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Judge Rhadamanthus
Amarr Templars Amarr Empire
917
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Posted - 2013.12.10 00:29:00 -
[1] - Quote
Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ..
In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see....
Everything Dropship youtube channel
my Community Spotlight
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
424
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Posted - 2013.12.10 00:37:00 -
[2] - Quote
Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see....
have any idea on how to fix this?
To me its like this, because the Dropship is much larger, it appears larger on screen of the infantry. Can you make thing so we can see how infantry see infantry at 100m and how dropships see infantry at 100m
Sagaris lover!!!
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Judge Rhadamanthus
Amarr Templars Amarr Empire
920
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Posted - 2013.12.10 00:42:00 -
[3] - Quote
So far only the ideas in my swarm and forge fix videos. We need ways to see the threats. They can see us, which I think is right, but it is not balanced that they could be a rock or a bit of dust on the screen to us yet to them we make lots of noise and are huge.
Everything Dropship youtube channel
my Community Spotlight
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Judge Rhadamanthus
Amarr Templars Amarr Empire
920
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Posted - 2013.12.10 00:44:00 -
[4] - Quote
Bamm make your forge happy friends watch this... PLEASE.
Everything Dropship youtube channel
my Community Spotlight
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Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
424
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Posted - 2013.12.10 00:44:00 -
[5] - Quote
Judge Rhadamanthus wrote:So far only the ideas in my swarm and forge fix videos. We need ways to see the threats. They can see us, which I think is right, but it is not balanced that they could be a rock or a bit of dust on the screen to us yet to them we make lots of noise and are huge.
The problem seems to be the 3rd person view on the dropship. Is there anyway you can somehow get footage of a dropship in 1st person looking at infantry at like 50m then infantry looking at infantry. Im guessing they might be similar scale. But then again, the 1st person is pointless for fighting infantry.
To fix this, maybe a sensory system might be a great add to the dropship. The dropship beeps when locked on and forge gunners need to be more visible like in one of your videos. The blue charge up light the Fg makes is not enough especially when from that distance and that much visibility you can barley even see it.
Sagaris lover!!!
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Harpyja
DUST University Ivy League
886
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Posted - 2013.12.10 00:46:00 -
[6] - Quote
Judge Rhadamanthus wrote:So far only the ideas in my swarm and forge fix videos. We need ways to see the threats. They can see us, which I think is right, but it is not balanced that they could be a rock or a bit of dust on the screen to us yet to them we make lots of noise and are huge. We just need something as simple as a lock-on and locked warnings. Same thing for forge guns when they are charging up. We shouldn't have to take the first hit to know that there's AV.
I think it was Mobius who had a great idea for forge guns.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Foundation Seldon
Gespenster Kompanie Villore Accords
301
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Posted - 2013.12.10 00:47:00 -
[7] - Quote
I continue to appreciate the content you put out, Judge.
Consistently you've challenged the notions of AV and Vehicle users alike to bring to the forefront the current problems faced and the numerous considerations one must take in balancing their interactions. It isn't as easy as strictly looking at the ranges of the weaponry or the damage potential both have available to them and this is something you've always highlighted in your video series.
Thanks again for taking the time to continue to produce content.
1.7 LAVs - Thoughts and Discussion
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Kane Fyea
2343
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Posted - 2013.12.10 00:53:00 -
[8] - Quote
Harpyja wrote:Judge Rhadamanthus wrote:So far only the ideas in my swarm and forge fix videos. We need ways to see the threats. They can see us, which I think is right, but it is not balanced that they could be a rock or a bit of dust on the screen to us yet to them we make lots of noise and are huge. We just need something as simple as a lock-on and locked warnings. Same thing for forge guns when they are charging up. We shouldn't have to take the first hit to know that there's AV. I think it was Mobius who had a great idea for forge guns. There shouldn't be a way to know a forge is charging up except for the blue light. I do think the forge light needs to be brighter though when charging. I agree with a lock on countermeasure though (Do it like the BF series does it) |
Vitharr Foebane
Blood Money Mercenaries
322
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Posted - 2013.12.10 00:57:00 -
[9] - Quote
My only concern is that you talk about FG and SL while completely leaving out the Large Rail(600m range). If the vehicle rendering is fixed they will be a far larger concern than infantry AV. Also if you neuter the FG's range any further then it cant possibly be considered rail tech anymore...
