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Make battleships and battlecruisers worth the warp! 2.0

First post
Author
Arthur Aihaken
CODE.d
#181 - 2014-11-16 04:12:47 UTC  |  Edited by: Arthur Aihaken
James Baboli wrote:
This does not sound like it increases fun.

I've been following since the onset of this thread… Have any solutions been presented yet? This isn't intended as criticism; just curious.

I am currently away, traveling through time and will be returning last week.

James Baboli
Warp to Pharmacy
#182 - 2014-11-16 04:46:15 UTC
Arthur Aihaken wrote:
James Baboli wrote:
This does not sound like it increases fun.

I've been following since the onset of this thread… Have any solutions been presented yet? This isn't intended as criticism; just curious.

Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Arthur Aihaken
CODE.d
#183 - 2014-11-16 05:45:29 UTC  |  Edited by: Arthur Aihaken
James Baboli wrote:
Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here

Appreciated, thanks.

The problem with battleships is that they're just no longer fun to fly. One of the reasons is that they almost depend entirely on warfare links to achieve the level of performance they probably should have had from the outset. Another is the warp speed nerf, which has made them entirely too easy to scan down and tackle. And while this can be offset to some extent with hyperspacial rigs, modules and Ascendancy implants, the penalties and associated loss of EHP or damage usually gimps the fit. The substantial drone overhaul hasn't helped things, either.

What Battleships (and to a lesser degree, Battlecruisers) need are a few improvements to balance things out. Any kind of adjustment that can be enhanced through warfare links is probably ripe for abuse/exploit, so I think this rules out things like EHP or DPS improvements.

• Inherent warp core strength: +2 Battleships, +1 Battlecruisers, ±0 Marauders/Command Ships. This won't make battleships or battlecruisers immune from tackle, but it will ensure that at least a handful of ships are required to pin them.
• Improved micro jump drives: Medium and large MJDs should be immune to warp scramblers with a side effect being that the effective range drops from 100km to 50km. Not enough to necessarily guarantee an escape - but provide at least some chance.
• Secondary point defense batteries: Battleships and battlecruisers receive half (rounded up) the existing number of launcher/turret slots that are limited to medium (Battleship) and small (Battlecruiser) weapons only. These would utilize the T3 subsystem slots in the fitting window and are subject to existing powergrid and CPU requirements. Battleship and Battlecruiser ship models already have additional hard points allocated for this.

I am currently away, traveling through time and will be returning last week.

Gay Pornstar
Federal Defense Union
Gallente Federation
#184 - 2014-11-16 07:04:50 UTC
Battleships suck, as of right now. And they need a rework. So, +1.

There is an idea of a Gay Pornstar; some kind of abstraction. But there is no real me: only an entity, something illusory. And though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable... I simply am not there.

Bullet Therapist
Caldari Provisions
Caldari State
#185 - 2014-11-16 07:32:31 UTC
Arthur Aihaken wrote:
James Baboli wrote:
Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here

Appreciated, thanks.

The problem with battleships is that they're just no longer fun to fly. One of the reasons is that they almost depend entirely on warfare links to achieve the level of performance they probably should have had from the outset. Another is the warp speed nerf, which has made them entirely too easy to scan down and tackle. And while this can be offset to some extent with hyperspacial rigs, modules and Ascendancy implants, the penalties and associated loss of EHP or damage usually gimps the fit. The substantial drone overhaul hasn't helped things, either.

What Battleships (and to a lesser degree, Battlecruisers) need are a few improvements to balance things out. Any kind of adjustment that can be enhanced through warfare links is probably ripe for abuse/exploit, so I think this rules out things like EHP or DPS improvements.

• Inherent warp core strength: +2 Battleships, +1 Battlecruisers, ±0 Marauders/Command Ships. This won't make battleships or battlecruisers immune from tackle, but it will ensure that at least a handful of ships are required to pin them.
• Improved micro jump drives: Medium and large MJDs should be immune to warp scramblers with a side effect being that the effective range drops from 100km to 50km. Not enough to necessarily guarantee an escape - but provide at least some chance.
• Secondary point defense batteries: Battleships and battlecruisers receive half (rounded up) the existing number of launcher/turret slots that are limited to medium (Battleship) and small (Battlecruiser) weapons only. These would utilize the T3 subsystem slots in the fitting window and are subject to existing powergrid and CPU requirements. Battleship and Battlecruiser ship models already have additional hard points allocated for this.


