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TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
48
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Posted - 2014.02.17 18:39:00 -
[1] - Quote
Alena Ventrallis wrote:First, some math.
Swarms do 220 per missile. x6 missiles at proto is 1320 damage. This is without proficiency or any damage mods. I can do math vs hardeners if someone wants, but the point of hardeners is to severely hinder AV, and as such AV should not be expecting to destroy a tank when hardeners are up unless they bring lots of friends with them. As well, I am doing calculations based on a single magazine of swarms. Swarmers can of course reload and continue firing until their ammo reserves are exhausted.
Now, let's see how much one magazine of swarms would damage an unmodded sica/gunnlogi. Shield has 20% resistance to swarms. 1320x0.8 gives us 1056 per volley on the shield. x2 volleys is 2112 damage. 2650-2112 is 538 shield left. third volley gets tricky. The first part of the damage has a 20% resistance to swarms. 538x1.2 gives us 645.6. In other words, taking the bonus into account, swarms must deal 645.6 damage to remove the remaining 538 damage. 1320-646 (rounding for easy numbers) is 674 remaining damage. Now this damage gets a 20% bonus due to being in armor. 674x1.2 gives us 808.8 damage. 809 rounding. 1500-809 is 691 armor left.
Now, the soma/madrugar. Again, assuming no mods on the tank, and no damage mods or proficiency on the swarm. First, we have the 1200 shield to chew through. With a 20% resistance to swarms, 1320 damage would take out 1056 shield. This leaves 144 shield. 144x1.2 means a swarm must deal 173 damage to finish off the shield. 1320-173 means the swarm now has 1147 damage with which to hurt the armor. This remaining damage gets a 20% bonus vs armor. 1147x1.2 is 1376 damage. 4000-1376 is 2624 armor left. Now the final volley. 1320x1.2 is 1584. 2624-1584 is 1040 armor left.
As you can see, the problem is not the damage. A little in proficiency and the tanks would be destroyed easily. The issue is the application of that damage. Tanks can easily escape a swarmer before all the missiles can be hit. THIS IS THE ISSUE. Swarms vs dropships and vs LAVs is pretty solid right now. Tanks are the aberration. Tanks need to be slowed down. 25% seems a good starting point.
The other issue, and the one that more complicated to handle, is that we are talking proto swarms against standard vehicles. A lot of the imbalance is because of this. Pre-1.7, tanks were easy fodder for anyone running proto swarms. 2 mill skillpoints could wreck 20 million SP tankers, and this made tankers mad. Now we have people who have invested nothing into tanks being able to avoid people who have invested millions of SP into swarms. I can't really see a solution while we have proto AV and not proto vehicles. Tiericide on AV and vehicle mods would be a good starting point. But that's a whole other can of worms.
All in all, swarms are not as weaksauce as everyone complains about. They can kill a tank, albeit after some sp investment in proficiency and damage mods. The issue is that tanks can escape from them too fast. if we slow down tanks, swarmers will find that their weapon is suddenly much more deadly than they previously realized. And tanks will find that fitting their vehicles properly means a whole lot more, since one magazine of proto swarms can almost kill them.
All swarms really need is a sp refund so we can pretend they don't exist like flaylock pistols.
Edit: Also assuming tanks won't have any mods. What are you? The representative of the special tank Olympics?
No one runs a tank without mods out of the battle academy. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
48
|
Posted - 2014.02.17 18:53:00 -
[2] - Quote
Alena Ventrallis wrote:Again, the issue isn't damage, but the application of such. These numbers are to give a general idea. I won't run numbers for all possible combinations of Swarms vs tanks because that'd take forever. But they aren't as bad as people make out. The issue, again, is that tanks can easily escape that damage.
As an infantry example, the DPS of HMGs before the hotfix was perfect. The reason it suffered was the application of its dps, which was hotfixed.
>Uses PROTO swarms vs. unmodded militia tanks as basis for comparison >Thinks that's adequate
Please sir or madame, may I have some o' that crack you're smokin'. It is a mighty cold morn o'er this here forum. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
51
|
Posted - 2014.02.17 19:34:00 -
[3] - Quote
ResistanceGTA wrote:TYCHUS MAXWELL wrote:Alena Ventrallis wrote:First, some math.
Swarms do 220 per missile. x6 missiles at proto is 1320 damage. This is without proficiency or any damage mods. I can do math vs hardeners if someone wants, but the point of hardeners is to severely hinder AV, and as such AV should not be expecting to destroy a tank when hardeners are up unless they bring lots of friends with them. As well, I am doing calculations based on a single magazine of swarms. Swarmers can of course reload and continue firing until their ammo reserves are exhausted.
Now, let's see how much one magazine of swarms would damage an unmodded sica/gunnlogi. Shield has 20% resistance to swarms. 1320x0.8 gives us 1056 per volley on the shield. x2 volleys is 2112 damage. 2650-2112 is 538 shield left. third volley gets tricky. The first part of the damage has a 20% resistance to swarms. 538x1.2 gives us 645.6. In other words, taking the bonus into account, swarms must deal 645.6 damage to remove the remaining 538 damage. 1320-646 (rounding for easy numbers) is 674 remaining damage. Now this damage gets a 20% bonus due to being in armor. 674x1.2 gives us 808.8 damage. 809 rounding. 1500-809 is 691 armor left.
