CCP Rattati
C C P C C P Alliance
10955
|
Posted - 2014.11.10 00:23:00 -
[1] - Quote
Vulpes Dolosus wrote:Since 1.8, there have been some issues with the ADS that I, Rattati, and others in the community have brought up and I thought I'd try my hand at fixing them.
Some issues I'll try to address:
-Better bonuses -More AV potential -Splitting missile's AI / AV potential -Scaling with levels
As far as AV aggression goes, I think everything is fine. I've personally witnessed first and second hand ADSs surviving and being killed by all manners of AV regularly, so I don't see any changes being necessary to AV offenses or ADS defenses (though I would like a small Python shield increase to be considered, or a skill that increases shield resistances).
So here's the DPS we have now, as a reference (all values will be with lvl5 skills, proto turrets, and firing as fast as possible until empty mag plus reload for missiles, rails until almost overheated and completely cooled down, unless otherwise stated):
Python Missile Direct: 316.772
Python Missile Splash: 249.241
Incubus Rail: 412.409
The splash on missiles is pretty good, but both the other ones are pretty bad for AV, considering this is perfect damage application and a Maddrugar could potentially fit over 200reps/sec.
Anyway, on to my suggestions:
Bonuses
Python: 2% RoF (10%), 10% Splash Radius (50%) Incubus: -2% Heat Buildup (-10%), -6% Cooldown (-30%)
So yes, I've decided to keep the Python bonus to RoF the same and yes, that's a 50% bonus to splash radius. Before I get pilots and infantry get up in arms against me, most of the rebalancing is coming from the turrets themselves, be check those out below. These bonuses reflect the true nature of the Python: Damage application/ glass cannon.
The Incubus will really benefit from this bonus. The focus is for the rail but it has a great application for blasters if you wish (I just haven't ran any of the numbers for them). The idea being that you can provide a near reliable stream of shots so long as you don't overheat. Notice also that there is no bonus to overheating, so it will still be pretty severe. I would love to give it a 50% bonus (and reduce some damage a bit), but I don't know how skill stacking will effect it (giving it a negative value), so I compensated with a slight damage buff (DPS should be around 600 either way).
I am sad to suggest removing the ammo bonus, but I think it'd also play a role in balancing the ADS (just as long as we get safe Supply Depots in all the redlines).
(Note: all DPS values are with proto missiles, perfect skills, and perfect damage application, meaning all missiles fired and hit and reloaded immediately after, and rails fired until almost overheated with a pause until completely cooled down before resuming, reload disregarded)
MISSILES
The biggest problem with missiles on an ADS is that they make the Python exceptional at both anti-infantry and anti-vehicle (the Incubus to a lesser extent). The incubus doesn't have this problem as much with hybrid weapons since they're split into AV (rails) and AI (blasters). This was the inspiration I had to split the missiles into two variants: Accelerated and Fragmented.
Accelerated XTs (lvl5):
Damage = 525 Splash Damage = 125 RoF = 1 (0.9) Clip = 8 Radius = .5m (0.75m)
Direct DPS: 474.51 Splash DPS: 107.843
As you can see, these missiles are tailored to AV. The large direct DPS makes taking out all vehicles more doable (and still a bit of a nerf since it's ~90% of pre-Delta DPS), yet still limiting AI in both damage and splash radius. There is still some potential for AI if you're a good shot, but the same could be said for the rail as well. I would, however, suggest adding a -20% direct damage nerf to infantry. The higher RoF makes air-to-air much easier, as well as unstated increases to missile velocity and range.
Fragmented XTs (lvl5):
Damage = 300 Splash Damage = 300 RoF = 1.2 (1.08) Clip = 10 PRBNew = 2.75 (4.125)
Direct DPS: 239.13 Splash DPS: 239.13
The Fragmented missile is the AI missile. The 4.125m blast radius is roughly the side of a standard nanohive pulse, for scale while the current 2.5m is 1/4 larger than a compact nanohive. Note that this is also a slight nerf in DPS (the only increase comes from the two extra missiles in the magazine). This turret will be excellent for clearing links and crowd control (i.e. killing a bunch of people standing together). To be honest, in a 1-on-1 engagement vs an infantry player, the current missile, with a 2.5m radius, will just as easily kill you as this 4.125m radius missile, so the only real buff is its crowd control potential. I would also suggest reducing the max range to about 150m to prevent people sniping out of swarm range.
These should be the only two missiles available. I know cycled are a favorite by some, but I don't really see how they could fit in this outline of turrets. Personally, I think more pilots would be comfortable with a single shot missile than being forced into a cycled for AI. They could possibly be introduced as a redundant AI type missile, so if you want to provide with stats, be my guest. Standard missiles that are good at both AV and AI shouldn't be allowed, even if they are inferior to both in each trait.
RAILS
The biggest changes I've made to rails come through the Incubus bonuses.
Particle Cannon (lvl5):
Damage = 450 Max Heat = 99.9 (just before overheating) Heat Per Shot = 10 RoF = .5 CoolDown = 5
Shots to Brink-Overheat: 9 (12) Cool down: 5s (3.5s) Seize: 8s
DPS: 614.706
The only changes are to overheat and cool down, but these two play a huge factor in the damage application, making the Incubus skill dire for optimization. Interestingly enough, the math works out so that you get an extra shot at level 1,3, and 5. The DPS will be very useful, and it's still a nerf from pre-Delta by almost 15%.
Well, that's it. Thanks for reading. Please correct if any math is wrong. I'm out ofspac
Bookmarked
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|