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
924
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Posted - 2013.12.10 00:58:00 -
[10] - Quote
Anmol Singh wrote:The problem seems to be the 3rd person view on the dropship. Is there anyway you can somehow get footage of a dropship in 1st person looking at infantry at like 50m then infantry looking at infantry. Im guessing they might be similar scale. But then again, the 1st person is pointless for fighting infantry.
This is a big issue. A good 1st person is what we need, but we are a long way from it. As you say 1st person is just not useful for ground attacks as it is at the moment. All I hope with this video is for people to consoder that the numbers of the weapons range just do not tell the full story.
I think the comparison between a forge pointing at a dropship 132 meters away and a dropship looking at an infantry player 88 meters away says it all. It is not a fair fight as it stands today.
Everything Dropship youtube channel
my Community Spotlight
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Judge Rhadamanthus
Amarr Templars Amarr Empire
925
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Posted - 2013.12.10 01:01:00 -
[11] - Quote
Vitharr Foebane wrote:My only concern is that you talk about FG and SL while completely leaving out the Large Rail(600m range). If the vehicle rendering is fixed they will be a far larger concern than infantry AV. Also if you neuter the FG's range any further then it cant possibly be considered rail tech anymore...
The issue with the rail tank is the redline. It's not the tank that is the problem. If I could go get it, as would be fair seeing as it can get me, then there would be no problem. It is not the damage of the gun, or the tank of the tank but the broken shooting while unreachable that is the issue.
So I am leaving rails out of it. They are not a range issue but a redline one, and when i look into redline solutions thats when you will hear me talk about them.
EDIT : Judge is going to Bed for 8 hours from the time of this post. Apologies for any delayed replies.
Everything Dropship youtube channel
my Community Spotlight
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21yrOld Knight
Pradox One Proficiency V.
378
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Posted - 2013.12.10 01:01:00 -
[12] - Quote
Wow. |
Anmol Singh
The Unholy Legion Of DarkStar DARKSTAR ARMY
424
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Posted - 2013.12.10 01:02:00 -
[13] - Quote
Judge Rhadamanthus wrote:Anmol Singh wrote:The problem seems to be the 3rd person view on the dropship. Is there anyway you can somehow get footage of a dropship in 1st person looking at infantry at like 50m then infantry looking at infantry. Im guessing they might be similar scale. But then again, the 1st person is pointless for fighting infantry. This is a big issue. A good 1st person is what we need, but we are a long way from it. As you say 1st person is just not useful for ground attacks as it is at the moment. All I hope with this video is for people to consoder that the numbers of the weapons range just do not tell the full story. I think the comparison between a forge pointing at a dropship 132 meters away and a dropship looking at an infantry player 88 meters away says it all. It is not a fair fight as it stands today.
I have another idea: what if there was a zoom button on the dropship, while holding down the button, your dropship 3rd person view would zoom on your crosshairs.
Sagaris lover!!!
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Judge Rhadamanthus
Amarr Templars Amarr Empire
925
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Posted - 2013.12.10 01:05:00 -
[14] - Quote
Foundation Seldon wrote:I continue to appreciate the content you put out, Judge.
Consistently you've challenged the notions of AV and Vehicle users alike to bring to the forefront the current problems faced and the numerous considerations one must take in balancing their interactions. It isn't as easy as strictly looking at the ranges of the weaponry or the damage potential both have available to them and this is something you've always highlighted in your video series.
Thanks again for taking the time to continue to produce content.
Those are kind words indeed. Thank you.
Everything Dropship youtube channel
my Community Spotlight
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Guiltless D667
DIOS EX.
