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Thread Statistics | Show CCP posts - 9 post(s) |
Zat Earthshatter
Ghosts Of Ourselves
366
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Posted - 2013.10.06 05:32:00 -
[1] - Quote
Spreadsheets!
I'll add new posts if I have comments on the other spreadsheets, but for now i'll focus on the weapons.
In general >Blasters: All about RoF! Small blasters will behave like miniguns with very small clips, while Large Blasters act like small-caliber repeater cannons. Very high DPS potential, especially if you invest SP into reducing heat buildup. >Railguns: with lower heat costs and respectable mag sizes, railguns appear to be designed for longer bursts of fire on heavily-defended targets. >Launchers: Basically, both sizes of launcher spit out the same direct damage per missile. The Large Launchers spit them out at a much faster rate, but with less splash damage and radius per missile. NOTE: Large Missile Turrets aren't listed as "burst fire" on this spreadsheet, so I assume that the entire magazine can be fired off at once in this post
Time per magazine (heat isn't accounted here), and the damage that would cause >Small Blasters: All 120 rounds would fire in exactly 8.4 seconds, and you would do 3,000 potential damage in that time. >Large Blasters: 205 rounds in 28.7 seconds, doing 21,525 potential damage
Railgun calculations account for the charge time only for the first shot, in-line with current mechanics >Small Railguns: 24 rounds in 10.25 seconds, doing between 5,640 and 7,332 potential damage >Large Railguns: 9 rounds in 18.35 seconds, doing between 13,050 and 16,965 potential damage
missile calculations assume all direct hits, splash isn't accounted >Small Missiles: 8 rounds in 9.6 seconds, doing between 3,200 and 4,160 potential damage >Large Missiles: 12 missiles in 1.8 seconds, doing between 4,980 and 6,474 potential damage
burst DPS based on above data - does not account for reloads >SB: 357.14 >LB: 750
>SRg: 550.24 to 715.32 >LRg: 711.17 to 924.52
>SM: 333.33 to 433.33 >LM: 2766.67 to 3596.67
Now we add a reload and second magazine to try to calculate true DPS. reloads based on unskilled user
>SB: 4s reload. 6,000 damage for two magazines. 8.4+4+8.4 = 20.8 total seconds(Ts). 6,000/20.8 = 288.46 true >LB: 8s reload. 658.26 true
>SRg: 4s reload. 460.41 to 598.53 true >LRg: 8s reload. 583.89 to 759.06 true
>SM: 4s reload. 275.86 to 358.62 true >LM: 10s reload. 732.35 to 952.06 true
End result:
>Blasters: both turrets have lower DPS numbers, but they can sustain it more easily than the other weapon types. This is because it has relatively fast reloads and rapid cooling. Small is good against infantry, while the Large Blaster is useful to keep the pressure on an enemy vehicle.
>Small Railguns: SRg's combine a missile's alpha damage with a moderately fast firerate. If efficiency ratings remain good, this will be an effective AV weapon for smaller vehicles. >Large Railguns: LRg's have very high alpha damage, but reload slowly. Use it like you would any true "tank gun"
>Small Missiles: as SMs don't overheat, they can put good mid-range DPS on targets. They mostly rely on splash for infantry and direct damage for vehicles, so don't worry too much about near-misses. >Large missiles: The king of burst DPS. There is very little that can withstand the punishment that 12 direct hits dish out. Know, however, that a Large Missile HAV will be extremely vulnerable waiting for the 10-second reload.
effects on HAV strategy (based on turret type)
Large Blaster: a strong platform for mowing down infantry and nearby vehicles, but loses effectiveness at range. Keep this HAV away from open spaces, and you'll do very well.
Large Railgun: Best at long ranges, as closer ranges leave you vulnerable to a Blaster HAV.
Large Missile: Be keenly aware of any cover you can use for hide-and-seek combat, as you will need to be in cover while you reload your next 12-shot volley. Devastating at mid-range, which is close enough for most of the missiles to hit while the Blaster HAV won't have maximum DPS output. |
Zat Earthshatter
Ghosts Of Ourselves
367
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Posted - 2013.10.06 05:55:00 -
[2] - Quote
Borne Velvalor wrote:snip Very thoughtful post. I should note that EVE armor tanking isn't much different - PvP armor doctrine is either spider-tanking or eHP "buffer tank", and the only other option for an armor ship is a stack of damage mods and big guns. Since spider-tanking doesn't work well enough in DUST yet, we're left with having either buffer-tanks or glass cannons, with very little middle ground.
