulled from arse) then a palintone should be able to kill that ram in 3 minutes (a little over half the time). If the attackers get 2 rams up, to pop them both in time would take tougher doors, more skill with the ballista, or inexperienced/slow rammers.

I think repairs are necessary as a counter to the ballista, but I'd only allow enough repairs for one extra bar of health or so. A repaired ram still shouldn't be able to take down a level 5 door before a ballista pops it (assuming the ballista is ready and waiting).

Just some thoughts...

--
Celer Y
50 Siege Dr00d
Hibernia:Igraine
Celer's Siege Weapon Workshop
FAQs and worksheets for siege weapons and keep doors

Illyanna
Assistant
Posts: 133
(2/12/03 10:30 pm)
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Ballista upped again in 1.60e
With the last set of changes to ballista damage I was killing unrepaired rams in just under 2 minutes. An actively repaired ram should last just over 6 minutes.

Ammo worked fine. Crafted a bunch of each and am likely the first siegemaster to hit 68 siege.

Ram limit exploitable - news at 11.

Salvage timer was nice but moved real slow on the palintone salvage.

Fingoniel 
Helper
Posts: 17
(2/14/03 11:16 am)
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Re: Ballista upped again in 1.60e
just a question on tactics - how do you position a ballista so that it can hit the enemy rams on the door?

or is it only hitting them if they poke through? (or is this just open field or something?)

Fingoniel MacAlpine
Captain of the Humberton Guard
Ererim the Magma Wizard
Even more alts....

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