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Tebu Gan
Capital Acquisitions LLC Bad Intention
1309
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Posted - 2015.03.27 23:29:00 -
[1] - Quote
So, having had ample time to try the new changes, I have a bit of feedback to provide. I think that it is well know that maddies are king. There is no denying this reality, they are at the top of the food chain, be it with a rail, blaster, and I've seen a few even do well with missiles.
Now there are a few things going on here, like shield hardener fitting being increased, hardener increase on armor to 40%, extra slots and PG/CPU to play with, ect. But I want to just narrow it down and focus on why I feel armor is the best, and offer a solution I offered back when armor hardeners were at 40%.
We had this before There was a reason maddies hardeners were nerfed to begin with. What was that, anyone recall? It has something to do with invulnerable tanks, if you can recall. With the maddie, specifically, that they could out rep most anything. Now I will admit, it wasn't my first thought to think back to when hardeners were at 40%. But here we are and it should be a good reminder of how things were back when they "revamped" tanks the first time.
So, I will state yet again, I feel a largest part of the problem lay in how the armor repairers work. Specifically, the rep rate, which is per second atm. I had some interesting revelations considering this. Like for example, what if we changed the repair rate to provide HP at 3 or 5 second intervals, BUT, keep current values.
Looking at DPS values So when I started looking at the numbers, I took a 30 second interval to start with. I assumed 305 (double reps) as my rep rate. So I come up with a number, 9150. So I want to break this down, instead of 30 intervals, I want 10 (every 3 seconds). So the amount repped would be 915 every 3 seconds.
My initial thought was wow that looks rather large, but it's exactly the same as current. Just a different way of viewing it. But mull this over a bit. I started wondering exactly how this would be a good idea that would have some sort of impact on the AV and tank interaction in a positive way without breaking the balance.
So I started looking at DPS versus the damage mitigation a double rep/hardened fit provided. Digging deeper and deeper, I realized that looking at raw DPS values solely wasnGÇÖt giving me a picture of what happens when AV try to take on a tank. I needed to picture the scenario happening in the field.
I mean if you think about it, AV want to blow this tank up. But I noticed that this isn't possible because damage stops at some point, reload and such, so basically they are starting at square one every time they empty a mag. The only way they can down one is by having instant reload to truly maintain the damage to wear one down. Meaning you have to take into account raw armor values as well as the current rep rate with 2.
Field DPS and Mitigation So I decided the best way to test this idea is to look at a frame of time, say 30 seconds, and see how this tank is affected by AV with a rep rate that works per second and one that works per 3 seconds (or 5).
So I take my base tank HP, 2750, and a rep rate of 305 with current reps. So basically you have 2750 armor + 305 / second. Over a span of 30 seconds, this equates to 11900 potential damage the armor and reps can absorb. Add in a hardener and damage mitigation skyrockets.
So basically a single infantry AV will struggle to solo a tank. This is fine and all but I've noticed multiple AV will struggle to down a single tank. To me this isn't fine. Not so much that they can't kill it, but that they can't wound it enough to force it off. I attribute this to the per second reps. Again though, I could be wrong in this but letGÇÖs just work with it till it breaks, eh. (I keep thinking itGÇÖs not a great idea as I dig at it)
Anyways, I'll take a swarm launcher, assuming lock on times with max skills, reps, and hardeners. Another variable with swarms that greatly affects DPS travel time per missile. So just pulling a number from my butt, 2 seconds per missile, at 6 seconds total for one full clip.
So pulling from breakinGÇÖs handy AV sheet, swarms do 1248 damage, at 1.05s intervals. Considering actual activation time and flight time, I'm going to say that it takes about 9 seconds for the swarm to apply full damage, as I donGÇÖt have numbers on travel time, or the activation time.
So, 1248 points worth of damage in 9 seconds. So this means this tank will have repped each time a missile made contact. Pulling from my previous number for reps at 3 seconds, 915, and damage after hardeners for swarms, 737 (.41 hardener) you will notice a single swarmer still won't break the tank.
