Alexander wrote:

How'd Fridays meeting go?
Has Lupus calmed down now. I know he's not mad with everyone but he's sure not happy with M2S participation.. hmm

He's no longer acting CEO right? ;D

:::cackles maniacally:::

Free! Free, after 10000 years!
lol big_smile lol yarr cool

+1, gddmnit yes

103

(44 replies, posted in Balancing)

Arga wrote:

...Of course, this doesn't take into account any Neuting for either scenerio. But assuming in they both have neuts fit, the same thing applies. The shield tank is going to try to empty out the armor tanks reactor, so they have no acc to DPS them with the sheild down. The counter is to simply let the sheilded bot neut, and macro your injector to spacebar, so you get the acc right before your alpha strike. So again, the armor bot has the advantage.

The last thing not taken into account, is the type of weapons. If the sheild bot is missle based and the armor tank is turret, then yes the shielded tank can get LOS and fire without fear of retaliation. But again, the sheilded bot has to maintain that DPS and they can't Neut while LOS so the armor tank can again just heal up the damage unless they can sustatain the DPS.

Um, well last-last smile Is the player skill. If the armored bot pilot isn't good at PVP, and knowing how to play thier tank, then that has nothing to do with the build.

I'm only saying this about 1v1, not that sheilded bots in general are better or worse than armor tanked bots, but if I had my choice in the 1v1 battle, i'd take the armor tank. Most likely it would end in a draw, as the shielded bot simply wouldn't drop sheilds and we would both wander away.

Except you forgot the most important aspect of this scenario - Tyrannos, which has 4 missle slots and can fit 2 neuts, which will be effective regardless of shields being up.  Whereas the Artemis and the Kain, get 4 turret slots and a missle slot and 4 turret and 2 missle slots, respectively.  In order for the Artemis or the Kain to fit neuts, they have to actually drop at least one of their primary weapon systems, reducing it's dps potential.  Whereas the tyrannos can fully fit all it's primary weapon systems AND 2 neuts.  In addition, the AP usage for missle launchers are extremely low in comparison to lasers and EM guns, giving far greater neut potential to the tyrannos, while still allowing for full dps, and shielded, it can sit there with low accum and still turn it's shields on, unlike a repper which uses significantly more AP to activate.  Take a wild guess as to the results here...

104

(217 replies, posted in General discussion)

Addendum instead of editing my post again...

As far as the final point, the 1 hr vs. 2.5 minute thing, forgot to mention that in many cases, if you have to rebot for the situation, 2.5 minutes is not enough time for someone or a gang to get back to an outpost. change bots, undock, and kill what needs to be killed. Depends on the outpost and terrain, but i would defy most to achieve that in that period of time.  At the same time, it should not be so long that a massive blob gets to come over and instapop you off of it. 

As far as closing the sap, or reducing the intrusion time, I was not clear in my suggestion. 

There should be some activity or action a corp has to perform in order to achieve that, and that action should also give enough time that some can counter it.  It also should not be a 2.5 minute, boom, closed activity, otherwise it too becomes an "easy button"

105

(217 replies, posted in General discussion)

Naismith wrote:

... For example, Hokk alliance hasn't attacked Novastrov's outposts since we settled the old scores, so we put aside our differences and agreed to leave each others outposts alone. ...

:::debates if to troll, decides logic and reason will prevail instead:::

I must have missed something, because I do not recall any such agreement.  All I recall was one conversation where I, and later Saramara, stated that we have no intention of taking control of any outposts other than on Hokk.  If we are roaming and find a fight, we'll fight if we can, if we see an active sap, well hell, if we feel like it we'll screw with it, or hang out to ninja a can, or screw around with a solo guy like we did on Koykilli the other night.  But we have no intention of taking any outpost for ourselves outside Hokk Island.

