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Dev blog: The Svipul Tactical Destroyer andProjectile Changes

First post First post
Author
Acel Tokalov
Aliastra
Gallente Federation
#161 - 2015-01-22 05:08:51 UTC
Quote:
Minmatar Tactical Destroyer Bonuses Per Level:
10% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret optimal range
5% reduction in heat damage generated by modules

Defense Mode:
33.3% bonus to all shield and armor resistances while Defense Mode is active
66.6% reduction in Microwarpdrive signature radius penalty while Defense Mode is active
Propulsion Mode:
66.6% bonus to maximum velocity while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
33.3% bonus to Small Projectile Turret tracking while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active


The tracking bonus should be on the base hull at 7.5% per level, while the optimal bonus is moved to the Sharpshooter mode. The Sharpshooter mode should be an optimal/falloff bonus in a single line.

Example: 30% bonus to optimal and falloff. This would allow the Svipul to effectively use both arty and ACs in and out of sharpshooter mode. With ACs you would go into sharpshooter mode to act as a short range but higher damage kite similar to the Vagabond with barrage. With Arty you would go into sharpshooter mode to snipe at mid ranges with high damage ammo or long range with tremor.

With max skills 280mm arty base range is 15km with 11km falloff, Quake is 3.8km + 11km and Tremor is 27km+11km.
In sharpshooter mode it would become 19.5km + 14km, Quake 5km+14km, Tremor 35km + 14km.

This would put the Svipul more in line with the Confessor's sharpshooter mode beam weapons Standard 28km+3km, Gleam 6.6km+3km, and Aura 50km+3

The optimal bonus would do very little for ACs but by giving it a 30% bonus in sharpshooter mode you would allow it to effectively use ACs like a Wolf (compensating for the harsh falloff penalty on hail) or the Vagabond (allowing ACs to do damage at greater than pointblank ranges)

Out of sharpshooter mode AC ranges would be 1.5km+6km, Hail .8km+4.5km, Barrage 1.5km+9km, then in sharpshooter mode 2km+8km, Hail 1km+6km, Barrage 2km+11km.

Like other people in this thread I don't think the changes to ACs and arty are enough. Giving them only 7.5% falloff while at the same time reducing the bonus for Barrage is not going to make a Vagabond pilot use anything other than barrage while still doing **** poor damage because he is fighting ~60% into falloff to stay out of scram/web range. And with small ACs the range difference between Fusion and Barrage is not enough to justify the loss of damage. Part of fixing this I think that all Minmatar ships with range bonuses (Rifter, Jaguar, Vagabond, Muninn) should have combined optimal and falloff so that they aren't shoehorned into being AC or arty.
Antonio Steele
Center for Advanced Studies
Gallente Federation
#162 - 2015-01-22 05:17:15 UTC  |  Edited by: Antonio Steele
+1 on the Svipul needing falloff instead of optimal bonus.

On the topic of projectile ammo: One issue I can see with adding falloff bonuses to ammo is that CCP might then make short range high damage ammo chop your falloff range down as well since all other high damage ammo shortens the gun's range. If they did projectile ammo like other turret ammo, but with falloff included that would probably mean by their poor logic that high damage ammo gets a falloff cut, medium range ammo has no range loss (so is at previous high damage ammo's falloff range on AC's), and then we would also get long range ammo which might not be too bad. It would suck to be using medium range ammo at current short range ammo distances. I know there are logical ways to upgrade the ammo and prevent this, but this is CCP we are talking about here. Roll
Jesterspet
Creative Research and Production Services
#163 - 2015-01-22 05:18:23 UTC
That's wonderful and all but, can I have my old Sleipnir back please.....
Jesterspet
Creative Research and Production Services
#164 - 2015-01-22 05:21:41 UTC
Acel Tokalov wrote:
Quote:
Minmatar Tactical Destroyer Bonuses Per Level:
10% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret optimal range
5% reduction in heat damage generated by modules

Defense Mode:
33.3% bonus to all shield and armor resistances while Defense Mode is active
66.6% reduction in Microwarpdrive signature radius penalty while Defense Mode is active
Propulsion Mode:
66.6% bonus to maximum velocity while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
33.3% bonus to Small Projectile Turret tracking while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active


The tracking bonus should be on the base hull at 7.5% per level, while the optimal bonus is moved to the Sharpshooter mode. The Sharpshooter mode should be an optimal/falloff bonus in a single line.