15
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Posted - 2013.12.10 01:11:00 -
[15] - Quote
The dropships thirdperson camera is placeed way behind the dropship, of course troops are going to look smaller from the dropships perspective compard to what the troops sees at the same distance.
how does the first person camera view on dropships fair?
Need a medic for your heavies in PC?
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The dark cloud
The Rainbow Effect
1926
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Posted - 2013.12.10 01:20:00 -
[16] - Quote
Erm yeah using the 3rd person view is like adding 20 visual meters because the camera is located BEHIND the dropship. And of course you are looking bigger to the forgegunner cause you are obviously bigger then the forgegunner itself. Hell you probs have like 20 times the mass of a regular infantry player (or more) while using a dropship. Its a rather large vehicle after all so its obvious that a infantry player can hit a dropship easier then a dropship can hit the infantry player. If you would use the 1st person view then there is allmost no difference but on the other hand you cant aim at all with the 1st persoon view on a dropship.
In my opinion there should be a ADS function for dropships which stabilises them and allows you to directly controll the front turret and as soon you release the button you have your usual dropship controll schematic. Like Press R3 and you enter the "autopilot" where you hover over the area and controll the turret.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Vell0cet
SVER True Blood Public Disorder.
678
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Posted - 2013.12.10 01:22:00 -
[17] - Quote
I love your content Judge. I do wonder if vehicles should have an even playing field against AV though. Shouldn't every other infantry be the primary counter to AV, the AV is the primary counter to vehicles and vehicles the primary counter to all non-AV infantry (paper-rock-scissors and all that jazz)? If dropships are invulnerable to everything except AV and Vehicles (and lamp posts) but are also excellent at killing Vehicles and AV, then where's the balance? This isn't an accusation, merely a question for rational discussion/debate.
Quick/Dirty Test Range Idea
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
4030
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Posted - 2013.12.10 01:22:00 -
[18] - Quote
Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see.... Good point to make. I think that's a factor not often considered.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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DUST Fiend
OSG Planetary Operations Covert Intervention
8573
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Posted - 2013.12.10 01:25:00 -
[19] - Quote
Vell0cet wrote:I love your content Judge. I do wonder if vehicles should have an even playing field against AV though. Shouldn't every other infantry be the primary counter to AV, the AV is the primary counter to vehicles and vehicles the primary counter to all non-AV infantry (paper-rock-scissors and all that jazz)? If dropships are invulnerable to everything except AV and Vehicles (and lamp posts) but are also excellent at killing Vehicles and AV, then where's the balance? This isn't an accusation, merely a question for rational discussion/debate. They do really have to be careful with how they adjust dropships, because even though we've been in the shitter for so long, it wouldn't take an awful lot to make us OP. I think just balancing the weapons themselves, increasing the light up on forges, and fixing rendering issues on infantry, forge light, and swarms would go a very long way towards balancing everything out.
And as I suggested in this thread, extend the red line range when you're flying, so that dropships can harass redline railtanks while still keeping the redline safe from infantry and ground vehicles.
Win ISK / Vids / O7
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Thor Odinson42
Molon Labe. RISE of LEGION
2220
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Posted - 2013.12.10 01:27:00 -
[20] - Quote
You should work for National Geographic
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Foxhound Elite
The Rainbow Effect
574
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Posted - 2013.12.10 01:40:00 -
[21] - Quote
Judge; bringing the hard, cold facts to the discussion table. Hopefully 1.7, we'll have it easier. Lead on dear boy, lead on.
Python pilot, troop-transport specialist and an all-round ballbag.
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Maken Tosch
DUST University Ivy League
5754
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Posted - 2013.12.10 01:43:00 -
[22] - Quote
I love the constructive and well-thought out observations you make in your videos. Even though I am not a vehicle player at all (no SP in vehicles) I can see the problems. However, I do have some SP in swarms. Perhaps from a non-vehicle but AV perspective I might be able to provide a suggestion that can help dropship pilots.
