On November 29th (two weeks earlier than I predicted but still on a Tuesday... expansions are always on a Tuesday...) Crucible will be delivered and a new age of graphical and functional improvements will be available to the pilots of New Eden. New ships, new customs offices, new nebulae, new engine trails... and add to that the modifications to super capitals, hybrids, Gallente and Caldari ships... it definitely has been a dream come true for many pilots.
But, as has been pointed out in other place, Crucible is all about making existing for former players happy to shore up the eroding subscriber base and expertise bleed. Its not going to attract new customers very much by itself (although a happy playerbase is a a good draw in of itself).
So its time to start thinking about the Summer expansion. Release planning as they call it in SCRUM circles. What are the stories/epic stories going to be? Here are my suggestions as a stakeholder in the decision process.
1) Establishments
CCP has invested a lot of time and effort into Incarna and I think its important to acknowledge that the concept is valid in that avatars in sci-fi environments will attract certain types of players, and that the avatars and captain's quarters that they have created look amazing (overheating graphics card notwithstanding). CCP may have failed in the roll out and communication and priority setting, but that is in the past and we need to keep this moving forward.
A first basic step would be a story to allow players to visit each other quarters, or perhaps even multiple visitors. It would be cool if there was some sort of minigame they could play on the screen together in the quarters, just hanging out on the couch. Even this limited gameplay would be a huge step from avatars just chillin' alone in the quarters.
The next step is actually leaving quarters and meeting in establishments, but I don't know how feasible that is with CCP current development of incarna assets and we don't want the whole expansion to be about incarna as that is what lead to the summer of rage in the first place. But if two teams over the release can get a basic establishment that allowed up to 6 players to chill in a bar and perhaps play poker, I would call that a huge win. Heck, even playing pong with a mate in my quarters is a win here, CCP. Aim low and surpass expectations (because doing the opposite has not worked out, you know what I mean?).
2) Expand the NeX store
I like vanity items, and I'm disappointed in the NeX store in two regards: not enough selection and prices too high. The latter can be forgiven if CCP is trying to create a luxury market to keep items moderately rare, but the former needs to be addressed at least by four fold.
- more clothes
- more tattoos
- more implants
And not only incarna avatar stuff. Where are my special paint job BPCs for my ships? Where are my customized furniture options for the quarters?
I think its important that forward momentum on the items in the NeX store continue as long as the items in no way give a PvP advantage.
3) New Ships
They don't necessarily have to be brand new hulls like the pocket battleships, but nothing excites the playerbase more or has the potential to change up the optimals in PvP more than new ships. I suggest (as per my ideas post) Tech II versions of the tier II battlecruisers, but even tech II versions of the new tier III battlecruisers (Heavy Stealth Bombers!) or tech II versions of the tier III battleships (Flagships!) would be awesome and interesting. Or perhaps Tech II carriers...?
4) Dominion Redux
Ultimately, the Dominion expansion was not a shining success. Sov warfare went from POS bashing to structure bashing, and the improvements through IHUBs remain lackluster at best. Population per system overall may have actually decreased since the anomaly nerf.
While player owned customs offices goes a good way to providing more terrain for player modification in the null sec battle theatre, there needs to be more. Perhaps more player structures in the scale of the customs offices that perform industrial / logistical roles; for example, a player owned storage hanger that acts like a hanger array at a POS, and a player owned ship maintenance array for making in space modifications and storing a couple ships. Risk versus reward where reward is convenience and the risk is it getting blown up.
In addition, I think its time to make sovereignty of a system and its outpost (if any) dependent on actually living there and not on the number of structures your alliance has anchored. Making reinforcement timers for structures smaller, with fewer hitpoints, would encourage hostile alliances to send smaller fleets while at the same time encouraging alliances to rally to defence of those systems since they can be lost more easily. Also, make IHUBs and their installed improvements capture-able like outposts.
5) Open Up Jove Space
Its time to break that pinata and open it up to a land rush. Story: Jove are gone, leaving behind their empty station husks and a few broken relics. Sansha and/or Sleepers can be the rats of the regions, the Jove technology pretty much lost, many stations gone. Lots of storyline applications here, as well as justifications for some of the other major features.
* * * * *
Those are my suggestions, leave in the comments your ideas for major features for the summer expansion.