That being said, the new intrusion mechanics have both good and bad.  It still has the capablity to be an alarm clock megablod the way it is currently handled.  Most of the arguements have already been stated, so instead of repeating them, I will merely state some possible corrections, either individually or as a total group. Remember, the idea here was to :
-Make it so a corp had to be active at that location to take and keep the outpost
-To reduce gang/corp size (da blob) from being the major deciding factor
-Create some benefit to actually owning an oupost ( upgrades and auras)
-To leave opportunity for a determined and dedicated group to have an impact on the above.

--Get rid of the on island timers:  Really, you can jump on an island and see instantly if any sap is active on that island?  Too damn easy button mode.  Make it so that a squad or individual actually has to be near the sap to tell if it is active.
--Get rid of the probes: The idea is to make it so a corp has to be active on that island and outpost to take it or keep it.  That should mean that they have to actually OBSERVE when the sap is active.  Under either situation, if your group is active at that location, they will see it, if not active there, they will not. Really, once or twice a day, go to outpost and drop a half mil probe and bingo, instant horn of gondor, absolute knowledge when and where and who, and the alarm clocks get set...
--Give a benefit to the owning corp for timers:  The owning corp should be able to know beforehand when the sap becomes active after achieving control of over a certain level.  Security of 20, or 25, no more than 50, gives the "owner" a timer that shows them when it is next active.
-Give the defender the opportunity to close the sap, or reduce the active time from 1 hour to 30 mins, or increase the time for an attacker to actually take the sap, instead of a defender having to stand there for an hour, whereas an attacker or someone screwing with security level can do it in 2.5 minutes with a 3 man light ewar gang evasive module and shield fit. It's not balanced currently.  Really, 1 hr vs 2.5 minutes....

It's a change, and some of it is pretty good, some of it not.  I like that a small determined group of ppl can have an impact.  And frankly, all the qq about omg we have to do a sap every 2 hours, well was said earlier by someone else, maybe you have too many outposts.  In that respect, I think the changes are excellent, promote smaller footprints, and limit control for a corp of outposts regardless of it's size.  Newer entities then would have opportunity to actually be able to get out on beta, or at least have an inpact on there.

Right now it is too easy, but that does not mean the framework is necessarily bad for the game, it just needs some balancing out so that no one gets an "easy button".  Good grades for effort devs, but not for the implementation.  Effort/risk vs reward, after all...

106

(86 replies, posted in General discussion)

hahahaHAHAHAhaha

hypocrite much, Styxdic does.....

Purgatory wrote:
Annihilator wrote:

a gropho with recharge bonus on maxed extension could permarun three medium repair modules...

like a Tyrannos atm too - with the difference that the Gropho has:
30% more hitpoints to buffer,
1 more headslot for additional repair tuning
1 more legslot for ERP / injector /accumulator / Resist
50% more offensive potential
60% more Buffer Accumulator

and unlike other heavy mechs - it doesnt really need more AP for its two more weapons.
if you compare it to other heavy mechs, the difference in average consumed AP increase vs. average recharged AP is way better when you look at Tyrannos<>Gropho then Artemis<>Seth

also, smaller accumulator can have advantages too, especially with a recharge bonus on it.

So a dev tested the new recharge bonus gropho on the test server with all level 10 extensions and it could NOT run even 2 medium repairers, and now you're here saying it can run 3? Don't post incorrect information.

Small accumulator is somehow better with a recharge bonus? Your logic is failing hard once again.


Could not even run 2 medium repairers!?!?!?!?!?! No bot or mech can do this currently, without either energy injectors or remote energy transfer, nor should they be able to.

Let's look at this again.  Total weapon usage of 6x T4 medium launchers running continuously, as the Gropho currently is,  is 1.43 AP per sec, with an AP recharge of 4.5 AP per sec.

That is a net gain of approx. 3 AP per sec. (unique to heavy mechs, the only one with a base recharge net gain during continuous weapon fire.)

6x T4 lasers consume 51.5 AP per sec
6x T4 EM Guns consume 35.3 AP per sec.
6x T4 Autocannons consume 1.43 AP per sec.