First off, I can clearly see that the third-person camera view of the dropship is creating this issue for the dropship pilots. Naturally one would say "use the ADS" but I remember flying militia dropships long ago and the ADS view is utter crap.
As my suggestion, perhaps CCP can borrow a page from the Microsoft Flight Simulator series. Off topic: Lockheed Martin now owns the rights and source code to FS as well as the original ACES STUDIO team. Back on topic: Take a look at this video and notice how the pilot's head moves independently from the body of the helicopter. Ok, ignore the handling of the copter and just focus on the camera movements. If the controls of the dropship can be adjusted or at least freely customized to allow for this kind of camera movement in ADS mode without adversely affecting the handling of the dropship, this might help address the issue of the current ADS and thus make it easier to shoot at infantry.
What do you think?
OK, CCP. When are knives finally going to be improved?
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Taurion Bruni
D3M3NT3D M1NDZ The Umbra Combine
206
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Posted - 2013.12.10 02:00:00 -
[23] - Quote
Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see....
it seems to relate to the sniper & assault. the sniper can see you, but you don't know they exist until they take a shot at you. they have incredible zoom so 50m away seems close. the sniper, however seems to be useless at close range. perhaps we just need to force av weapons to work within an optimal range, so that they do less damage the further they are away from optimal (make it about 100m) but when we get into our optimal range, the weapons become less of a threat (perhaps a minimum distance to lock on)
Pilot // Logistics
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DUST Fiend
OSG Planetary Operations Covert Intervention
8587
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Posted - 2013.12.10 02:02:00 -
[24] - Quote
Taurion Bruni wrote:Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see.... it seems to relate to the sniper & assault. the sniper can see you, but you don't know they exist until they take a shot at you. they have incredible zoom so 50m away seems close. the sniper, however seems to be useless at close range. perhaps we just need to force av weapons to work within an optimal range, so that they do less damage the further they are away from optimal (make it about 100m) but when we get into our optimal range, the weapons become less of a threat (perhaps a minimum distance to lock on) Forge guns have needed damage decay over distance for forever :/
Win ISK / Vids / O7
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Vitharr Foebane
Blood Money Mercenaries
325
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Posted - 2013.12.10 02:16:00 -
[25] - Quote
DUST Fiend wrote:Taurion Bruni wrote:Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see.... it seems to relate to the sniper & assault. the sniper can see you, but you don't know they exist until they take a shot at you. they have incredible zoom so 50m away seems close. the sniper, however seems to be useless at close range. perhaps we just need to force av weapons to work within an optimal range, so that they do less damage the further they are away from optimal (make it about 100m) but when we get into our optimal range, the weapons become less of a threat (perhaps a minimum distance to lock on) Forge guns have needed damage decay over distance for forever :/ In that case ALL rail tech should get decay over distance to include sniper rifles and rail turrets. Nerf all of nerf none
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
575
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Posted - 2013.12.10 02:37:00 -
[26] - Quote
I made a suggestion for the pilot suit (as well as the scout) to be able to cycle tactical views to make their suits unique. These views can be used to highlight certain weapons within line of sight and range, with the downside that normal infantry and other forms of AV are not visible simultaneously.
For instance a view designed to highlight the EMP from the forges charge (or general rail tech) and a view to highlight the weapon lock on signiture / guidance of swarms
(as well as maybe a heat vision for weapon discharges for scouts - but not part of this topic)
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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castba
Penguin's March
235
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Posted - 2013.12.10 03:29:00 -
[27] - Quote
Judge Rhadamanthus wrote:Does 50 meters look the same to a vehicle as it does to an AV player? You may be surprisedGǪ.. In this short five minute video I show you why the numbers that we use to talk about range, 175 meters for swarms; or 300 meters for a forge vs a dropships 250 meter range just donGÇÖt tell the true story. The numbers are only part of the whole picture......Watch and see.... May I suggest comparing how infantry look to a forger from the top of a spire and then how they look at that same distance to a dropship?
The reason that the forger had a larger target is all due to angle.
