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Thread Statistics | Show CCP posts - 5 post(s) |
Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
729
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Posted - 2014.02.14 20:40:00 -
[181] - Quote
Judge Rhadamanthus wrote:Skihids wrote:Judge is doing a fantastic job of presenting well researched analysis regarding dropships......Like many of us he wants a balanced and fun game, not an "I win" button. .....As a group, pilots are extremely proud of their skills. They don't want the requirements dumbed down to where just anybody can jump in and perform at the same level as an experienced pilot. They want all their experience to mean something. They don't want the dropship to become just another piece of equipment like the scanner that is just as effective in a beginners hand as someone who's been using it for a year. Pilots are equally against the role becoming OP and the next FoTM. We want it to be challenging AND rewarding.
Those are some kind words. And from a skilled pilot such as yourself I really do appreciate them. You nailed it on what pilots want. Well said. Seriously, this is exactly what pilots want. +1 skihids very well said! |
Anoko Destrolock
Dem Durrty Boyz Renegade Alliance
40
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Posted - 2014.02.14 21:13:00 -
[182] - Quote
You forgot to mention that a rail can 1 shot an ADS
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Jariel Manton
SVER True Blood General Tso's Alliance
238
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Posted - 2014.02.14 21:27:00 -
[183] - Quote
Railgun falloff range. That is all.
What Man Is A Man Who Does Not Try And Make The World Better
Apollo Manton
Insidious Empire
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DELB0Y
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
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Posted - 2014.02.15 12:03:00 -
[184] - Quote
Did anyone check out Bam Havoks new video on redline pro tips? Its really incitefull and it also features a special guest star Judge Rhadamanthus himself. Im sure many of you guys think from Judges vids that he is serious and strait-faced 24/7 and it was fun to see comedy Judge in action. Props to Bam for his hilarious vid and for showing what players think about this redline sniping 'tactic' Link to Bams vid:Top Tips on how to Red Line Rail - FTW
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Luk Manag
of Terror TRE GAFFEL
299
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Posted - 2014.02.17 00:33:00 -
[185] - Quote
CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship.
There will be bullets. ACR+SMG
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Judge Rhadamanthus
Amarr Templar One
1504
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Posted - 2014.02.17 00:39:00 -
[186] - Quote
Luk Manag wrote:I'm fine with removing redlines, but don't nerf the only real counter for the Dropship.
You didn't watch the video did you. OR look at this chart.
Everything Dropship youtube channel
my Community Spotlight
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Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
749
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Posted - 2014.02.17 00:44:00 -
[187] - Quote
Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. So its not okay for rail tanks to snipe across a map from close to the redline, but okay when they can sit so deep in the redline dropships have to recall or be shot down? Do you honestly know anything about dropships? At all? What is your experience with a dropship?
They can keep their ridiculous damage and charge time because they are the "only" counter to other tanks, they shouldn't be able to have that kind of power from the safe zone, its balance bro, just think about. Also on every railtank thread there is a list of other counters besides a railgun. |
Luk Manag
of Terror TRE GAFFEL
299
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Posted - 2014.02.17 00:49:00 -
[188] - Quote
Judge Rhadamanthus wrote:Luk Manag wrote:I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. You didn't watch the video did you. OR look at this chart. I watched it and I remember the chart. It proves nothing. I don't agree that you should have a safe zone completely out of range of all weapons. You can hit your AB and reach your own safe zone, and the redline is an unrelated problem with similar qualities.
There will be bullets. ACR+SMG
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Joseph Ridgeson
WarRavens League of Infamy
566
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Posted - 2014.02.17 00:50:00 -
[189] - Quote
Judge, I have to say that I disagree with changing the ability for Tanks to move their turret up or down. I just imagine the scenarios where you cannot hit someone as they are close but have minor elevation. The only part where I think your video is erroneous or at least doesn't paint the most accurate portrait, in my opinion, is stating that a Dropship cannot sneak up on a Tank. Your chart, being a chart, is 2 dimensional and makes it a little bit rough to determine just how much coverage a single Tank can have. But the primary point is still very strong.