The higher accumulator size on the other mechs is due to their native weapon systems ( firearms are a terran introduction, not used by the natives, per the backstory).  So the Gropho has a longer recharge time, but starts off with an AP gain vs weapon fire, Seth and Mesmer have a higher AP recharge, but burn AP 25.5x to 35.5 times faster than the Gropho's missle launches.

No one has stated wht the accum or recharge on the test server was, so there is no data to run calculations.  Also, it might just work out to have the same recharge it currently has. 

Also, considering the native bonus of the Gropho, shield absorption, why would one even attempt an active armor setup with 1 repper, never mind 2?  Logically, a shield tank, with rechargers or energy injector would be the normal configuration.  Jacking up the recharge rate would serve no purpose other than making that tank even stronger, with a weapon AP burn of only 1.43 AP per sec.

It's not about solo pvp, it's about base capablities and how they impact use in large scale / intrusion pvp.  Face it, hardly anyone, perhaps no one, roams in heavy mechs.  Heavy mechs are the tanks/heavy artillery of large engaements, or perhaps used in undock on top of an unwary gang.

Large scale engagements are typically longer pvp events, with usually alot of sustained fire and movement.  Over the past few months, the Gropho has been the dominant force on the fiels, and with reason.  When respec became available, a huge proportion of players respeced for Pelistal, for this very reason, and also because of significantly reduced line of sight issues.

The whole purpose of this thread has been to build discussion, with the aim of balancing changes, to give the Mesmer and the Seth a decent role again in large scale sustained combat, which currently, due to the issues that have been discussed, they do not have.

Annihilator wrote:

though, a single t4 med armor plate = immune against long range demob
two if you want to fit lwf

And gimp your speed in the process, effectively demobbing yourself.

I think that was the reasoning to the resist bonus, because there is only 3 low slots, so it cannot fit anything like a hard tank, which as an Ewar bot, makes sense.  Also, as an Ewar mech, the head slots are where Ewar mods are mounted, so adding shield hardners reduces it ablity to apply Ewar.

A shield vs a repper or a resist plate still will utilize a low slot, and a shield bonus would not change that.  Also, AP usage on Sensor Suppressors and Demobs is high, and so it would come under the same issue as the Seth - high AP burn, with a defensive system that also will be burning AP.  If Ewar mods were low AP usage, it might work, but currently, it would make it ineffective.

So the resist bonus actually makes sense.  Low armor, high resists, and staying at range, makng it totally dependant on remote rrep support, or staying at extreme ange to be able to get out of damage range.

Because the Gropho:

-has an AP net gain with weapon fire, unlike the Mesmer, which means it can take alot more neuting, and still fire and run shields, before going dry.

-Because medium neuts with max skills on an ictus will only exceed weapon range of Gropho by less than 100 m, and would have to get in weapon range of support mechs and bots to utilize t, unlike the Mesmer, which it will exceed weapon range by 300-400m.


And, to borrow from stEVE:

Because of Gropho!

Mara Kaid wrote:
Elirian wrote:

Would you mind showing how you got this number?

"T4 L-Demob Optimal range    1199.468486 m"

It's base 300 right?

Do 3x range extenders, have high skills on long distance ewar, targetting range, have a buddy intakt by you with high nexus skills and a t4 ewar nexus. Remote sensor boost.

Bam.

Actually, it was based on a Zenith fit with 1x L-Demob, 4x T4 range extenders, and being remote sensor amped with 2x T4 Remote Sensor Amps, and a T4 EW Nexus and Farlock Nexus, with a characters with max skills for those items

Annihilator wrote:

mesmers that are fast, long range and can repair while using weapons
grophos that can permarun repair while shooting out of cover over long ranges (not to forget the locktime bonus and granted dps against even the smallest targets)
Fast seth with long-range weapons, resist tank (=faster self repair for less AP)

wheres the difference then?

