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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.19 23:11:00 -
[1] - Quote
Attempting to move the conversation here as not to further derail the MBT/SHAV thread.
Concerns about Minmatar Commando providing too much of a bonus to swarms compared to other roles. I decided to actually do my own calcs to confirm everything firsthand.
https://docs.google.com/spreadsheets/d/1_8dAX2RzWtlB0Xi0e_JA2WJ3ihrMJ4w_TnidSjjE_Kw/edit?usp=sharing
Short version, in a comparison between a Minmatar Commando with 2 Damage mods and a Non Commando with 3 damage mods. Damage is assumed neutral (No Proficiency or damage profiles). Delta Methodology follows 100%[(Minmando/NonMando)-1].... or in other words "How much more damage does the Minmando do than a Nonmmando"
Short version is
Difference in Alpha Damage ~5% Difference in Sustained Damage ~22%
I have not calculated the Gallmando with Plasma Cannon yet, but I suspect the results will be similar. More to come on that.
Another point to mention is that the Commandos in general are fairly balanced in all other situations, probably even leaning to the underpowered side as they often struggle on several fronts. that being said, if the only issue with Minmatar commandos is how well it performs with a Swarm Launcher, then it's really more that the Swarm needs to change, and less so the Minmmando itself.
Feel free to call me a moron and try to eat each other while we discuss.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.20 00:19:00 -
[2] - Quote
Atiim wrote:Your DPS is misleading, as it takes longer than 1.05s to launch a volley, aside from that I'll wait until you're finished before commenting on the rest of your assertion. Though the thought of consuming a Pilot is, interesting to say the least.
Fair enough but the point isn't to compare absolute DPS, it's to compare the difference between an Assault and a Commando, and since I have the same listed 1.05 seconds for both, it really doesn't matter. It's simply a component in a sustained DPS calc.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4993
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Posted - 2015.02.20 01:05:00 -
[3] - Quote
Good job, you completely missed the point of the thread.
This thread is not here to discuss "OMG SWARMS ARE OP AGAINST TANKS!"
It's to discuss the relative differences between non-commandos using AV, and Commandos using AV. Not how they perform against vehicles because all of those values will be changing anyways so right now its irrelevant. So please remain on-topic and hold your grievances above how AV balances against HAVs, because we're not talking about that right now.
Anyways.
So crunching the numbers for the Gallente Commando....its comical in that a Caldari Commando can actually do more DPS...not much, but a little more. As for how the Gallmando compares to say an Assault, the Alpha is again....nearly identical. Where it really shines is in the sustained DPS, primarily due to its reload speed.
As for the Minmatar Commando, it's really not that much different. The difference in alpha is really pretty close, around 5%, but the real gem is the sustained DPS...again because the reload shaves off quite a bit of lost time. The reason the Minmatar Commando can muster more alpha than the triple modded Nonmmando is because it can fit 2 damage mods, whereas the Gallente cannot.
So in short, the Commandos are not capable of putting out much more DPS than a Nonmmando *until* the reload comes, at which point the DPS increases by a good margin. For a PLC this is after 1 shot, and a Swarm after 3, obviously.
So that begs the question of....where do you want things to land? I don't think innately changing the Commando bonuses is what needs to happen....their bonuses have good use in non-AV situations and nerfing the bonuses are simply going to cause collateral nerfs in areas where it is not needed.
That being said, it really comes down to How do you change the weapon so that the Commando bonus is not overbearing in its effectiveness. We've established that the differences in alpha are not too significant, so what it really comes down to is "How do we modify the Reload and Lock-On/Charge time of the Swarm/PLC so that the Reload bonus of the Commando is useful, but not overbearing."
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4994
|
Posted - 2015.02.20 04:32:00 -
[4] - Quote
Here's the deal, I wasn't necessarily disagreeing with you. I wasn't saying your point was invalid, and I certainly understand what you're saying.
However when I start a thread saying "Hey, let's talk about green apples versus red apples" and you immediately go straight to "Apples are gross compared to oranges!" It's a little frustrating, because I'm not here to talk about oranges. I'm not saying oranges shouldn't be talked about, but it's a little thing called *staying on topic* and that's not the topic of the thread. If I wanted to make a thread about the balance of swarms vs vehicles, I would, but i didn't. I'm here to speak about the relative impact of the Commando bonuses and how they affect the performance of AV weapons.
And the fact of the matter is that I'm actually fully maxed out in both Minmatar and Gallente Commando, and nearly maxed out in both of their respective AV weapons, so I do know a thing or two about how they work, as I run them more often than any other suit. So I would appreciate drop the "Oh you're just a numbers guy" bull, it's getting old.