I am not entirely sure what to change about Railguns and where but something needs to change. I hate to say it, but I loathe Railgun 'Tanks' more than the Gallente Federation. That is like me saying public urination is better than being publicly urinated on though. |
Luk Manag
of Terror TRE GAFFEL
299
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Posted - 2014.02.17 01:01:00 -
[190] - Quote
Pvt Numnutz wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. So its not okay for rail tanks to snipe across a map from close to the redline, but okay when they can sit so deep in the redline dropships have to recall or be shot down? Do you honestly know anything about dropships? At all? What is your experience with a dropship? They can keep their ridiculous damage and charge time because they are the "only" counter to other tanks, they shouldn't be able to have that kind of power from the safe zone, its balance bro, just think about. Also on every railtank thread there is a list of other counters besides a railgun. I think the redline should be an energy shield that blocks weapons fire. I think there should be more ways to kill the OP assault dropships. I understand that they are really fun and add some dynamic tactics to the otherwise two dimensional gunplay, but I really hate seeing those pilots get kill after kill with 0 deaths. I hate seeing them shoot up out of range of ALL weapons when there's a threat detected.
There will be bullets. ACR+SMG
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Beld Errmon
0uter.Heaven
1348
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Posted - 2014.02.17 01:20:00 -
[191] - Quote
Luk Manag wrote:Pvt Numnutz wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. So its not okay for rail tanks to snipe across a map from close to the redline, but okay when they can sit so deep in the redline dropships have to recall or be shot down? Do you honestly know anything about dropships? At all? What is your experience with a dropship? They can keep their ridiculous damage and charge time because they are the "only" counter to other tanks, they shouldn't be able to have that kind of power from the safe zone, its balance bro, just think about. Also on every railtank thread there is a list of other counters besides a railgun. I think the redline should be an energy shield that blocks weapons fire. I think there should be more ways to kill the OP assault dropships. I understand that they are really fun and add some dynamic tactics to the otherwise two dimensional gunplay, but I really hate seeing those pilots get kill after kill with 0 deaths. I hate seeing them shoot up out of range of ALL weapons when there's a threat detected.
You really are a moron, kill after kill with zero deaths? try flying one and tell me how you feel about losing 450+ k ISK because a 70k tank 2 shots you, or a 27k viper runs into you or though rarely these days an RDV decides to teleport into existence right in front of you.
Redline rail tanks aren't the only counter, a good forge gunner can take a dropship down, 2 good forge gunners can wtfbbq one before he even has a chance to change direction, add in those forge gunners having squad mates that look after them (rep hives ect) and they are an unassailable hard counter to the lol OP dropship. |
Luk Manag
of Terror TRE GAFFEL
299
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Posted - 2014.02.17 01:25:00 -
[192] - Quote
Beld Errmon wrote:Luk Manag wrote:Pvt Numnutz wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. So its not okay for rail tanks to snipe across a map from close to the redline, but okay when they can sit so deep in the redline dropships have to recall or be shot down? Do you honestly know anything about dropships? At all? What is your experience with a dropship? They can keep their ridiculous damage and charge time because they are the "only" counter to other tanks, they shouldn't be able to have that kind of power from the safe zone, its balance bro, just think about. Also on every railtank thread there is a list of other counters besides a railgun. I think the redline should be an energy shield that blocks weapons fire. I think there should be more ways to kill the OP assault dropships. I understand that they are really fun and add some dynamic tactics to the otherwise two dimensional gunplay, but I really hate seeing those pilots get kill after kill with 0 deaths. I hate seeing them shoot up out of range of ALL weapons when there's a threat detected. You really are a moron, kill after kill with zero deaths? try flying one and tell me how you feel about losing 450+ k ISK because a 70k tank 2 shots you, or a 27k viper runs into you or though rarely these days an RDV decides to teleport into existence right in front of you. Redline rail tanks aren't the only counter, a good forge gunner can take a dropship down, 2 good forge gunners can wtfbbq one before he even has a chance to change direction, add in those forge gunners having squad mates that look after them (rep hives ect) and they are an unassailable hard counter to the lol OP dropship.