Example: 30% bonus to optimal and falloff. This would allow the Svipul to effectively use both arty and ACs in and out of sharpshooter mode. With ACs you would go into sharpshooter mode to act as a short range but higher damage kite similar to the Vagabond with barrage. With Arty you would go into sharpshooter mode to snipe at mid ranges with high damage ammo or long range with tremor.

With max skills 280mm arty base range is 15km with 11km falloff, Quake is 3.8km + 11km and Tremor is 27km+11km.
In sharpshooter mode it would become 19.5km + 14km, Quake 5km+14km, Tremor 35km + 14km.

This would put the Svipul more in line with the Confessor's sharpshooter mode beam weapons Standard 28km+3km, Gleam 6.6km+3km, and Aura 50km+3

The optimal bonus would do very little for ACs but by giving it a 30% bonus in sharpshooter mode you would allow it to effectively use ACs like a Wolf (compensating for the harsh falloff penalty on hail) or the Vagabond (allowing ACs to do damage at greater than pointblank ranges)

Out of sharpshooter mode AC ranges would be 1.5km+6km, Hail .8km+4.5km, Barrage 1.5km+9km, then in sharpshooter mode 2km+8km, Hail 1km+6km, Barrage 2km+11km.

Like other people in this thread I don't think the changes to ACs and arty are enough. Giving them only 7.5% falloff while at the same time reducing the bonus for Barrage is not going to make a Vagabond pilot use anything other than barrage while still doing **** poor damage because he is fighting ~60% into falloff to stay out of scram/web range. And with small ACs the range difference between Fusion and Barrage is not enough to justify the loss of damage. Part of fixing this I think that all Minmatar ships with range bonuses (Rifter, Jaguar, Vagabond, Muninn) should have combined optimal and falloff so that they aren't shoehorned into being AC or arty.



The catch there is, certain ships are meant to be arty boats while others are really meant to be AC boats. AC's are really meant to get in there and brawl and were never meant to be longer range than "in your face"
LUMINOUS SPIRIT
Caldari Provisions
Caldari State
#165 - 2015-01-22 05:38:15 UTC
noone in their right minds will fit a 100mil destroyer with autocannons and go brawl @ 10km range.

This ship is an arty boat, and it needs more range in sniper mode.

Landrik Blake
Sebiestor Tribe
Minmatar Republic
#166 - 2015-01-22 06:01:36 UTC  |  Edited by: Landrik Blake
As much as I like the transformer-style verticalness, the bonuses on this ship are just... wrong.

The optimal bonus is only useful for artillery, so right off the bat you're forcing people into a single fitting direction if they want to make the most of the bonuses.

So now we have an arty boat with only 2 useful modes: propulsion and sharpshooter.

Sharpshooter mode gives you a ship with worse tracking and firepower than a basic Thrasher, so I don't see it being used much except for the extra lock range.

Defense mode seems almost completely useless. Firstly it assumes a MWD fitted, but also, if you're not scrammed there's absolutely no reason to not be kiting in one of the other 2 modes.

Overall, when you compare this to the Confessor with it's universally useful bonuses, the Svipul looks like a piece of junk. I really hope that it works better in practice than it looks on paper, because I enjoy Minmatar ships, but I'm not very hopeful about this one.
Solarus Explorer
The Veterans' Lounge
#167 - 2015-01-22 08:29:52 UTC
Landrik Blake wrote:
As much as I like the transformer-style verticalness, the bonuses on this ship are just... wrong.

The optimal bonus is only useful for artillery, so right off the bat you're forcing people into a single fitting direction if they want to make the most of the bonuses.

So now we have an arty boat with only 2 useful modes: propulsion and sharpshooter.

Sharpshooter mode gives you a ship with worse tracking and firepower than a basic Thrasher, so I don't see it being used much except for the extra lock range.

Defense mode seems almost completely useless. Firstly it assumes a MWD fitted, but also, if you're not scrammed there's absolutely no reason to not be kiting in one of the other 2 modes.

