Please take the following with a small grain of salt. you could spin the math a lot of different ways than I have but. this is a bit more of the story that lead me to actually USE gear lube.
This is all based on my mk5 (not mk6 my bad) Defender which has 4 slots and 5 slot points. (I'm gonna leave off specifics of weapons and perks for brevity's sake)
Option 1 - Max out Turbos and Shields
Level 40 Rare Large Shield - 1566 HP
Level 40 Rare Small Shield - 994 HP
Level 40 Rare Turbo - 60.4%
Level 24 (or higher) Rare Turbo - 40.4% or higher
(this maxes out Defender speed at 1.38, any higher turbo/perks/training will not result in a faster ship)
Gear Score: 6929
Health: 8221
Speed: 1.38 (max)
Turret Agility: 24.2
Option 2 - Work in some lube...
Level 40 Rare Large Shield - 1566 HP
Level 40 Rare Turbo - 60.4%
Level 24 (or higher) Rare Turbo - 40.4% or higher
Level 40 Rare Gear Lube - +67%
Gear Score: 6969
Health: 7027
Speed: 1.38 (max)
Turret Agility: 38.9
So. According to Gear Score (which I am not necessarily defending the logic of, but which, in this case I agree with) The Lubed Defender has a 40 point advantage on the Turbo - Shield load out.
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The key, i think lies in more than just the numbers. does a ship with 8000 HP last longer than a ship with 7000 HP, and, most importantly..., does the difference in time translate into the ability to turn the tide of a game...
When I started playing Defender, I did like any good noob would and said. "Hell yes! Finally room for all the armor I own!" Only to be slapped by the cold backhand of reality as I was shocked to learn how slow the damn thing was and, even though I had a butt-load of HP, i was still swarmed and left as a burning pool of oil within seconds. This, often because my teammates would easily outpace me and leave me, like a fat, aged and, wounded Mammoth, ready to be devoured by the red and yellow wolves. As my HP drained faster than the first beer at a frat party, I would ploddingly, and hopelessly pan my turret, hoping to do even a little damage before I died.
So I said "screw that. No wonder so few players play Defender!"
The first thing I looked at was to Turbo or not to turbo, figuring, if I can only keep up with the herd, maybe they'll eat the young mammoths instead of me.
This was OK, but even maxed out, the Defender isn't outrunning anything but another Defender.
So... I tested using what was then, a relatively low level Bandage. "hey, i figured 48 HP every 5 seconds over a 5 minute game... that's 2,880 HP! I'm a freaking idiot for not realizing this sooner... Who the hell needs shields?"
Only a few problems with that theory:
As famously quoted by Helmuth von Moltke the Elder, "No battle plan survives contact with the enemy"
Point 1:
It turns out that the 1/2 to full minute of any game in a slow boat is spent either lying in wait, or moving about "strategically" That leaves say... 4 minutes of actual combat.
Point 2:
Games rarely last the full 5 minutes... Crap... how long do they last? I started timing my battles and, it turns out that most games last about 3.5 minutes.
So 3.5 minutes minus the first, not-combative minute leaves 2.5 minutes of active engagement. Total potential health re-generation 1,440... hell, that's not much better than a small shield... (If I could only find a way to get damaged earlier in the game, the damn Bandage could REALLY perform...) < that was a joke >
Point 3:
As I was testing my low level Bandage, and becoming increasingly less in love with my newest theory, I noticed a point far more infuriating than the first two. It doesn't take a long time to die in a slow boat.
While in a battle, whenever I first took damage I would start a stopwatch. My intention was to determine how much ACTUAL damage a Bandage healed during a battle. Funny thing is... I almost never got the chance to stop the stopwatch once the bandage had restored my health... because I was DEAD...
So... I started timing how long it took to die once first struck.
Now. this is the most subjective part. I certainly don't always die within seconds of first taking damage, but, in a Defender, stopping the damage usually means that you, or a teammate have killed your opponent, not that you have cleverly sped away.
I found that unless an opponent doing damage was neutralized within 30 seconds to 1 minute, my Defender was dead... That gave my Bandage time to heal between 288 and 576 points of damage. That's one hit with a standard cannon.
The moral "I" took from this story is don't be bullied, BE THE BULLY!
Feel free to read my previous post to hear the creation story of "Angus the Angry" but I found that with one Big Shield and GEAR LUBE plus, either two turbos, or one turbo and a much BETTER Bandage. I could destroy near-range targets with a significantly higher degree of efficiency and reliability than I could "Armoring up"
Works for me...
jimboto
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