Throw in an AV nade though and it jumps way up, but letGÇÖs just assume you get one in, what then. Reload time. So this tank basically mitigated all of your swarm damage to stay full, but you threw in that AV nade and dropped that armor down considerably. LetGÇÖs just assume that last volley and nade made contact at about the same time.
So now, the tank is down on health a bit. Once you drop that HP down below the rep threshold, you have made some progress towards beating that tank. What needs to be considered though is after that initial burst, there is a down time that currently reps use quite effectively to mitigate burst damage damage.
In this case, with reps at 3 seconds, the swarmer is ready to fire (basically) as soon as that rep hits, slightly closing the gap. But if you will notice itGÇÖs still basically impossible for the swarmer to solo the tank. Imagine though at 5 seconds or 10 seconds. As we go up, that gap allows for burst DPS to down this fit rather easily eh.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1309
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Posted - 2015.03.27 23:29:00 -
[2] - Quote
Summin it up I think thatGÇÖs kinda what IGÇÖm trying to point to here (see above paragraph). With current reps per second, there is basically no window for burst DPS. Health is constantly being replenished meaning even the slightest of break in the damage, means starting from square one. At something like 5 seconds per rep though, health would still be replenished if multiple AV are hitting you. Reps wonGÇÖt save you though, as at 5 seconds a rep, unless you can withstand enough damage to get your second rep in a 10 second time frame, you wonGÇÖt make it.
But on the flip side, imagine throwing in a plate over a repper. The plate absorbs the burst, itGÇÖs purpose really, and lets the repper do itGÇÖs thing. Making a plate a favorable choice over another repper.
This wouldnGÇÖt kill a double repper off though. It allows it to stay in the game, but makes it more vulnerable to burst DPS with hardeners. It would still be a really strong fit for sustaining damage, but it needs to be slow light damage. Changing the play of this kind of tank to one that uses cover and distance to avoid burst damage.
On the other hand our plated maddie can take that burst damage for a period of time, before needing to cover to recharge. It would become your typical stand and deliver tank, that rushes the front line through the hail explosion that are AV weaponry. It would survive where a double repped tank would not.
So one super long explanation later, I suggest changing reps to 5 second intervals. Allowing for burst damage to better break a double hardened/repped fit. As it should, am I right.
My favorite thing about this idea though, we step out of the box and don't actually touch any values on anything. At least not the ones people tend to point to, being rep rate or raw damage.
(I will admit, IGÇÖm a bit out of practice on my math. So please one of you spreadsheet nerds, help me out here.)
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1311
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Posted - 2015.03.27 23:57:00 -
[3] - Quote
Pokey Dravon wrote:So the tl;dr version is basically....
make armor rep more per cycle, but have longer cycles, so the armor is more susceptible to burst damage. HP Regenerated per minute remains the same.
This is basically how active armor reps worked in the past (Five 3 second cycles, repped at the end of each cycle) as well as how it works in EVE, where armor repairers have much longer cycle with a large HP bonus per cycle than a shield booster which traditionally has a short cycle.
Totally on board with this, though I have concerns about how difficult it will be to alter cycle lengths, but that's more of a TechEval than anything.
Yeah, implementing longer cycles is the thing I'm curious on.
And thanks for that summary, it is spot on. Mine is FAR too long. Just wanted to drink a beer and play the game already!
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1312
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Posted - 2015.03.28 00:33:00 -
[4] - Quote
Pokey Dravon wrote:Alena Ventrallis wrote:We could just make reps active again.
Although this could work as well. I agree. Active reps would be far superior, but Tenbu's idea here is certainly a lower hanging fruit and would help to address some of the current meta without stupid hard limits on module use.
I don't want to do away with passive reps myself. I think they should be here just as active reps should. In the future though, active reps would provide the burst healing against burst DPS, and we could increase the passive reps cycles even higher.
Reps at 10s passive or burst reps at 3s per tick but with activation time and cooldown. In any case, active reps aren't here so workin with what we got!
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1316
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Posted - 2015.03.28 17:36:00 -
[5] - Quote
Breakin Stuff wrote:Believe it or not, I have no problem with the rep rate.
It's the fire rates on the weapons or the heat restrictions that are making this a problem IMHO.