Overall, when you compare this to the Confessor with it's universally useful bonuses, the Svipul looks like a piece of junk. I really hope that it works better in practice than it looks on paper, because I enjoy Minmatar ships, but I'm not very hopeful about this one.


1+ to the bonuses on this ship being not-very-useful. The range bonus should really be falloff.

Also if one really wanted to fly an arty ship, then a 7mil thrasher does almost the same job that this will, however this one will cost around 80mil or so.
Add to that, that its got a weird tankability. Minmitar should really have had the defense mode with shield boosting and sig radius reduction for brawl fits; and sharpshooter mode for kiting fits at disrupter range and arties. This way both kind of fits would be viable.
Ragori Mitternacht
13th Revelation
GunFam
#168 - 2015-01-22 08:50:45 UTC
LUMINOUS SPIRIT wrote:
noone in their right minds will fit a 100mil destroyer with autocannons and go brawl @ 10km range.

This ship is an arty boat, and it needs more range in sniper mode.



People with more isks then sense.

I for one prefer range and use Arty more than anything else and yet I see no point in getting this ship. For one the bonuses like mentioned above are off don't want to say wrong since some people probably better than me at fitting ships can make it work but me nope. I will be flying around in a 100 mil bulls eye.


I don't mind the transforming ability of the tactical destroyers and watching the confessor change was lots of fun. in a pilot vs pilot skirmish with a confessor we got to see just how a good fit on one is deadly. However seeing the bonuses and such on the minmi tactical destroyer I am at a loss. from where I am sitting being a young pilot unless you have maxed skills running entire T2 guns and mods along with piloting skills this ship will be useless.

Last thing to mention why make it transform like that. feels like my ship is going to sprout arms and pull a fusion sword to hack and slash my opponents.
Rain6637
GoonWaffe
Goonswarm Federation
#169 - 2015-01-22 09:27:14 UTC
Someone is supposed to get the range bonus. This one gets the speed bonus. You want speed and range? Come on. It's like the only thing that would make you happy is a ship that just... changes its bonus on-the-fly.
Reaver Glitterstim
The Scope
Gallente Federation
#170 - 2015-01-22 09:30:23 UTC
Khald Hilitari wrote:
Reaver Glitterstim wrote:

TL;DR: Barrage needs MORE of a range advantage over short range ammo, not less. And long range t1 projectile ammo needs a falloff bonus.


This is where I'm gonna have to disagree a bit with you.

It's not that Barrage needs more range advantage, it's that we need more viable choices in ammo selection.

None of the t1 projectile ammos effect range one way or the other so if we want damage we take Fusion or Phased Plasma and if we need range we have to take Barrage. Can't take Hail because the tracking penalty is way too high for the ranges it is used at, EMP suffers from split damages, and the others do less damage at closer effective ranges than Barrage.

To fix this I would suggest changing all projectile ammos to modify both falloff and optimal in such a way that the ranges they're used at on artilleries stay roughly the same, but so that autocannons can get some variation in ranges when switching ammo. This may also require tweaking the base ranges on some autocannons. And while they'd be at it it'd be awesome if CCP could maybe tone down the overkill that is 30% tracking reduction. That kind of tracking hit practically requires lining up to trade broadside volleys.

So your whole tirade says pretty much what I said, only I'm actually aware that once T1 long range ammo actually gives a significant range bonus, Barrage will become further marginalized. So all your post accomplished is to reveal that you didn't even read mine but apparently agree with it despite you believing you disagree.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#171 - 2015-01-22 09:33:25 UTC
Ok, some more-insight feedback.

I'll just say, time will say if the current Svipul's bonuses and stats are balanced and useful; if they're not, they can always tweak them in future patches.

In my opinion, projectile bonuses seem to be highly oriented towards artillery. For me that's cool; I like artillery and they fit well with the other bonuses from Sniper Mode (also it seems the Confessor is fond of beam lasers too). On the other hand, T3 are to be highly versatile, and maybe that should include being able to use both long and short range weapons effectively. If there was anything to change, it could be giving it a base falloff bonus in adition to the optimal bonus (otherwise it would be the artilleries who would be left without useful bonus), so both AC's and artys are bonused.

