Mika Meroko
Minmatar Crayon Posting Inc
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Posted - 2008.07.26 23:11:00 -
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Edited by: Mika Meroko on 26/07/2008 23:12:56
why not boost missiles??
I mean, why not make Rockets go 15km/s (yeah yeah I know it sounds ridiculous....)
HAM go 10km/s
and errrrm... some other missile that isnt torps go 5km/s...
that way at these speeds they will catch what they are designed against....
and yeah, reduce flight time if you have to to keep their sucky range... but make those things able to CATCH the nano ships....
anyways... this might give missiles a purpose in pvp =P
okay, my flametardant suit is on... flame away!
Originally by: Celesphira
For sanity's sake, we'll use M-Size Ammunition.
A heavy neutron blaster II's optimal range is 3600m before skills. It's falloff is 5km. We'll assume very generous level 5 skills across the board for 4500m optimal and 6250m falloff. Our ammunition choices are as follows...
The venerable antimatter M (Caldari Navy Variant) gives us 16.1 kinetic, 11.5 thermal for a total of 27.6 damage. For this, it takes half our optimal range.
Null M, on the other hand, gives us +25% optimal and falloff and only takes 25% of our tracking in return. It's quite useless at the range antimatter is effective, but can be useful if you're caught in a situation where it can't be applied. It gives us 12 thermal, and 10 kinetic damage for 22 total. A net loss of 5.6 damage, or ~20.28%.
Void M busts out a staggering 14 kinetic, 14 thermal, for 28 total damage. Overall, that's a net increase of .4 damage over caldari navy antimatter. Right now I believe EFT is lying to me, because that doesn't sound right, does it? So I logged in, and it's true, void M is a staggering point 4 more damage over CNAM-M. This is a ~1.5% increase in damage. Fairly strange for being the opposite of null, huh? For all that, it takes half our tracking, and cuts our optimal to 75%, and our falloff to 50%.
So our theroetical blasterboat cruiser pilot using his Neutron blaster II at sharps 5, trajectory 5, is looking at around...
Antimatter M (CN): 2250m optimal, 6250m falloff. Op+Fall effective nearing 8500m, still not to the edge of webrange.
Null M (T2): 5625m optimal, 7812.5m falloff. Op+Fall effective around 13.43KM, which is pretty damn nice. It costs us 20% of our DPS to do, but the tracking penalty should be negated by the longer range we're firing at, should we be employing Null like a sane person.
Void M (T2): 3375m optimal, 3125m falloff. Op+Fall effective approximately 6500m, which is significantly shorter than antimatter, but we have a slight increase in our optimal, which is where we really want to be. Of course, our tracking has been cut in half, and we're using 25% more cap than antimatter. Good thing we're not an active tank like a brutix or something, right? For all that, we're doing 1.5% more dps. Good I suppose for seiging stationary targets.
In conclusion, Null M can hit out beyond webrange and into that 9km-24km range, but only the inner arc. Ions and Electrons suffer quite a bit further here but should make 10km.
just an example of how errrm, yeah.. blaster would be hurt by the speed nerf... a friend did the math for med and small autos too...
yeah... doesnt look good.
Originally by: CCP Atropos I pod people because there's money to be made in selling tears.
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