The railgun hits more than hard enough and fast enough. But it can only fire three times. The fourth locks the gun for about 6 seconds. Result: dead gunnlogi.
I need to re-evaluate heavy missiles Before I comment.
Swarms: I hate them anyway.
Forge guns: need a rate of fire buff to combat tanks.
PLC: needs a rate of fire buff to combat tanks.
In my opinion, however, rate of fire buffs on the forge are tricky. Why? Dropships.
But I consider it the lesser of two evils. Any buffs to alpha will sign the death warrant on dropships no matter how I do the math.
Rather than change those weapons, why not just fix this one thing?
Rather than trying overly complicated changes to several things, change one thing that will, in my eyes, fix what you just described.
And my pro railgun setup get's four shots, with a complex heatsink and uses a complex damage mod. Often times it will nearly pop a double repped double hardened maddie ( if hardeners aren't already on after the second they do pop).
And last night, I ran a suit with a PLC (pro) and pro packed AV nades. Came up to a maddie, double repped and hardened, dropped one PLC round, and followed it with 2 AV nades. Dead before the thing even knew what hit it. Hardeners up it's a different story, and AV nades are notriously hard to land. Might get one off before the tank reacts and moves away.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1317
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Posted - 2015.03.28 20:57:00 -
[6] - Quote
Breakin Stuff wrote:Tebu please look at the current forge guns tab.
Please compare the double hardener, dual rep fit against the Ishukone Assault Forge Gun triple modded vs. Armor. I believe it is the second-to last table on that spreadsheet.
For the purpose of this exercise please assume the shields were already destroyed, HAV is at full armor.
The IAFG fires once every 3.25 seconds after the first shot, which takes 2.25 seconds. There's a 1 second reset delay after each shot before you can fire again, reload or sprint. This is included in my number.
My other question: since I am on my phone and I cannot verify, did you use the base swarm nimbers or did you use the table for max-skill wiki swarms with 3 damage mods vs. Armor?
I am going to decline to present my own math, because my presence in any vehicle thread seems to invariably attract a brown sea of sh*tposting that derails the topic.
This is the last time I will comment or respond to anyone in this thread.
Edit: modded wiki swarm does 2,032.93 damage base vs. Armor at level 5 every 1.35 seconds. This is raw stat math and is disputed by swarm operators. As I do not have swarms to 5 I cannot verify slower fire rates.
I probably didn't use the right swarm number. Was doing the math from a previous day and neglected to scroll down far enough on your sheet the second time. In any case, it rather well known that a single swarmer won't break the double repped hardened tank with swarms alone, due to reload.
Anyways, looking at your AFG, using your total time for a shot, 4, and 765 per shot. With reps at 3 seconds per, and 915 at each interval. So my AFG (no damage mods mind you) will be beat out by reps. 16 seconds to get a full clip out, meaning 5 rep cycles.
3060 total damage per clip, 4575 total repped armor. Actually, better to say 2750+4575 total armor. So my forger will have made no progress on this tank. But that's the point, a single AV isn't supposed to be able to easily solo a tank (with their main gun alone that is).
Throw in 2 forge guns, that what I'm interested in. How will fewer cycles affect burst DPS against this fit?
So taking my FG shot after hardener ,765, meaning 1530 for 2. Let's assume they fire at roughly the same time. So at 4 seconds, after the first shots, my total armor is down to 1200. Assuming rep countdown begins when I take damage, I will get one rep cycle pushing me back up 2135 before the next round.
At this point we have 6 shot left to eat, assuming about 12 seconds to get them all off. Meaning 4 cycles of reps at 915. Going back to my next shots, 605 armor left +one cycle = 1520 armor after the second round. So at this point this tank is pretty much dead. Ok let's stop here for just a moment.
After the first shots, we have 4 seconds to get the next round in, 3 seconds for a rep cycle. Meaning the reps gain a second each round with the forge. So at 2 second round, 2 seconds to next rep, 3rd round 1 second until next rep ect. Example time I think.
Total forge shots per clip for two, 8, at 16 seconds to get them out. In that time 5 cycles of reps will have occurred. So there will be 4 rounds of damage, and 5 reps occurring, IF the tank can take the damage. So reps will be slightly ahead assuming rounds are each time the AV makes contact.
