
GC13
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Posted - 2006.03.30 18:58:00 -
[1]
I ran numbers on the Moa v the Caracal with level four in all of their relevant skills, level five in medium hybrids and heavy missiles, and no points in specialization (so these numbers aren't perfect). Kinda distressing, to be honest...
Quote: Both with 2x T2 damage mods for their primary weapon, Moa with 2x tracking computer I. Caldari Cruiser 4.
MOA STATS:
Railguns (250mm II, Lead ammo) Range: 55.437 km + 13.8 km falloff Damage: 88.384 Rate of fire: 3.92 seconds Quantity: 4 Total DpS: 90.187755102040816326530612244898
Missiles (Heavy II, Scourges) Range: 73.5 km Damage: 202.5 Rate of fire: 9.5 seconds Quantity: 2 Total DpS: 42.631578947368421052631578947368
Ship's total DpS: 132.81933404940923737916219119226
CARACAL STATS:
Missiles (Heavy II, Scourges) Range: 102.9 km Damage: 294.03 (245.025 without Scourges) Rate of fire: 7.73 Quantity: 5 Total DpS: 190.18758085381630012936610608021 (158.48965071151358344113842173351 without Scourges)
With that at the Moa's optimal range, the third volley from the Moa will hit just after the Caracal's missiles hit, meaning it's already done about 700 damage before the Caracal does any, and brings that total up to a bit over 1k after the Caracal's missiles hit (the missiles which will hit for over 1400 damage). Also, conveniently, the Caracal fires another volley at about the same time its missiles hit.
Basically, the Moa can get a quick advantage in raw damage, but its damage will fall behind the Caracal quite quickly. Why oh why must the Moa be so un-leet?
I think this problem would be a lot less pronounced if the missile range skills were only 5% per level (and maybe drop the velocity on ships like the Caracal to 7.5%, or just leave them at 10%). That right there would be a 26.5% penalty to this Caracal's range. Also, railguns getting their optimal improved would be nice (but perhaps unbalancing). Then again, a Moa skill increase to railgun damage would be better...
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