I'm also thinking it could use some more powergrid to fit those artilleries. 6 x 280mm T2 use 70.2 PW with AWU-4 and other fitting skills at high level. Onthe other hand, Powergrid Management 5 raises base PW to 99... I'm not sure if that is too tight for a T3 ship. Ok, artilleries are supposed to be PW heavy, but hey, this is a T3 ship. Having to fit PW modules or rigs, or sacrificing a lot of potential fitting, in a T3 ship doesn't feel exactly right. Maybe increase the base PW to 80-ish? Or reduce artillery PW usage just a pinch... Again, right now I'm not sure wether 29-30 PW left for other modules would be enough for a T3 ship.

The signature radius bonus feels a bit odd compared to the Confessor. Sure, it being a Minmatar ship it should be fast, and that way it should be able to keep fast even in Defense Mode, which is cool. On the other hand, perhaps you don't always want to fit a MWD... But hey, the Talwar has that bonus too and it works for closing the gap for those rockets; the Svipul would use it for keeping itself at artillery range.
I think it isn't a plain signature radius reduction as it is with the Confessor because of the other defensive bonus. The Confessor only gets armor resistances by +33.3%; the Svipul gets both armor and shield with the same amount of bonus and similar base HP, and that is going to be useful no matter your tank of choice.

The other bonuses and stats seem fine for me, perhaps excepting it wouldn't have many slots left for a shield tank with MWD+disruptor. Not sure if that's fine for a Minmatar ship, or it could use a 5th mid slot. Again, time will say.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#172 - 2015-01-22 09:57:52 UTC  |  Edited by: HiddenPorpoise
LUMINOUS SPIRIT wrote:
noone in their right minds will fit a 100mil destroyer with autocannons and go brawl @ 10km range.

This ship is an arty boat, and it needs more range in sniper mode.
50-60, I don't know why you think it would be 100. It may shock you to know people use interdictors for things besides bubbles, so yes brawlers will be used. The reason people are only going to fit arty is it is weaker than a thrasher bonus wise.
Catherine Laartii
Doomheim
#173 - 2015-01-22 11:03:06 UTC
Komodo Askold wrote:


The signature radius bonus feels a bit odd compared to the Confessor. Sure, it being a Minmatar ship it should be fast, and that way it should be able to keep fast even in Defense Mode, which is cool. On the other hand, perhaps you don't always want to fit a MWD... But hey, the Talwar has that bonus too and it works for closing the gap for those rockets; the Svipul would use it for keeping itself at artillery range.

The other bonuses and stats seem fine for me, perhaps excepting it wouldn't have many slots left for a shield tank with MWD+disruptor. Not sure if that's fine for a Minmatar ship, or it could use a 5th mid slot. Again, time will say.



I have to concur with the mwd bonus; it's weird to have that as a defensive bonus since it's technically a speed bonus; it would be much better suited on the speed bonus. The hull bonuses should be damage, falloff, and tracking speed. They botched the order and location of the bonuses on this ship, and it will be hilarious to see how poorly it all works together if it gets released without any changes.

That being said, people were up in arms about the confessor not having a tracking speed bonus, and it turned out alright...i guess...
Helios Panala
#174 - 2015-01-22 11:27:10 UTC
Quote:
Minmatar Tactical Destroyer Bonuses Per Level:
10% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret optimal range
5% reduction in heat damage generated by modules

Defense Mode:
33.3% bonus to all shield and armor resistances while Defense Mode is active
66.6% reduction in Microwarpdrive signature radius penalty while Defense Mode is active
Propulsion Mode:
66.6% bonus to maximum velocity while Propulsion Mode is active
33.3% bonus to ship inertia modifier while Propulsion Mode is active
Sharpshooter Mode:
33.3% bonus to Small Projectile Turret tracking while Sharpshooter Mode is active
100% bonus to sensor strength, scan resolution and targeting range while Sharpshooter Mode is active


Wouldn't reduction to MWD sig and the inertia modifier be better the other way around?
CCP Fozzie
C C P
C C P Alliance
#175 - 2015-01-22 13:21:09 UTC
Hey everyone, thanks for the feedback so far. Just wanted to let you know that I'm going to be catching up on this thread as soon as the CSM summit is over (after tomorrow) and I'll start responding to specific themes in the feedback then.

