I have asked that question a dozen or so different ways over the course of 5 live streams. I tried not to spam the question, but it is hard to find different ways of saying it. Thanks for the signal boost, hopefully this whole thing has been a statistical anomaly and they aren't actively ignoring it.
Hypothesis/Theory are synonyms. Then you should read the evidence. Pistols and Mandiblasters are not the same thing. While yes, Pistols can be used as Pistols or counted as a close-combat weapon the Mandiblasters can ONLY be used when engaged in melee combat. For EC, that translates to being activated by melee mechanics. I can't believe how you constantly fail to realize it's just a matter of translating the stats from one to another. Chance To Hit represents the characters parrying attacks or dodging away, while the number of attacks indicates how many attacks they can perform within a certain period of time, which in a real game translates to melee attack speeds so that they can perform a certain number of attacks within a certain period of time. I know turn-based and real-time are different. That is fact. It is not, however, proof that you cannot use things from one in another. Should be tested. Mandiblasters and Stealth should both be default, non-removable mechanics for the Scorpion as they are all part of their identity as an Aspect. With my TT-based builds the S3 Mandiblasters would need 11 shots to Down a Tactical Marine. Of course, considering they should fire when melee attacks are performed and thus add to the Scorpion's melee damage, their ranged ineffectiveness should be of no concern. Being S3, they would be unable to damage even Vehicle Armor 10, while anything T8 or higher would be immune to damage as well. Math should be the only thing you need if you're intelligent enough to comprehend it. Math makes creating an unfinished game much easier. For instance, I've had a significant degree of balance between my builds for the base classes of ALL factions for months, while bE is still fiddling with balance for all the factions, wasting time until they've completely swamped themselves with everything before trying to balance instead of finding a core balance everything adheres to. Why SHOULD the Bolter have a 1.75-sec TTK(8 Bolts, 0.25-sec Fire Rate) vs a C/SM? Many people playing EC want a Bolter TTK closer to Relic's SM, which had a TTK of 1.733-sec. Why SHOULD the Storm Bolter have a 1.4-sec TTK(8 Bolts, 0.2-sec FR) vs a C/SM? Many people playing EC enjoyed EC's original Bolter TTK of 1.44-sec. People clearly enjoyed those specific TTKs of those weapons so designing weapons near that TTK makes for weapons that most players can enjoy, especially as the weapons' other statistics are tailored to best accent their strengths and weaknesses. Why SHOULD a Shoota have a 1.26-sec TTK(8 Rounds, 0.18-sec FR) vs a C/SM in comparison to the Bolter's 1.5-sec(7 Bolts) TTK vs the Ork Boy? The Shoota is less accurate, has less range and has higher recoil and bloom, all of which result in Orks missing more shots at long and medium ranges. The increased FR helps compensate and gives them an advantage in close range. You can completely design every class/weapon/vehicle/etc. etc. before even implementing them into the game, allowing you to work on a base balance that you can then test, instead of starting from scratch. As you implement those things into the game, if they just continue to act as proof that the system you are using works then you continue using the system, making creating the game that much faster and easier.
Here, I picked an elementary level article for you, don't want to overwhelm you: http://www.sciencebuddies.org/science-fair-projects/project_scientific_method.shtml You did the first three steps just fine. But you have never done the last three. What you linked as "evidence" is not... Its just guesses. Actually Mandiblasters are described in the lore almost identically to pistols. It fires a needle that then gets liquified by a laser. It is a projectile, not a sword. It ISN'T just as simple as converting over. I have told you this 12 times. Weapons on TT have point values associated with them because they are so unbalanced. A Plasma Gun by itself is worth three Boltguns. How do you just "copy over" that? You can't. You are correct with chance to hit (weapon skill) but number of attacks is NOT how fast they are. How do you explain a Veteran Sargeant Assault marine hitting TWICE AS FAST with the same weapons? Why do you start swinging faster when you Charge into melee? No, number of attacks is a representational factor to simulate how many solid strikes a model could feasably land, it is a combination of speed, strength, momentuum and experience. Not just speed. It has nothing to do with turn based versus real time, it has everything to do with it being a wargame simulation, not a RPG. For the purposes of this game and balance, maniblasters and stealth should both have LP costs associated with them, and there should be better and worse versions for more customizability. Also could use heavier weapons and skip both. This is a big factor to what will make the game more interesting to play. Your builds state 11 Mandiblaster shots to down an Astartes yet in the Tabletop they have a 16% chance to instantly kill before melee. How do you account for this discrepancy? Math doesn't factor Meta, which is the last reason why your builds are useless, there is no testing done.