Showing posts with label Crucible. Show all posts
Showing posts with label Crucible. Show all posts
Wednesday, November 16, 2011
Monday, November 14, 2011
Blog Banter: Crucible
"With the Winter expansion possibly being named 'Crucible',
it certainly is a melting pot of refinements and tweaks aimed at making
the EVE experience smoother and more wholesome. If the developers
suddenly found themselves some spare resources and approached you for an
additional feature to include before release, what single concept would
you pitch them and how would you implement it?
For bonus points, the one thing
lacking from this 'patchwork' of iterations is a cohesive storyline to
package 'The Crucible' together. How could this expansion be marketed to
potential new customers?"
* * * * *
First off, I want to make one distinction to Seismic Stan's blog banter intro above.
cru·ci·ble/ˈkro͞osəbəl/
Noun: |
|
Anyway, on with the question. My dream question. Given the power to pitch a feature to devs what would I pick? I have SO MANY ideas! To pick one is hard, especially without any idea how many story points my ideas are worth and how many points the team can take on (can you tell I work in a SCRUM workplace?). So I'm going to cheat and propose three ideas, yes THREE! Take that Stan! One for what I consider a small feature, one for medium feature, and one for a big feature.
Small Feature: Transporting Assembled Ships
Right now if I have a rigged battleship there are three ways to transport it. One, get in and fly it there. Two, put in a capital ship maintenance array and have it jump it there. Or three, courier it to a freighter pilot who then carries it in a freighter to the destination.
The third is the one I like to focus on here. Right now, in order to move a battleship in this method you need two characters, one to do the moving and one to setup the courier contract as you cannot setup the contract yourself. This is asinine. I should be able to wrap a ship for transport myself without requiring the overhead of a second character and contract.
Simply add an option to "Prepare for Transport" an assembled ship (or really anything!) and it will get contained in a package that can be loaded into a freighter, no contract or second char required. Same rules as preparing a courier contract but with less hassle.
Medium Feature : Improvements to Directional Scanner
Anyone who has ever done any PvP knows how to use the directional scanner, but have you ever stopped and thought that it was weird that it had effectively no graphical component to it? You aim using your camera drones and then read off a chart of hits. Then you wiggle back and forth to see what falls on or off the chart as you rescan... but is that hit on the right side or left? How big is a 30 degree cone, does that include the sun? What is 250,000,000 km in AU? What is 4.7 AU in km?
Quite simply, the directional scanner is a piece of shit. Compared to the awesomeness that is the probing functionality, then I consider it an ugly piece of shit.
So here is my proposal: at the very least, allow the user to click a check box to show the current directional scan area on the screen so people can stop guessing. Change the range box from a text box of kilometers to a slider control that changes from km to AU just like the overview does as ranges change.
Then, on the solar system map, show the scan area much like a scan probe. When I'm scanning 90 degrees to 10 au, show that cone on the map so I can quickly assess what celestials are in it. Allow me to click and drag the cone around or even change its range or shape. This would make it feel more like a scifi tool and less like a WWII era submarine sonar.
Large Feature: Deep Space Exploration Ships
My last idea is to add to the inventory of ships. A lot of people do exploration in all parts of space for fun and profit, yet the serious explorers often do it with two ships or two characters: one for the expert probing ship with a cloak, and a second combat ship to come in and do the fighting against the NPCs. Sometimes there can even be a third ship for the hacking, salvaging, or archeology.
So I propose we take the tier II battlecruisers (Drake, Myrmidon, Hurricane, Harbinger) and create tech II versions. They would have stats similar to Command Ships but their bonuses would be:
100% damage to weapons (but only four hardpoints, i.e. like a Marauder class ship)
-99% reduction to CPU usage of Scan Probe Launchers
10% increase to scan probe strength per level of Deep Space Exploration Ship skill
10% increase to range of Analyzer, Code Breaker, and Salvager modules per level of Deep Space Exploration Ship Skill
+ Corresponding damage bonus as per their tech I variant
For slot layout, each of them should have seven high slots: four for weapons, one for scan probe launcher, one for salvager, and one for Improved Cloaking Device (because nobody wants to scan in dangerous space with a cloak on). They should have enough mid slot to fit a code breaker and analyzer module (along with a shield tank for the Drake variant and possibly Hurricane variant).
To keep these ships from being PvP gods, you can always gimp their sensor strength like you did to Marauders.