For most uses of battleships right now, and particularly in null warfare, links are usually there to provide battleships with a little more buffer, a little extra speed, and sometimes a little extra lock range and reduced sig radius. Often the links are t3 links and its not as marked as it would be, and it generally doesn't extend the capabilities of a battleship in the way that a booster running 7 links on a claymore with a faction mindlink implant would. I don't think that links should be as much of a consideration in redesigning battleships as it would in something like a pirate cruiser.

Links might make battleships a little more survivable, or help them get out of a bubble a little faster, or lock a target at slightly longer range, but they don't extend the envelope of what the class is already capable of in the way that they do for something like a kiting ship.

I agree that using ascendancy implants, warp speed rigs, warp speed modules, and alignment modules isn't a measure that is particularly feasible for most battleships. It could work on something like a geddon if a cruiser gang wanted to have heavy neut support, but on more combat oriented hulls a battleship would start having a hard time being able to fit all of the modules needed to tank or apply damage to the kind of targets that it was brought in the first place to face.

As far as drones are concerned, the rebalance has probably helped battleships more than hurt them. In any situation where a battleship is scrammed a battleship has at least a few more options for being able to clear tackle before the rest of the gang arrives. Should ECM drones fail, acolytes are now a completely viable choice for chasing off shield tanked interceptors, and have the speed, tracking, and correct damage profile to be able to quickly deal with them. They've saved my butt a couple of times now.

I'm generally really not a fan of introducing warp core strength to ships. It's a bonus with really ambiguous utility; the MJD, ecm drones, mobile depot, and heavy neuts are already good escape tools for battleship users. Making the MJD scram proof, even while halving its jump range though, would in effect make battleships impossible except in a few circumstances, such as having a large enough bubble field, an inty with them pre-locked waiting for them when they land, or an arazu pointing them and I don't think that's going to put them back into balance.

Secondary defense aren't something that need ever happen either. I think a better solution is to look at battleship weapon application today, instead of when the weapons were last balanced, and make changes to them according to the attributes of ships that were rebalanced during the last iteration of the tiericide initiative. It introduces a new mechanic when it isn't necassary and brings up a lot of potential balance issues.

Nikk Narrel
Moonlit Bonsai
#186 - 2014-11-16 14:52:06 UTC
James Baboli wrote:
Arthur Aihaken wrote:

James Baboli wrote:
No. New mechanics should be introduced sparingly, and only when there is a pressing need.

Battleships have been relegated to primarily fleet actions and high-sec missioning (including Incursions). It's almost unheard of to utilize battleships in solo play simply because once you venture out of high-sec you have to contend with mass gangs of roving frigates and cruisers. I could also point out that with the warp speed, loot and salvage nerfs that high-sec missioning is nowhere near as lucrative as it used to be.

It still does not prove that this is a necessary change to get them used in solo, and lone battleships should be very much the exception rather than the rule. All of their intended downsides, like low mobility, mean they have terrible ability to choose their fights or ambush others absent being bridged, and so should be hitting objectives the opposition can be reasonably relied on to defend, or as the heavy element of a defensive force where capitals aren't available or have been ruled out.
I can already think of several ways this can be exploited and/or will further unbalance the game.
This does not sound like it increases fun.

It also means you can hit 99% mitigation of incoming frigate DPS fairly easily depending on how this is implemented, etc.

At least the version where resistive defenses against smaller classes, offers a creative reversal against the HAC.
If a BS is not better at fighting things smaller than itself... oh wait, we are there now.

How do we improve the battleship, while avoiding power creep?

By this, I mean taking improvements to EHP and DPS off the table.
Cruisers were improved in these areas, and effectively eclipsed the BS class because the only thing that had been keeping the BS in use had been that gap of EHP and DPS.
Cruisers were always faster, and better at reaction time.
Cruisers have more varied roles, including dedicated heavy interdictors, logi, and force recons able to warp cloaked.
That T3s and heavy assault would infringe on the next class up was surprising in only that it took so long to happen.

We aren't going to restore that, or CCP never would have boosted cruisers.

