First I will go over some of the major culprits that help contribute to the current burst damage. Then i will go over some ideas on how to curb them and then toss some maths out there on what the changes would do. I will always be rounding down as unless it is a full damage loss you can live with less than 1 health, and I have lived with Zero once before. Lastly I will then show you comparable damage output from some consistent damage guns over the same time period roughly.
Note: All damage info is coming from the SK damage spread sheet. It may not be perfect but it is a good judge and we all should be happy they spend the time doing this for us. Also remember to scroll all the way to the right to see the current numbers.
The Culprits:
- Power Shot, currently does an additional 44.7% damage increase (rounding to 45% as that is more likely the real percent gain) also this will have it's own math section.
- The Detonator and HE nade, currently do 175 damage each.
- The EOC, currently it does 210 damage with a full charge.
- The KLA-Mirv, currently does 240 damage
The Modifications:
Power Shot: The Sharpshooter isn't doing the burst damage it is currently doing because of its weapons. But because of it's ability. Thus all we have to look at to curb the SS is to curb the ability down a bit. I am going to assume that in the majority of cases people are not going to get off two Sabot shots during PS so I will only be doing numbers showing a single Sabot shot.
Over the 3 second duration you can net 3 slugs (80 dmg) and 1 zoomed sabot (170 dmg). This will net you (3 * 80 + 170) = 410 base dmg; 410 * 1.45 = ~594 dmg and w/ 5% bullet dmg internal that is ~624 dmg depending on when percents are calculated.
That kills a stock and non-stock A classes outright. That leaves the stock B class with 51 armor. The stock C class will be left w/ 226 armor and in turret mode (30% dmg reduction) he would have ~358 armor left depending on when percents are calculated.
If we don't want the ability to outright kill a stock A class mech then the ability buff cannot exceed 410 * X = 499. Thus the percent gain would be 499 / 410 = ~21%
410 * 1.21 = ~496 damage.
But I would contend that some of the reduction of being burst killed should come from the mech being hit as well since the Sharp Shooter is also adding damage to increase his likely hood of doing a burst kill. Thus I feel that the ability being placed at 20% is still fitting w/ 5% internal option.
410 * 1.25 = ~512 damage.
An A class mech could still have a higher health gain than 512 damage if he didn't go for more damage himself. If he makes himself more of a glass cannon he has to accept he can die much faster.
So I feel PS being dropped from 45% damage bonus to 20% damage bonus would still be quite fitting when in conjunction with the 5% bonus from an internal.
Fully health fitted A class mech = 550 armor = 38 armor left after 3 seconds (previously dead)
Stock B = 163 armor (prev 51)
Stock C = 338/456 armor (prev 226/358)
It is still a burst damage, but it isn't quite as over the top as it is currently.
Detonator & HE Nade: A main primary to the majority of burst damage output is from one of these items combined with 2 other instant shots from weapons. The fact that an item does near the same damage as the TOW is quite scary. I have two ideas on where I'd like to see this weapon be dropped to. And they are 120 damage or 150 damage each from the 175 damage they were.
EOC: The only primary in the game that out damages almost every secondary in the game currently. The only one it does not is the new KLA-Mirv that people feel it does too much damage as well. The difference being 30 damage in total. The next closest burst primary weapon is the flak and the Bolt guns. Both of these weapons doing 120 damage each with their burst. I also view the EOC as a mine laying gun. As that is really part of what makes it unique. And this part will piss off a lot of people but I don't feel making the gun more dependent on direct hits is the proper way to go with this gun. It is a mine layer, that is the role of the gun.
I know the BSB tourny has shown that the flak has done better over all currently. But I find this cannot be solely judged on the tourny. As some people are better tacticians than others and used high ground to their advantage more. The EOC did do well in the tourny but just didn't place top 3. This could also be a combination of the GL vs the TOW as well.
So I propose the EOC be dropped in damage to be more in line with the more in line burst damage of the 2 other burst weapons. So I would suggest it get dropped to either 120 damage or 150 damage with a full charge.