And if you will notice, the above example is a PERFECT AV scenario, and NOT the way it usually works. A missed shot will have a huge impact on that tanks livelihood.
The point though being that reps with longer cycles between, are a bit more forgiving on AV. It gives them periods of time to apply damage and keep that tanks health going down, rather than having to start from scratch because they took 2 extra seconds to get their weapon fired. (why I'm for 5 second over 3 second cycles.)
Even at 5 second cycles, the tank in the above scenario would have been much easier to down even if one of the guys missed, or took a extra second or 2 to fire. Forge fires every 4 seconds, with reps at 5 second interval. Meaning the advantage for burst DPS over burst healing is in the AV's favor.
Or something like that, and sorry if this is slightly confusing in advance. I'll try to clarify if you point it out to me.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1317
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Posted - 2015.03.28 21:59:00 -
[7] - Quote
Breakin Stuff wrote:trying to balance tanks so it requires 2 AV gunners to fight with difficulty isn't a good thing.
one AV gunner should be able to fight a tank with difficulty. it should NOT be an impossibility.
It's not though. Using just their MAIN GUN, then yes, agreed impossible. Factor in Av nades, and proxies/remotes, that changes significantly. Especially if they beat the rep cycles. 9 seconds to apply 2750(base armor) + 1525 (5 second rep cycles healed) =4275 damage to kill the tank.
As opposed to having 9 seconds worth of healing at current. So at 9 seconds, 2750 + 2745 (1 second rep cycles healed) = 5495 damage needed to kill the tank. So with current, you need more damage at the same period of time to kill the tank, when at 5 seconds you need less overall to drop that tank.
This merely allows for burst DPS to be more effective against double reppers, as I think they should be to start with.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1317
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Posted - 2015.03.28 22:52:00 -
[8] - Quote
Breakin Stuff wrote: Each AV weapon should stand on it's own merits.
Forge guns are intended as long range strikers with high alpha and slow fire. Forcing them to be within grenade range annihilates all intended advantages of the weapon platform.
AV nades can't solo blap tanks. this is a feature, not a bug. But if all of the AV platforms are useless without them we might as well just buff the nova knives so you can two shot a tank with a charged strike.
Should an AV weapon really stand on it's own when there are other options to pair with it? The way you described sounds too easy for the AV. Why even equip nades or damage mods or remotes and proxies?
You have many options, same as a tank. Using all the things at your disposal, maximizes your effectiveness. Standing merely on their own makes me think that AV will have it too easy for the cost ratio involved. A 250k forge being able to easily solo a tank by simply using JUST a FG, to beat 1.1 million.
Or would you rather have a 250k FG, actually engaging a tank, in a way that they have a fighting chance, to use all the items at their disposal to down a 1.1 million isk tank. An AV fit typically comes standard WITH AV nades for a reason. To be used in tangent with their main weapons.
I actually do have a forger myself. Sure I haven't used him this build as of yet, but it wasn't a tactic of mine to sit on a tower at max range to down a tank. I used all things at my disposal to maximize my effectiveness. I used an LAV for mobility and closing the distance easily. Once in range for my AV nades, I was able to drop them on the tank, forcing them away for fear of their life, then using the FG to snipe it down as it ran. This was the time I was able to use my range to keep the damage enough to down them.
In my honest opinion, AV shouldn't just rely on their main weapon alone when there are other option that augment your effectiveness at your role. Damage mods, nades, proxies, and remotes all should be used as that is what they are there for.
And keep in mind I'm assuming a proto tank, or at the very least pro reps in all this. Max skills at least. Lesser tanks still do easily pop to a single weapon and would still under my suggestion with the rep cycles. If anything more so.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1317
|
Posted - 2015.03.28 23:50:00 -
[9] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
In my honest opinion, AV shouldn't just rely on their main weapon alone when there are other option that augment your effectiveness at your role. Damage mods, nades, proxies, and remotes all should be used as that is what they are there for.
