
Fyrar Maan
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Posted - 2010.10.23 03:39:00 -
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Looking at the Hybred turret issue, I decided to analyize the basic numbers of the turrets, such as damage mod, range, capacitance use, cost per shot, etc, and see if I could paint a detailed picture on what is wrong with the blasters. I know you've moved into looking at changing the ammo, but let's step back and take a look.
A few assumptions I am making (if you refute these, then this analysis is not for you): -We are looking at all the T2 models. The data for each has been pulled from the Wiki. -Price per shot is the average cost for all the T1 ammo available. -Laser Price per shot is 0 ISK/shot (assuming crystals don't break, like Faction ammo or T2) -We desire the range of Blasters to be between the Autocannons and Pulse Lasers in both falloff and optimal respectively. -Railguns should have close-to equivilent damage as a respective Beam Laser. -There is an issue with the ammo's current arrangement.
T2 Turret Analysis Spreadsheet
If you don't want to read the Spreadsheet, below are my conclusions: -Blaster Optimal is doubled; falling halfway between Pulse Laser Optimal and Autocannon Optimal. -Blaster Falloff is increased by 36%; again, halfway between Pulse Lasers and Autocannon's Falloff. -This leads total ranges for Blasters to fall between Pulse Lasers and Autocannons. -Railgun Damage Mod is increased by varing degrees (usually .4-.8 modifier) to get a damage closer, but still weaker than, Beam Lasers. -The Capacitance drain reduction on ammo is inconsistant, and I changed it to reflect the Laser crystal capacitance drain reduction.
However, the biggest problem is Cost per Shot. While Hybreds appear to pay less per shot on average (not a true average; since I didn't have the time to weigh the averages based on market movement of each ammo type), it is obvious that most Hybred users choose Antimatter, the most expensive type. This means that Hybred users pay about the same as Projectile users (if not more, due to the focus on a single ammo type, which increases demand, and thus prices), and also has to pay with Capacitance, which takes power from other, more vital, systems (such as EWAR, Propulsion, etc). The ammo has no special effects compared to the others. Lasers can switch quickly, but it takes 10 seconds to reload other turrets or change the ammo in there. Projectiles have tracking bonuses based on which type, however, there is no such bonuses for Hybreds. An alteration of the ammo is needed, but what that alteration is needs testing. (Suggestions include Rate of Fire alterations (5%), Falloff bonuses (5-10%), or maybe a various selection of small bonuses that are different for each ammo type, like Tracking (5%)).
I hope these numbers help.
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