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EternalRMG
KNIGHTZ OF THE ROUND
611
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Posted - 2013.11.20 21:08:00 -
[1] - Quote
Cat Merc wrote:So uhh... Swarms are now at 175m (as opposed to 400m), which is where the old rendering distance was. Now that's rendering distance is fixed, dropships will be able to see troops from past that. That's good.
However, that means dropships can just sit over 175m and destroy infantry without a care in the world, as swarmers can't hit them.. <-- That's of course if the swarmer is driectly under the dropship, if he's not that's even shorter. In addition, small missiles will have 300 splash damage. And with active tanking dropships can have 18k eHP for 30 seconds from what I saw, meaning that they can just kill any forge gunner they see because of heavies slow speed and being large targets.
Now before you start yelling at me, I am not saying this is a problem, I'm ASKING if it will be. I am not sure how good visibility is at 176m+, I am not sure how accurate small missiles are, and I am not sure how fast they are. Lolz
The max you can get is about 5 and a half K HP
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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EternalRMG
KNIGHTZ OF THE ROUND
611
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Posted - 2013.11.20 21:14:00 -
[2] - Quote
Stefan Stahl wrote:EternalRMG wrote:Lolz
The max you can get is about 5 and a half K HP I just calculated about 13k eHP before skill modifiers. I just hope that the guys at CCP know how to operate an excel-sheet. 30 seconds is ample time to descend, kill 2 guys and ascend into safety to wait for the hardeners to cool down. Considering that you're pretty much invincible up there I might just skill back into dropships once 1.7 hits. bad calculations are bad you might not be taking in consideration the stacking penalties or that they just have 4 module slots in total
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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EternalRMG
KNIGHTZ OF THE ROUND
611
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Posted - 2013.11.20 21:16:00 -
[3] - Quote
Cat Merc wrote:Borne Velvalor wrote:Cat Merc wrote:Borne Velvalor wrote:Cat Merc wrote:So uhh... Swarms are now at 175m (as opposed to 400m), which is where the old rendering distance was. Now that's rendering distance is fixed, dropships will be able to see troops from past that. That's good.
However, that means dropships can just sit over 175m and destroy infantry. <-- That's of course if the swarmer is driectly under the dropship, if he's not that's even shorter. In addition, small missiles will have 300 splash damage. And with active tanking dropships can have 18k eHP for 30 seconds from what I saw, meaning that they can just kill any forge gunner they see because of heavies slow speed and being large targets.
Now before you start yelling at me, I am not saying this is a problem, I'm ASKING if it will be. I am not sure how good visibility is at 176m+, I am not sure how accurate small missiles are, and I am not sure how fast they are. Assault Dropships no longer exist as of 1.7, when the Swarm Launchers are being nerfed. Read the most recent dev blog, they are keeping them in. Thank you. I am an idiot. Well, we'll see in 1.7. I don't use Swarms to take out Dropships, as they usually outrun them. I've had more success with Forge Guns, and, AFAIK, the changes to those have not been announced. I'm not sure how much HP they have, but an Assault Forge Gun would force them to activate their hardeners going in, giving them only 30 seconds to deal damage and get out. Even with a massive amount of HP, it shouldn't be too hard to suppress them. Also, Assault Dropships usually have 2 gunners in addition to the pilot to maximize the damage potential. That's half a squad to man a decent Assault Dropship. You're forgetting that the dropship can do 300 splash damage, killing the forge gunner before the 30 seconds have passed. And while yes swarms didn't usually kill dropships, they would at least act as area denial. Now they can't even do that.
Sure bcause Heavy frames have less than 600 Base HP + you dont consider the shield that reduces explosive dmg and the fact that there are many DS pilots who cant aim for crap
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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EternalRMG
KNIGHTZ OF THE ROUND
611
|
Posted - 2013.11.20 21:17:00 -
[4] - Quote
Borne Velvalor wrote:EternalRMG wrote:Cat Merc wrote:So uhh... Swarms are now at 175m (as opposed to 400m), which is where the old rendering distance was. Now that's rendering distance is fixed, dropships will be able to see troops from past that. That's good.
However, that means dropships can just sit over 175m and destroy infantry without a care in the world, as swarmers can't hit them.. <-- That's of course if the swarmer is driectly under the dropship, if he's not that's even shorter. In addition, small missiles will have 300 splash damage. And with active tanking dropships can have 18k eHP for 30 seconds from what I saw, meaning that they can just kill any forge gunner they see because of heavies slow speed and being large targets.