Why should a weapon be ineffective at engaging and destroying it's intended target? Is this some kind of magical thing that adds fun by fostering a feeling of futility? Why should HAVs enjoy immunity to infantry AV weapons unless they are used in a way the drivers find acceptable? Will the turrets on the HAVs be locked out from killing things until the driver completes the sacred ritual of boom that forces him to put himself into a bad position?
You are simply twisting my words to fit this idea of what you think that I want. I mean honestly, if your main weapon is more than suitable in killing a tank, what's the purpose of AV nades? Or any other equipment for that matter. Or damage mods even.
Do you find it fun being able to sit at max range, with a forge, and be untouchable by the tank. And expect to STILL win. I have always said that if you want the safety your range provides, you should pay for it. Be it a tank or infantry. And you fail to recognize that infantry does have better mobility and positioning to deal with a tank.
It really isn't as straight and easy as one would expect. I can't just say well this weapon needs to do x amount of damage to beat x amount of health in a certain amount of time, when you have other things that add to your damage other than the main weapon that must be factored in.
You confuse me sir, while you say you want things balanced among tanks and AV, making it so AV can down a tank with relative ease solo (let's assume it's a 3 turret tank potentially to be worth 3 infantry) doesn't add up for me. And when you factor in costs, I will forever disagree that AV should be expected to win 1 to 1 against a tank with JUST their main weapon. A pro tank at that.
Many weapons AV weapons already out range what is supposed to be the AI turret, Large blasters (smalls when they get them fixed) and small rails. Factor in the ability to use high ground to further augment your main weapons effectiveness / safety (as you are untouchable, nearly, to that tank and unreachable), a single AV weapon standing on it's own would be worth more than the tank itself, which mind you has potential to hold 3 infantry at a time.
It's not easy on tanks, and I lose quite a few of them now. I find it's a poor tactic to expect to stand in place and fire until something dies when you run more potential DPS on your suit than just that of your main weapon.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
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Posted - 2015.03.29 03:59:00 -
[10] - Quote
Breakin Stuff wrote:Thaddeus Reynolds wrote:
Tebu, Breakin never said that they should be expected to win a 1 on 1 engagement with their primary weapon, just that they should have a fighting chance...that with difficulty they should be able to triumph...supplementing their power with other forms of AV should help slightly...however, even with them equipped there should still be difficulty involved
Don't bother explaining. There's never going to be anything I say that won't be interpreted in the worst possible light. It's just not worth it.
No need to go that far fella. I think it's ok for us to disagree. But it's not becoming very constructive, therefore we should stop. We have different points of view and styles apparently (I get in close and use those AV nades to kill a tank quickly, been doing that tonight to some success). Nothing wrong with that and Thaddeus and yourself make a good point.
I do still think that if you have the power on your suit, AV nades / damage mods, they should be taken into account with your main weapon base effectiveness.
That said though, this idea of mine should make a difference when a lone AV attempts to take on a tank, by giving them an ability to break the double hardened and repped fit by getting within their rep cycle. Without changing other values on AV main weapons. I think it's important to note too that It's quite easy SP wise and isk wise, to deploy AV infantry. Much easier than it is to deploy an effective tank.
And honestly, AV isn't terrible atm, values that is. I'll admit, it's not easy to take on a tank solo, but it IS possible. Just not relying solely on my main weapon to do the job, a pro tank at least. Lesser tanks though are quite easy to down running pro AV.
In any case, let's just drop the back and forth.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
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Posted - 2015.03.29 16:07:00 -
[11] - Quote
Shamarskii Simon wrote:But 5 seconds per cycle... Are you also multiplying the rep rate by 5? Or keeping it at 3. If keeping 3, that's an indirect nerf to reps By 40% i also think 5 seconds is a bit too long... Just count 5 seconds...... You see what I mean?
But! Having 3/4 second for passive, active should be 1 second or streamed like reptool.. Best of all worlds?
Actually, I keep it exactly the same as current, just at 5 second intervals instead of 1 second intervals. Take a 10 second period, with per second that means 10 rep cycles, and at 5 seconds it means 2 rep cycles.
Total healed by 2 reps in 10(rep cycles in 10 seconds) seconds is 3050.