The BS, in my view, needs to bring more to the table, than simply being bigger.
Kaerakh
Obscure Joke Implied
#187 - 2014-11-16 17:27:17 UTC
James Baboli wrote:
Arthur Aihaken wrote:
James Baboli wrote:
This does not sound like it increases fun.

I've been following since the onset of this thread… Have any solutions been presented yet? This isn't intended as criticism; just curious.

Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here


While I know that you think it's necessary, I still don't think you have an adequate argument for why autocannons should have more optimal than blasters. Basically all I've seen is they should because they should. Which is wholly inadequate for an argument.

By giving them more optimal you are effectively buffing their already strong range advantage over blasters. There's really no reason other than maybe OCD. Projectiles can hit targets reliably far into their falloff, which gives them a huge range advantage over blasters.

If we compare an electron blaster cannon to dual 425mm autocannons the ranges are as follows:
Blaster:
Optimal: 4000
Falloff: 6000

Autocannon:
Optimal: 3200
Falloff: 16000

As you can see, they have basically double the range of blasters. There's no need or reason to buff specifically their optimal above blaster optimal. Projectiles are supposed to fight in falloff, that's why they have 3/4ths of their range in falloff.

I think your battleship assessments are solid, but your logic on weapons is suspect in my opinion.
baltec1
Bat Country
Pandemic Horde
#188 - 2014-11-16 19:35:47 UTC
Arthur Aihaken wrote:

To be sure. However, I highly doubt baltec1 flies solo without gang links, team mates or readily available reinforcements. For him battleships work great; for the vast majority of us, we can't even begin to scratch the surface of the resources that he has available through his corporation/alliance.


I do fly solo and in 4 man gangs.
James Baboli
Warp to Pharmacy
#189 - 2014-11-16 20:56:17 UTC
Kaerakh wrote:
James Baboli wrote:
Arthur Aihaken wrote:
James Baboli wrote:
This does not sound like it increases fun.

I've been following since the onset of this thread… Have any solutions been presented yet? This isn't intended as criticism; just curious.

Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here


While I know that you think it's necessary, I still don't think you have an adequate argument for why autocannons should have more optimal than blasters. Basically all I've seen is they should because they should. Which is wholly inadequate for an argument.

By giving them more optimal you are effectively buffing their already strong range advantage over blasters. There's really no reason other than maybe OCD. Projectiles can hit targets reliably far into their falloff, which gives them a huge range advantage over blasters.

If we compare an electron blaster cannon to dual 425mm autocannons the ranges are as follows:
Blaster:
Optimal: 4000
Falloff: 6000

Autocannon:
Optimal: 3200
Falloff: 16000

As you can see, they have basically double the range of blasters. There's no need or reason to buff specifically their optimal above blaster optimal. Projectiles are supposed to fight in falloff, that's why they have 3/4ths of their range in falloff.

I think your battleship assessments are solid, but your logic on weapons is suspect in my opinion.


Its actually, an overall range nerf (falloff is more important than optimal on ACs once beyond scram range) to go along with a damage increase, and a change to allow the medium and long range ammo to actually be useful. As it is, there is hardly reason to ever swap out of the -50% ammo. The overall effect is to give them a slightly longer plateu in each ammo type for when it is useful, but shorten the total range, while putting their damage with short range ammo just above blasters with the long range ammo loaded. This means they still have fairly low DPS, but beat blasters outside the blasters short range ammo ranges, while remaining less kitey than pulse lasers and the actual long range weapons.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Arthur Aihaken
CODE.d
#190 - 2014-11-16 21:15:55 UTC  |  Edited by: Arthur Aihaken
baltec1 wrote:
I do fly solo and in 4 man gangs.

It's not quite the same when you can basically Bat-dial any amount of support from anywhere. And even if you don't there's the perception that you can. Please don't infer anything from this: You've obviously worked hard to earn the position you're in - I'm just making the observation that things are often different on the outside looking in...

I am currently away, traveling through time and will be returning last week.

Kaerakh
Obscure Joke Implied
#191 - 2014-11-16 23:07:09 UTC
James Baboli wrote:
Kaerakh wrote:
James Baboli wrote:
Arthur Aihaken wrote:
James Baboli wrote:
This does not sound like it increases fun.

I've been following since the onset of this thread… Have any solutions been presented yet? This isn't intended as criticism; just curious.