It will be interesting to see if DS turrets are more accurate and effective after the 1.7 changes.
I Support SP Rollover
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Baal Omniscient
L.O.T.I.S. Public Disorder.
820
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Posted - 2013.12.10 03:57:00 -
[28] - Quote
I would like to say a few words. I do not debate anything I have seen in your videos so far. I do however feel that you have left some things out.
I am a swarm launcher user, and I have only solo'd 5 ADS in all of Uprising, all of which due to pilots being overconfident and/or reckless. Most shield ADS fits I've run into would take 3-4 of my prof. 5 swarms to kill if they activate their reppers after getting hit by the first one. However they always take off and out run my swarms instead. ADS is only barely solo-able as it is RIGHT NOW with swarm launchers, and that's IF they stick around to try to fight you instead of jetting off at the first sign of AV. (By saying this I in no way mean to infer that they should be solo-able, just mentioning it because of how common soloing other vehicles is) Of course this all goes out the window when you bring in forge guns, but on the topic of swarms alone, I feel that this should be noted. You don't see people going around soloing ADS's with swarms. If a swarm kills an ADS, it's because either A) He had help B) The DS was injured when the swarmer came upon it C) The pilot was reckless/careless/overconfident.
The upcoming range cut (which was needed, though I'm on the fence about how I feel on the actual size of the cut) doesn't quite effect things in the way your video portrays. You leave out elevation entirely in that video. In your supposed scenario, that guy in the redline is on much lower elevation that the objective B or objective C. The range of the swarm is a spherical bubble around the player, which means the furthest range he can fire in any direction (N/S/E/W and all the in-betweens) is in a straight horizontal line from the player. Deviate even slightly up or down and the distance in that direction lessens. So if the player you have marked in the redline in that swarm video of yours video was on even terrain with objective B, and if the spires at and near objective A weren't in the way, and the DS was sitting on the road in the middle of I7 on your map at the edge of your range circle.... then yes, a swarm could theoretically lock on to a DS from that far out. At realistic flight heights however of around 20-30m above the ground, aiming in that same direction towards that same DS, with the player in that very low elevation area, that line would be cut back to around the map line between G7 and H7.
To summarize that, your video makes it look as though swarm locking range is cylindrical around them, when it is in fact spherical. This makes a huge difference on what you can lock onto as opposed to what you cannot. I hope you don't think I am nit-picking at this, this is just a huge oversight that really bothered me because no one ever mentions it.
Lastly, it isn't only ADS's that can outrun swarms. I have LITERALLY SEEN TANKS that can out run my swarms. This is ridiculous. 2 times in the last month I have come across these things. You throw an AV grenade and they start moving, and by the time you have a swarm off they are moving fast enough to stay ahead of your swarms until the swarms disappear. I feel that if the lock range and damage of our weapon is to be cut (clip size was already cut down to 3), the least we can get in return is a speed increase to our missiles. We'll have to be over 2x as close to even attempt a lock, and vehicles will have to move less than half the distance to prevent us from locking on with a second volley. The least we can get is an assurance that if we DO get a volley off, that only the most nimble of pilots or most speed oriented ships can avoid them. Especially since we are now out ranged by all missile turrets, ans their missiles are WAAAAY faster than ours.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Exmaple Core
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1629
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Posted - 2013.12.10 04:25:00 -
[29] - Quote
At Baal, no you havent, you saw something else because it is literally impossible for tanks to outrun swarms, you can only put on one speed boosting mod per vehicle, any vehicle period. Ive seen The Legend's tank use this and still couldent outrun swarms (an armor tank is somehow the faster tank, so gunlogi cant ethire). So throw up a video of the impossible if serious, because you saw one thing and i saw the other. On a thread were the OP has video proof and we both have only words, you need videos to prove your statements!