Active armor tanking - using reppers and resistance to tank - is actually more useful in DUST PvP than EVE PvP, as it can survive an engagement if the target is taken out quickly. Otherwise, active tanking is more suited to PvE (which isn't in DUST yet). This issue is prevalent in most other MMOs as well - many players use burst-damage weapons, and active tanking is more suited to sustained DPS. As a result, many PvP-related tanking skills in MMOs revolve around upping your HP and resistances instead of your healing ability. This holds very true in DUST as well.
In short: This issue simply means that DUST is behaving more like an MMO than we often give it credit for, which is a good thing. We just need the Massive Multiplayer part. |
Zat Earthshatter
Ghosts Of Ourselves
369
|
Posted - 2013.10.06 09:37:00 -
[3] - Quote
Borne Velvalor wrote:Which level of gun did you derive this information from? Basic, enhanced, complex? Also, at the moment, the OP states there is a typo in the blaster damage section. Not hard to figure that out, I suppose, when every blaster has the same stats. Were corrected ones posted anywhere? ._. The typo is that all Blasters in the same size class have the same stats. The non-Blaster weapons have DPS ratings in a range, from Standard level minimum to Prototype maximum. Judging from how the stats compare to the other weapon types, I would assume that the blaster tier that is correct - hence, what the results reflect - would be the Militia blaster. I'm guessing this because it's quite logical that a DPS weapon would have a higher true DPS rating than "burst" munitions of the same tier, and it's clearly not the case here. Although Small Railguns seem to outpace theoretical DPS of Small Blasters, that's because heat buildup isn't accounted for. Railguns would seize up more quickly, which means that even the "true" DPS measure is really an "improved burst".
As for your tank analysis, remember that base efficiency ratings haven't been found out yet, but otherwise you have a very good guess. I would expect Small Blasters to have the efficiency ratings that ARs have (due to having roughly the same per-shot damage firing the same munition style), so don't expect them to do much in a tank-v-tank brawl. IMO, Small Railguns should have an AV weapon's efficiency ratings, as the purpose of such a weapon is to penetrate ridiculous amounts of defense. Missiles should be OK, as they've already had their over-nerfing turn back in beta.
As for AV, I expect that they will still be powerful, but not overwhelm any vehicle that enters their FoV. Specifically for Swarms, I would like to see dropships being able to out-maneuver a missile to break its pursuit - might make them less of a sitting duck.
Lastly, I would like to get a good run at calculating the defensive modules, but as mentioned above it would require knowledge of post-change weapon efficiency ratings to get an accurate eHP and DPS-tank analysis. |
Zat Earthshatter
Ghosts Of Ourselves
369
|
Posted - 2013.10.06 09:48:00 -
[4] - Quote
ladwar wrote: Large missiles vs tank w/ hardeners are on will take 2+clips, not missiles so that is 24+missiles, even at the proto lvl.
True, but hence "very little" at 2 magazines' worth of direct hits, literally nothing known aside from a CRU could passive-tank it.
Best strategy for a different HAV to counter a Missile HAV would be to fit a repper, as it can go through almost the entire cycle before the LMT's reload finishes. A smart Missile HAV would be using shoot-and-scoot, so even with a Railgun HAV you could try to zerg-rush him right as he fires his 12th shot. It's all about taking away the advantage in strategy that the other guy has: >lure Blaster HAVs into the open to get long-range shots on him. Or you can take advantage of his CQC tactics by flanking and putting multiple AV attacks on him from different angles. >Railgun HAVs may require infantry to deal with. A good idea would be to rush an LAV up to his rear and plant an RE or two. >Missile HAVs will love cover. Be aggressive, time your rushes with his reload, and don't give him enough room to get behind a rock. For any case, getting multiple AV threats on the enemy from different angles is a near-certain kill. This is where deeper battlefield strategy can come into play. |
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