
The Djego
Minmatar Hellequin Inc.
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Posted - 2011.02.25 21:22:00 -
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Edited by: The Djego on 25/02/2011 21:24:08
Originally by: Malcanis
Originally by: The Djego Well I like the idea for rails, for blasters however you would need insane tracking boosts to archive something useful.
Would Ephemeron's suggestion of +100% for Iron be sufficient?
Excellent question, actually not this easy to answer.
Iron deals around 41,67% of antimatter damage, keep this in mind when you read this. I did run some graphs in EFT(Iron Mega, 1 web, 3x Cormacks TCs with scripts = 101% better tracking) against a Mega with just a web but antimatter since I was mostly monitoring the range of 0-5km, the range difference isn't this important. T1 ammo, normal pvp fits(plategank mega, plategank ruppi).
Against a rupture(plate gank, scram+web no AB, 45% degree movement -> orbit) your break even point is around 2km, after this antimatter out damages it, however the it prevents the rupture for shaking off next to 100% of the incoming DPS till 200m, while this point is around 800m for the antimatter mega. At 1km the antimatter mega deals around 36DPS while the Iron Mega can do 157 DPS. Break even point is mostly 2km where antimatter surpasses the Iron + 100% tracking by raw dps.
If we put Antimatter in the Iron mega the numbers look a lot better, it pulls off a 378 DPS at 1km against the rupture, what is 10 times more than the mega does today. Peak would at 5400m with 797 dps for the +100% tracking mega with antimatter and 718 for the normal mega at 6900m.
Btw, the +100% fit with antimatter scales up really well against a AB rifer beyond 5km till it reaches nearly 380 DPS against it a 10km(standard mega deals like no damage at all against it till 9.5km.
As you can see it is not so easy, even more so if you consider that you are not in the position to dedicate the range in a blaster ship, as you where before QR within web range. The numbers look good as you only look at them in theory but with the lack of range control you will end up with the worst case more often then not, where even a massive 100% tracking boost doesn't change this much.
For situations where you really need it, it would probably still not sufficient(combined with the problem that it does far less damage by itself), if you look at large blasters and solo/small gang pvp where it creates the most issues this days.
On the other hand it would slaughter stuff at bigger ranges than point blank really quick(mega/rokh for instance) and would create in gangs a rather huge sphere where smaller ships can hardly enter without getting slaughtered even without hard tackle(scrams/webs). It basically boils down to the problem that tracking scales rather bad with range and something that tends to be balanced at close range can be quite a bit out of balance at med range.
That's basically one of the few reasons I would prefer the stronger web over far more tracking.
For reference, medium turrets track by default around 400% better. Also before QR a blaster pilot that did know what he did could force the target into a situation where he did track 2000% better(by playing a bit with range, forcing the target to turn his MWD on) than now if the 400% improvement over now(web) wasn't sufficient to get the job done quick. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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