Oh, a painful insult! Most of my tanks cost 450k and I blow them up all the time, so I understand the risk (isk) vs reward game.
There will be bullets. ACR+SMG
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Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
749
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Posted - 2014.02.17 01:28:00 -
[193] - Quote
Luk Manag wrote:Beld Errmon wrote:Luk Manag wrote:Pvt Numnutz wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. So its not okay for rail tanks to snipe across a map from close to the redline, but okay when they can sit so deep in the redline dropships have to recall or be shot down? Do you honestly know anything about dropships? At all? What is your experience with a dropship? They can keep their ridiculous damage and charge time because they are the "only" counter to other tanks, they shouldn't be able to have that kind of power from the safe zone, its balance bro, just think about. Also on every railtank thread there is a list of other counters besides a railgun. I think the redline should be an energy shield that blocks weapons fire. I think there should be more ways to kill the OP assault dropships. I understand that they are really fun and add some dynamic tactics to the otherwise two dimensional gunplay, but I really hate seeing those pilots get kill after kill with 0 deaths. I hate seeing them shoot up out of range of ALL weapons when there's a threat detected. You really are a moron, kill after kill with zero deaths? try flying one and tell me how you feel about losing 450+ k ISK because a 70k tank 2 shots you, or a 27k viper runs into you or though rarely these days an RDV decides to teleport into existence right in front of you. Redline rail tanks aren't the only counter, a good forge gunner can take a dropship down, 2 good forge gunners can wtfbbq one before he even has a chance to change direction, add in those forge gunners having squad mates that look after them (rep hives ect) and they are an unassailable hard counter to the lol OP dropship. Oh, a painful insult! Most of my tanks cost 450k and I blow them up all the time, so I understand the risk (isk) vs reward game. Assuming you come out of the redline and risk anything. Also tanks don't die as quickly as dropships and are much better tanked when av tries to take them out. You must be fitting some good mods on a tank to get it to 450k that is just 100k or so more expensive than an assault dropships chassis. |
Luk Manag
of Terror TRE GAFFEL
299
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Posted - 2014.02.17 01:36:00 -
[194] - Quote
Pvt Numnutz wrote:Assuming you come out of the redline and risk anything. Also tanks don't die as quickly as dropships and are much better tanked when av tries to take them out. You must be fitting some good mods on a tank to get it to 450k that is just 100k or so more expensive than an assault dropships chassis. I'm really not a fan of redline anything. My tanks are decent. I mostly play ambush these days, because too many matches end up on the redline. It's not fun on either side of the redline, and it's easier to stay Isk positive in quicker ambushes.
There will be bullets. ACR+SMG
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CEOPyrex CloneA
The Unholy Legion Of DarkStar DARKSTAR ARMY
609
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Posted - 2014.02.17 21:28:00 -
[195] - Quote
Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship.
No you are wrong, so wrong, in fact you are so far from being right that you had a make a two day trip to get to this conclusion (reasonably priced motel stop over - pool was crap - AC a little disappointing)
Red line railgun tanks are VERY broken indeed, why should you have all the power and almost no risk at all. that to me smacks of 'im alright Jack' and protectionism.
Frankly CCP are not showing much leadership or collaboration on this topic either, almost 3 months of 1.7 with very little sight of 1.8 coming except (before fanfest maybe) that means there is a potential 6 months between patches and that to me says this game is no longer important or valued by CCP and is being kept alive by a skeleton crew to keep the 1.6m GBP PA it perhaps makes going.