Specifics have not, general outline of my current thinking is here and the initial outline that most people seem to have been commenting off of is here


While I know that you think it's necessary, I still don't think you have an adequate argument for why autocannons should have more optimal than blasters. Basically all I've seen is they should because they should. Which is wholly inadequate for an argument.

By giving them more optimal you are effectively buffing their already strong range advantage over blasters. There's really no reason other than maybe OCD. Projectiles can hit targets reliably far into their falloff, which gives them a huge range advantage over blasters.

If we compare an electron blaster cannon to dual 425mm autocannons the ranges are as follows:
Blaster:
Optimal: 4000
Falloff: 6000

Autocannon:
Optimal: 3200
Falloff: 16000

As you can see, they have basically double the range of blasters. There's no need or reason to buff specifically their optimal above blaster optimal. Projectiles are supposed to fight in falloff, that's why they have 3/4ths of their range in falloff.

I think your battleship assessments are solid, but your logic on weapons is suspect in my opinion.


Its actually, an overall range nerf (falloff is more important than optimal on ACs once beyond scram range) to go along with a damage increase, and a change to allow the medium and long range ammo to actually be useful. As it is, there is hardly reason to ever swap out of the -50% ammo. The overall effect is to give them a slightly longer plateu in each ammo type for when it is useful, but shorten the total range, while putting their damage with short range ammo just above blasters with the long range ammo loaded. This means they still have fairly low DPS, but beat blasters outside the blasters short range ammo ranges, while remaining less kitey than pulse lasers and the actual long range weapons.


That's more of the response I was looking for.
Edit: I just noticed you had some hard numbers in a separate post outside the document. Sorry for glazing over that.

I'm ok with a slight damage increase to be honest, but I think it's both poorly worded and unsupported to say that the only ammo of any worth is -50%.
First we need to establish what 50% we're talking about. If it's optimal then this is a discussion about T1 ammo, in which case autocannons beat out blasters by usually 30-50%(at L V(sorry for the switch in metric, but T2 without skills is a little silly)) in every large turret line up. If we're discussing falloff, then hail maintains about a 50% range advantage over void, and barrage has about 30%(with some slight variation) on null.

There's hardly a disadvantage in range, and if we can tolerate a little anecdote here, I've been on both ends of how effectively projectiles can hit targets outside of their falloff. These are very effective kiting weapons, there's no need to nerf it. Projectiles maintain a range advantage over blasters, but have a damage and tracking disadvantage. The prudent course of action is to kite a blaster boat. Next if it's a laser boat then you simply rush the target and take advantage of their tracking inefficiency. Minmatar hulls have a natural and often bonused advantage to speed and alignment, so range control is not an unreasonable expectation.

Basically, I'm trying to say that we already have what it is that you're saying we don't. Autocannons are not supposed to be able to slug it out directly with blasters. Neither are they supposed to out range pulse lasers. So the concluding factor is that projectiles need to be able to adapt better to changing circumstances as they are a more active form of gameplay. I think it's fair to say that the 5 second reload timer probably should have gone to projectiles and not hybrids.
Maraner
The Executioners
#192 - 2014-11-17 01:59:10 UTC
Sorry, just wanted to add that yes with a high grade clone, rigs and a stripped low set of high speed warp mods they can warp around at high speed.

But you have to ask yourself the 'so what' quesiton.

What is the tactical benefit to that degree of warp speed?

Does it materially improve a BS to be able to warp at 7AU? Yes to get about quick but it does no stop you getting stomped when you are on grid trying to shoot someone. You would have F all tank and gank. The minute a frig dropped a scram on you then you'd be toast - funny thats what it's like now tbh.

My annoyance with the current AU speed is around BS being unable to keep up in fleets that also contain cruiser and BC class ships. Fast warping BS... so what. I've been killing PL machs in amamake the last few months, they land ahead of the rest of the fleet, we kill it and leave before his mates arrive. Have done it three times. The only benefit they gained was the right to die first.

is anyone seriously expecting to catch anything other than another BS with high warp speed? Good luck even locking your targets before they warp off. Was anyone prior to the nerf yelling lookout its a BS gang they will catch us on a gate! really? They have always entered warp last, exited last locked last applied damage last etc etc. Nothing would change with an AU buff. Except perhaps they might get off a station or a titan.