The current way the damage is figured is two fold. It isn't just the same damage for stepping on the mines as it is for direct hitting someone with the mines. The direct hit is currently 5 damage per direct hit + 30 explosive damage per mine hit = 210 damage if all 6 mines land as direct hits on the mech. If you ran over the mines on the ground you would receive 0 damage per direct hit (as it was laying on the ground) + 30 explosive damage per mine stepped on = 180 damage for stepping on 6 placed mines.
The way I would view the 120 damage would be that it does not reward you for direct hits. Instead all damage would just be 20 explosive damage per mine hit. More in line with the fact it is a mine laying gun. The 150 damage option would allow that extra bonus damage for direct hitting someone with the current 5 extra damage per direct hit. This does reward better aim from a skill gun. This is part of the reason I have two values for the Det/HE nade reduction. If the EOC = 150 the HE/Det = 120 damage, if the EOC = 120 damage the HE/Det = 150 damage. I am currently leaning towards the EOC doing 150 damage.
Also with the change to the over all damage, to keep it's dps in line with the other guns the RoF would have to change from 1.5s reload to 1.1s reload for the 150 damage option. Thus it's dps at 75 dmg w/ 3 pucks that directly hit would be ~68 dps. This is very close to the 70 dps it currently is but also gets rid of the ungodly burst that the gun does. The charge time of 2 seconds would not change however. Thus it would take 3.1 seconds to get another fully charged EOC fired off.
KLA-Mirv: Currently is the highest burst damage weapon in the game. This weapon has a limited range of 90 meters and fires explosive shotgun shells or mini bombs. How ever you want to look at it. As many of the forum readers know I've been fighting about this weapon a lot lately. While I don't feel it is OP, I do feel it does need turned down a notch. Me and AJK both agree it does need toned down, and to what degree with both slightly differ. He suggested a 30 point drop and I suggest a 20 point drop, so in the sense of compromise I am going to look at a 25 point drop and show you where it all lands after all the other changes I have suggested as well. So the KLA-Mirv I feel should do 215 damage.
Another option I actually wouldn't mind seeing on this weapon is to make it's range less. 90 meters is actually in the mid-range combat zone. The SMC currently got a 30% buff in range and that puts it around 65 meters. I consider it a close to mid range weapon. Thus I wouldn't mind seeing the max range on the KLA-Mirv to changed to 65 meters. This would promote the switching of the KLA mains around more and promote more interesting play with the secondary on a whole.
The Maths:
I am going to go over how all the changes can be considered on an over all picture. This excludes the Power Shot ability as the SS is the only current burst mech that doesn't use the EOC to reach it's burst potential. And I am going to toss in the EOC + TOW combo even though there is no current mech that can do it. That doesn't mean we won't have one later though. Remember I also changed the RoF on the EOC from 1.5 to 1.1.
EOC = 120 dmg and Det/HE = 150 // (XXX) = Old Value
EOC + GL + Det/HE = 420 damage (535 dmg)
EOC + TOW + Det/HE = 455 damage (570 dmg)
EOC + Hellfire + Det/HE = 462 damage (577 dmg)
EOC + KLA-Mirv + Det/HE = 485 damage (625 dmg *this number look familiar to an ability I mentioned earlier)
As you can see with all the changes in place, the initial burst would not kill an A class mech. Even on the raider with the top damaging primary and the top damaging secondary. But you say, why did you label this section the EOC = 120 and the Det = 150 when your other option only switches the two. The damage would be the same. Correct! But the difference is then how your dps proceeds AFTER your initial burst.
A second round of each without the Det/He combo would be as follows:
*note a turret mode stock C class mech has roughly 1105 health.
EOC + GL + 420 = 690 dmg @ ~3 seconds (895 dmg)
EOC + TOW + 455 = 760 dmg @ 4 seconds (965 dmg)
EOC + Hellfire + 462 = 774 dmg @ ~4.5 seconds (979 dmg)
EOC + KLA-Mirv + 485 = 820 dmg @ ~4 seconds (1075 dmg)
So as you see, a stock C class mech does not get gibbed in 4 seconds from a burst rush. And if the C class is in turret mode on point, he will live with quite a good chuck of health left.