CCP need to wake up and realize they have a rough diamond here that with the right level of effort would make good money, what we see instead is a focus on a tech demo game which requires the user to shell out -ú200 for a pair of goggles that are already technically obsolete, a WOD franchise that apparently is now going to be a bit like DAYZ (way to bandwagon onto a game that itself is already dead) and a cash cow that is about to be totally overtaken by Star Citizen and Elite Dangerous, both games with incredible pedigrees already.
Seriously CCP are you asleep at the wheel?
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
913
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Posted - 2014.02.17 21:31:00 -
[196] - Quote
... and i can't believe he doesn't have any subscribers...
Assassination is my thing.
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Judge Rhadamanthus
Amarr Templar One
1512
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Posted - 2014.02.17 21:51:00 -
[197] - Quote
Smooth Assassin wrote:... and i can't believe he doesn't have any subscribers...
the sub list is hidden.
Everything Dropship youtube channel
my Community Spotlight
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Sir Snugglz
Red Star. EoN.
413
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Posted - 2014.02.17 22:02:00 -
[198] - Quote
Smooth Assassin wrote:... and i can't believe he doesn't have any subscribers...
I'm subscribed....
-Luck is just one of my skills
Just because I make flying look easy doesn't mean it is
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Sir Snugglz
Red Star. EoN.
414
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Posted - 2014.02.17 22:12:00 -
[199] - Quote
Also, those that argue that rail tanks are only counter... Studies show that 45% of derpship deaths are caused by friendly RDV, 25% by enemy rdvs, 15% by pilots crashes without any outside forces contributing, 8% MCC/null cannon missiles/installations falling from sky, 5% rail tanks/forges, and 2% by swarms....
These numbers hold no merit and just wanted to announce that I have Lvl 1 incubus....valet the grind begin.
-Luck is just one of my skills
Just because I make flying look easy doesn't mean it is
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Luk Manag
of Terror TRE GAFFEL
305
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Posted - 2014.02.18 14:16:00 -
[200] - Quote
The dropship problems will soon be resolved by my Caldari Sentinel...3 or 4 damage mods and a forge gun. I don't like having to chase dropships with a railtank, especially if it's the only enemy vehicle in play, because I should stay focused on the frontlines. The tank vs dropship battle sidesteps the infantry engagement while the pilots are basically off playing their own separate game of owl and mouse, and it's off-putting for a lot of shooter fans. It is hard to see your points on balance when good pilots are nearly unkillable and a surprise alpha strike by a rail tank, or a full AV squad is what it takes. Even then, I've watched you guys annihilate heavies in wide open areas, and I suppose you think that's normal.
I know the game market competition is serious, and I know CCP has a lot of balance work ahead, but I will not assume they have discounted their efforts on Dust 514. We have the Gregorian and Chinese new-years to thank for a lot of the inaction, and likely a new and uncommunicated directive on larger less frequent updates.
What, if anything, would be a viable alternative (in your thinking) to a railtank nerf? Cheaper, more hitpoints? Remember that railtanks are also critical for countering blaster tanks, who, like Assault Dropships, enjoy breaking infantry encounters with impunity.
There will be bullets. ACR+SMG
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Luk Manag
of Terror TRE GAFFEL
306
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Posted - 2014.02.18 14:29:00 -
[201] - Quote
CEOPyrex CloneA wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. No you are wrong, so wrong, in fact you are so far from being right that you had a make a two day trip to get to this conclusion (reasonably priced motel stop over - pool was crap - AC a little disappointing) Red line railgun tanks are VERY broken indeed, why should you have all the power and almost no risk at all. that to me smacks of 'im alright Jack' and protectionism. Frankly CCP are not showing much leadership or collaboration on this topic either, almost 3 months of 1.7 with very little sight of 1.8 coming except (before fanfest maybe) that means there is a potential 6 months between patches and that to me says this game is no longer important or valued by CCP and is being kept alive by a skeleton crew to keep the 1.6m GBP PA it perhaps makes going. CCP need to wake up and realize they have a rough diamond here that with the right level of effort would make good money, what we see instead is a focus on a tech demo game which requires the user to shell out -ú200 for a pair of goggles that are already technically obsolete, a WOD franchise that apparently is now going to be a bit like DAYZ (way to bandwagon onto a game that itself is already dead) and a cash cow that is about to be totally overtaken by Star Citizen and Elite Dangerous, both games with incredible pedigrees already. Seriously CCP are you asleep at the wheel?