Spkr4theDead wrote:MINA Longstrike wrote:Pokey is incredibly reasonable, I don't really appreciate you trying to belittle him when he's trying to foster healthy discussion on something perceived by a reasonably large portion of the community to be a contentious issue. If you can't act like an adult **** off. The argument is pilots vs forum/spreadsheet warriors. That's experience vs people that make charts. Experience > chartmaking
Actually with you, it's typically an argument between those who can do basic math, and those who can't. My offer still stands, if you want me to teach you how to add and multiply I have very reasonable rates for tutoring.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4994
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Posted - 2015.02.20 04:45:00 -
[5] - Quote
Doc DDD wrote:MINA Longstrike wrote:Pokey is incredibly reasonable, I don't really appreciate you trying to belittle him when he's trying to foster healthy discussion on something perceived by a reasonably large portion of the community to be a contentious issue. If you can't act like an adult **** off. Acting like an adult I see, Swarms on any commando are deadly, on the minmando it's a whole new level.
And I labled your points as gibberish, because they're in the wrong thread.
So instead of complaining about getting killed by swarms, how about you offer up a solution to the problem that doesn't negatively affect the gameplay of the Minmatar Commando when it is in its Non-AV role.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4994
|
Posted - 2015.02.20 06:09:00 -
[6] - Quote
One Eyed King wrote: I guess I get where you are going with it, but there are other problems as well.
I agree that it is rather easy at times to take down something like an ADS with Swarms, however, ADS are not the only vehicle.
I vividly remember one occasion where I had my Minmando out with Pro Swarms while a solo player sat in his LAV gunner seat and let me hit him. It took a full clip of volleys in order to do it, and had the guy actually been trying I would not have been able to.
Then there are the HAVs. They also pretty much have to not be trying and allow me to kill them, or get too confident in thinking they can kill me first. Swarms are next to nothing in AV effectiveness with HAVs, particularly with any sort of hardeners.
While adjusting swarms may make them a little more balanced with regards to ADS, it will very much hurt them against everything else.
And don't forget that while manning swarms you are very much at the mercy of any infantry, and if using anything other than a Commando have no real recourse.
There is a lot going on here, and I don't think we can discuss this as if this were in a vacuum. With major Vehicle changes around the corner we are just getting ahead of ourselves.
The way I see it is.... no one really complains about the Commando + Plasma Cannon combo, even though the numbers clearly show that it adds a substantial amount of sustained DPS. From my personal experience the primary reason people don't have an issue with it, is because the PLC is often challenging to use. Conversely, I think a huge reason why people have an issue with the Minmatar Commando + Swarms, is because Swarms are more or less noob-proof. It's pretty hard to screw up using them.
So even though the Minmatar Commando offers a very similar advantage to the Gallente Commando, the primary difference in sentiment seems to be more about how reliable the weapon is and its ease of use. That being said, in my opinion the most obvious answer is to make the Swarms more difficult to use, and add more element of skill to properly hitting targets with them. I think if we move further away from the 'Fire and Forget" model, you can afford swarms to be powerful, as it actually takes some effort and ability to land hits with them.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5001
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Posted - 2015.02.20 17:43:00 -
[7] - Quote
Breakin Stuff wrote:Doc DDD wrote: SURPRISE!
It's the weapon the bonus applies to that is the issue.. are you sure you are posting this in the right thread? Or should it be labeled jiberish?
The swarm launcher is the issue.
your statement is true. But the Minmando has no part in this problem. Swarms are buggered without help.
Yep.
Amarr Commando with Scrambler Rifle. Non-Issue. Amarr Commando with Laser Rifle. Non-Issue. Caldari Commando with Rail Rifle. Non-Issue. Caldari Commando with Sniper Rifle. Non-Issue. Gallente Commando with Plasma Rifle. Non-issue. Gallente Commando with Shotgun. Non-issue. Gallente Commando with Plasma Cannon. Non-issue. Minmatar Commando with Combat Rifle. Non-Issue. Minmatar Commando with Mass Driver. Non-Issue. Minmatar Command with Swarm Launch. Problematic.
The issue is not Commando bonus in general, which people seem so keen to point a finger at. It's how it affects the Swarm Launcher, and more specifically how the Swarm performs in general.
You really can't be upset with the Commando's bonus because it is clearly designed to fill the role of "High, sustained DPS" which is actually pretty ideal for fighting vehicles. The fact that it can run a primary as a backup makes it even more well suited to fulfill this task. This in itself is fine, because the Commando tends to fall short of the Assault when it comes to fighting infantry, due to a number of factors.
