Texs Red
SVER True Blood Unclaimed.
24
|
Posted - 2013.06.01 15:59:00 -
[1] - Quote
This is not a post about if a dropship should or should not fill the role of a gunship, it is simply math that suggests that it does the role very poorly. I have seen plenty of people argue both ways but have not seen anyone run the numbers so here is what I came up with:
Turrets (all proto small):
Ranges: Missile: 96 meters Blaster 56 meters Railgun: 300 meters
Under DPS (damage per second) I will list three numbers. The first is the DPS with no skills, the second is with max skills (15%) , the third is max skills on an ADS (assault dropship) which gives an additional 10%.
Missile, Cycled: 250x3 damage over 2.8 seconds, DPS 268/308.2/335 Missile, Accelerated: 455 damage over 1.6 seconds, DPS 284/326.6/355 Blaster, Scattered: 42.2 damage with a 875.1 ROF. Overheat in 6.6 seconds with a 4 second cooldown time. If you can destroy the target without overheating the DPS is 615/707.2/768.7, however if the cool down is needed then the DPS drops to 376/432.4/470. The scattered suffers from less tracking speed than normal. Blaster, Stabilized: 32.5 damage with a 875.2 ROF. Overheat in 6.6 seconds with a 4 second cooldown time. If you can destroy the target without overheating the DPS is 474/545.1/592.5, however if the cool down is needed then the DPS drops to 294/338.1/367.5. The stabilized blaster has better range (62 meter) but has a higher fitting cost. Railgun, Compressed: 536.2 damage. You can either fire 2 shots every 6.3 seconds or 3 shots every 16 due to overheat. DPS 100.5/115.6/125.6 for 3 shots and 170.2/195.7/212.7 for 2 shots. Railgun, Standard: 375.5 damage. Firing 5 shots without overheating (let it cool down for a moment before firing the 5th shot) results in a DPS of 234/269.1/292.5
As you may note the blaster has the best DPS but the worst range, and the missile turret is superior to the railgun in damage except when facing shields where it is 30% less effective.
Lets look at some sample vehicles (These aren't optimally fit, think of it as the average blueberries tank. Above MLT but under the best) and how long it would take to kill them. I used passive resistances because they are easier to calculate and used the damage amounts for an ADS.
Sample Madruger: 6753 armor with a 23.5% resistance and 1873 shields with 10% resistance. It has a heavy efficient armor rep so figure it can restore one full set of armor every 46 seconds ( timed it, run time and cooldown included) Cycled: Kill time 47 seconds. The time exceeds the 46 second mark but only just so any miss will mean he will probably live and take 30 more seconds to kill at least. Scattered: Kill time 39.9 seconds. This is if the dropship manages to stay within range and land every hit without getting killed himself ( you would have to hover almost perfectly above the target otherwise at that range you are probably low enough to get hit by the main turret if you stray) Regular railgun: Kill time 64 seconds. Due to such a long kill time it and the difficult of hitting anything with a railgun on a dropship it is likely that this tank could repair faster than this turret could hurt the tank.
Sample Gunnlogi: 1250 armor with 10% resistance and 7159 shield with 23.5% resistance. It has a small clarity ward booster (valued 635 shields). Cycled: Kill time 40.5 seconds. Despite the decreased effectiveness towards shields this tank dies faster simply from having less eHP. Scattered: Kill time 23.4 seconds. If the dropship can stay in the correct position and land every hit the scattered ion blaster is an effective weapon vs this shield tank. Regular railgun: 37.6 seconds. If you can land every hit.
Sample Incubus ADS: 2482 armor with 23.5% resistance and 700 shields with 10% resistance. Ishukone Assault Forge Gun: 1663.2 damage, with skills and one 10% damage mod: 2079 damage. DPS over 4 shots: 1,039.5. Time to kill: 4 seconds.
Conclusion: In the time that an ADS would take to kill an average tank a forge gun could kill them 10 times over. There is no *well fly better* in this as the dropship must be stable in order for the turrets to hit. Therefore the dropship is not an effective gunship. |