Well, you stated the differences right there.

Mesmer that can repair while using weapons have a counter, the Ictus, or any neutralization.  Also, I doubt that can be sustained without remote energy tranfer for very long, so the mech doing the transfer is also vulnerable, in combat range and capable of being neuted as well.

Gropho that can permarun it's defense, at high range, which makes it easy for it to fall back out of damage range, or use landscape to hide from damage, but still able to permarun it's weapons.  Not much counter there, is there, considering the range of neuts, and that they re LOS as well. Ewar possibly, ECM or Suppressors, but all that AP still keeping those shields going.

Seth, buffer tank, really only works in extended engaements if there is remote rep, so same arguement as the Mesmer, and will probably still need remote energy transfer as well.

GLiMPSE wrote:
DEV Alf wrote:

At the current state of the dev server, where the Gropho has accu recharge and Seth has resist, the Gropho almost permaruns 2 medium repairers, and with this can tank the Seth's lasers, and kill it. It's just plain firing practice. The Mesmer tears this Gropho apart, even if the Gropho has shields. Lowered the medium lasers' accu usage about 15%, also lowered the accu usage of EMs' about 10%, and kept their falloff.
Medium shields got their 5 sec cycle time back, as they are a defense system by design, and by design they take away your damage dealing abilities. With 5 sec, you can still play lower - shoot - raise shield game, but to shoot efficiently you need to let it down for longer time, or you shoot less.
Seths with resist bonuses are strong, it may cause 20-30% further damage reduction from the current live status.
Gropho's shield with recharge seems stronger against 1 mech, but weaker against focus fire, and handles neuting slightly better.


You mean to tell me that you killed a seth with a gropho that didn't run itself out of accu so it couldn't rep?

I have a hard time believing that, the rock, paper, scissor mechanic is off balance and sure, a gropho can tank a seth... but can he really kill it if it doesn't want to die? The answer is, in my opinion, no.


Can a blue kill a green if it doesn't want to die... unequivacally, yes... quickly..

Cany yellow kill blue if it doesn't want to die... yes...


There is no critical mass of DPS from the green bots to be able to kill their natural prey with it's innate high resists. Something needs to be done about this before you go and make seths stronger.

Now i'll concede that in groups things change, but this whole balancing thread has been based on a lonely seth/mesmer, etc or else all of these accumulator issues would be solved by a logistics bot feeding it energy.

Wait, the DEV runs it on the test server, gives the results, and then you state that you doubt what that the Gropho could do that, even though the DEV had that result....

Methinks thou art trying too hard....

GLiMPSE wrote:

Additionally, a lot of this perceived inability for anything but a group of gropho's to be dominant in pvp is all based on large battles before l-demobs.

These things will most certainly be able to change the face of fights and close the gap to make mesmers much more useful and seths even stronger.

We should really go light on the changes until we have some time to experience a lot of the new mechanics that were added right before the intrusions stopped happening.

No.  Again, in a situation of asymmetric warfare, the larger group will still dominate, and in fact, the slower heavy mechs will be even more vulnerable to the L-Demob, with a effective range of 1111 m, and with heavies only being able to detect the L-Demob ewar at 1000 m, without interference.

For moe details see:  http://forums.perpetuum-online.com/topi … c-warfare/

GLiMPSE wrote:

Really though, at the end of the day, all of this is just theorycrafting. There have been no large scale battles or intrusions since the release of l-demobs to test to see if there theoretical application is a reality.

These numbers are also based on skills in which no one yet has the EP to accommodate yet.


It's a question of potential, and also a mechanic that could be used in intrusion or any engagement that was asymmetric.  The ablity to "kite" an opponent, and capitalize on terrain and movement, is effectively neutralized.

Premise:

My purpose here is to show how the introduction of L-Demobs in large scale PVP removes the ablity to engage in asymmetric warfare, due to in inability of a smaller force being able to utilize speed to engage a superior force.  This is an essential component if PVP in Perpetuum is to not become another example of a blob-online type of PVP environment.