Divide that total by 2(rep cycles in 10 seconds) to get my reps at 5 seconds, 1525.
So at 5 second intervals each rep cycle, with 2 reppers, would heal 1525, for a total at 10 seconds of 3050. Exactly the same as current, just spread out over fewer intervals.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
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Posted - 2015.03.29 16:20:00 -
[12] - Quote
Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about?
I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener.
I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off.
So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1318
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Posted - 2015.03.29 16:24:00 -
[13] - Quote
Derpty Derp wrote:Shamarskii Simon wrote:But 5 seconds per cycle... Are you also multiplying the rep rate by 5? Or keeping it at 3. If keeping 3, that's an indirect nerf to reps By 40% i also think 5 seconds is a bit too long... Just count 5 seconds...... You see what I mean?
But! Having 3/4 second for passive, active should be 1 second or streamed like reptool.. Best of all worlds? Count 5 seconds... How about count the length of time it takes to fire a forge gun... 1 shot isn't going to kill the tank, build some hp if that becomes a problem. The other option would just be to make armour reps costs the same as shield boosters... But that **** everyone off.
Shield booster are actually a bit messed up at the moment. The costs is WAY too high for what limited benefits they provide. You are actually much better off using just a small booster, and save yourself the PG/CPU, and get nearly identical benefits.
It's not about the healing provided, but that it starts regen. And considering that you have to NOT be taking damage in the first place, it's only ever useful if you can get cover for it to actually activate.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1323
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Posted - 2015.03.30 16:17:00 -
[14] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:
I find the idea of simply taking the gun without any consideration as the sole point of balance to be the worst possible way. There's a reason why I included asstons of tables for each weapon to show the progression.
If one thing is balanced in a vacuum without considering the things that might affect it, things get ugly REALLY fast. The forge gun doesn't dictate the engagement for AV anymore than "just" the heavy turret. The whole fit matters. If it doesn't matter, why did you bother? I don't bother saying it because (insert AV only needs to skill into a gun to autowin) here from any given peanut gallery.
So, if we are more or less on the same page, what were we arguing about? I know I said the main gun, for example my first SL, would be ineffective. But I also was just looking at raw base stats with no modifiers beyond those provided by skills. Damage modifiers can have a rather large impact on total damage, negating a larger portion of that hardener. I mean we could take an AV weapon, modified by nothing but the skills, and compare that to the base hulls, modified by just the skills(What skills lol). No other fitting involved. I think it's rather obvious what happens then. The AV weapon on it's own would be far more than sufficient to finish the tank off. So technically, when you look at just a weapon and do the same for the tank, just the tank, AV is far stronger. You cannot take an unmodded AV weapon and use that to balance. It invariably results in a sudden wash of overpowered weapons as soon as people realize "hey! I can get 12-20% more damage!
Yes, I realize that. I'm starting with base damage without any modifiers to start. I'm in the process of making a spreadsheet to simulate damage in a 60 second time frame to see what happens for a single AV weapon against reps at 1, 3, and 5 second intervals. I'm interested in comparing these scenarios to see how longer heal cycles will affect the ability for an AV weapon to kill in that interval with just a weapon alone.
Not there yet, bit rusty on my spreadsheets, and keep thinking it would be MUCH easier to write a program over the sheet. Once I get my basics back in order, I'll fill in the data for damage modifiers, suit bonuses and secondary sources of AV weaponry.
From what I've seen thus far out of it though, at 5 second intervals, remaining armor is much lower at the same point in time than when reps are per second or per 3 seconds based on swarms thus far. Meaning a single AV nade(or damage mods) would make a large difference in killing the fit over shorter cycles. Swarms though are quite tricky I'm learning.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1323
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Posted - 2015.03.30 17:27:00 -
[15] - Quote
Breakin Stuff wrote: wiki swarms could *slightly* but they lose all the headway the instant you have to reload. the problem isn't inherently the reps.
Giving leeway for reload is exactly what longer cycles does. I think longer cycles will improve the AV vs Tank interaction, by allowing for reload to get within the rep cycle at some point in time. Maybe not in the first clip with the weapon alone but in the second or third clip.
