MAX Balance Part 3: VS

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Chewy102, Jul 4, 2013.

  1. Chewy102

    Math used.
    I don't feel like typing all of my math for every weapon. So I am giving my math here and just typing the end bits for miss %, TTK, and DPS to save time and my fingers.
    ROF / 60 = RPS X 2 = Dual RPS
    Total Shots X Damage Per Round = Possible Damage - 10,000(assumed MAX HP) = Missed Damage
    (Missed Damage / Possible Damage) X 100 = Miss %
    Shots fired / Dual RPS = Fire Time + Reloads = TTK
    10,000(MAX HP) / TTK = DPS

    VS MAX AI weapons.

    Quasar


    Stats
    Max Damage: 167 before 10m
    Min Damage: 143 after 75m
    Damage Drop: .36
    Short Reload: 2.1s
    Long Reload: 2.8s
    Fire rate: 337

    MAX v MAX
    0m- 59
    10m- 58, 62, 60 (60 average)
    20m- 104, 100, 86, 88 (94.5 average)
    30m- 122, 140, 126 (129.33 average)

    Nebula


    Stats
    Max Damage: 143 before 10m
    Min Damage: 112 after 50m
    Damage Drop: .77
    Short Reload: 2.15s
    Long Reload: 2.6s
    Fire Rate: 426

    MAX v MAX
    0m- 69
    10m- 72, 68, 70 (70 average)
    20m- 100, 108, 100 (102.66 average)
    30m- 148, 180, 188 (172 average)

    Cosmos


    Stats
    Max Damage: 167 before 10m
    Min Damage: 143 after 75m
    Damage Drop: .36
    Short Reload: 2.4s
    Long Reload: 3.2s
    Fire Rate: 337

    MAX v MAX
    0m- 59
    10m- 56, 60, 62 (59.33 average)
    20m- 96, 106, 100 (100.66 average)
    30m- 156, 128, 144, 128, 124 (136 average)

    Blueshift


    Stats
    Max Damage: 143 before 10m
    Min Damage: 10 after 75m
    Damage Drop: 2.04
    Short Reload: 2s
    Long Reload: 2.7s
    Fire Rate: 366

    MAX v MAX
    0m- 69
    10m- 68, 72, 72 (70.66 average)
    20m- 80, 80, 80, (80 average)
    30m- 112, 120, 104 (112 average)


    Results in order of 0m, 10m, 20m, 30m.

    Quasar
    0% miss________<1% miss_______35.23% miss____51.61% miss
    5.25 TTK_______5.34 TTK_______8.41 TTK_______14.31 TTK
    1,904.76 DPS___1,872.65 DPS___1,189.06 DPS___698.81

    Nebula
    0% miss________<1% miss______35.36% miss____54.43% miss
    4.85 TTK_______4.92 TTK_______9.82 TTK_______14.71 TTK
    2,061.85 DPS___2,032.52 DPS___1,018.32 DPS___679.8 DPS

    Cosmos
    0% miss________<1% miss_______39.2% miss_____53.98% miss
    5.25 TTK_______5.28 TTK_______8.96 TTK_______12.11 TTK
    1,904.76 DPS___1,893.93 DPS___1,116.07 DPS___825.76 DPS

    Blueshift
    0% miss________<1% miss_______<1% miss_______12.63% miss
    5.65 TTK_______5.79 TTK_______6.55 TTK_______11.88 TTK
    1,769.91 DPS___1,727.11 DPS___1,526.71 DPS___841.75 DPS


    Opinions-
    How the hell does the VS have a bad MAX? Next to the TR MAX AI weapons these do have lower DPS and higher TTK but by such a little amount that you will not notice at all in live gameplay thanks to the better miss % for VS weapons. I had to double take on the Blueshift stats more than once when they had an <1% miss for 10m and 20m. Slap extended mags on those things and you have a force of god before ZOE boosts the damage. Holy hell.


    Yeah, that's all 3 of the factions! Now I just have to make a 4th thread to compare all of the data. Sad part is that this sugar rush from Pop Rocks is turning into a headache so that might have to wait for another day. Epic candy.

    As with other 2 threads. Use as you wish. Just remember that this on is about VS MAXes and the others are for TR and NC MAXes. I haven't made the comparisons yet with all of the data in one place. And Im still waiting on that cookie.
    • Up x 7
  2. Van Dax

    So they are comparable with the TR's weapons? Sounds fine to me, just shows that they really needed that buff back in the max weapon balance pass.
    • Up x 1
  3. Booface

    I remember back when I certed out my first Blueshift, then found out that it was the least accurate gun (at the time), with less damage and ROF, and a smaller magazine. It was worse in every single way than a Comet, and I'm pretty sure worse in every way than the starter gun as well. It was as if someone transposed some numbers somewhere (in the description it said they were more accurate, which was at the time false) and just left it that way.

    Glad they eventually fixed that after 4-5 months.
  4. Chewy102

    You talking about this?
    https://forums.station.sony.com/ps2/index.php?threads/server-maintenace-game-update-07.117226/

    I see TR MAX weapons getting damage changes but the only thing I see changed for VS MAX AI weapons is reload (by 0.X amounts) and travel speeds. A minor buff but shouldn't have changed much. Wouldn't have done anything for 0m-10m DPS or TTK in any case from what Im looking at.

    Might not be looking at the right information though.
  5. Van Dax

    blueshift accuracy for one, mercy damage tier drop the other
  6. Pikachu

    Will you do all these tests and analyzes for AV weapons too?
  7. RHINO_Mk.II

    Let's just applaud the man for the work he's already done before we ask him to do more.
    • Up x 1
  8. Chewy102

    That would take entire new sets of math and numbers.

    AV weapons do not use the 80% resistance for small arms fire. I don't even know it direct hits use the explosive resistance, or small arms resistance, or something else. You might have ANOTHER resistance for heavy arms fire for weapons like the Basilisk and walkers. Then you have weapons like Ravens that are 100% player skill, Fractures standard fire and forget, and Vortexes with a charge. How the hell do you test those in the same way to each other? I might be able to do something with the gen 1 MAX AV weapons, but would need the resistances and a good bit of details in order to get in depth numbers.

    Hell, a MAXes effective HP for pure small arms fire isn't even 10,000. It's around 9,800-9,900. Just to get an exact number for pure small arms fire HP post resistance would take a good chunk of time. I got lazy and just bumped to 10,000 for easy math.

    There are more than just a few things that need to be accounted for. I could do AI weapons because all of them are the same fire and forget and could remove as much player skill as I could. Don't think it is possible to do the same tests with AV weapons as each of them has their own rules.

    Im not even done with this **** yet. Still have to put everything in one place and compare them all. You haven't even seen what I have to say about how the MAX balance is ****** up thanks to the need of ******* shotguns for one and only one faction. **** is not right at the moment.
  9. StormFrog

    https://docs.google.com/spreadsheet...dHlDVEtUWVJLZUZseFIzNlY3Y2ktQ2c&rm=full#gid=3

    The five sheets in that document have everything anyone would need for resists.
  10. Chewy102

  11. that_darn_lurker

    As a VS MAX, I'd rather use comets when going up against other MAXes. A one-on-one shoot out against TR using top line AI guns will see the TR MAX winning most of the time. The comets allow me to fire off a volley or two and duck behind cover. Against NC MAXes, I just run away, because if they have charge they can close the distance and hacksaw me to death. Comets are better against MAXes because they are such slow moving targets. AI weapons are much more useful against non-MAX infantry, due to the mobility of those units.