I like the idea of it being more than "just a pistol". To fit in with the scorpion's assassin type role, it could be a snare or stamina drain. Or maybe even be the damage boost on next melee attack that currently comes from popping out of stealth. Either way, it would be a cd or one shot reload.
I've done the last 2 and guess I'll have to do the final one as well since people are worthless and can only nay-say something with no evidence or proof of their own to discredit it. Spoiler Bolter TTK vs Dire Avenger: 1.25-sec, 6 Bolts Bolter TTK 90% ACC: 1.5-sec, 7 Bolts Bolter TTK 80% ACC: 1.75-sec, 8 Bolts Bolter TTK 70% ACC: 1.75-sec, 8 Bolts Bolter TTK 60% ACC: 2.25-sec, 10 Bolts Bolter Head Shot TTK: 0.5-sec, 3 Bolts Bolter Head Shot 90% ACC: 0.5-sec, 3 Bolts Bolter Head Shot 80% ACC: 0.75-sec, 4 Bolts Bolter Head Shot 70% ACC: 0.75-sec, 4 Bolts Bolter Head Shot 60% ACC: 1-sec, 5 Bolts Accuracy: 3.4-cm spread at 24-meters Major Damage Drops: 48(or 24) and 96-meters S.Cat. TTK vs Tactical Marine: 1.265-sec, 12 Shuriken, 0.115-sec FR S.Cat TTK 90% ACC: 1.38-sec, 13 Shuriken S.Cat TTK 80% ACC: 1.61-sec, 15 Shuriken S.Cat TTK 70% ACC: 1.84-sec, 17 Shuriken S.Cat TTK 60% ACC: 2.185-sec, 20 Shuriken S.Cat Head Shot TTK: 0.575-sec, 6 Shuriken S.Cat Head Shot 90% ACC: 0.69-sec, 7 Shuriken S.Cat Head Shot 80% ACC: 0.69-sec, 7 Shuriken S.Cat Head Shot 70% ACC: 0.805-sec, 8 Shuriken S.Cat Head Shot 60% ACC: 1.035-sec, 10 Shuriken Accuracy: 4.5-cm spread at 24-meters Major Damage Drops: 36(or 18) and 72-meters With perfect accuracy the Bolter has a slight advantage but that advantage swings back and forth between the weapons as accuracy decreases with both players; however, despite the greater spread I believe the S.Cat should land more shots than the Bolter in close range as the Marine is a larger and slower target than the Eldar, the S.Cat should have less bloom and recoil than the Bolter and have less recoil increase when firing on the move than the Bolter(ala Battle Focus). The TTK advantage of being more accurate in close range should help make up for Eldar weapons not only being less accurate at longer ranges but also dropping in damage over distance sooner than the Bolter. Of course, if it is found that even with the reduced accuracy the S.Cat still out-performs the Bolter it could have its FR reduced slightly. S.Cat V.2 TTK vs Tactical Marine: 1.375-sec, 12 Shuriken, 0.125-sec FR S.Cat V.2 TTK 90% ACC: 1.5-sec, 13 Shuriken S.Cat V.2 TTK 80% ACC: 1.75-sec, 15 Shuriken S.Cat V.2 TTK 70% ACC: 2-sec, 17 Shuriken S.Cat V.2 TTK 60% ACC: 2.375-sec, 20 Shuriken S.Cat V.2 Head Shot TTK: 0.625-sec, 6 Shuriken S.Cat V.2 Head Shot 90% ACC: 0.75-sec, 7 Shuriken S.Cat V.2 Head Shot 80% ACC: 0.75-sec, 7 Shuriken S.Cat V.2 Head Shot 70% ACC: 0.875-sec, 8 Shuriken S.Cat V.2 Head Shot 60% ACC: 1.125-sec, 10 Shuriken Mandiblasters are, in lore, used in close-quarters combat. Pistols can or at least should have some degree of effectiveness even in medium range combat, while Mandiblasters should not. It is as simple as converting over; although, I guess simple is relative. Obviously, if you lack the intelligence or ability to properly do something it likely isn't going to be simple to do that thing. Weapons on TT have point values associated with them because of other weapon statistics that are missing such as spread, recoil, bloom, magazine sizes, reload speeds, etc. etc, which due to missing cause weapons with higher Strength and Armor Penetration to be significantly better than weaker weapons. How do you copy over a Plasma Gun costing more points? For starters it should be less accurate than the Bolter, should fire more slowly, should