The fact of the matter is that the Commando is going to tend to do more damage than other suits, that's simply the nature of the role, and trying to come up with heavy handed "Oh well it just doesn't get a bonus to *this* particular weapon" is bad design. So if the Minmatar Commando is overperforming, a mixture of things needs to happen (and for the sake of staying on topic, I'll avoid diving into the numbers)
-Alter the values on the swarm such that the Minmatar Commando bonus has less 'weight', for example lowering reload time and increasing lock time will make the reload speed bonus contribute less to the overall DPS of the weapon. -Make swarms harder to use, and the application of damage less consistent. One option I've seen as of late is to increase the turning radius of the swarms. For those of you out there that didn't pass Jr. High Geometry, this means that missiles will have a harder time going around corners because the rate at which they can turn is lower. This means that in cases where the vehicle is far away and moving quickly, you will need to lead the target slightly so the vehicle moves into the arc of the missiles. In cases where the vehicle is close, you would need to shoot them nearly directly at the vehicle or the vehicle could move out of the missile's arc. They would still be tracking, but far less aggressive. -Balance the damage of the swarms with the understanding that the Minmatar Commando can and will do more damage than other suits while using it, but also with the understanding that the weapon needs to be viable (albeit suboptimal) in the hands of a non-commando.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5001
|
Posted - 2015.02.20 17:58:00 -
[8] - Quote
One Eyed King wrote: What if you needed to retain the swarm lock? Like say if the lock was a laser guided mechanism and if you removed the weapons aim from the vehicle your targets lost track?
In one sense I get where you are going with it, but I personally find swarms to be buggy. I will often aim my SL after a volley, and the game won't register that I am aiming directly at the vehicle, so it can take twice the time to get off a second volley. This is one reason why its so hard to do enough damage to tanks to scare them away because it takes longer to be effective.
That's another option, though would require more programming than simply tweaking some of the object attributes.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5003
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Posted - 2015.02.20 18:21:00 -
[9] - Quote
Tebu Gan wrote: And pokey, you moron.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5003
|
Posted - 2015.02.20 18:23:00 -
[10] - Quote
Tebu Gan wrote:Pokey Dravon wrote:Tebu Gan wrote: And pokey, you moron.
You told me to in the OP!
But senpai...
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5068
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Posted - 2015.02.27 21:38:00 -
[11] - Quote
Kaeru Nayiri wrote:SponkSponkSponk wrote:Why not just remove swarms from the things that Minnie suits get +2% damage per level for?
They can still get the reload bonus because all commando suits get that for all light weapons.
Job done, let's have a beer. As Pokey said, the minmatar commando, with the AV boosts completely set aside, are actually underwhelming. It's not that the minmatar commando gets a bonus to AV, it's how the particular form of AV works. He's comparing it to the plasma cannon. People don't care about the Gallente Commando wiedling a plasma cannon. The reason you can come to is probably because using the plasma cannon is difficult and limited in range. I will, however, point out that comparing the caldari commando to the gallente commando for using the plasma cannon is silly. The gallente commando tanks with its low slots while the caldari tanks with its high slots. The caldari Commando does NOT want to be in the thick of the fight with a plasma cannon and no shield modules. (please correct me if I'm wrong)
Well the point I was making is that if you use damage mods on a Calmmando you can actually do more damage with a PLC...even if it is a very small difference. I wouldn't suggest using a Calmmando that way though, the PLC works far better on a Gallente Commando, as it should, namely because its playstyle suits the Gallmando's tanking style quite well.
I mean I kinda see it this way.
Commando and Asssault fill very similar roles.
The Assault's bonuses work well with many anti-infantry weapons within that race, but don't affect the AV weapons much (Fitting bonus being the only real benefit).
The Commando's bonus work very well with AV weapons because it pushes their sustained DPS way up, but the reload bonus doesnt really affect anti-infantry weapons all that well, (though the damage bonus obviously does).
In general people feel the Assaults are in a decent place, and in general the Commandos are in a decent place (though I would argue they might need some slight tweaks in a couple areas to make them slightly better, but regardless). Both roles are effectively designed as "Attacker" roles, so why not just move under the assumption that Assault is primary Anti-Infantry with a secondary role as Anti-Vehicle, and the Commando is primary Anti-vehicle with a secondary role as Anti-Infantry.
Assault's bonuses lend itself to more Anti-Infantry weapons, but it can use AV with reduced fitting cost as well as AV/Flux grenades for Anti-vehicles.
Commando's bonuses lends itself more to Anti-Vehicle weapons, but can use anti-infantry weapons with increased damage (but lacks any grenades).
I personally feel that in general, this fragmentation of the "Attacker" role actually feels about right. So Assaults, Commandos, and the roles they both fill feel about right....it's just the damn swarms that are problematic, and I think THAT'S what really needs to be addressed. Oh and give us Light Laser and Rail AV weapons so the Caldari and Amarr Commandos don't get boned on the whole "Primary Anti-vehicle" role.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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