Now before you start yelling at me, I am not saying this is a problem, I'm ASKING if it will be. I am not sure how good visibility is at 176m+, I am not sure how accurate small missiles are, and I am not sure how fast they are. Lolz The max you can get is about 5 and a half K HP I'd be interested to know the limits. I haven't seen the dropships, but it looks like the number was calculated with 2 Shield Hardeners and 1 Shield Extender of some sort. 3000 Shields / (0.4 * 0.4) would amount to 18,750 damage . Add in resistances to explosives and it's probably over 20,000. Can this all fit on a Dropship? its not 0.4 x 0.4 counting stacking penalties its (0.4 x (0.87 x 0.4) making it have a max of 4k
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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EternalRMG
KNIGHTZ OF THE ROUND
611
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Posted - 2013.11.20 22:00:00 -
[5] - Quote
Borne Velvalor wrote:EternalRMG wrote:Borne Velvalor wrote:EternalRMG wrote:Cat Merc wrote:So uhh... Swarms are now at 175m (as opposed to 400m), which is where the old rendering distance was. Now that's rendering distance is fixed, dropships will be able to see troops from past that. That's good.
However, that means dropships can just sit over 175m and destroy infantry without a care in the world, as swarmers can't hit them.. <-- That's of course if the swarmer is driectly under the dropship, if he's not that's even shorter. In addition, small missiles will have 300 splash damage. And with active tanking dropships can have 18k eHP for 30 seconds from what I saw, meaning that they can just kill any forge gunner they see because of heavies slow speed and being large targets.
Now before you start yelling at me, I am not saying this is a problem, I'm ASKING if it will be. I am not sure how good visibility is at 176m+, I am not sure how accurate small missiles are, and I am not sure how fast they are. Lolz The max you can get is about 5 and a half K HP I'd be interested to know the limits. I haven't seen the dropships, but it looks like the number was calculated with 2 Shield Hardeners and 1 Shield Extender of some sort. 3000 Shields / (0.4 * 0.4) would amount to 18,750 damage . Add in resistances to explosives and it's probably over 20,000. Can this all fit on a Dropship? its not 0.4 x 0.4 counting stacking penalties its (0.4 x (0.87 x 0.4) making it have a max of 4k What? First off, 3000 / (0.4 * 0.4 * 0.87) would be higher and be over 21k, because I used the inverse of the resistance and divided it in. The penalty would be applied to the resistance, not the inverse. It would thus be 3000 / (0.4 * 0.4 / 0.87), which is 16k. You have 100% damage. 60% resistance makes it 40% damage. Another 60% after penalties is technically a bit over 54%. Removing 54% of the remaining 40% ends up with a little over 18%. Get the inverse and multiply it into the health, or just divide it (same result) and you get 16k HP. Not a big difference, if we want to be exact. i mean that the second module had only 87% of effectiveness, yes my math isnt that goo :P
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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EternalRMG
KNIGHTZ OF THE ROUND
611
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Posted - 2013.11.20 22:01:00 -
[6] - Quote
Goric Rumis wrote:I think we'll have to wait and find out on this one. I'm not worried about swarm launchers hitting them--swarms are allowed to be irrelevant past 175m. You can scare dropships away from nearer engagements, or keep it from terrorizing a strategic point on the map. To actually knock a dropship out of the sky, it's acceptable to require a forge gun. If dropships still get shaken up by the impact, that might be enough even when it's hardened to keep them from dominating the field. I think we'll be seeing a lot fewer dropship deaths, since 10 seconds can easily get a dropship out of range if you know roughly where your shooter is. But as for general balance, there are too many factors for me to throw out any reasonable prediction. Borne Velvalor wrote:Also, Assault Dropships usually have 2 gunners in addition to the pilot to maximize the damage potential. That's half a squad to man a decent Assault Dropship. Disagree with this, most assault dropship pilots I've seen operate with the tanker mindset and fly solo. That might change with dropships being less prone to spontaneous explosions. Again, we'll have to see.
No ADS Pilot will fit turrets for the gunners You use a lot of Pg/CPu for a thing that wont be used
"Fight Togheter; Win Together"
Duster Since: July 2012
Best DropShip Pilot; Soon To be best Jet Fighter Pilot
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