EOC = 150 dmg and Det/HE = 120 @ the second burst:
Since we know the initial damage is the same either way, I am skipping reporting those numbers. And still note that the stock turret mode C class mech has roughly 1105 health.
EOC + GL + 420 = 720 dmg @ ~3 seconds
EOC + TOW + 455 = 790 dmg @ 4 seconds
EOC + Hellfire + 462 = 804 dmg @ ~4.5 seconds
EOC + KLA-Mirv + 485 = 850 dmg @ ~4 seconds
Similar to my feelings on the SS ability of Power Shot, I feel it is also on the job of the mech to negate him being burst down fast. Thus at 850, it is all the C class mech would have to do is add 1/2% to not be burst that quickly. And in fact you can get a 10% bonus through internals and the tree. That would put a C class tanked mech up to 935 health standing and roughly 1215 health while in turret mode.
Now you are going to say.. holy fuzzy bunny that is only 4 seconds!! That is still too much!
The Constant damage weapons:
Calm down. Let me show you the numbers now from weapons that are not burst damage with the total changes as well, over the same time frame. This is with the Det/HE being at 120 dmg. So add 55 damage to all the numbers to know the current in game values.
AR = 79.441 dps
79.441 * 3 = ~238 dmg
238 + 2*GL + Det/HE = 658 dmg @ 3 seconds
79.441 * 4 = ~317 dmg
317 + 2*TOW + Det/HE = 807 dmg @ 4 seconds
79.441 * 4.5 = ~357 dmg
357 + 2*Hellfires + Det/HE = 861 dmg @ 4.5 seconds
SMC = 86.96 dps
86.96 * 3 = 260 dmg
260 + 2*GL + Det/HE = 680 dmg @ 3 seconds
86.96 * 4 = 347 dmg
347 + 2*TOW + Det/HE = 837 dmg @ 4 seconds
86.96 * 4.5 = ~391 dmg
391 + 2*Hellfire + Det/HE = 895 dmg @ 4.5 seconds
Vulcan = 98.364 dps
98.364 * 3 = ~295 dmg
295 * 2*GL + Det/HE = 715 dmg @ 3 seconds
98.364 * 4 = ~393 dmg
393 + 2*TOW + Det/HE = 883 dmg @ 4 seconds
98.364 * 4.5 = ~442 dmg
442 + 2*Hellfires + Det/HE = 946 dmg @ 4.5 seconds
So if we are to change up the highest burst weapon to 150 damage on a full charge, it would turn burst damage into something that it is meant for. To hit and then duck behind cover to negate constant damage back at you. Thus constant damage should out dps burst dmg.
So lets look at some over all dps to weapons.
Hellfires = 42
TOW = 46
GL = 50
New KLA-Mirv = 53 *this is why I think it could be at 220 dmg. Which would put it at 55 dps, and have it feel better dps than the GL similar as it is to the TOW.
Sabot (zoomed) = 56 *actually this may be a bit too high for my liking but rarely do SS get to take advantage of this.
KLA-Mirv = 60
New EOC = 68
EOC = 70
Heat = 73
AR = 79
SMC = 86
Vulcan = 98
Flak = 98
I have a feeling the Bolter and ReFlak actually out dps the EOC, but they do not provide the burst or utility the EOC does. I also have no numbers on their dps yet.
Summary:
I find my fixes help to relieve some of the ungodly burst dps that currently is plaguing this game while still maintaining it's ability to keep up viable dps. I doubt most of you will agree with my thinking. But it is one way I figured out that could in fact help the game on a whole feel better. Also if anything of my math is off, please feel free to correct me.
Also go here to vote on increasing TTK on a whole. It is uservoice page set up by [HWK]TJ for us to vote on important changes we would like to see. Please vote for other options you are interested in and or contribute more ideas.
Edited by Akrium, March 10 2013 - 11:08 AM.