Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Zene Ren
Bullet Cluster Legacy Rising
55
|
Posted - 2014.03.22 20:24:00 -
[61] - Quote
Bumped for more attention
Balance is the key to achieve knowledge and understanding
|
Zene Ren
Bullet Cluster Legacy Rising
55
|
Posted - 2014.03.23 10:49:00 -
[62] - Quote
Bump
Balance is the key to achieve knowledge and understanding
|
Zene Ren
Bullet Cluster
57
|
Posted - 2014.03.23 19:48:00 -
[63] - Quote
bump for dev tag
Balance is the key to achieve knowledge and understanding
|
Nirwanda Vaughns
Death Firm.
452
|
Posted - 2014.03.23 19:55:00 -
[64] - Quote
i proposed th esame solutions since the range lock nerf with using either one or both would help AV out not just vs DS but also tanks as well
1. new module that increases lock range of swarms. its a high slot so you choose between damag emod or range. that means that vs dropships and LAVs which are fast low HP targets you can use longer lock range. with slower higher hp targets you go all damage.
2. specialization skills.
Swarm missile velocity - 10% per level increase swarm missile flight velocity Swarm missile flight time - 10% per level increase swarm missile flight time Swarm launcher efficicacy - 10% per level swarm laucnher lock range
make each one a 4x multiplier skill (in between raid reload/ammo cpaacity and proficiency) it gives those of us who really want to run AV the chance to actually be effective again but at a cost. sure its not a comlete solution but i'd be happy to spend a couple months training skills if i knew i could then do a better job of making tanks run
Rolling with the punches
|
Zene Ren
Bullet Cluster
60
|
Posted - 2014.03.24 15:37:00 -
[65] - Quote
bumped for more attention
Balance is the key to achieve knowledge and understanding
|
Sam Booty
Valor Coalition Red Whines.
57
|
Posted - 2014.03.24 15:50:00 -
[66] - Quote
Nirwanda Vaughns wrote: 2. specialization skills.
Swarm missile velocity - 10% per level increase swarm missile flight velocity Swarm missile flight time - 10% per level increase swarm missile flight time Swarm launcher efficicacy - 10% per level swarm laucnher lock range
10% in speed may be not enough. Swarms should be at least 2x faster than the fastest possible dropship. Nowadays you have surface-to-air missiles of Mach 2. So in the future you will have a crummy swarm launchers that can't even catch a big dropship? Makes no sense. |
Zene Ren
Bullet Cluster
61
|
Posted - 2014.03.24 22:45:00 -
[67] - Quote
bump for people unaware of what is wrong with swarms and nades toward tanks and dropships
Balance is the key to achieve knowledge and understanding
|
LittleCuteBunny
385
|
Posted - 2014.03.24 22:51:00 -
[68] - Quote
If the swarms had the same eficiency against all vehicles, you will see dropships not bieing as OP as they look.
Recruiter Link
Retired.
|
Zene Ren
Bullet Cluster
61
|
Posted - 2014.03.24 22:53:00 -
[69] - Quote
LittleCuteBunny wrote:If the swarms had the same eficiency against all vehicles, you will see dropships not bieing as OP as they look.
i hope you watched the vid that OP pasted after that vid you would know that dmg, from SWARMS and probably AV nades, made toward hardeners onto HAV and DS is simply broken...
Balance is the key to achieve knowledge and understanding
|
Maken Tosch
DUST University Ivy League
7618
|
Posted - 2014.03.24 23:06:00 -
[70] - Quote
Zene Ren wrote:LittleCuteBunny wrote:If the swarms had the same eficiency against all vehicles, you will see dropships not bieing as OP as they look. i hope you watched the vid that OP pasted after that vid you would know that dmg, from SWARMS and probably AV nades, made toward hardeners onto HAV and DS is simply broken...
The central issue being that the application of the damage is not correctly applied.
In English, this means the mathematical formula used in the game is flawed as hell. That's like implementing E=MC^3 rather than E=MC^2. Or like implementing A^2+C^2=B^2 when it should A^2+B^2=C^2.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
|
|
Xaviah Reaper
Nyain San Dirt Nap Squad.
323
|
Posted - 2014.03.24 23:09:00 -
[71] - Quote
Havaru Fox wrote:the new vid is out. please dont forget to like on youtube if you enjoyed it. http://youtu.be/ls7hOEdNgXEi think he is by far the best when it comes to critics about the balance
Judge certainly is making a name for himself :) deserves it too. If i had a capture card and some decent internet, I'd be supporting the same cause. (eta May 2014)
most common words on the forums? ccp, fix, imbalance, annoying, frustrating, stupid, broken, OP, Tanks, dropships.......
|
Zene Ren
Bullet Cluster
64
|
Posted - 2014.03.24 23:22:00 -
[72] - Quote
Maken Tosch wrote:Zene Ren wrote:LittleCuteBunny wrote:If the swarms had the same eficiency against all vehicles, you will see dropships not bieing as OP as they look. i hope you watched the vid that OP pasted after that vid you would know that dmg, from SWARMS and probably AV nades, made toward hardeners onto HAV and DS is simply broken... The central issue being that the application of the damage is not correctly applied. In English, this means the mathematical formula used in the game is flawed as hell. That's like implementing E=MC^3 rather than E=MC^2. Or like implementing A^2+C^2=B^2 when it should A^2+B^2=C^2.
this^ not that easy with algorithm but every 15+ person should now understand the general problem with the HAV and DS
Balance is the key to achieve knowledge and understanding
|
Glass Zeraki
The Phoenix Federation
39
|
Posted - 2014.03.24 23:44:00 -
[73] - Quote
Great video! Beautifully done!
"Over to you CCP. You've been judged." XD
Sub-Director of The Phoenix Federation. Shut up or I'll mute you.
|
Judge Rhadamanthus
Amarr Templar One
1728
|
Posted - 2014.03.25 09:29:00 -
[74] - Quote
Zene Ren wrote:after that vid you would know that dmg, from SWARMS and probably AV nades, made toward hardeners onto HAV and DS is simply broken...
In the video I was careful to talk about double hardened vehicles. A single hardener drops swarm damage to 55 as I showed. It's 22 for a double hardened one. Damage of 103 will stop shield regen. A swarm missile does 138 to an unhardened ship.
So the main issue is running two hardeners at the same time or fitting several hardeners and running them one after the other. This is what keeps swarms from doing too much damage. A single hardened tank or dropships is not nearly as unbalanced because its window of opportunity is much smaller. 2 hardeners running one after the other gives a huge window then a small break then they are back on the hardeners again.
Against an unhardened ship they are much more balanced, again as I showed against the unhardened Sica.
The big issue is two hardeners running at the same time and running several hardeners one after the other. But its deeper than this. The hardener resistance plays a key part here, and is directly related to the damage threshold and the shield regen rate. You CANNOT fix the issue by just changing one of these things. for example dropping resistance levels directly impacts forge gun balance.
In and upcoming video I show the issue with triple repping tanks and double repping dropships plus have a look at tanks stupid ability to change direction and it's nascar like speed. These both make AV balance even more broken.
Everything Dropship youtube channel
my Community Spotlight
|
Zene Ren
Bullet Cluster
65
|
Posted - 2014.03.25 20:10:00 -
[75] - Quote
bumped for more attention
Balance is the key to achieve knowledge and understanding
|
Zene Ren
Bullet Cluster
65
|
Posted - 2014.03.27 13:20:00 -
[76] - Quote
bumped for people complaining about the hardeners nerf
Balance is the key to achieve knowledge and understanding
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |