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Numbers

Jan 23, 2005 roguelazer link
**Objective**
To provide hard evidence relating to the rebalance of the Prometheus as compared to its chief rival, the Valkyrie. [edited] Now with the Maurauder Mercenary too! [/edited]

**Terms**
Armor: Amount of hit points. Bigger is better
NDORH: Number of survivable dead-on rocket hits. Bigger is better
Mass: Mass of unloaded ship. Smaller is better
Loaded mass: Mass of ship with common loadout. Smaller is better
Thrust: Thrust of the engine, in Newtons. Bigger is better
Spin Torque: Newton-meters, related to maneuverability. Bigger is better
PST: Proportioned Spin Torque. Spin Torque equalized across masses. Bigger is better.
LPST: Loaded Proportioned Spin Torque. Bigger is better.
Loadout: Selected weaponry
Acceleration: Acceleration of empty ship by engine. Bigger is better
Loaded Acceleration: Acceleration of loaded ship by engine. Bigger is better
Damage: Damage done in 20 seconds by selected loadout. Assumes all shots hit dead-on. Bigger is better.
Distance: The distance traveled on one battery charge at full turbo. Bigger is better.
SP: Survivability potential of unloaded ship. Bigger is better.
LSP: Survivability potential of loaded ship. Bigger is better.

**SkyCommand Prometheus**

Armor: 22000hp
NDORH: 14
Mass: 10000kg
Loaded Mass: 13800
Loadout: 2 Sunflares, 1 Gatling Turret
Cargo: 26cu
Thrust: 680N
Spin Torque: 15.0Nm
PST: 1.5 Nm
LPST: 1.1Nm
Acceleration: 0.068 m/s^2
Loaded Acceleration: 0.049 m/s^2
Damage: 127600 hp
Distance: 6050 meters
SP: 2244
LSP: 1175

**IDF Valkyrie Vigilant**

Armor: 11000hp
NDRH: 7
Mass: 3000kg
Loaded Mass: 5000kg
Loadout: 1 Sunflare, 2 Neutron Blasters MkIII
Cargo: 4cu
Thrust: 210N
Spin Torque: 7.0Nm
PST: 2.3 Nm
LPST: 1.4Nm
Acceleration: 0.070 m/s^2
Loaded Acceleration: 0.042 m/s^2
Damage: 124200hp
Distance: 6600 meters
SP: 1794
LSP: 647

**Corvus Maurauder Mercenary**

Armor: 13000hp
NDRH: 8
Mass: 4000kg
Loaded Mass: 6000kg
Loadout: 1 Sunflare, 2 Neutron Blasters MkIII
Cargo: 28cu
Thrust: 210N
Spin Torque: 7.0Nm
PST: 1.75 Nm
LPST: 1.2 Nm
Acceleration: 0.053 m/s^2
Loaded Acceleration: 0.035 m/s^2
Damage: 124200hp
Distance: 8066 meters
SP: 1206
LSP: 532

**Centaur MkII**

Armor: 18000hp
NDRH: 11
Mass: 15000kg
Loaded Mass: 18800
Cargo: 18cu
Loadout: 1 Sunflare, 1 Jackhammer, 1 Gatling Turret
Thrust: 550N
Spin Torque: 15.0Nm
PST: 1 Nm
LPST: 0.8 Nm
Acceleration: 0.037 m/s^2
Loaded Acceleration: 0.030 m/s^2
Damage: 127600hp
Distance: 22000m
SP: 666
LSP: 418

**Corvus Vulturius**

Armor: 8900hp
NDRH: 5
Mass: 3800kg
Loaded Mass: 5800
Loadout: 2 Gauss Cannon MkII
Cargo: 2cu
Thrust: 230N
Spin Torque: 7.5Nm
PST: 2.0 Nm
LPST: 1.3 Nm
Acceleration: 0.061 m/s^2
Loaded Acceleration: 0.040 m/s^2
Damage: 68200hp
Distance: 3369 meters
SP: 1070
LSP: 398

**Itani Border Guardian Centurion**

Armor: 7200hp
NDRH: 4
Mass: 3000kg
Loaded Mass: 4600kg
Loadout: 1 Neutron Blaster MkIII, 1 Sunflare
Cargo: 4cu
Thrust: 230N
Spin Torque: 7.0Nm
PST: 2.3 Nm
LPST: 1.5 Nm
Acceleration: 0.077 m/s^2
Loaded Acceleration: 0.050 m/s^2
Damage: 109200hp
Distance: 5280 meters
SP: 1292
LSP: 547

