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# Exact Math For Solar Rails Health

## Question

To the point,i want to know how much health is lost if a solo player and a 4 man squad finishes 1 mission  in a solar rail conflict.Based on deathsnacks Website,solar rails lose -10 health each mission...reason behind this is so i could find out exactly how many runs each member of a full moon clan needs to do inorder to destory the opposing solar rail.

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Thats extremely unreliable stats.
A solo player and a 4 man squad can't destroy a solar rail, not to mention there are THOUSANDS of teams running it all at once.

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When Solar Rails were first released, DE said that each member of a squad counted one point against the rails health in order to prevent rushing.

My take is that making each individual count a point promotes rushing since:

- a group of four is only as fast as the slowest member

- with four people running solo, a slower player does not adversely affect the other three player's time

thus, as long as a player's personal time is relatively the same in a group vs solo then it is always more efficient to do solo runs to take down a rail.

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Thats extremely unreliable stats.

A solo player and a 4 man squad can't destroy a solar rail, not to mention there are THOUSANDS of teams running it all at once.

what makes you say that?.As far as i can tell,the website has been on the dot on alot of things.....wasn't talking about 1 guy or 1 squad against an entire solar rail,i was talking along the lines of what effect they would have if they completed a mission in a solar rail conflict...basically how many % or exact number 1 mission

When Solar Rails were first released, DE said that each member of a squad counted one point against the rails health in order to prevent rushing.

My take is that making each individual count a point promotes rushing since:

- a group of four is only as fast as the slowest member

- with four people running solo, a slower player does not adversely affect the other three player's time

thus, as long as a player's personal time is relatively the same in a group vs solo then it is always more efficient to do solo runs to take down a rail.

so with that statement from DE...a solo player would deal 1 point of damage to a 75000 health solar rail....which means 19 missions per player in a capped alliance(4000 players) would take it down to 0....in hindsight thats very doable with an hour or 2 time frame....if they all participate...and i agree regarding the speed of the squad..and the idea of doing it solo.much thanks man

Edited by FargosFera
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what makes you say that?.As far as i can tell,the website has been on the dot on alot of things.....wasn't talking about 1 guy or 1 squad against an entire solar rail,i was talking along the lines of what effect they would have if they completed a mission in a solar rail conflict...basically how many % or exact number 1 mission

so with that statement from DE...a solo player would deal 1 point of damage to a 75000 health solar rail....which means 19 missions per player in a capped alliance(4000 players) would take it down to 0....in hindsight thats very doable with an hour or 2 time frame....if they all participate...and i agree regarding the speed of the squad..and the idea of doing it solo.much thanks man

Just a little food for thought...

Seems no one has bothered to find out if they lowered the requirements to destroy a rail when they CUT THE CONFLICT TIME IN HALF. You would think they would have changed the impact players have on the conflict since most of the time we already weren't completely destroying them before time was up on a 24 hr timer. Would be kinda ridiculous to shorten a conflict from 24 to 12 hours without reducing the requirements to destroy the rail if you ask me.

OP asked for exact math and you guys are working on estimated numbers from unlinked and unconfirmed information someone says was released 4 patches and a dozen hotfixes ago with every one of them having an impact on the solar rail conflicts in some way or another. Flimsy guys.

Edited by Corrupted_Ertai