I'm not sure when we'll have a testable version on SISI for you all, but it should be pretty soon (probably with placeholder art to begin with).

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Onnen Mentar
Murientor Tribe
#176 - 2015-01-22 13:41:48 UTC  |  Edited by: Onnen Mentar
About the optimal range bonus discussion, a couple points.

Projectile Flavour = damage selection+falloff+no cap <=VS=> lower base damage+long reload+mediocre tracking.

What makes falloff unique and very useful under certain circumstances is that without switching ammo damage scales up magically as you get closer to the target. This matches nicely with the long reload of projectile turrets.


Artillery: range bonus or falloff bonus?

Neither is "best" for artillery, both just depend on the strength. But falloff is always more versatile since it allows damage selection with artillery you do not get with an optimal bonus.

To make projectiles true to themselves, It makes no sense for any minmatar ship to get an optimal bonus. A jaguar with a falloff bonus would be a much more fun ship to fly for instance. Same is true for the muninn.


Interaction between ammo bonuses and guns

T1 ammo and their bonuses have needed attention for a long time. The changes to T1 projectile ammo gave hope, but in the end fell short.

Two reasons:
(1) For instance with small artillery at range the window where medium range ammo outperforms close range ammo is non-existent. At ~19km you do equal damage with emp and depleted uranium. But because you're bouncing in range and out of range, emp is more useful. You do get a bonus to tracking, but that still does not allow you to orbit your target and hence the bonus becomes moot.

(2) Because long range ammo gives an optimal bonus and minmatar guns have lousy optimal, you get absurdly sad dps at range and you do not even get much range(!). The tiny tracking bonus is again pretty much useless.

As others have pointed out already, the optimal bonus on AC is wasted, while the medium range tracking bonus can be quite useful, but only if otherwise you cannot hit your target at all.

Three suggestions
(1) No more optimal range bonuses for projectiles. Can we have some racial flavour, please??
(2) T1 minmatar ammo is reduced to two tiers from three: close-to-medium range no-falloff bonus high damage ammo and medium-to-long high falloff bonus with reduced damage ammo. Note: the falloff bonus needs to be quite big to offset the base dps loss.
(3) T2 minmatar ammo becomes "dumb" ammo: it has a selection of damage types and marginally higher base damage than T1. It becomes the ideal choice when you're facing an opponent with a very even resist profile or cannot predict the resist profile (or are too lazy to switch ammo..).

Advantages
- projectile guns are fundamentally different from other guns, but in a straightforward uncomplicated way (sounds Minmatar to me..)
- ammo bonuses are equally useful for artillery and AC
- damage selection at close range and medium range
- damage scales according to range without a need to reload

Disadvantages
- projectile base damage is somewhat lower than other races
- tracking becomes/remains a minmatar weakness, so you need to be careful how you use minmatar speed
- minmatar do not have close, medium and long range, just close-medium and medium-long (half advantage, half disadvantage really)
Phoenix Jones
Small-Arms Fire
#177 - 2015-01-22 13:42:22 UTC
Catherine Laartii wrote:
Komodo Askold wrote:


The signature radius bonus feels a bit odd compared to the Confessor. Sure, it being a Minmatar ship it should be fast, and that way it should be able to keep fast even in Defense Mode, which is cool. On the other hand, perhaps you don't always want to fit a MWD... But hey, the Talwar has that bonus too and it works for closing the gap for those rockets; the Svipul would use it for keeping itself at artillery range.

The other bonuses and stats seem fine for me, perhaps excepting it wouldn't have many slots left for a shield tank with MWD+disruptor. Not sure if that's fine for a Minmatar ship, or it could use a 5th mid slot. Again, time will say.



I have to concur with the mwd bonus; it's weird to have that as a defensive bonus since it's technically a speed bonus; it would be much better suited on the speed bonus. The hull bonuses should be damage, falloff, and tracking speed. They botched the order and location of the bonuses on this ship, and it will be hilarious to see how poorly it all works together if it gets released without any changes.

That being said, people were up in arms about the confessor not having a tracking speed bonus, and it turned out alright...i guess...


