
strive nails
DEATH'S LEGION
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Posted - 2009.11.06 12:08:00 -
[1]
Originally by: Nuts Nougat
What autos need is more falloff, so you have blasters best at 0-10km, autos best at 10-25km and lasers best at 25-40km. This is easily achievable by either boosting barrage damage (maybe put it to 12 damage like the other ammos, the tracking penalty already makes it not worthwhile using in close combat, and faction ammos still do more damage), or simply increasing tier falloff to the point you can use fusion at long ranges. Then you have a choice between either tracking, 180mm tracking is now not bad anymore, or range. 425mm don't track at all when compared, it's only natural that they should have 30-40% more falloff than 180mm.
Comparison:
Pulsealot with AMNF does a nice 573 dps at 11km optimal, with scorch 456dps at 34km.
A vagabond with new fusion does 576 dps at 2km, where it cannot tracking anything, or with barrage 471 dps at 3km, where it cannot track anything. At 11km, no matter what you fit, you are already doing less than lasers will do, and this just gets worse as range increases.
For comparison, they also both have about the same ehp, so no you cannot go in and f1-f5 and hope you will win, because by the time you close the range the zealot will have taken out quite a large chunk of your hp already.
This. Add to this that the vaga is supposed to perform well at ranges beyond 11km (hence the falloff bonus) but in reality you are not going to break any halfway-serious tank.
As it is on TQ right now you could fit dual 180s + 2x ambits to increase dps at range but the dps is still easy to shrug off. 220s or even 425s without ambits (pg, anyone) as they are right now on sisi would yield roughly the same result, so meh.
Take into consideration that the vaga is fully bonused for that type of combat. As you do more ship-to-ship comparisons it's kind of easy to deduct that the current boosts are indeed a smokescreen.
I don't even wanna go to the tempest.. :/
As for the people crying about blasters now: your argument is that if projectiles get boosted from being the worst turrets to mediocre (which is not the case at the moment) hybrids MIGHT look worse in comparison. Seriously: quit that ****. The idea is to BALANCE the different weapon systems and not to keep projectiles on the bottom just because they.. uhm.. use no cap? Do you see anyone here claiming that projectiles should do blasterlike dps at close ranges? So what you are actually threatened by is lasers, and the possibility that projectiles MIGHT become viable perfomers again û something that the current changes do not quite reflect. Go figure.
Now the entire TC/TE debate.. a) yes, they need the falloff stat, as that follows general logic (can be disrupted, etc..) b) no, this does not fix projectiles c) no, you cannot assume every minmatar ship will have one fitted d) PLEASE DONT USE TC/TEs AS A MEANS TO LIMIT THE BOOST TO PROJECTILES
The fact that tracking mods are even being used as an argument to lessen the projectile boost is making me /facepalm. Really, tell me how this correlates with the calculation and balancing done to the other weapon systems? How the hell do people assume Minmatar pilots have the room to fit those mods just to make their guns work? -> TCs/TEs need to be taken out of the guesswork. Make their falloff stat increase inline with the other stats (ie: nerf the boost) and go back to the guns themselves. Otherwise you are just boosting all turrets with falloff and lets be honest here: that sounds alot better for hybrid/laserboats as it does for projectiles.
Nozh: back to round one again, and this time consider actually boosting us please, and not just try to shut us up.
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