have a lower magazine size/shot count than the Bolter and its projectiles should travel more slowly than the Bolter's making it easier to avoid them, especially at longer ranges, all factors that reduce the Plasma Gun's long/medium range effectiveness so that in terms of overall performance it is more in line with a Bolter. A Veteran Sergeant is a Veteran Sergeant. The explanation is literally right there. He is a far more experienced soldier than a non-Veteran Sergeant with greater skill and reflexes. When charging into combat, adrenaline pushes the combatants limits. Strength is Strength. Weapon Skill is experience. Initiative and Attacks are speed. Orks are generally crud in ranged combat but get whipped into a frenzy in melee. It has plenty to do with turn-based vs real-time. Mandiblaster and Stealth should be default equipment that, no shit, should have some sort of Load-Out Points cost attributed to it, just like every single piece of gear in the game does and will. There should only be upgrades for them as they are unique abilities specific to the class that help make them who they are, also meaning it should be impossible for a Scorpion to remove their Mandiblaster/Stealth ability. If wanting to focus on a more aggressive and weapon-based style of gameplay you should use the Banshee. In TT the Mandiblasters automatically hit, not having a chance to miss that would in turn reduce how likely it is to kill enemies. . The Mandiblaster is only a S3, AP- weapon so should not deal much damage per attack and in EC you have to take enough damage for your Armor and HP to be depleted before you go Down/get Wounded, not take a percentage chance attack The Mandiblaster is also being used to add to the Striking Scorpion's melee combat and would imbalance it unless the Scorpion's default melee capabilities were nerfed unnecessarily. Meta directly results from math, which against is why you completely and continuously fail to see the validity of my builds. It shouldn't be "just a pistol" it should be an addition to the Scorpion's melee combat, auto-activating when certain melee actions are performed. Stealth should have no need for a damage boost upon leaving it as the advantage of Stealth should be getting in an advantageous position from which to strike your enemy, such as from behind that should provide a back-stab bonus. The Mandiblasters would have a small cooldown after auto-activating in melee combat, such as when a Charge Attack is performed. The range would be shorter than your Shuriken Pistol's, relegating it mostly as a close-quarters ability as it should be.
Is it denial that keeps him from acknowledging that EC isn't a digital conversion of the TT? At what point does he recognize that his tt balanced mechanics don't matter because EC isn't using them?
"You asked for updated data that I gave to you and you then shut up on the matter. I will tell you for the 12th time. Right here. Read and comprehend." The 'updated data' is the same data I criticized in the Video. It is as true then as it is now. You didn't change a thing yet claimed "Thats old data!". You just keep copy pasting the same thing over and over and saying its correct because its self-evident. A bunch of "accuracy" numbers you added isn't testing. I did not respond because it became painfully clear you are only trolling. You are not worth a response. You should just delete your Account. Oh and "Meta directly results from math, which against is why you completely and continuously fail to see the validity of my builds." This is axiomatically incorrect. Meta is a direct result of real world applications that math cannot calculate. This is why you fail.