They want to promote mwd destroyers, as many people are doing 10mn afterburner confessors. They don't want a mirror image of the ship.

The 4 mids is a concern, but not that big of a concern.

Bonuses seem fine for a mwd ship. Thing has two speed modes. Tank speed mode and super speed mode.

Yaay!!!!

Khald Hilitari
Native Freshfood
Minmatar Republic
#178 - 2015-01-22 14:01:24 UTC
Reaver Glitterstim wrote:
Khald Hilitari wrote:
Reaver Glitterstim wrote:

TL;DR: Barrage needs MORE of a range advantage over short range ammo, not less. And long range t1 projectile ammo needs a falloff bonus.


This is where I'm gonna have to disagree a bit with you.

It's not that Barrage needs more range advantage, it's that we need more viable choices in ammo selection.

None of the t1 projectile ammos effect range one way or the other so if we want damage we take Fusion or Phased Plasma and if we need range we have to take Barrage. Can't take Hail because the tracking penalty is way too high for the ranges it is used at, EMP suffers from split damages, and the others do less damage at closer effective ranges than Barrage.

To fix this I would suggest changing all projectile ammos to modify both falloff and optimal in such a way that the ranges they're used at on artilleries stay roughly the same, but so that autocannons can get some variation in ranges when switching ammo. This may also require tweaking the base ranges on some autocannons. And while they'd be at it it'd be awesome if CCP could maybe tone down the overkill that is 30% tracking reduction. That kind of tracking hit practically requires lining up to trade broadside volleys.

So your whole tirade says pretty much what I said, only I'm actually aware that once T1 long range ammo actually gives a significant range bonus, Barrage will become further marginalized. So all your post accomplished is to reveal that you didn't even read mine but apparently agree with it despite you believing you disagree.


First of all, how about you stop assuming that anyone who dares to disagree with you just didn't read your post.

Second, I disagree with your original post because while I'm very well aware that improving the other ammos would marginalize barrage by comparison, I don't see it as a bad thing. More ammo to choose from = less reliance on one ammo type = good thing.
Khald Hilitari
Native Freshfood
Minmatar Republic
#179 - 2015-01-22 14:03:02 UTC
Phoenix Jones wrote:
Catherine Laartii wrote:
Komodo Askold wrote:


The signature radius bonus feels a bit odd compared to the Confessor. Sure, it being a Minmatar ship it should be fast, and that way it should be able to keep fast even in Defense Mode, which is cool. On the other hand, perhaps you don't always want to fit a MWD... But hey, the Talwar has that bonus too and it works for closing the gap for those rockets; the Svipul would use it for keeping itself at artillery range.

The other bonuses and stats seem fine for me, perhaps excepting it wouldn't have many slots left for a shield tank with MWD+disruptor. Not sure if that's fine for a Minmatar ship, or it could use a 5th mid slot. Again, time will say.



I have to concur with the mwd bonus; it's weird to have that as a defensive bonus since it's technically a speed bonus; it would be much better suited on the speed bonus. The hull bonuses should be damage, falloff, and tracking speed. They botched the order and location of the bonuses on this ship, and it will be hilarious to see how poorly it all works together if it gets released without any changes.

That being said, people were up in arms about the confessor not having a tracking speed bonus, and it turned out alright...i guess...


They want to promote mwd destroyers, as many people are doing 10mn afterburner confessors. They don't want a mirror image of the ship.

The 4 mids is a concern, but not that big of a concern.

Bonuses seem fine for a mwd ship. Thing has two speed modes. Tank speed mode and super speed mode.


And guns that you can't effectively use with a speed tank.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#180 - 2015-01-22 14:07:57 UTC
Do not drop optimal bonus. Arty doesnt need to suffer the same dps cliff that acs do (lowish optimal, high falloff). Thrashers are optimal bonused, and that doesnt stop people throwing acs on them and brawling with good success.

The best middle ground is giving bonus to optimal and falloff. Either flat 10% bonus to falloff and optimal, or 5% optimal and 10% falloff bonus. If being used as a scram kiter (which arty is good at) optimal is much better than falloff. If being used as kiter, optimal and falloff will make arty project halfway decently to match sniper mode bonuses.