**Conclusions**
The ships are fairly evenly matched in everything save for the armor. Of interest is that the acceleration difference between the Valkyrie Vigilant and the Prom SkyCommand is negligable: 0.07m/s^2 for the valk vs 0.068 m/s^2 for the Prom. That means that they will accelerate from 0 to 65 in the same amount of time. Presumably, the figures remain constant for turbo, but no Turbo Thrust values were provided. However, the Prometheus is /not/ as maneuverable as the Valkyrie. To achieve that feat, it would require a spin torque of approximately 22Nm. However, it is slightly more maneuverable than the Warthog, which has a PST of 1.25. It is also more maneuverable than the standard Maurauder, which has a PST of 1.45. However, the enhanced Corvus Maurauder variant outmaneuvers the Prometheus with 1.75 PST Nm's. The Corvus Maurauder does not hold a candle to either of the other fighting ships in any other category, except distance, however. It's 5e/s decreased energy usage over the other two ships yields a 22.1% increase in maximum distance, an appreciable figure. Time will show if similar engine alterations will improve the Maurauder line. As to the Prom vs Valkyrie battle, the Valkyrie still has a slight edge in terms of maneuverability, but the Prometheus's 100% advantage in armor counters that, as does its ability to mount additional weaponry without significantly affecting its maneuverability (it loses 0.3 PST when loaded, as opposed to 0.9 PST on the Valkyrie). Please see the LSP figures for more information. Also make sure to note the cargo values. The Valkyrie and Vulturius both suffer from having next to no cargo, but do not gain a significant boost in their maneuverability as a result. I guess that although cargo has mass and takes up space, cargo holds don't.

Note: ***ALL CALCULATIONS INCLUDING ENERGY EXPENDITURE (PRIMARILY DAMAGE AND DISTANCE) TAKE INTO ACCOUNT THE CHARGING RATE AND CAPACITY OF A HEAVY BATTERY***

SP = (Armor * (Acceleration * PST))
LSP = (Armor* (Loaded Acceleration * LPST))

[[SP and LSP would both be divided by volume if numbers were available. If a kind dev would like to provide some rough numbers for volume to me, these numbers might be a tad more accurate. Waylon?]]
Jan 23, 2005 Forum Moderator link
These stats omit the actual volume of the ship. Large ships are easy to hit, while small ones are not.
Jan 23, 2005 roguelazer link
Unfortunately, the volume of the ship is not provided. I have also just updated all figures with some new variables and added some stuff to my conclusions.
Jan 23, 2005 Shapenaji link
I would also include the centaur in the calculations.

Also consider the weps, with the maneuverability of the prom, the flare of the valk is much more likely to hit the prom than either of the N3's (I'm extrapolating from my dodging experience with the centaur, a much easier target to hit, in many ways, than the prom)

The acceleration and the turn are more than enough to keep the valk in line, and the valk is VERY easy to hit with an AGT. I was trashing valks using the centaur, and the Prom is almost certainly comparable. (Also, the centaur flies like a vult with dual gausses, if you work the ratio of Mass to thrust, the vult mk III + 2 gausses is equivalent to a Centaur with Flare/Jack/AGT, my current favorite layout which has very good response against a skycommand, even against more experienced heavy pilots)

Between the valk and the Prom, it may be that their movement is comparable. But at a close range, the AGT will get far more hits. and at long range the N3 won't hit. The sheer potential as well, for the Prom to rocketram makes it a far better special.
Jan 23, 2005 Borb II link
Wow, nice chart. Vary good work.

On a realated note: I just got a Corvus muad, and I love it. Now I just need to go test it some more in combat...
Jan 23, 2005 roguelazer link
I added a Centaur with the requested loadout. Although it delivers its payload faster (jackhammers are faster and fire more rapidly than flares), it does not have anywhere near the maneuverability of the Prom. I find it intersting that the PST of the Centaur is 1. Coincidence? I think not! I also added the Corvus Vulturius, which, unsurprisingly, suffers greatly at the high mass of the Gauss II's. The Vulturius barely beats out the Centaur at the higher masses. The Vulture Mark III, my original baseline, was beaten by the Centaur in almost every category.
Jan 24, 2005 Shapenaji link
that being the case, that the centaur deals its dmg faster. I think there's a nice balance between the centaur and the prom. I would not like to see a nerf of the centaur, without seeing something similar from the prom (remember, UIT pilots need to be able to fight too).

