Saturday 14 December 2013

Deiknymi: Rifter Proposals (2nd Round) Fall-off bonus

Fall off is a difficult topic to think about, and the maths of it quite beyond my feeble arithmetic skills.

However, in this modern age of information sharing, I can use the work of others to support my own investigations. Thanks to Eve University for a most informative page!

Proposal 3: Fall-off bonus

Damage:  5%/level
Fall off:    7.5%/level

Old range: 0.7+5.5km (Rep EMP)
                 0.7+8.3km (Barrage)

New range: 0.7km + 7.6km (Rep EMP)
                  0.7km + 11.9km (Barrage)

For a better understanding of how this effects damage projection, we will look at some arbitrary ranges, and see the projected DPS for each. Bear in mind, my maths is quite bad, and this are only rough estimates. If you'd like to do the calculations yourself, please do, and I'll update this page! This is only for auto canons.

The four ranges will be about half warp scrambler range, then about scrambler range, overheated web range,  a close kiter range (about the Kontos operating range) and then warp disruptor range.

One more thing: these calculations will also apply to both the Slasher and Firetail.



Forgive my wobbly lines. My maths is far from perfect.

As a little aside, it does neatly show what ammunition you should be using at each range. About 5km is the turning point. I'll make another graph later on to show a comparison to blasters and pulses. Then I can more thoroughly explain Rifter tactics.

On with the bonus.

There is much greater damage application, but with the tracking problems mentioned before. Good firepower. It certainly has the edge over blaster fit frigates, but slightly less of an edge over laser boats. It would certainly give scram range kiters a shock!

It even has the option of using close range ammunition against scram kiters. Interestingly enough, the bonused close range ammo almost mirrors the DPS curve of unbonused Barrage.

Artillery Rifters would be even a huge amount of kiting ability, giving fairly high firepower into ranges only matched by specialist range ships. They will comfortably operate outside of scrambler range, and above dirsputor ranges.

I like this idea, but since the Slasher is faster, it could make much better use of the kiting range increase. It's a great bonus, but on the wrong hull. There also isn't a significant cost to using artillery on the Rifter. The fitting is a little too comfortable. The Slasher would have to make a lot more concessions in fitting modifications, meaning a lot more balance.

I'm also concerned that the loss of tracking would pretty much negate the benefit of the increased range.

There are variations on this bonus, but then we're just playing with numbers. It doesn't really capture the spirit of what the Rifter should be, or what pilots should be encouraged to do whilst flying one. The spirit of the Rifter is not in delicate kiting. The Rifter should be more of a rough and tumble fighter.

The biggest problem with this, however, is the Breacher. It's faster, and able to put it's theoretical dps out to better ranges (about 15km with Javelin rockets). Taking the Rifter out of competition with the Slasher, only to put it in competition with the Breacher should not be the result of any changes made.

I'd like to consider a slightly more radical proposal: The four gun Rifter. We'll look at that next time.

In the meantime, please post your thoughts about the above. Agree? Disagree? Think I should go back to the Academy to re-take mathematics? Let me know.

1 comment:

  1. I disagree that the rifter should be an all-out brawler. In a previous post in this series, you said yourself that the rifter is meant to use its speed and the holy trinity of tackle to control engagement range. Although trading in the tracking bonus doesn't really do all that much to help the rifter overall since you're simply trading in close range damage application for longer range damage application.

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