Annihilator wrote:i think what you just ignore, the the huge damage that short range medium EM guns deal on alpha strike -> its enough to bring down a tanked tyrannos in two alphas.
If i remember correctly, a damge modifier of Promts was 300% * (extension-bonus + bot bonus)
It may be a high chance to miss an assault (50/50), but if you hit, a lwf fitted assault is gone.
No single player can 2 shot a Tyrannos (not an assault bot) though a large enough group can alpha strike just about anything with focused fire. Moar Guns!!!
No single mech pilot can alpha strike (or Beta strike for that mater) an assault bot with a lwf even on the rare chance (1.2%) that they actually hit the darn thing with all of their guns twice in a row.
It's all in the numbers. Facts at the top, formulas at the bottom for math dorks like myself.
Standard Medium "Short Range" Gauss Gun
Base Optimal Range - 150
Base Dmg - 44 (28 Kinetic + 16 other)
Damage Mod - 170%
Cycle Time - 6 seconds
Chance to hit with level 7 precision - 50.63%
Chance to hit with level 10 precision - 57.14%
Expected DPS(per turret) with PERFECT precision skills - 7.12
4 gun alpha strike - 299.2 (less resistance)
Assuming weighted average of 40 points resistance (low) - 213.9
Probability of landing a 4 turret alpha strike with PERFECT precision skills - 10.66%
Expected value of Alpha Strike - 22.8 (for ALL four guns together)
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Standard Light EM-Gun
Base Optimal Range - 120
Base Dmg - 22 (14 Kinetic + 8 other)
Damage Mod - 135%
Cycle Time - 5 seconds
Chance to hit with NO precision skill - 100%
Expected DPS(per turret) with NO precision skills - 5.94
5 gun alpha strike - 29.7
Assuming weighted average of 40 points resistance (low) - 21.2
Probability of landing a 5 turret alpha strike with NO precision skills - 100%
Expected value of Alpha Strike - 21.2 (for ALL five guns together)
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Regarding extension/bot bonuses, players will have equal access to modifiers in the end game. However, in the time in between the mech pilot needs to take their assault bot/small weapon skills to level 4/5 as a prerequisite before starting over again at 0. They also need to invest heavily in precision skills.
Comparing Nuimqol Bots
The mech has a range advantage of 30m and does an effective 1.2 more damage on the alpha strike (but only if they've trained 10 levels in precision). The assault bot controls range and terms of engagement with 17.9% more base speed.
Assuming the toon has rolled a pure combat build the pre-requirements (lvl 4 basic robot control, level 5 basic magnetostatics, level 10 precision) will set the mech pilot back 41,344 EP (28 days 17 hours) and a mech costs 375% more nic based on current market prices, which translates into higher insurance premiums and then you need to account for the higher cost of medium modules.
Net result is a comparatively very expensive robot that can edge out an assault in 1v1 due to higher armor and accum but that will never get a chance due to lower speeds that will not allow it to engage. Moreover, anyone with a few friends can field a 5:1 advantage at equal costs and with less EP invested and proceed to tear the mech to shreds.
I've used Nuimqol as an example, but missile and lasers users face the same problems, though slightly less pronounced. Discounting other mechs (why would they be out in PvP to begin with?), mechs do not have any viable targets, even in PvE it takes 10 cycles at ~1000nic and 6 seconds per volley (a full minute) to bring down a single assault bot...
The math:
DPS = (base damage * damage mod * (1 - resistance)) / cycle time
Chance to Hit = target size / (dispersion * (1 - .03 * precision skill))
Expected Value = Probability * Result
Damage after resistance = Damage * (1 - resistance points / (resistance points + 100))
Probability to land Alpha strike = (probability to hit with 1 turret) ^ # turrets
Chance to land multiple "Alpha" strikes = (probability to land 1) ^ # of strikes to land
"You're living in a parallel universe." ~Syndic