Author Topic: Catapult Stats  (Read 3108 times)

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Offline Lt_Anders

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Catapult Stats
« on: September 01, 2011, 01:56:51 AM »
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I went with some clan mates and performed some tests for catapults.

We tested Multiple things. First the amount of Clicks needed to take the arm from 0 all the way to 100%. We then tested the Number of clicks to change the block(angle control) from 0(initial start of catapult) to the point it moves no further. We determined an average number of clicks based on repeated trials. Using this number I went through and created a Table showing Power and Angle click amounts.

(click to show/hide)
Please not, the ANGLE doesn't mean ANGLE of shot, just the blocks percentage from start. (this changes the angle of shot but I can't reliably get the data without a protractor.

We also did firing tests with catapult. Will post that data later, but I noticed something interesting. At Angle 0 and Power 100 on the charts above, the shot would continually go longer and longer. After some 15 firing the shots were leaving the map and we couldn't track them any more. Also, at other angle other than 0 the catapult would in general shoot shorter each consecutive shot. Occasionally (rarely)  it would go long.  Also note, that power beyond 50% on angles greater than 25% would cause shots to go much further than expected. (Angle of 50, power 100 would cause shot to be lost without ability to be seen.

If anyone knows the distance traveled with 3 athletics, no armor or some equivelent, could someone tell me? I have my range finding data based on that variable. Further tests on Field by a River might commence later.

Raw Data From Firing Tests:
(click to show/hide)
Time to Shot Measured as Said on the Variables. Nude player, 3 ath ran from the front of catapult, to the spotter and recorder. Spotter would spot where shot landed and stay there as the marker. Rain in straight line. The Hill variable means the shot was OVER a hill and we recorded an approximate time reduction(the -#).
« Last Edit: September 01, 2011, 02:11:34 AM by Lt_Anders »
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Offline Lt_Anders

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Re: Catapult Stats
« Reply #1 on: September 01, 2011, 01:57:58 AM »
0
Reserved just in case.
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Offline Tears of Destiny

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Re: Catapult Stats
« Reply #2 on: September 01, 2011, 01:59:21 AM »
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Good god this is awesome!
I'm not normal and I don't pretend so, my approach is pretty much a bomb crescendo.
Death is a fun way to pass the time though, several little bullets moving in staccato.
The terror of my reign will live on in infamy, singing when they die like a dead man's symphony.

Offline Lt_Anders

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Re: Catapult Stats
« Reply #3 on: September 01, 2011, 02:12:21 AM »
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Good god this is awesome!

The raw data was a bitch to acquire. People felt like it'd be fun to mess with our cata. Had to vote poll like 2-3 people so they would stop.
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Offline Chris_P_Bacon

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Re: Catapult Stats
« Reply #4 on: September 01, 2011, 02:35:43 AM »
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I helped!
Edit: Also note that "clicks" are the number of times you tap F.
« Last Edit: September 01, 2011, 02:36:53 AM by JayPet94 »

Offline Adam_Bomb

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Re: Catapult Stats
« Reply #5 on: September 01, 2011, 03:15:12 AM »
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Thanks Walt, er, Anders
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Offline The_Angle

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Re: Catapult Stats
« Reply #6 on: September 01, 2011, 06:02:13 AM »
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Strategically speaking, I've always thought that with enough protection and placement that the Catapult would be great for forcing the enemy to either make rash moves or force them into odd positions with the potentiallity of doing massive damage on troops en masse.

I'd love to see the Catapult get some recognisation and buffed/then balanced accordingly, to being more than just a novelty on the battlefield.
« Last Edit: September 01, 2011, 06:04:35 AM by The_Angle »
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