Thank you for the excellent reply. I loled at my trip to wrong-land. I'm right that you agree with Judge. I'm also right for implying that you have a history of endorsing OP tactics. You don't care that I agreed with the redline argument. I want CCP to remove the redlines and maybe just add a few more spawnpoints to prevent overcamping if they can't come up with a good solution (energy shield). You just like going 20/0 every match in an Assault Dropship, and you think it would be even better if you didn't have to worry about railguns, and the point about the broken redline is a convenient smokescreen.
There will be bullets. ACR+SMG
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Foundation Seldon
Molon Labe. General Tso's Alliance
469
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Posted - 2014.02.18 17:40:00 -
[202] - Quote
Luk Manag wrote:CEOPyrex CloneA wrote:Luk Manag wrote:CEO Pyrex agrees with Judge. While utterly dominating in a Domination (Assault Dropship), he lamented on the level of risk a prototype railtaink represents. He cited all of the rigorous evidence, because you guys think tanks should have less range and be prevented from pointing up... silly. I'm fine with removing redlines, but don't nerf the only real counter for the Dropship. No you are wrong, so wrong, in fact you are so far from being right that you had a make a two day trip to get to this conclusion (reasonably priced motel stop over - pool was crap - AC a little disappointing) Red line railgun tanks are VERY broken indeed, why should you have all the power and almost no risk at all. that to me smacks of 'im alright Jack' and protectionism. Frankly CCP are not showing much leadership or collaboration on this topic either, almost 3 months of 1.7 with very little sight of 1.8 coming except (before fanfest maybe) that means there is a potential 6 months between patches and that to me says this game is no longer important or valued by CCP and is being kept alive by a skeleton crew to keep the 1.6m GBP PA it perhaps makes going. CCP need to wake up and realize they have a rough diamond here that with the right level of effort would make good money, what we see instead is a focus on a tech demo game which requires the user to shell out -ú200 for a pair of goggles that are already technically obsolete, a WOD franchise that apparently is now going to be a bit like DAYZ (way to bandwagon onto a game that itself is already dead) and a cash cow that is about to be totally overtaken by Star Citizen and Elite Dangerous, both games with incredible pedigrees already. Seriously CCP are you asleep at the wheel? Thank you for the excellent reply. I loled at my trip to wrong-land. I'm right that you agree with Judge. I'm also right for implying that you have a history of endorsing OP tactics. You don't care that I agreed with the redline argument. I want CCP to remove the redlines and maybe just add a few more spawnpoints to prevent overcamping if they can't come up with a good solution (energy shield). You just like going 20/0 every match in an Assault Dropship, and you think it would be even better if you didn't have to worry about railguns, and the point about the broken redline is a convenient smokescreen.
I guess in these moments its easier to attack a person's "record" rather than the actual arguments that are being presented. To say that Pyrex agrees with Judge because he's Judge is to ignore every piece of evidence Judge has used to come to the conclusion that Rails need adjusting. It discredits both Pyrex in saying that he's only supporting him because they're buddy buddy and it discredits all the work Judge has put in trying to make his case. Likewise you contradict yourself on his "history" of endorsing OP tactics, if this were truly the case then why would Pyrex not be defending the Redline Rail mechanics in their current iteration? Why would he bother using Shotgun Scout (or Scout at all) in the amount of videos hes used them in? Why would, in his crusade to use everything OP, ever skill into Assault Dropships of all things given their state in the game?