Asymmetric warfare is leveraging inferior tactical or operational strength against the vulnerabilities of a superior opponent to achieve disproportionate effect with the aim of undermining the opponent’s will in order to achieve the asymmetric actor’s strategic objectives.

Criteria Utilized:

Calculations for the Zenith are based on the following:
-2 T4 Remote Sensor Amps, remote amp’ing the Zenith
-Head slots having 1 T4 L-Demob (also for the S-Demob)
-Head slots having 4X T4 Range Extenders
-Squad having 1X T4 EW Nexus
-Squad having 1x T4 Long Range Targeting Nexus
-and the following skills/bonuses:

  • Skill    B/Lvl    level    bonus total
    Advanced robotics        10   
    Navigation    3.00%    10    30.00%
    Accelerated target locking    5.00%    10    50.00%
    Demobilization    3.00%    10    30.00%
    Long distance electronic warfare    3.00%    10    30.00%
    Long range targeting    5.00%    10    50.00%
    Sensor connection    2.00%    10    20.00%
    NEXUS - Accelerated target locking    1.00%    10    10.00%
    NEXUS - Long Range Targeting    1.00%    10    10.00%
    NEXUS - Electronic warfare    2.00%    10    20.00%

Analysis:
Based upon the data presented below, we see that the Zenth has the following stats:

Locking range   -             1111.696875 m

T4 L-Demob Optimal range    1199.468486 m
(T4 S-Demob Optimal range    599.7342 m )

Taking into account the signal masking and signal detection data below, we see that the L-Demob Zenith, fit per above, has the following:

-    Detection of mech and heavy mech targets well in excess of it’s locking range.
-    L-Demob range well in excess to the maximum potential range of any weapon fire by at least 200 meters

However, the same can also be said about Sensor Suppressors and ECMs, in fact more so.  Fitting a 2 T4 Suppressor or 2 T4 ECM fit, and having 3 T4 Range extenders, we find that the Zenith, being T4 Remote Sensor Amp’d by a person with max skills, has the following ranges:

T4 ECM optimal range:            1216.852
T4 Sensor Suppressor optimal range:    1216.852

However, the issue here is still the locking range, which still remains 111.697 m. 

So lets apply this to a battle.  Group A is set up in position with Group B approaching.  Group A has it’s L-Demob fit Zeniths 200 m  to the rear, and spread out to diffuse interference. Group B engages, and is with weapon fire and L-Demob/Sensor Suppressor/ECM range of Group A, so it has it’s Ewar group move up.  However, to do this, Group B Ewar Zeniths now has to move to within 111.697 m of the enemies L-Demob’ers, and will then be within weapon fire range of Group A.  Group A’s L-Demob Zeniths are still, however, outside Group B’s weapon fire ranges.

This is a no risk situation for the L-Demob, or Suppressor/ECM fit Zenith, fit per the above, of Group A, there is no counter to their L-Demobs / Suppressors / ECMs.

As we can see, with S-Demobs, the Zenith still has to get within weapon fire to be able to utilize it.  With a max potential range of 599.7342 m, it has to be well in range of Grophos and Seths, and possibly Artemis and Tyrannos, based on their fittings.  In order to Demob a target, risk is involved, and the Ewar mech potentially can be fired on and destroyed, so there is a potential counter to S-Demob fit Zenith.

Now let’s add the asymmetric component.  Group A has 80, Group B has 30,  Due to it’s size, Group B can easily afford to have 20% of it’s squad fit for long range Ewar, which would be 16 Ewar mechs.  Even if Group B has the same percentage, that would represent 6 Ewar mechs, Group A having a 150% more long range Ewar capability.  Under such circumstances, Group B could potentially have 80% of it’s forces effected by long range Ewar, vs 7.5% of Group A.