Now, the soma/madrugar. Again, assuming no mods on the tank, and no damage mods or proficiency on the swarm. First, we have the 1200 shield to chew through. With a 20% resistance to swarms, 1320 damage would take out 1056 shield. This leaves 144 shield. 144x1.2 means a swarm must deal 173 damage to finish off the shield. 1320-173 means the swarm now has 1147 damage with which to hurt the armor. This remaining damage gets a 20% bonus vs armor. 1147x1.2 is 1376 damage. 4000-1376 is 2624 armor left. Now the final volley. 1320x1.2 is 1584. 2624-1584 is 1040 armor left.
As you can see, the problem is not the damage. A little in proficiency and the tanks would be destroyed easily. The issue is the application of that damage. Tanks can easily escape a swarmer before all the missiles can be hit. THIS IS THE ISSUE. Swarms vs dropships and vs LAVs is pretty solid right now. Tanks are the aberration. Tanks need to be slowed down. 25% seems a good starting point.
The other issue, and the one that more complicated to handle, is that we are talking proto swarms against standard vehicles. A lot of the imbalance is because of this. Pre-1.7, tanks were easy fodder for anyone running proto swarms. 2 mill skillpoints could wreck 20 million SP tankers, and this made tankers mad. Now we have people who have invested nothing into tanks being able to avoid people who have invested millions of SP into swarms. I can't really see a solution while we have proto AV and not proto vehicles. Tiericide on AV and vehicle mods would be a good starting point. But that's a whole other can of worms.
All in all, swarms are not as weaksauce as everyone complains about. They can kill a tank, albeit after some sp investment in proficiency and damage mods. The issue is that tanks can escape from them too fast. if we slow down tanks, swarmers will find that their weapon is suddenly much more deadly than they previously realized. And tanks will find that fitting their vehicles properly means a whole lot more, since one magazine of proto swarms can almost kill them. All swarms really need is a sp refund so we can pretend they don't exist like flaylock pistols. Edit: Also assuming tanks won't have any mods. What are you? The representative of the special tank Olympics? No one runs a tank without mods out of the battle academy. True/False. I killed a Maddy yesterday that had no hardner and an advanced rep. I'm assuming dual damage mod in the highs. The lows.. No clue. It had mods, but not good ones. Second case. Noob tanks with ABs.
That's a tank buster, those pretty much exist because AV is awful and tanks can do it better. For AV infantry those tanks are the least of our worries as they aren't equipped to deal with infantry. Show me a blaster tank that has no armor/shield hardener and i'll eat my hat. Also by out of the battle academy, I meant to imply noob tankers. Balance can't be based on the worst player, otherwise all guns need to be nerfed to 1 damage, because the worst of us keep dying trying to punch those pro shooters. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
53
|
Posted - 2014.02.17 19:43:00 -
[4] - Quote
Obodiah Garro wrote:Pro SL can take down my Gunnlogi if they are used in a team of 3, I dont bug out of their engagement range and my harderner is on cooldown cycle.
One can argue 3 guys to kill a HAV, fair play, however if my hardener is up, the deal is off. One way to offset the hardener is to give the SL more targeting range, which I completely agree with.
A Pro Maddy with dual reps probably wont be in any kind of realistic danger from Swarms at any point, dual reps on HAV need a look at as they are insanely powerful, I wouldnt however say thats a call for a dmg buff for SL, just better planning from AV runners.
However Pro Maddy with blaster and the deal is off lol.
SL needs its 400m range back for sure, dmg is ok imo. Blasters need a nerf via greatly increasing their PG requirement, in line with their armor pg reductions, so maddys can only go as a pure slayer or a pure tanker, at this time they have zero compromise.
I don't mind that except CCP claimed they made the changes that they had made, in order to allow adv and proto hulls, as they thought tanks would be unstoppable pre 1.7 in adv and proto form.
What I want to know is what can they possibly do to adv and proto hulls that wouldn't make them unstoppable if it takes multiple Proto AV to stop basic hulls.
They either will have to make adv/proto hulls more specialized or they will have to nerf militia and standard hulls/buff av just to cause balance.
Right now I find tanks over powered nature is a band aid to not having the adv/proto hulls for tanks. They really just need to release the adv/proto hulls and then balance them accordingly. As it stands, a militia tank should get shredded by proto av if adv/proto hulls exist. |
TYCHUS MAXWELL
Sebiestor Field Sappers Minmatar Republic
54
|
Posted - 2014.02.17 19:56:00 -
[5] - Quote
Alena Ventrallis wrote:I pointed this out in the OP. Proto AV vs Standard vehicles is going to cause imbalances. Honestly, a simple solution might be making the current proto swarms into standard swarms, and removing advanced and proto swarms. Then when advanced and proto vehicles are introduced, we can bring back advanced and proto av, balanced off of the new standard swarm launcher.
If by that you mean standard swarms would fire 6 missle per shot then I would agree, as then the isk cost would be well worth throwing 5 av swarmers (And temporarily cripple your team against the 13-15 infantry vs. your 11 infantry) at them if each suit costs 8k each. |
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