Note: you could argue that a pretty good all-in-one exploration ship can be made out of a strategic cruiser, but you can't get all the functionality I am envisioning without really gimping offensive or defensive capabilities.
Friday, November 11, 2011
Time For the Crystal Ball
The Crucible expansion has a lot of content in it. There are small changes and large changes, and both kinds can have small impacts or large impacts. Accurately determining the fallout of all of these at once is nearly impossible, but some guesses can be made by people with a long view of the game and the desire to increase blog post counts.
Instead of talking about how each change will impact the game separately, I will try and look at how each area of the game will be impacted at least in one regard, if not a couple.
High Sec
With the proposed changes that no insurance will be paid out for death by CONCORD and that autopilot will actually dock you in your destination station, one can see that suicide ganking is the direct target of these initiatives. On the other hand, a large majority of ganks occurred by people who didn't really depend on the insurance money to be profitable and the ganks typically took place against traveling targets near the trade hubs and routes. While this might mean that suiciders are more selective and make greater use of ship scanners, I doubt we will see a large drop in the number of suicide ganks. In fact, the introduction of the new pocket battleship battlecruisers may mean an increase in ganks as the perpetrators can use cheaper hulls with battleship weapon alpha strikes.
Also, I predict an increase in suicide ganking of autopiloting pods due to the inclusion of implants on kill mails in order for some to try and increase kill board efficiency.
Low Sec
The player owned customs offices could introduce some intriguing game play in low sec. Currently a number of players harvest resources of low sec planets on the sly, slipping in with blockade runners to pick up there goods and moving them to other planets or to be used elsewhere. With the public offices gone players will be forced to either abandon their networks or try to deploy their own offices... that can be attacked and destroyed. Most will be unwilling to accept that risk (realizing that they would be unable to protect their assets) so I expect low sec planetary interaction to shrink and stagnate in the short term. Longer term we might see alliances step in with the wherewithal to setup and defend the more rare low sec planets with private customs offices (or perhaps public with fees to generate income).
The new battlecruisers will not have a huge impact in the fighting seen in low sec since a lot of low sec fighting involves smaller hull sizes where the battleship caliber weapons will not be needed. The changes to hybrid weapons and hybrid ships, however, could have a large impact. Expect the Dramiel to fall out of favour as ships like the Daredevil come to the fore, as well as Gallente blaster ships in general.
Also, with destroyers getting a buff (rate of fire penalty gone, more hit points, lower sig, more cap) you will definitely see more destroyers in all fields of battle, but especially low sec areas where hostile frigates can be found more often, especially in area of faction warfare.
Null Sec
I'm going to go out on a limb here and say that the new year will see a lot of alliances lose their space and warfare to burn across all areas of low sec. Alliances that once were able to leverage large super capital fleets to force their enemies to step down will find that their super carriers are vulnerable to fleets of the new pocket battleships (i.e. fighter bombers cannot hit them while they do battleship damage for a cheap price) while titan doomsdays will not clear away the enemy logi and leadership vessels. In addition, the new aggression rules upon logging out means that that risk of using your multi-tens-of-billions ships is a lot higher. As an upshot of this, along with the improvements to Dreadnoughts and addition of tech II capital mods, expect to see a lot more Dreadnought and Carrier fleets as the backbone of sov warfare.
But wait! There's more...
Alliances in null sec will make a concentrated effort to erect custom offices in their territory to keep the POS fuel products rolling in as POS fuel prices increase due to small operation and ninja PI industrialists close up shop in low sec and null sec. These structures will be favourite targets to attack for smaller hostile fleets as they will lack any automated protection and they might stir the locals to form a defense fleet, thus getting a "gud fite". Even if that fails, there is a chance for a fight when the reinforcement timer comes out. So expect a lot more action around customs offices in null sec.
But WAIT! THERE IS STILL MORE!
Perhaps the biggest change of Crucible to impact null sec will be time dilation which promises more even footing in the lag battlespace for both sides of a fight. This in turn will encourage more people to come out for big fights as they feel they stand a chance of actually doing and seeing something, even at a snail's pace. Therefore I think we'll see the first 4000 pilot battle in a single system in early 2012.
Wormhole Space
The new battlecruisers will play a fairly big part in Crucible's impact on wormhole space. Since they sport battleship firepower on a battlecruiser hull, it will offer more options for attacking enemy structures through smaller wormholes or wormholes with mass restrictions. Adding into that equation the fact that customs offices will be owned most likely by the wormhole system inhabitants, it gives another vector to attack neighbours. Therefore I predict more structure shooting and corporate evictions in class 1 and 2 wormholes.