Also, i dont think geometry has anything to do with 50m distance being more efficient for AV than it is vehicles. Wethire the swarmers lock on in rectangles or circles the dropship and sometimes tanks wont see the SL so the SL can just lock on when hes able too. Which is pretty much 100% of the time as long as stuff arnt in the way. And besides, if rectangles and squares are really that important, just pick up a forge gun? It can one shot the best dropships if you use breach |
Ivy Zalinto
Bobbit's Hangmen
139
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Posted - 2013.12.10 04:58:00 -
[30] - Quote
How about a module that highlights the signal of forge gun circuity for vehicles with a box and around them and the word threat inside it...
Dedicated scout.
Player bodyguard
Scrambler Pistol User
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Sigberct Amni
Goonfeet Top Men.
264
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Posted - 2013.12.10 05:08:00 -
[31] - Quote
Ivy Zalinto wrote:How about a module that highlights the signal of forge gun circuity for vehicles with a box and around them and the word threat inside it... It really shouldn't even be a module. Just part of the dropship's HUD. Looking forward to seeing your videos for 1.7 Rhada! |
Caeli SineDeo
Imperfects Negative-Feedback
724
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Posted - 2013.12.10 05:08:00 -
[32] - Quote
Judge Rhadamanthus wrote:Anmol Singh wrote:The problem seems to be the 3rd person view on the dropship. Is there anyway you can somehow get footage of a dropship in 1st person looking at infantry at like 50m then infantry looking at infantry. Im guessing they might be similar scale. But then again, the 1st person is pointless for fighting infantry. This is a big issue. A good 1st person is what we need, but we are a long way from it. As you say 1st person is just not useful for ground attacks as it is at the moment. All I hope with this video is for people to consoder that the numbers of the weapons range just do not tell the full story.I think the comparison between a forge pointing at a dropship 132 meters away and a dropship looking at an infantry player 88 meters away says it all. It is not a fair fight as it stands today.
The big issue is that when you go nose down you start to face plant. or gain to great of a forward momentum. I think better flight mechanics that allow more control over thrusters will help. This will allow to give a reverse thrust to hold altitude while pointing down. Allow the pilot to switch from hover mode to lift strait up and down to having the engines give more foward or backwards thrust. It would make it more difficult to learn how to fly but it would give alot more control
I am a old pilot myself and gave up on drop ships because they have minimal influence on a battle field. I am a fan of precursor flight mechanics. I think you would have loved them. Fricken chromosome came along and screwed dropships over. Chromosome is where dropships had a 400m flight ceiling and also got very very OP missle turrets. It was funny watching fully pimped out suits getting one shot killed. This of coarse lead to more nerfing and breaking the dropships into uselessness.
Precursor was a blast a good dropships pilot with a good gunner could influence the game. It took a couple equal skilled AV players to either kill you or keep you off the map. Sad thing CCP did not think to look back at a build that was working for DS. Dropships are alot different now and just do not have the fun factor like they use too. They where challenging but it was a challenge that once you got good you could win. |
Baal Omniscient
L.O.T.I.S. Public Disorder.
823
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Posted - 2013.12.10 05:26:00 -
[33] - Quote
Exmaple Core wrote:At Baal, no you havent, you saw something else because it is literally impossible for tanks to outrun swarms, you can only put on one speed boosting mod per vehicle, any vehicle period. Ive seen The Legend's tank use this and still couldent outrun swarms (an armor tank is somehow the faster tank, so gunlogi cant ethire). So throw up a video of the impossible if serious, because you saw one thing and i saw the other. On a thread were the OP has video proof and we both have only words, you need videos to prove your statements!
Also, i dont think geometry has anything to do with 50m distance being more efficient for AV than it is vehicles. Wethire the swarmers lock on in rectangles or circles the dropship and sometimes tanks wont see the SL so the SL can just lock on when hes able too. Which is pretty much 100% of the time as long as stuff arnt in the way. And besides, if rectangles and squares are really that important, just pick up a forge gun? It can one shot the best dropships if you use breach
Allow me to rephrase myself, since I was apparently misleading in my statement. The tank was not able to "out run" my swarms, as in move faster than them. The tank was able to move fast enough that my swarms could not reach it before they reached their absolute range and disappeared. At a guess, the swarms were fired from around 40-60m away while the tank was already moving away at full speed (as I said, I hit it with an AV grenade first and it got moving). Also, as I'm sure you know, kb/m allows tanks to move FAR faster than a regular tank with the same fittings.