Unless your talking abut a high grade set a rig and a low slot your still not catching a HAC, even of you do keep up with it so what? It will jump through a gate and warp off before you can point it. Or if you do tackle it he rips you a new one as the god awful gimp fit on your BS makes you a chew snack for a sac or a deimos.

For those that want to see BS rebalance, fine argue the point, but please dont suggest that going at 3.0AU or even 5.0 AU makes them OP, they still ahve all of the inherent disadvantages that the class has at the moment event if returned to 3.0 also it makes you sound rediculous when people ask for a buff to BS and skip over the bloody rediculous, elephant in the room of AU speed.

They have turned BS into either Titan fired droppings or station camping bitches with very few other exceptions.





James Baboli
Warp to Pharmacy
#193 - 2014-11-17 02:09:17 UTC
Maraner: If just increasing warpspeed is off the table, what kind of battleship performance would it take to get you to fit the warp speed increasing modules?

Correction to your statements about needing implants, a rig and a low above: Even without going and using the implants, it takes 1 low and 2 rigs or 2 lows and 1 rig to match a cruiser, and with the 2 of the top grade lows and 1 t2 rig you can now warp with the HACs.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Arthur Aihaken
CODE.d
#194 - 2014-11-17 02:41:14 UTC  |  Edited by: Arthur Aihaken
Hyperspacial rigs hamper your overall fitting ability with the CPU drawbacks in addition to giving up quite a bit of tank (particularly with armour fits). The Prototype Hyperspacial modules are simply cost-prohivitive @ $200-million+ ISK per, and with 3 that still only gives you a +0.9 AU/s increase. That leaves Ascendancy implants, and high-grade implants (over $1-billion+ ISK) only yield a +50% AU/s gain - again, at the expense of tank.

The reality is that Battleships rarely have a rig or low-slot kicking around to utilize either of the Hyperspacial options (particularly shield or missile-based battleships).

I am currently away, traveling through time and will be returning last week.

The Hamilton
Sebiestor Tribe
Minmatar Republic
#195 - 2014-11-17 02:56:21 UTC
This is well thought out James and has come a long way from the other threads concerning the Battleships I have previously seen. I'm not sure I entirely agree with all the suggestions but this Doc should go a long way to bringing the real issues to CCP's attention. Honestly I'm more interested in finding more niches for the underused battleships. Pipe-Bombing is a good example of this growing from player ingenuity and shouldn't be discouraged but encouraged among ships that have no such rolls.

If battleships could easily escape scram (or invulnerable to scram) from Interceptors and other frigates, forcing destroyers and cruisers to tackle them instead, risking them would become much more viable and help players discover new ways to utilize these ships from their current stats.
Arthur Aihaken
CODE.d
#196 - 2014-11-17 03:01:44 UTC  |  Edited by: Arthur Aihaken
The only way to currently utilize Battleships in PvP roams… is not to undock.

I am currently away, traveling through time and will be returning last week.

James Baboli
Warp to Pharmacy
#197 - 2014-11-17 03:21:38 UTC
Arthur Aihaken wrote:
Hyperspacial rigs hamper your overall fitting ability with the CPU drawbacks in addition to giving up quite a bit of tank (particularly with armour fits). The Prototype Hyperspacial modules are simply cost-prohivitive @ $200-million+ ISK per, and with 3 that still only gives you a +0.9 AU/s increase. That leaves Ascendancy implants, and high-grade implants (over $1-billion+ ISK) only yield a +50% AU/s gain - again, at the expense of tank.

The reality is that Battleships rarely have a rig or low-slot kicking around to utilize either of the Hyperspacial options (particularly shield or missile-based battleships).

Thus the push to boost them to the point where they meet one of the following criteria
A: they're either worth waiting for, and running fast tackle to get initial point
B: They're worth making the sacrifices to get that free rig and 2 lows
C: People in low don't mind shelling out the isk for ascendancies.
D: CCP states that they want battleships to suck.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#198 - 2014-11-17 04:08:54 UTC
Kaerakh wrote:


First we need to establish what 50% we're talking about. If it's optimal then this is a discussion about T1 ammo, in which case autocannons beat out blasters by usually 30-50%(at L V(sorry for the switch in metric, but T2 without skills is a little silly)) in every large turret line up. If we're discussing falloff, then hail maintains about a 50% range advantage over void, and barrage has about 30%(with some slight variation) on null.