Under these circumstances, Group B has to withdraw.  Using a speed fit doctrine, they at least, without L-Demobs, have the ablity to string out the opposition, possible engage smaller elements that got to far ahead of the main group, or force the main group to hold formation, and thus move only as fast as it’s slowest component.  But with L-Demobs, with Group A having even 10% of it’s force set up for long range demob’ing, could lock down 26% of group B during this retreat, with no risk of retaliation, and with no effective counter, other than remaining outside of the 111.697 locking range.  Properly performed by Group A, this would either result in Group B slowly being destroyed as it tries to retreat, or forcing Group B to defend the demob’d assets, thus being encompassed by a the superior force.

OK, so let’s look at another scenario.  Group B atticipates the potential for long range demobs, and plate fits to compensate.  But in doing so, they now have cut their speed substantially, allowing for Group A, if speed fit, to again encompass Group B, with it’s long range L-Demods safely out of harms way, and wipe it out.  By plate fitting, Group B has effectively demob’d itself.

The point being, L-Demobs, properly fit to a Zenith with appropriate skills, have no counter.  The easy thing is to say that the problem is the Zenith, but the issue never existed prior to the introduction of L-Demobs. 

As far as Suppressors and ECMS, yes, they had the range capability, but all they will do is limit the ablity to lock and fire, not movement.  If Suppressed or ECM’d the targets could attempt to move out of range and break the effect, or choose not to engage at that time.

Conclusion:

The ability of achieving such a long locking range with Remote Sensor Amps, combined with the L-Demods potential range, effectively eliminates smaller groups from kiting and engaging larger groups in PVP.  A larger group will typically have significantly more L-Demobs in it’s forces, and even if the numbers were even, the larger force, due to it’s DPS superiority, will effectively always win.

L-demobs, as currently defined, on a max skilled character in a Zenith, have no effective counter.  ECM and Suppressors can be countered by ECCMs, however. Range should be reduced to force the L-Demob mech to get within weapon fire, and potentially countered, or the module removed from game.

Base Data / Calculations:

Zenith
Locking range:             1111.696875 m
T4 L-Demob Optimal range:    1199.468486 m
(T4 S-Demob Optimal range:    599.7342 m )
2x T4 Sensor Suppressor Range:   1216.852088
2x T4 ECM Optimal Range:      1216.852088

Zenith Detection Ranges:
Service Bot        1250 m
Light Bot        1000 m
Light Industrial    1250 m
Light Ewar Bot    769.23 m
Assault        1000 m
Industrial Assault    1250 m
Mech            1250 m
Ewar Mech        1000 m
Industrial Mech    1250 m
Heavy Mech        1250 m
Heavy Industrial Mech    1333.33 m

Detection of Zenith Ranges
Service Bot            800 m
Light Bot            1200 m
Light Industrial        800 m
Light Ewar Bot        700 m
Assault            1000 m
Industrial Assault        800 m
Mech                1200 m
Ewar Mech            1000 m
Industrial Mech        800 m
Heavy Mech            800 m
Heavy Industrial Mech    750 m

DEV Calvin wrote:

There are some very good points listed in here and we agree that some changes would be useful. Our main concern is the accumulator instability of the Mesmer and the Seth with the native weapons mainly for PvE applications and the versatility of the shield Gropho at both short and long ranges. Please note here, that the ERP armor as an option was not discussed and is a very good option for these mechs. The inconsistency of the bonuses through the mech lines is also hurting the anal retentive parts of our personalities.

So here is a change proposition package, please discuss:

Seth:

  • Shield absorption -» 5% armor resist / lvl

  • Armor amount decrease to compensate the resist bonus

  • ~15% medium laser accumulator usage decrease

  • Base speed increase to 39.6

Gropho:

  • Shield absorption bonus -» 5% accumulator recharge, in line with other Pelistal

  • Accumulator capacity decrese to compensate for the recharge bonus

Mesmer:

  • Falloff bonus -» -5% magnetic weapon accu usage/lvl

  • Base speed increase to 44.8

Yagel, Arbalest, Kain:

  • Falloff bonus -» -5% magnetic weapon accu usage/lvl

All turret robots:

  • Increase of firing height to get better line of sight

I don't belive I am about to say this....:::slaps self:::... but I find myself in agreement with Dev Calvin.  This would go a long way to balancing the issues.

