The majority of people on the forums would agree, that Cabot is either a bit too weak or balanced. In the following I will try to explain what I think is wrong with him and what can be done to fix it.

##Rail Cannon

Here is what I (think to) know about the Rail Cannon:

- Shot duration: 0.400 seconds
- Reload duration: 1.250 seconds
- Projectile damage: 100 (can hit heads and limbs, can not hit weakpoints, gets 10% mastery bonus)
- Cone damage: 100 (can not hit heads and limbs, can not hit weakpoints, gets 10% mastery bonus)
- Cone length: 40 meters
- Cone radius: 1 meter
- Equip time: 0.950 seocnds
- Maximum damage per second: (110 + 110) / (0.4 +1.25) = 133.333

I think it is safe to say, that Cabot performs better in lower skill tiers. One of the things that increases with skill is the headshot ratio. Where Hank with a similar accuracy and DPS gets the full +100% and -50% modifiers of body parts, Cabot - due to his 2 instances of damage - gets only +50% and -25%.

Natually, Cabot will perform better in comparison to Hank in lower skill tiers if you just look at their primary weapon.

Furthermore - but this is just a personal opinion - it is easier to land a lot of headshots with Hank than with Cabot due to the fire rate.

So I will start with this: To increase Cabot’s effectiveness in higher tiers and decrease it in lower tiers, I suggest:

- Projectile damage:
(can hit heads and limbs,*150*, gets 10% mastery bonus)*can hit weakpoints* - Cone damage:
(can not hit heads and limbs, can not hit weakpoints, gets 10% mastery bonus)*50*

This means that a headshot deals + 75% damage and a limb shot - 37.5%.

To make up for the loss of damage in lower tiers, and to make missing less punishing (1.65s downtime right now, crucial when shooting a spider trap), I would also suggest:

- Reload duration:
*1.200 seconds*

About a 3% buff to the overall damage output. This value is still above the reload value of the RC at launch.

To make up for the halfed damage output through walls, I have come up with the following:

- Cone length:
*50 meters* - Cone radius:
*1.25 meters*

This gives the cone almost twice the Volume which means it could hit in twice as many situations. It also leaves the cone radius at 40 meters length at 1 meter.

**Summary:**

- Projectile damage:
(can hit heads and limbs,*150*, gets 10% mastery bonus) (150% of 100)*can hit weakpoints* - Cone damage:
(can not hit heads and limbs, can not hit weakpoints, gets 10% mastery bonus) (50% of 100)*50* - Reload duration:
(96% of 1.250 seconds)*1.200 seconds* - Cone length:
(125% of 40 meters)*50 meters* - Cone radius:
(125% of 1 meter)*1.25 meters*

##Dust Tag

- Cooldown time: 70 seconds
- Radius: 45 meters (gets 10% mastery bonus)
- Duration: 20 seconds

It does not really need a buff that much (maybe less particle effects though), but I think this might work:

- Cooldown time:
*60 seconds* - Radius:
*50 meters* - Duration: 20 seconds
*(gets 10% mastery bonus)*

##Damage Amplifier

- Capacity: 700 (gets 10% mastery bonus)
- Recharge Time: 16 seconds
- Recharge Delay: 1.500 seconds
- Range: 35 meters
- Lock-on Angle: 15 degrees
- Sustain Angle: 25 degrees
- Equip Time: 0.700 seconds

Once again, I would like to compare Cabot to Hank. Where Hank increases the time where the Monster recieves punishment for focusing a Hunter, Cabot increases the damage output itself. So to say, Cabot protects his teammates with a threat of high damage. I don’t think that the damage output is threating enough right now, but I also don’t think, that its is a good idea to make it more threatening without making it easier to avoid. The Monster can avoid it by either focusing Cabot or by breaking the beam.

Both can be made easier by decreasing the range. To have the monster actually move away from the beam and not just break it by rapid movement (Wraith), the beam Angles should come up:

- Capacity:
*800* - Range:
*25 meters (gets 10% mastery bonus)* - Lock-on Angle:
*20 degrees* - Sustain Angle:
*40 degrees*

Another problem of the Amp is, that it varys very much in its unload time. For example:

Markov’s Lightning Gun: 5.200 seconds (?)

Blitz M’s 4x Tesla Gun: 2.600 seconds (?)

Hyde’s Flamethrower: 4.400 seconds

Parnell’s Combat Shotgun: 2. 471 seconds

Super Solider Combat Shotgun: 1.373 seconds

Torvald’s Mortars: 0.800 seconds

Lennox’s 4x Plasma Lance: 2.400 seconds

Adding the recharge delay and the recharge time, Cabot currently adds 33.921 damage per second with Markov and 42.077 damage per second with Torvald. If you factor in the Rail Cannon, you get in a perfect cycle (10 RC shots during the recharge):

Cabot with Markov: 2970 damage in 22.7 seconds = 130.837 damage per second. (< Cabot RC only)

Cabot with Torvald: 2970 damage in 18.3 seconds = 162.295 damage per second (> Markov)

What I think needs to happen, is that the recharge delay is longer the quicker the amp is drained. I suggest a total of 6 seconds (unload time + recharge delay) for this where Markov only would currently achieve 5.2 + 1.5 = 6.7. Taking the examples above this would mean:

Markov’s Lightning Gun: 5.200 seconds (?) ==> Recharge Delay = 0.800 seconds

Blitz M’s 4x Tesla Gun: 2.600 seconds (?) ==> Recharge Delay = 3.400 seconds

Hyde’s Flamethrower: 4.400 seconds ==> Recharge Delay = 1.600 seconds

Parnell’s Combat Shotgun: 2. 471 seconds ==> Recharge Delay = 3.529 seconds

Super Solider Combat Shotgun: 1.373 seconds ==> Recharge Delay = 4.627 seconds

Torvald’s Mortars: 0.800 seconds ==> Recharge Delay = 5.200 seconds

Lennox’s 4x Plasma Lance: 2.400 seconds ==> Recharge Delay = 3.600 seconds

Since this would obviously hit him too hard with Torvald in the team, I would also change the Recharge Time to 14 seconds (20 seconds for recharge, emptying and delay). With the changes to the Rail Cannon above and the increased Amp Capacity, this would give Cabot with Torvald 11 RC shots in the recharge: (800 + 11 * 220) / (1s emptying + 0.95s switch + 11 * 0.4 + 10* 1.2 + 0.7 switch) ~~ 3220 / (14 + 6) = 161

With Markov Cabot would get 9 RC shots: (800 + 9 * 220) / (5.4s emptying + 0.95s switch + 9 * 0.4 + 8 * 1.2 + 0.7 switch) ~~ 2780/ (14+6) = 139

So overall about the same with Torvald despite the capacity buff and the the reload changes to RC and Amp, but slightly higher with Markov. If the total of unload time and recharge delay gets lower, it would increase the damage even more with Markov as the only damage dealer.

**Summary:**

- Capacity:
(114% of 700)*800* - Recharge Time: 14 seconds (87.5% of 16 seconds)
- Recharge Delay:
*Dynamic, adds up with the unload time to 6.000 seconds* - Range:
(71.4% of 35 meters)*25 meters (gets a 10% mastery bonus)* - Lock-on Angle:
(133.3% of 15 degrees)*20 degrees* - Sustain Angle:
(160.0% of 25 degrees)*40 degrees*

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