Oh, and I just remembered, since they were seeing a lot of action pre-heavy balance. Maybe we should include the Orion/IBG cents. With a layout of flares/N3's

Edit: Btw, thanks a lot Roguelazer, these charts are very useful.
Jan 24, 2005 Spider link
Hmm, the GT is one of the least energy effecient weapons around, and I'm not sure its a good count for DPS measures like this, but ok. it is a classic.

Could we have a recount of the combat-maud, ie. 2x N3 and no flare? Its a very common one, and would boost the Marauder up in manouverability even more. : )

As with all statistics, some of theese numbers are simple glory, fex. the equal damage between the Prom and the Centaur, when the jackhammers are in fact more effective, but less likely to cause full damage, unless its against another large ship.

Having manouverability relative to size&mass would be an interesting measure too. This counts for the relative "dodge" factor of a ship.
Jan 24, 2005 softy2 link
{edited due to poor taste}

Nice job, roguelazer. one question thought. HOw do you calculate the PST? Just mass/spin torque? That can be misleading, since mass distribution of the ships are not homogenous.

Jan 24, 2005 Nya13 link
wow what's a topic.
look like you spent time in it roguelazer :)

that's constructive.
Jan 24, 2005 roguelazer link
softy, I have to assume that mass distribution is homogenous, doubly so since I have no volume statistics. It's actually ST/(Mass/1000). So a spin torque of 7.0Nm over a mass of 7000kg becomes a PST of 1.0Nm. Not all that accurate, but who wants to try to figure out something like this:

Spin Torque = Theta(in radians) * (Mass(in kilograms) * Acceleration(in meters/second/second))

I'm also assuming that the provided spin torque values are for the torque over 2pi radians, but the fact that the devs chose Newton-meters as their unit suggests that they might have used the radians to establish an arclength in meters. I'm not sure. But I do my best. :D

PS: Adding IBG now.
Jan 24, 2005 Sun Tzu link
Impressive! I thought that the length of the ship had an impact on its maneuverability. Is it a misconception?
Jan 24, 2005 roguelazer link
The length of the ship will affect the rate of its yaw. But, again, yaw force was not provided for my calculations.

PS: IBG added, all damage values recalculated. Damage calculation factoring in accuracy of weapon possibly forthcoming.
Jan 24, 2005 danielky link
geez.. I thought you were posting this thread about the new (supposed crappy, but I won't judge since I haven't seen it) show NUMB3RS. anyways, had to say that.
Jan 24, 2005 red cactus link
/me suggests a nice set of line graphs. Maybe?

(and I just watched NUMB3RS, and I liked it.)
Jan 24, 2005 roguelazer link
All right. All numbers are recalculated now by my Excel spreadsheet. I intended to use OpenOffice.org, but it crashed 30 minutes into my exercise and corrupted the datafile, making me very angry at it and pushing me back to the fold of Office for the time being. I'll post the new numbers and the file shortly. Be forewarned that the formula for calculating damage is very, very long.

Here's the formula to calculate the damage done over 20s by two Neutron Mark 3's with a Heavy Battery:

D=((550/(((1/0.14)*28)-45)*(1/0.14))*1200) + (((20 - (550/(((1/0.14)*28)-45))) * (1/0.14)) * 600)

Generic form for two of the same energy weapon:

D=((Battery Capacity/(((1 / Delay) * ( 2 * Energy Usage)) - Battery Charge Rate) * (1 / Delay)) * (2 * Damage)) + ((( 20 - (Battery Capacity/((( 1 / Delay * ( 2 * Energy Usage)) - Battery Charge Rate))) * (1 / Delay)) * Damage)

PS: All new values are now present. I'm still working on a "modifier" value based on accuracy.
Jan 28, 2005 Shapenaji link
bump
Jan 29, 2005 roguelazer link
No, don't bump it. The numbers haven't been updated yet!