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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.19 09:41:00 -
[1]
Edited by: Marn Prestoc on 19/05/2008 09:42:38 Just a few diagrams to show the dps/range and volley damage and what a couple of the more basic changes suggested would do.
I used Maelstrom against pretty standard Mega, Apoc and Rokh fittings.
Dps against Range - Here we can see how the range sucks even using 3 range modules. We also can see how having more falloff makes very little difference when optimals are 150km+ and falloff is only 35km.
Dps with reloads against Range - If we're going to bring arguements about cap use into this then this should be the comparison used as weapons will have to reload before cap using weapons/ships have cap issues. I think this one shows the difference between the minmatar snipers and the Megathron very well, practically same dps with less range, tracking and harder fitting.
Both of the above images show a simple change of adding a falloff bonus to Tremor of +50% that helps the range a lot, but in a minmatar way.
They also show a swap of Maelstroms ROF bonus to DMG, this isn't a swap that keeps DPS the same (would need a bigger DMG bonus) but you can see in volley damage against time the effect it has. I think this demonstrates to me that the DPS needs to be kept the same or increased slightly while increasing the volley damage. Slowing the ROF will reduce the problem of the clip size but it should still be increased by a few shots imo.
My proposal for CCP to test would be to... - Tremor: Increase falloff by 40% (x1.4).
- 1400mm T2 arty: Increase damage by +25% (x1.25). Increase ROF by +23% (x1.23) slowing it down. Just to be clear SLOWING rof DECREASES dps. Increase clip size by 2 shots taking 10 shots to 12.
This would produce: Dps against Range - You can see a slight DPS increase along with a real benifit in the new increased falloff range. Dps with Reloads against Range - With a slower ROF and 2 more shots the dps decrease due to reloading is reduced. Volley damage against Time - We can see the increase in volley damage and with the ROF not being slowed to much the time that volley damage is ahead is increased.
Just a quick suggestion really with clear numbers and effect they have, if anything more i'd like the clip size increased more. -
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.20 08:24:00 -
[2]
Edited by: Marn Prestoc on 20/05/2008 08:24:24
Originally by: Naomi Knight Hmm rokh seems preaty poor according to these graps and it has cap issues to + use ammo so reload issue ,maybe CCP should boost Rokh+rails.
Typical... only look at certain things and draw a conclusion. Lets totally ignore the range with only 1 tracking module (so can fit tank mods easy) and the tank bonus that actually helps it when sniping unlike the Maelstrom. -
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Marn Prestoc
Minmatar The Black Mamba's
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Posted - 2008.05.20 10:29:00 -
[3]
Originally by: Naomi Knight :P I've learned it from my matar buddies from the forum :) as they didnt account into: sig radius, ship agility, pos shooting, small engadements into their conclusions, so yes when only looking at thing where matar is subpar and neglecting others makes fake results. Matar race is ok so do arties, only thing is not that is reloading in lag and it is a game issue not an arty , could be fixed by optimizing reloading and reactivation of guns on target.
Sig Radius: Maelstrom is HUGE. Ok Tempest is quite small but at 100km+ it has a tiny effect thats barely worth mentioning, besides if it gets Transversal up to make use of its signature it will hurt arty before hurting beams or rails.
Agility: Same as Caldari ships... How awesome is that!
Pos Shooting: Sure because using ammo is an advantage over not using ammo! Laser ships rock for this with a few mod adjustments can just sit firing none stop where arty is using up ammo and having to activate guns after every reload.
Small Engagements: Don't see many snipers in small engagements. I have been in them, I was in Huginn webbing for arty Ruptures and if they were Tempests/Maelstroms i'd prefer to just have Abaddons with a cap booster since its a "small" engagement so won't run out of cap before its over. Much more damage for about same volley damage.
Want to bring up anything else that is low in significance when talking about sniping? -
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Marn Prestoc
The Black Mamba's
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Posted - 2008.06.23 12:56:00 -
[4]
The problem with changing the base falloff value of the guns is close range ammos end up having stupidly long range.
As far as the small clip size, slow ROF, huge damage (balanced DPS due to lots of reloading reloads) idea i'd prefer a 1600mm tier to be that so you have a realistic alternative to that because that weapon system would be seriously limited if server performance is poor (lag = ages for reloads).
Hence, fix arty then look at new tier for those suggestions because I think its more likely for small adjustments to be done sooner than the drastic changes. -
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