Hjmlao wrote:

the balance is fine taking into account the extremely high fitting skills required to use a gropho effectively than any other mech

Same situation with the Seth as well, and the Mesmer, skills that increase reactor CPU, or reduce fitting costs for those attributes, need to be high to fit any heavy mech.

So the statement, also without supporting data, does not alter the analysis.

Edit:  Also, the discussion is not based on how you want to fit a heavy, that will be effected by your skill levels, but about the base attributes, speed, damge, range, and weapon AP consumption vs. recharge, and their impact on the heavy mech performanace.

Seems also to be some hangup about the ammo selected for the Analysis, so let's clear that up.  All the ammo selected was NPC ammo, with range bonus, excepting the Mesmer, which does not have an ammo type that increases range.  Cypto ammo, used for the Seth calcs, is also NPC only supplied, and has a damage reduction in return for the extra range, as does the Heat-Ix ammo.

So here are the figues based on all using chemoactive ammo that can be manufactured by players.  All damage amounts are based on the totals for all 6 weapons firing.

Gropho   
Damage - Medium Chemoactive Ballistic Missle   
Chemical    248.4 DPS
Seismic    331.2 DPS
Optimal Range    504.9 m

Seth   
Damage - Medium Chemoactive Energy Cells   
Chemical    199.68 DPS
Thermal    349.44 DPS
Optimal Range    444.5 m

Mesmer   
Damage - Medium Chemoactive Energy Cells   
Chemical    334.08 DPS
Kinetic    584.64 DPS
Optimal Range    393.7 m

Other than offering subjective opinion, nothing you have stated is based on objective data, therefore it is you who's arguements "...get worse with each try... really"

And, if the data were not valid:

Why did so many ppl respec to Pelistal?
Why do you not see Seths, or for that matter, many Mesmers, in incursion PVP?

The real issue here is because people did respec, due to the LOS, AP, and speed issues, and then heavily invest in retooling to Grophos for incursions, and are more interested in protecting that, than an actually balance that allows for an active role in PVP, and Incursions, for the other heavies.  "OMG, if they buff Mesmes and Seths, or nerf Gropho's. wewill no longer have that advantage!!!"

For the most part, that is what I see here as far as the negative responses.  You want you arguements to be taken seriously, present DATA that supports your arguements.  Otherwise, it's just opinion.

ATM, Mesmer and Seth are good for farming, though you have to energy transfer the Seth to sustain it, but have little on no role for PVP, due to the inbalance between them and the Gropho.

Shaedys wrote:

I would however note the absence of missile guidance and question if this was taken into account for the Gropho DPS.

No, and neither did I use Precison Firing.  Missle Guidance  "Each - level of this extension reduces the chance of missile guidance failure by an additional 1 percentage point."  With Missle Guidance to 10, chance of misfire goes to 0%. ( hich addresses another person's comments earlier)

And Khadia, also you others who keep saying it, autocannons are not the answer here for the following reasons:

-Seth bonuses are for lasers, 5% increase to damage per level of Advanced Robotics.
-Seth is already the slowest heavy mech, with lasers fitted.  Medium HCL T4 lasers are 330kg apiece (total of 1980kg).  T4 Medium autocannons are 700kg apiece (total of 4200 kg)!
with the net result of slowing the Seth further.
-T4 Medium HCL has a base optimal of 350, T4 Medium Autocannons have a base optimal of 225.  With being even slower fitting T4 medium autocannons, now you've reduced the optimal range below that of a Artemis/Tyrannos mech fit for long range, never mind a heavy mech, with the a speed approximately half of what a long range mech can achieve.  At that point, you have a medium range expensive stationary turret, that can neither close the gap, nor hit it's targets.

