Ludvig Enraga wrote:I saw this thread before. Another guy complains that it's unfair that his shiny toy can be wiped out in 4-5 hits from a single hit weapon with a long refire delay, demand to lead a highly mobile target, having limited ammo, small clip, having to give up a primary anti-infantry weapon and all of that is against a highly mobile target that can make it to the other side of the map in the time it takes the FG to fire 2-3 times back to back. It's not fair and unbalanced? REALLY?
I would agree that dropships currently lack a role. No one takes them seriously as a personnel transport vehicle cuz they are not just that good at it. Their fire capacity is garbage too and if it were any better they would be OP against infantry. I do believe that dropship mechanics need to be redesigned and they have to have some interesting objectives given to them. I disagree that we need to Nerf FG to make DS pilots feel safe and cozy and thus encourage their lazyness.
Here's some numbers, everyone likes numbers, helps back up a point.
Light clarity ward shield booster
Heals 127hp per pulse
Has 5 pulses
Pulses have a 1 second interval.
In other words it heals 635hp over 5 seconds, or about a quarter of the health of what a average shield dropship should have.
Having timed it it takes about 2 seconds after being selected to activate.
Now then, to the enemy.
Lets go with an standard and an assault forge gun
First the standard(adv variant to keep things fair)
It does 1452 damage per shot
Has a charge up time of 3.5 seconds
Has a clip size of four
Straightaway you'll see that 1 shot of a forge gun will take away over half the health of our bare average shield tank dropship, and had done just under 3 times the damage that a shield repper can repair. With its clip size and charge up time it can deal a total of 5808 damage in 14 seconds.
In other words 2 shots will be enough to kill our average tanked dropship.
Now for the assault forge gun (which starts at the advanced variant)
It has a direct damage of 1524.6hp
Has a charge up time of 2.5 seconds
And has a clip size of four
Notice how this thing has both a higher base damage and charge up time? Absolutely wonderful don't you think?
In 5 seconds it has done 3049.2 damage
In ten seconds it had done 6098.4 damage
So the assault forge gun can in the same time span that the best light shield repper on the market can run do over 6 times the damage it can heal. Not to mention that by the time the module actually activates the second shot will be less than half a second away from hitting you.
Now admittedly these numbers don't take resistance into account but I'm not 100% sure on how they work, so we'll do without.
It also doesn't take into account forge gun skills or damage mods. Forge gun skills can reduce the charge up time by 25% and can increase the damage per shot by 15%.
Things are massively in favor of the forge gunner.