No one is denying that some of the blame should be put on the front step of the current iteration of redline mechanics but it's ridiculous to assume that having range that allows you to shoot from 100m into your own redline and tag enemies that are present near the opposing one is an acceptable position when you take in consideration the damage that they're able to effectively put out. Having a 600m effective range, in the current state of the game, is simply excessive.
Even if we accept that Redline mechanics need to be changed then there'd still be a justifiable reason to nerf the effective range (or i'd still argue the damage) of Rails. I feel like people are totally glossing over the significant buffs they received going into 1.7, they simultaneously do more damage than their old compressed variant at a higher rate of fire and with lower heat gain and their influence has not only negatively effected the current state of Tank v. Dropship but has also made them more or less the only turret worth using in any sort of Vehicle v. Vehicle engagements.
Saga v. Methana Balance
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vogon mugwump
Sanmatar Kelkoons Minmatar Republic
0
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Posted - 2014.02.18 18:41:00 -
[203] - Quote
The problem is not rail gun tanks (although I personally think the rail guns in dust contradict what a rail gun in eve) the problem is that the counter to dropships as all you tankers say is a railgun tank in the REDLINE hence preventing your enemy from attacking you without receiving the timer of doom and risking loosing their assets.
I say allow railgun tanks (no ones talking about getting rid of them though are they?) and keep the redline but push it outwards by a fair distance so that the playing field for both teams includes areas under both MCC's.
I think there should still be a redline of some sort to keep combatants in the field of play however.
Each team will need a staging ground however as the purpose of the current redline is to provide a place to muster and to retreat to when all is lost (not to hide a long range tank with immunity).
CCP should at this point make steps towards the team commander role in my opinion, if not implementing it all at once then in steps starting with either a small gathering of modules that represent a staging area under the MCC to allow people to muster under a shield which cannot be penetrated by the enemy but also all team weapons are deactivated when within the shield. The long term of this is that the commander in the MCC must actually deploy the modules to form the staging area for his troops.
There was something similar shows at one of the fanfest vids a few years ago where the guy demoing dust (it had jets too at the time... dunno what happened there lol)
The modules for the staging areas could include things like -
Shield generator - obvious ECM/ECCM modules they provide buffs/nerfs to your/enemies turret tracking and range, vehicle speed, armour/shield amounts etc. Landing area - where the RDVs can deploy to initially maybe they deploy quicker here than calling a vehicle in while in the field. CRU etc Turrets
Sorry I go off on one a bit but I'm thinking expanding gameplay at the same time not strickly buffing/nerfing something that already exits.
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Luk Manag
of Terror TRE GAFFEL
306
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Posted - 2014.02.18 18:59:00 -
[204] - Quote
Foundation Seldon. LOL. These are the moments of hilarious deflections and unsubstantiated fluff. Yes, Judge has some specific points about the role of the dropship, emphasizing teamplay tactics (fulfilled by any dropship), and glosses over the infantry squad shattering impact of the Assault Dropship. To support the team play role, I would suggest extra HP when weapons are absent, but an offensive weapons platform needs to be vulnerable, or people will simply quit at higher rates. You can make reasonable points about dropships not having adequate cover on some maps, and that's largely a map design problem. You can't simply expect all maps be built to accommodate dropship tactics. I would personally like to see more infantry-only maps (all underground or starship interior). Other maps, like nearly all of them, were built for vehicle combat, and it is unrealistic for me to expect infantry-only engagements in open fields, likewise, it's unreasonable for you to think open skies should be ideal for your dropships. Some maps are more dangerous than others, and maybe we'll see more valleys/mountains/cityscapes provide cover for assault Dropships. I'm not a huge fan of the sniper role, AV or anti-infantry, but many years of PvP shooter history (industry wide), in every game, all have preserved the ominous threat elements that a sniper brings into the experience. Yes, they're annoying, but no, you will not be allowed to run amok.