Also, wormholers will be deliriously happy over corporate bookmarks.
* * * * *
That is my main predictions for life in New Eden post-Crucible. If you have your own crystal ball readings, please post them in the comments!
Instead of talking about how each change will impact the game separately, I will try and look at how each area of the game will be impacted at least in one regard, if not a couple.
High Sec
With the proposed changes that no insurance will be paid out for death by CONCORD and that autopilot will actually dock you in your destination station, one can see that suicide ganking is the direct target of these initiatives. On the other hand, a large majority of ganks occurred by people who didn't really depend on the insurance money to be profitable and the ganks typically took place against traveling targets near the trade hubs and routes. While this might mean that suiciders are more selective and make greater use of ship scanners, I doubt we will see a large drop in the number of suicide ganks. In fact, the introduction of the new pocket battleship battlecruisers may mean an increase in ganks as the perpetrators can use cheaper hulls with battleship weapon alpha strikes.
Also, I predict an increase in suicide ganking of autopiloting pods due to the inclusion of implants on kill mails in order for some to try and increase kill board efficiency.
Low Sec
The player owned customs offices could introduce some intriguing game play in low sec. Currently a number of players harvest resources of low sec planets on the sly, slipping in with blockade runners to pick up there goods and moving them to other planets or to be used elsewhere. With the public offices gone players will be forced to either abandon their networks or try to deploy their own offices... that can be attacked and destroyed. Most will be unwilling to accept that risk (realizing that they would be unable to protect their assets) so I expect low sec planetary interaction to shrink and stagnate in the short term. Longer term we might see alliances step in with the wherewithal to setup and defend the more rare low sec planets with private customs offices (or perhaps public with fees to generate income).
The new battlecruisers will not have a huge impact in the fighting seen in low sec since a lot of low sec fighting involves smaller hull sizes where the battleship caliber weapons will not be needed. The changes to hybrid weapons and hybrid ships, however, could have a large impact. Expect the Dramiel to fall out of favour as ships like the Daredevil come to the fore, as well as Gallente blaster ships in general.
Also, with destroyers getting a buff (rate of fire penalty gone, more hit points, lower sig, more cap) you will definitely see more destroyers in all fields of battle, but especially low sec areas where hostile frigates can be found more often, especially in area of faction warfare.
Null Sec
I'm going to go out on a limb here and say that the new year will see a lot of alliances lose their space and warfare to burn across all areas of low sec. Alliances that once were able to leverage large super capital fleets to force their enemies to step down will find that their super carriers are vulnerable to fleets of the new pocket battleships (i.e. fighter bombers cannot hit them while they do battleship damage for a cheap price) while titan doomsdays will not clear away the enemy logi and leadership vessels. In addition, the new aggression rules upon logging out means that that risk of using your multi-tens-of-billions ships is a lot higher. As an upshot of this, along with the improvements to Dreadnoughts and addition of tech II capital mods, expect to see a lot more Dreadnought and Carrier fleets as the backbone of sov warfare.
But wait! There's more...
Alliances in null sec will make a concentrated effort to erect custom offices in their territory to keep the POS fuel products rolling in as POS fuel prices increase due to small operation and ninja PI industrialists close up shop in low sec and null sec. These structures will be favourite targets to attack for smaller hostile fleets as they will lack any automated protection and they might stir the locals to form a defense fleet, thus getting a "gud fite". Even if that fails, there is a chance for a fight when the reinforcement timer comes out. So expect a lot more action around customs offices in null sec.
But WAIT! THERE IS STILL MORE!
Perhaps the biggest change of Crucible to impact null sec will be time dilation which promises more even footing in the lag battlespace for both sides of a fight. This in turn will encourage more people to come out for big fights as they feel they stand a chance of actually doing and seeing something, even at a snail's pace. Therefore I think we'll see the first 4000 pilot battle in a single system in early 2012.
Wormhole Space
The new battlecruisers will play a fairly big part in Crucible's impact on wormhole space. Since they sport battleship firepower on a battlecruiser hull, it will offer more options for attacking enemy structures through smaller wormholes or wormholes with mass restrictions. Adding into that equation the fact that customs offices will be owned most likely by the wormhole system inhabitants, it gives another vector to attack neighbours. Therefore I predict more structure shooting and corporate evictions in class 1 and 2 wormholes.