My apologies, I do not have recording devices. If you require video proof, then you will have to continue to doubt me as I have no money to buy a recording device exclusively to prove something that plenty of people have seen to strangers whom I'll never meet in a video game forum for a free-to-play game. I'm afraid I simply have way too many bills to be able to afford such a trivial luxury.
Geometry has everything to do with it actually. Look at the circle in that video. Now imagine that map in 3D as if you were on the map. Now, from the ground to the sky, that circle is a cylinder like this with the player in the center at the bottom. That is what the video unintentionally suggests is the range of a swarm. Now imagine yourself again in that 3D map, but this time a half sphere is sitting on the player, the player being at the center middle of the half sphere. Since the map has varied elevations, and since the sphere is sitting on a player who is on a very low elevation, the furthest reaches of the sphere are underground, and the further up in the air you go, the less outwards from the players location the lock range goes, until you reach the highest point at which a player can shoot, which is directly above their head.
Most video games are all about geometry, don't be dissin' the maths.
Lastly, I wrote this because though swarms are in need of fixing, they need more than simple nerfs. If I wanted to use a forge gun, I would. Since this player who wrote this thread seemed very concerned with balance between infantry, AV and vehicles I felt I would throw in my two cents on the matter of swarms. I was in no way complaining about swarms being unable to kill DS's, and I certainly was not asking for someone to tell me a better way to deal with them. I'm fully aware of what forge guns can do to dropships. That doesn't mean I don't want to balance the other AV weapons just because one of them works exceedingly well.
MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!!
MATARI PRIDE!!
FIX TTK!!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1187
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Posted - 2013.12.10 05:54:00 -
[34] - Quote
Excellent video, I also watched your video on the change to swarm ranges, VERY good. It's great that you show a clear example of how insane the swarm ranges are at 400m. Good up the good work, I'll be sure to follow your channel from now on.
We need more of this clear and concise analysis. You are truly adding to the community in the right way.
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daishi mk03
BLACK-GUARD Die Fremdenlegion
489
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Posted - 2013.12.10 06:53:00 -
[35] - Quote
Excellent video. +1. Make CCP aware of this bullsh**.
To know the true path, but yet, to never follow it. That is possibly the gravest sin.
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I-Shayz-I
I-----I
1577
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Posted - 2013.12.10 07:03:00 -
[36] - Quote
The link takes me to a playlist for some reason, and there's just short 30-second videos...
I found the right video after a little bit though.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
940
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Posted - 2013.12.10 09:01:00 -
[37] - Quote
The main point I was making was not to complain or modify the ranges we have, but to show that the number itself does not tell you how easy it is to hit something. I think it is reasonable to expect a dropship to be able to target and dispatch AV players. The reason being that they are a threat to us while not a threat to others.
A swarmer on a hill behind an objective is not a priority target for infantry because his is often no threat to them, so the leave him till last or ignore him. I am the one he is a threat to so often it is up to me to get him. So there does need to be kill balance with AV and dropships but at the moment the scale, 1st person camera issue and rendering throw it off kilter.
The game says a dropship missile has over 175 meters of range. When you look at the swarm lock on you think wow, dropships can sit at 175 meters and spray the ground with killer missiles and only forge guns can get them. As I show in the video even at 50 meters you are a dot, at 88 an almost invisible blur. at 175, where you can hit me you are not visable, and even if you were hitting you would be plain luck.
Also note that even at 50 meters I cannot even tell if you are holding a swarm or a nova knife. So even at 50 meters you still have a huge advantage as if I can see several targets I won't know to hit you first until you decide to hit me.
A swarms lock range is effective at 175, the number on the side of the box. But a dropship due to the difficulty in aiming and the scale has a realistic range of about 70 meters.
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