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Judge Rhadamanthus
Amarr Templar One
1583
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Posted - 2014.03.13 16:25:00 -
[1] - Quote
As I point out in this detailed video, swarms do not seem to be applying damage correctly. The base damage is lower than the patch notes imply.
It would appear that amour hardeners are blocking either 60% of the damage, or the 20% bonus damage to amour is not being applied. It could also be that the shield resist is being applied when there are no shields. All of these would have the same effect on damage. The cause is hard to determine but the effect is obvious.
They need fixing and also a buff.
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Judge Rhadamanthus
Amarr Templar One
1602
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Posted - 2014.03.13 17:02:00 -
[2] - Quote
The dark cloud wrote: -First off what we need to get rid off is the 55% efficency from swarms against dropships (you basically have like 45% resistance for free). -Swarm launcher clipsize needs to be increased back to 4 -and most importantly make it a sidearm and not a primary weapon.
There is a big issue with your suggestions. They totally break the engagement model. Incubus and Pythons have a serious engagement model gap. This image is the engagement model of a Incubus (top) and a Python (bottom) if we have swarms doing the said base of 220, i.e your first point.
Red is the swarmers health, Beige is the dropships health after each hit. Look and the 3D one. When the bar hits the bottom you die. See the issue with making just one of the fixes you propose? Just your first point alone will make the incubus useless.
We need to fix it. but it is not simple.
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Judge Rhadamanthus
Amarr Templar One
1602
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Posted - 2014.03.13 17:08:00 -
[3] - Quote
Maken Tosch wrote:Something is definitely wrong here with the math.
Or they snuck a base resist for dropships. I have yet to get suitable footage to do a test on tanks.
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Judge Rhadamanthus
Amarr Templar One
1608
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Posted - 2014.03.13 17:14:00 -
[4] - Quote
The dark cloud wrote:.... the only counter against dropships are rail gun tanks and forge gunners which you hate passionately..
Please refrain from telling lies about my opinions. Being a dishonest person not help you make your point. I have an issue with redline rail tanks and their range given current map size. Not the tanks themselves and have made no comments on having a passionate dislike of forge guns, only their pre-1.7 range and the rendering difference that effects their viability.
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Judge Rhadamanthus
Amarr Templar One
1608
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Posted - 2014.03.13 17:19:00 -
[5] - Quote
ReGnYuM wrote: I am sorry why does there need to be an engagement window at all?.
This is not an engagement window model. Its an engagement one. Flying a dropship into range of a swarm is an engagement. Sometimes a one sided one, sometimes not. The graph shows both options. Ignore the red bars on the 3D graph for the purpose here. Notice how the beige keeps dropping after the red one dies. Obviously not possible if the swarmer is dead. The graph shows what would happen if the dropship was to fight back AND if it was not to.
The beige 3D line shows how many hits it would take to kill a dropship, with regen rates and lots more factored in.
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Judge Rhadamanthus
Amarr Templar One
1616
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Posted - 2014.03.13 20:16:00 -
[6] - Quote
thanks for the test offers. I do need to do more. Dropships have a 15% buff against swarms. This is what is causing the unbalance with swarms. With tanks it just pure HP that break them, I need to adjust the video to add a few charts to make it clearer. I feel that I was not clear enough in the original/
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Judge Rhadamanthus
Amarr Templar One
1617
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Posted - 2014.03.13 21:01:00 -
[7] - Quote
Berserker007 wrote:I wish I could give input based on the video; put it is atm listed as private :(
I need to make the swarms 15% damage reduction against dropships clearer, so Ill redo a section. Post it again tomrrow
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Judge Rhadamanthus
Amarr Templar One
1617
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Posted - 2014.03.13 21:48:00 -
[8] - Quote
sorry about pulling the vid. Important things need to be done right. If I did not make myself clear, then I need to admit it then fix it.
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Judge Rhadamanthus
Amarr Templar One
1631
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Posted - 2014.03.14 11:57:00 -
[9] - Quote
Krixus Flux wrote:So you okay with damage increase and range buff?
An increase in the amount of damage they can do yes, but this does NOT necessarily mean a damage buff. Range is an issue but not in the way people seem to post it is.
NOTE : i'm working on the updated version now with some clearer description of the armor issue, which I decided was causing some confusion in the first draft of the video (that private link)
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