Also, wormholers will be deliriously happy over corporate bookmarks.
* * * * *
That is my main predictions for life in New Eden post-Crucible. If you have your own crystal ball readings, please post them in the comments!
Wednesday, November 09, 2011
Tracking versus Transversal, Signature Resolution versus Signature Radius
In my post last week commenter Suleiman Shouaa pointed out that I was pretty much ignoring the relationship between signature size and ability to hit:
My error lies in that I think of the two separately but the formula to determine hits has them combined in the equation. From Evelopedia:
The way I was thinking is that the tracking versus transversal part merely determines if your guns can move fast enough to aim at the target; then assuming you can aim at the target, then the resolution versus radius to determine the dispersion of the shot versus the size of the target area profile.
But its not a two part process, its a one step calculation and turning on a MWD may increase transversal speed but it also increases the radius. So the question is, how much effect does the two changes have?
(Side Note: I use "transversal" velocity but the correct value to use in the calculations is "Angular" velocity which measures apparent movement of something in radians per second.)
So let's go back to our Megathron versus Maelstrom example, using current blaster values. Let's also assume that we are using Caldari Navy ammo in Neutron Blaster Cannon IIs, and that the Maelstrom is at optimal so the second part of the equation is zero. The stock Maelstrom (skills all level V) moves at a top speed of 118 m/s and a sig radius of 460 meters; with the MWD on it moves at 835 m/s and a radius of 2760 meters. The blaster on the Megathron has a tracking of 0.07442 radians/sec and a signature resolution of 400 meters.
So what's the angular velocity of the Maelstrom? Well, assuming the ship remains at optimal range, the a single radian is 4500 meters (i.e. optimal range of the blaster) and thus the angular velocity is 0.02622 rad/second at normal top speed and 0.6133 rad/second at MWD speed. EDIT See below.
So chance to hit Maelstrom without MWD on = 0.5 ^ (( (0.02622/0.07442) x (400/460) )^2 )
= 0.5 ^ ( (0.3523 x 0.8696) ^ 2)
= 0.5 ^ (0.3064 ^ 2)
= 0.5 ^ 0.0939
= 0.9370
And chance to hit once that Maelstrom punches the MWD button?
0.5 ^ ( ((0.6133/0.07442) x (400/2760)) ^ 2)
= 0.5 ^ ( (8.2411 x 0.1449) ^2)
= 0.5 ^ (1.1941^2)
= 0.5 ^ 1.4259
= 0.4529
So at optimal range, the chance to hit of the Megatron towards the Maelstrom with MWD on is halved. But Suleiman's complaint was that I was implying that at 15 km the Megathron could not hit the Maelstrom (and to be fair, that is what I intended to imply) so let's see what the math says.
EDIT:
As Luccul pointed out below, I got the angular velocity wrong with MWD on. Looks like I used the sig radius as the velocity, sigh. The actual angular velocity is 0.1856 to give us:
And chance to hit once that Maelstrom punches the MWD button?
0.5 ^ ( ((0.1856/0.07442) x (400/2760)) ^ 2)
= 0.5 ^ ( (2.4940x 0.1449) ^2)
= 0.5 ^ (0.3614^2)
= 0.5 ^0.1306
= 0.9135
So, as everyone keeps pointing out to me, the 500% increase in speed is cancelled out by the 500% increase in signature. Gah.
:END EDIT
At 15000 meters the angular velocity of the Maelstrom is 0.00787 r/s normally and 0.05567 r/s with MWD. We need to take the second part of the equation into play now so fall off range is 13000 meters.
No MWD at 15km:
0.5 ^ ((( (0.00787 / 0.07442) x (400/460) ) ^2 + ((15000 - 4500) / 13000 )^2)
= 0.5 ^ ( (0.1058 x 0.8696 )^2 + ( 0.8077)^2 )
= 0.5 ^ ( 0.00846 + 0.6524 )
= 0.6325
And MWD at 15 km:
0.5 ^ ((( ( 0.05567 / 0.07442) x (400/2760 ) ) ^2 + ((15000 - 4500) / 13000 )^2)
= 0.5 ^ ( (0.7481 x 0.1449 )^2 + ( 0.8077)^2 )
= 0.5 ^ ( 0.01175 + 0.6524 )
= 0.6311
So assuming my math is correct (and I'm running out of time to check my calculations so someone please comment if I'm wrong), the extra velocity at 15 km is negated by the ballooning size of the signature. In close ranges (i.e. optimal), the MWD speed makes a significant difference.