There will be bullets. ACR+SMG
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Foundation Seldon
Molon Labe. General Tso's Alliance
469
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Posted - 2014.02.18 20:32:00 -
[205] - Quote
Luk Manag wrote:Foundation Seldon. LOL. These are the moments of hilarious deflections and unsubstantiated fluff. Yes, Judge has some specific points about the role of the dropship, emphasizing teamplay tactics (fulfilled by any dropship), and glosses over the infantry squad shattering impact of the Assault Dropship. To support the team play role, I would suggest extra HP when weapons are absent, but an offensive weapons platform needs to be vulnerable, or people will simply quit at higher rates. You can make reasonable points about dropships not having adequate cover on some maps, and that's largely a map design problem. You can't simply expect all maps be built to accommodate dropship tactics. I would personally like to see more infantry-only maps (all underground or starship interior). Other maps, like nearly all of them, were built for vehicle combat, and it is unrealistic for me to expect infantry-only engagements in open fields, likewise, it's unreasonable for you to think open skies should be ideal for your dropships. Some maps are more dangerous than others, and maybe we'll see more valleys/mountains/cityscapes provide cover for assault Dropships. I'm not a huge fan of the sniper role, AV or anti-infantry, but many years of PvP shooter history (industry wide), in every game, all have preserved the ominous threat elements that a sniper brings into the experience. Yes, they're annoying, but no, you will not be allowed to run amok.
Please point out what parts of my posts that could be considered "unsubstantiated fluff". It's a fact that Railguns of 1.7 do more damage than their old compressed variant with an improved heat gain and significantly higher rate of fire. Coupled with the addition of 30% damage mods and they're better than they've ever been. What's hilarious is you accusing someone else of using "deflections" when your last post began with attempting to discredit a player based on who they agreed with on a singular issue and what weapons they use in-game rather than the arguments said player was presenting. It's a classic ad-hominem and one you've been rightfully called out on.
No one disagrees with you that Dropships need a reliable counter, Judge himself in the video he presented said as much himself. And trust me, having played through the game on and off since the E3 Build I know what it means when Dropships are able to "run amok". PreChrome/PreMissile Nerf Dropships were truly the Hammer of Thor on the battlefield. We don't want to see the return of that. Rails NEED to be a part of the game to act as a counter to Dropships. The problem, as mentioned over and over again, is that they risk absolutely nothing in being able to sit deep in their redline and be able to cover effectively the entire map. There are counters and then there's singlehandedly having the means to shut down the entire match for a branch of players while being invincible to anything else that may look in your direction. The counter lacks a counter itself.
Regarding Infantry v. AV I'm absolutely inclined to agree, right now it's all in a state where there's difficulty in taking out even a Militia Baloch let alone someone that's as maneuverable as an Assault Dropship. This isn't what the topic of this discussion is about though.
Saga v. Methana Balance
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Luk Manag
of Terror TRE GAFFEL
306
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Posted - 2014.02.19 11:35:00 -
[206] - Quote
Ad-hominem? I don't think that applies when the claim is evidence based. It's more like a Dust Meme.
Railguns do more damage, but HP and resistance values were modified so the dropship is tougher than ever. It was easier to one-shot a dropship pre 1.7, and while it may be true that railguns do more damage, the fact that dropships are more survivable now makes the statement about damage a misdirection. The whole video was the unsubstantiated fluff (with some excellent examples of team support - btw Judge, thanks for the videos). It had nice graphs, sure, but you could have just said. "I don't like how tanks are able to shoot up in the air."