Again, nobody said anything about making them all the same, nor about making the Seth "uber".  What is being indicated by the data is that the Gropho has significant advantages over both the Mesmer and the Seth.

The AP issue should be glaring to everyone, and no one can deny the Gropho's advantage there.  Any addition of modules increase the AP usage on the Gropho, but that also is the case with the Seth and Mesmer, and they are already starting with a negative net regen.

The other 3 issues that stand out, is that as the longest range heavy mech, it probably should be the slowest.  Looking at all the other Pelistal bots and mechs, you find that all of them are slower than the comparable Thelodica and Nuimqol bots/mechs. 

Either that, or it should keep its speed and have it's range reduced further.  This would be consistant with the other bots and mechs (excepting the waspish, which I wll leave for another to show how insanely OP t can be). 

Thirdly, the fact that the Seth has a shield bonus, which no other Thelodica bot has, and that all other Thelodica bots/mechs have either an AP regen bonus or a resist bonus, plus lacking the AP regen to handle a shield tank, should be a clear indication of an issue.

EDIT:  Again, on the damage issue, many here convienently forget that missiles go over landscape features that turrets do not.  Therefore, as far as actual applied DPS, the Gropho probably has a higher rate of actual delivered DPS,, with fewer shots hitting landscape features. Whereas the Seth does have a significanly higher DPS, as noted in the original post, over a 800 m range, the likelyhood of getting a clear shot can be significantly reduced, thus "balancing" it's DPS potential.

suDndEth wrote:

The problem with those calcs is did he take into the mass consideration of the weapons? Launchers are the heaviest of them all which means they slow the bots down the most.

-Edit-

Ok did some more research Lasers are the Lightest of them all at 330kg per.
Launchers and Magn are the heaviest at 500kg per.


Actually, I did. 
Use this formula to calculate how your additional mass will affect your top speed.

Unfit Base Mass(UBM)
-------------------------- X Unfit Base Speed (UBS) = Unfit Top Speed (UTS)
UBM - LWF%


Module Mass (MM)
---------------------- X 100 = Additional Mass Reduction % (AMR%)
Total Mass (TM)


UTS - AMR% = Fit Top Speed (FTS) or UBM / (UBM-LWF%) * UBS - (MM / TM) * 100 = FTS

Using the above, without a LWF fitted, we get:

Seth   
Base Bonused speed    46.8
Fit Speed    40.29753695
Mass    30450
Laser: T4 Medium   
Mass    330 x 6 = 1980
   
Mesmer   
Top speed    56.16
Fit Speed    45.46481283
Mass    28050
EM Gun: T4 Medium   
Mass    500 x 6 = 3000
   
Gropho   
Top speed    52
Fit Speed    42.52132701
Mass    31650
Launcher: T4 Medium   
Mass    500 x 6 = 3000

Edit: I figured before someone asks, that I would give the speeds with a T4 LWF on the heavies.  No other module weights were part of the calculation.

Seth  57.5679099225897
Mesmer  64.9497326203209
Gropho  60.7447528774543

Right, it was to show the base capablities, which is why i used only weapons on the bots.  As far as counters, roles, etc., they still, however, are based on the same starting data.  Put LWFs on any of the above, and the speeds increase.  Add cap injectors, and you can keep AP over the 50% mark longer, until you run out of them.  Put 5X range extenders on any of the above, and you get more range.

However, the bonues will be based on the base stats, so a 5X range extender on a Gropho will still be longer range than a Seth or Mesmer fit the same way, LWF fit heavies, Mesmer will still be the fastest, then Gropho, then Seth.  Shield tanks, Gropho ill still have better AP to power the shields, even energy injecting the Mesmer or Seth.

As far as taking a step back, please, this was started for discussion, so discuss the data, even how you choose to interprete the data.