So I think that reps, or the short rep cycles, does present a bit of a problem. And by fixing that, we will see a large decline in the extreme viability of a double repped / hardened tank. It will still be a viable fit, but it won't be one that can simply continue taking damage without the use of cover against a single AV'er attempting to kill it.
Like I said, from what I've seen from my simulation now, a single swarms clip will have the armor at a much lower value at the 9 second mark, with 5 second rep cycle, over the per second rep cycle. And his with just BASE swarms and no outside damage modifier other than that from skills.
Meaning any other form of damage in that same frame of time will spell doom for this type of tank fit. Emphasize the fact that a double rep fit isn't meant to take heavy alpha like they seem to do of current.
I'll get the simulation worked out eventually, busy during the week so it will take some time. If I end up being wrong, it's fine of course, but I'm betting this would actually work out in the AV's favor against a duel repped fit. I'm not saying that this is a total fix for AV of course, but it might be an important step to getting that balance.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
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Posted - 2015.03.30 18:54:00 -
[16] - Quote
Breakin Stuff wrote:
extending the rep cycles won't actually fix the problem, all it does is stretch the result out. Since there's no weapon that can land more than 500/hit and the FASTEST rate that can happen is with the swarms, you're at best looking at the illusion of progress, as the window of destruction only exists for at most, 5 seconds. that's 1500 damage recovered every 5 seconds. the fastest forge gun will hit just shy of twice in that time period for a total of 1000, and the breach would hit once for roughly 700. still negated.
By proxy swarms over the course of 4.05 seconds (assuming machinelike perfection in shot timing) will do 1500 (3 round mag) and spend three seconds reloading. so a damage cycle time of 6 seconds. also negated.
the problem isn't the double-hardener, nor is it the twin-reps. the problem is that you can COMBINE the two. It's why the Railgun can't make any headway, nor can the missiles. When the twin hardeners can almost negate the incoming damage and the reps have the output to eat the rest momentarily you will always have a net gain of zero unless you can sustain in excess of 1200 DPS burst rates.
And as far as AV goes, 900 single-magazine DPS is what I consider the rough range of what the AV ceiling MUST be, not SHOULD be. Because once you pass 900 DPS, bearing in mind this is after profiles and after mods, you will utterly negate any prayer that dropships can or will remain viable. there's no reality in which they can stand up to that. Even with that ceiling in place it necessitates that dropships get the next priority for a fix, and I mean top priority. this is assuming no increase in base alpha capacity and all of the work is done via rate of fire. because increasing the alpha on the AV weapons would pretty much sign and seal the death of dropships, and make the fact that LAVs can be fitted to survive an AV impact now irrelevant.
Believe it or not, there is no factor I consider in a vacuum, I actually do consider all of the interactions. My ability to articulate said situations is often dubious at best, however.
Messed up my swarm number I now realize, I assumed the damage per shot was more than it is. That will change things lol.
Anyways, let me state this, I don't want to say this as an end all FIX but a piece of the puzzle that can have an effect overall. I'm not disagreeing that AV weapons need tweaks, and I certainly will agree that hardeners on armor are more than OP (at pro I can cycle one constantly).
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP. As of now, it is exceedingly good at taking high alpha damage and keep on trucking. I know from personal experience with it.
I want it to burn to high alpha damage, in a short frame of time. Giving AV a window will do nothing but help this along. A plate is meant to be used in place of a repper to buffer that high alpha damage incoming, but as of now it is outperformed by another rep in many situations.
And I will say, while the double repped and hardened fit is hard to take out, I have done it with a plasma cannon and AV nades with ease. If I had a 5 second window to drop the cannon round and get my AV nade on it, it would be an easy insta pop.
Another thing, don't get all fussy now, I have a hard time understanding why you say rails are in a poor spot. They are still my go to weapon of choice in busting armor. I just use it on an armor tank now instead of a shield tank. I can usually pretty easily pop these double reppers if I land all 4 shots, and risking the 5th for overheat.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
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Posted - 2015.03.30 18:59:00 -
[17] - Quote
Godin Thekiller wrote:Tesfa Alem wrote:
The issue is the hardeners not reps.