There will be bullets. ACR+SMG
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Judge Rhadamanthus
Amarr Templar One
1514
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Posted - 2014.02.19 16:42:00 -
[207] - Quote
Luk Manag wrote:The whole video was the unsubstantiated fluff
I am pleased that you are taking the time to voice your disagreement with my commentary and supporting evidence in the video. I am all for people having and voicing their opinions. But It is hard for me to see where you think I went wrong or which issues I should revisit if you label the whole thing as "unsubstantiated fluff".
I am working on a new video now about tanks with some balance issues addressed so If you have specifics then please point them out so I can correct if need be and put them into the next video.
Everything Dropship youtube channel
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CEOPyrex CloneA
The Unholy Legion Of DarkStar DARKSTAR ARMY
612
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Posted - 2014.02.19 21:07:00 -
[208] - Quote
Luk Manag wrote:Ad-hominem? I don't think that applies when the claim is evidence based. It's more like a Dust Meme.
Railguns do more damage, but HP and resistance values were modified so the dropship is tougher than ever. It was easier to one-shot a dropship pre 1.7, and while it may be true that railguns do more damage, the fact that dropships are more survivable now makes the statement about damage a misdirection. The whole video was the unsubstantiated fluff (with some excellent examples of team support - btw Judge, thanks for the videos). It had nice graphs, sure, but you could have just said. "I don't like how tanks are able to shoot up in the air."
Look how stupid you are, seriously.
The evidence is pretty clear, the case is practically open and shut, your little attempt to 'cloud' the issue has failed. |
Leonid Tybalt
Dark Knightz Corp.
242
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Posted - 2014.02.19 21:30:00 -
[209] - Quote
Tebu Gan wrote:I think railguns need to have their Alpha damage nerfed, if they want to maintain the range. It just doesn't make sense that they have awesome damage AND range. They easily outperform the other turret variants with the advent of the ultra high resistance hardeners. The only thing that can break such high resistances, is equally high alpha damage.
While it won't fix the problem with redline rails, as that IS a terrain issue(and not something easy to fix), it will help to lessen the major impact railguns now play on the field. Dropships do have extreme mobility, but that feels wasted when you are easily shot down by something you can't even affect.
Less damage means more time for a DS pilot to react, whether that be flippin on hardeners, evasive maneuvers, or breaking LOS. Currently, I feel that is the biggest issue facing dropships pilots AND ALWAYS HAS BEEN. (Yes, I know redline setup is an issue, still, I easily drop dropships out of the sky, and I DON'T REDLINE SNIPE.
In turn, this would have a positive effect on tanks. Railguns are currently the go to weapon for anything vehicle destruction related above all other turrets. They work incredibly well at ANY RANGE. They outperform other variants on vehicles without hardeners and with hardeners. I feel there should be a trade off somewhere to bring it more inline with the performace of the other turret types.
You can't have both the highest alpha and the longest range. Well you could, if you reduced clip size, ROF, and heat cost. But that's the point, got to lose in order to gain.
Yes you can.
There are more factors to take into account than just damage and range.
Railguns have the slowest tracking speed of all turrets even if you have trained to lvl 5. Nerfed tracking speed translates directly into being forced to stay at long ranges to be able to track your target (closer ranges means your turret will get outmanouevred).
Then theres elevation to consider. Magazine size for the main gun. Rate of fire etc.
It's perfectly sensible for a weapon to have both high range and high damage, as long as it is lacking in other departments.
Doesn't mean I don't think redline railtanks to be a problem though. It's just that nerfing the railgun significantly is not the best way to solve the problem, since the problem is the very existence of the redline in the first place.
Taking it away from railtankers to abuse, while adding more home spawns, spread out wide on the edges of the map will eliminate effective spawncamping AND eliminate the issue of redline-abuse. |
Fraceska
Sinq Laison Gendarmes Gallente Federation
384
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Posted - 2014.02.19 22:12:00 -
[210] - Quote
I watched that video mostly for flight shenanigans than on the topic at hand. Flying into the garage thingy? That is why I want to fly a DS. That is all. Continue with your debate. |
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