Now the question is, how much does that 20% extra tracking actually help blasters?
A big thanks to Suleiman Shouaa for pointing out my glaring mistake.
So you're saying that a Megathron cannot track another Battleship MWDing at 15km? Wow, that's a pretty impressive amount of misinformation coming out of a single sentence....Yes, mea culpa. I did completely ignore that MWD increases the size of the target's signature and this not only makes it easier to target quickly, it also helps negate the advantages that moving fast transversally has against tracking.
My error lies in that I think of the two separately but the formula to determine hits has them combined in the equation. From Evelopedia:
The way I was thinking is that the tracking versus transversal part merely determines if your guns can move fast enough to aim at the target; then assuming you can aim at the target, then the resolution versus radius to determine the dispersion of the shot versus the size of the target area profile.
But its not a two part process, its a one step calculation and turning on a MWD may increase transversal speed but it also increases the radius. So the question is, how much effect does the two changes have?
(Side Note: I use "transversal" velocity but the correct value to use in the calculations is "Angular" velocity which measures apparent movement of something in radians per second.)
So let's go back to our Megathron versus Maelstrom example, using current blaster values. Let's also assume that we are using Caldari Navy ammo in Neutron Blaster Cannon IIs, and that the Maelstrom is at optimal so the second part of the equation is zero. The stock Maelstrom (skills all level V) moves at a top speed of 118 m/s and a sig radius of 460 meters; with the MWD on it moves at 835 m/s and a radius of 2760 meters. The blaster on the Megathron has a tracking of 0.07442 radians/sec and a signature resolution of 400 meters.
So what's the angular velocity of the Maelstrom? Well, assuming the ship remains at optimal range, the a single radian is 4500 meters (i.e. optimal range of the blaster) and thus the angular velocity is 0.02622 rad/second at normal top speed and
So chance to hit Maelstrom without MWD on = 0.5 ^ (( (0.02622/0.07442) x (400/460) )^2 )
= 0.5 ^ ( (0.3523 x 0.8696) ^ 2)
= 0.5 ^ (0.3064 ^ 2)
= 0.5 ^ 0.0939
= 0.9370
EDIT:
As Luccul pointed out below, I got the angular velocity wrong with MWD on. Looks like I used the sig radius as the velocity, sigh. The actual angular velocity is 0.1856 to give us:
And chance to hit once that Maelstrom punches the MWD button?
0.5 ^ ( ((0.1856/0.07442) x (400/2760)) ^ 2)
= 0.5 ^ ( (2.4940x 0.1449) ^2)
= 0.5 ^ (0.3614^2)
= 0.5 ^0.1306
= 0.9135
So, as everyone keeps pointing out to me, the 500% increase in speed is cancelled out by the 500% increase in signature. Gah.
:END EDIT
At 15000 meters the angular velocity of the Maelstrom is 0.00787 r/s normally and 0.05567 r/s with MWD. We need to take the second part of the equation into play now so fall off range is 13000 meters.
No MWD at 15km:
0.5 ^ ((( (0.00787 / 0.07442) x (400/460) ) ^2 + ((15000 - 4500) / 13000 )^2)
= 0.5 ^ ( (0.1058 x 0.8696 )^2 + ( 0.8077)^2 )
= 0.5 ^ ( 0.00846 + 0.6524 )
= 0.6325
And MWD at 15 km:
0.5 ^ ((( ( 0.05567 / 0.07442) x (400/2760 ) ) ^2 + ((15000 - 4500) / 13000 )^2)
= 0.5 ^ ( (0.7481 x 0.1449 )^2 + ( 0.8077)^2 )
= 0.5 ^ ( 0.01175 + 0.6524 )
= 0.6311
So assuming my math is correct (and I'm running out of time to check my calculations so someone please comment if I'm wrong), the extra velocity at 15 km is negated by the ballooning size of the signature. In close ranges (i.e. optimal), the MWD speed makes a significant difference.
Now the question is, how much does that 20% extra tracking actually help blasters?
A big thanks to Suleiman Shouaa for pointing out my glaring mistake.
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