The issue is both, it's simply that hardeners has more of an effect. Reps needs to be active imo, they weren't as bad because they had a very long downtime. Also, I think that armor hardeners should be nerfed by about 5-10%. If both of those things were done, it'd probably be better overall.
I think passive reps should stay, but I'm totallty on board for active.
Active would be like passive reps now, per second lot's of healing.
Passive would follow my principle of long healing cycles. Like 10 to 15 second intervals, and less healed overall then current. Certainly not keeping our current values on passive at longer cycles.
Active covers the burst alpha
Passive allows for staying power, just can't withstand heavy alpha.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1324
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Posted - 2015.03.30 19:32:00 -
[18] - Quote
Breakin Stuff wrote:Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half.
I think it's obvious hardeners need to be brought down (nerf is so negative), but it should be obvious that there is a bottom line that makes them useless (25%). I'd rather not see repairs cut, again.
But do you think that by reducing the cycles and dropping the armor hardener number down, that we might get a better balance for a double repper double hardener fit. Maybe decreasing the cycles will allow us to drop the hardener down by a lesser extent, letting burst alpha do what it's supposed to do and break the fit.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1326
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Posted - 2015.03.30 20:44:00 -
[19] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote:Tebu Gan wrote:
And I would rather not see a one of this only restriction. What I do want to see, is a double repped hardened fit actually be viable without being overwhelmingly OP.
mathematically this will require a significant baseline nerf to the hardener amount absorbed, or the repairer efficacy cut in half. I think it's obvious hardeners need to be brought down (nerf is so negative), but it should be obvious that there is a bottom line that makes them useless (25%). I'd rather not see repairs cut, again. But do you think that by reducing the cycles and dropping the armor hardener number down, that we might get a better balance for a double repper double hardener fit. Maybe decreasing the cycles will allow us to drop the hardener down by a lesser extent, letting burst alpha do what it's supposed to do and break the fit. even dumping the hardeners by 10% is iffy, I have to actually do the math again for that. Another person suggested dropping them to 30% and re-introducing the old +10% addition from skills. The end result of this change would end up being that nickel-and-diming the target for a net gain of 100 damage per shot until the armor was reduced below 1096 total armor when the next shot went off. At this point, your suggestion of reducing the cycle times to 5 second intervals MIGHT actually work, but that's in-depth math I don't want to do right before it's time to go to bed. Any time I try to crunch numbers in a sleepy haze I wind up having to go and correct all of my spreadsheet numbers.
Cooldown and uptime's need to be adjusted on the maddie priority. Whenever I get time, I'll get my simulator up and a running and start looking at numbers with a hardeners at 35% and 30% and see how things change.
Agreed at current, fewer cycles won't have a huge impact, but lowering hardener amount could have a large impact in simulation with fewer rep cycles. 35% means two stack for roughly 58%. Currently second hardener at 66% effectiveness, totals for 66 current. Nearly a 10% gap.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1326
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Posted - 2015.03.30 23:51:00 -
[20] - Quote
Breakin Stuff wrote:Tebu Gan wrote:35% means two stack for roughly 58%. Currently second hardener at 66% effectiveness, totals for 66 current. Nearly a 10% gap. 2 35%=54.25% 2 40%=60.86 2 30%=48.25% And I actually wrote a goddamn KILL TIMELINE for Rattati's original plan for the HAVs using the pre-buff allotek PLC and IAFG. Minumum engagement time for either versus a pilot who was a complete blistering IDIOT would have been 18.5 seconds, roughly in both cases versus the HAV vulnerable to their particular attacks. Minimum engagement time using the wrong weapon for the enemy tank would be about 25 seconds. In both cases I have a hard time envisioning a solo AV gunner killing either before they broke line of sight or gutted him in any circumstance.
Assuming hardeners are up, but perhaps we should look at the timers on hardeners as well. Currently armor hardeners are far to high, and shields maybe slightly.
Perhaps a 25 second up time, max skills, might curb the idea that tanks are unkillable. Fine and all they are strong with defenses up, but does it have to seem like all the time they are at the ready to up defenses.
Tanks - Balancing Turrets
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