As far as the ammo metrics:

So, unbonused single turret DPS comparison using one of each of the 3 range bands of ammo, using t1 ammo and skills 5.
800s
http://prntscr.com/576sc5

Now:
Neutrons, with each ammo type used. Same skills, no bonuses, no other mods.
http://prntscr.com/576uks

If you will note, the two charts are the superficially similar Optimal + 2 falloff, except that you will notice an interesting trend. The inversion points on the ammo for the ACs has not happened by the end of the chart, meaning that even at almost 60km, the short range ammo is still providing the best DPS of the three, while for neutrons, antimatter reigns supreme out to ~11500m and then it rapidly swaps which ammo is most effective. This lack of an inversion point is a factor of the DPS drop for the ammo being so sharp in relation to the fairly low optimal, leading to my claim of "everything but the short range ammo is useless.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kaerakh
Obscure Joke Implied
#199 - 2014-11-17 05:29:25 UTC
James Baboli wrote:
Kaerakh wrote:


First we need to establish what 50% we're talking about. If it's optimal then this is a discussion about T1 ammo, in which case autocannons beat out blasters by usually 30-50%(at L V(sorry for the switch in metric, but T2 without skills is a little silly)) in every large turret line up. If we're discussing falloff, then hail maintains about a 50% range advantage over void, and barrage has about 30%(with some slight variation) on null.


As far as the ammo metrics:

So, unbonused single turret DPS comparison using one of each of the 3 range bands of ammo, using t1 ammo and skills 5.
800s
http://prntscr.com/576sc5

Now:
Neutrons, with each ammo type used. Same skills, no bonuses, no other mods.
http://prntscr.com/576uks

If you will note, the two charts are the superficially similar Optimal + 2 falloff, except that you will notice an interesting trend. The inversion points on the ammo for the ACs has not happened by the end of the chart, meaning that even at almost 60km, the short range ammo is still providing the best DPS of the three, while for neutrons, antimatter reigns supreme out to ~11500m and then it rapidly swaps which ammo is most effective. This lack of an inversion point is a factor of the DPS drop for the ammo being so sharp in relation to the fairly low optimal, leading to my claim of "everything but the short range ammo is useless.


Alright fair enough. Those are some numbers I can appreciate. I think I misunderstood what your point was though. After looking at your graphs, I really wasn't aware that autocannon T1 ammunition was that broken.
James Baboli
Warp to Pharmacy
#200 - 2014-11-17 06:32:08 UTC
Kaerakh wrote:
James Baboli wrote:
Kaerakh wrote:


First we need to establish what 50% we're talking about. If it's optimal then this is a discussion about T1 ammo, in which case autocannons beat out blasters by usually 30-50%(at L V(sorry for the switch in metric, but T2 without skills is a little silly)) in every large turret line up. If we're discussing falloff, then hail maintains about a 50% range advantage over void, and barrage has about 30%(with some slight variation) on null.


As far as the ammo metrics:

So, unbonused single turret DPS comparison using one of each of the 3 range bands of ammo, using t1 ammo and skills 5.
800s
http://prntscr.com/576sc5

Now:
Neutrons, with each ammo type used. Same skills, no bonuses, no other mods.
http://prntscr.com/576uks

If you will note, the two charts are the superficially similar Optimal + 2 falloff, except that you will notice an interesting trend. The inversion points on the ammo for the ACs has not happened by the end of the chart, meaning that even at almost 60km, the short range ammo is still providing the best DPS of the three, while for neutrons, antimatter reigns supreme out to ~11500m and then it rapidly swaps which ammo is most effective. This lack of an inversion point is a factor of the DPS drop for the ammo being so sharp in relation to the fairly low optimal, leading to my claim of "everything but the short range ammo is useless.


Alright fair enough. Those are some numbers I can appreciate. I think I misunderstood what your point was though. After looking at your graphs, I really wasn't aware that autocannon T1 ammunition was that broken.

Now, even with my changes, with the damage decrease, the inversion point is still around 1.5falloff, but this could easily be countered by bringing the decrease in damage closer to line with other weapons systems for the base ammo tradeoff.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp