NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP.
The numbers speak for themselves. A large rail can pop the best fit ADS 1.5 seconds with its high alpha and high RoF.
I lost enough ships to learn they can completely shut down a map. With dual armor hardeners active I have just enough time to activate my afterburner to get away if I reacted immediately upon losing all my shields to the first strike. I could survive if I avoided hitting a building or MCC in my hasty flight and was lucky enough to not fly directly to or away from the rail so it would miss subsequent shots.
That's not the "wave of opportunity" CCP promised me when making hardeners an active module. I can't sit and tank a single shot. I have to fly like a bat out of hell the moment it shows its face.
Yes, by all means strip all active and passive SP for anyone behind the redline, but I have a strong suspicion that would not eliminate redline trolls from getting their jollies from costing me 500K ISK anyway.
With my hardeners at half value now I don't think it would be possible to escape even with fighter pilot reflexes.
The numbers:
MLT Rail - 1450 HP (2,320 w/2 MLT Damage mods), 0.35sec RoF delay.
Incubus - 950 Sh, 2362 Ar dual 25% hardeners active
Opening shot: 2320-950 (shields gone) = 1,370 applied to armor
43.75% resist for stacked modules
770 HP damage to armor leaving 1591 HP
Second shot 0.35 seconds later:
2,320 HP reduced by 43.75% = 1,312 leaves 279 HP armor
Third shot, just 0.7 seconds after notice of danger:
Dead
That's a zero SP, 70K ISK "risk" vs. a 15M SP, 500K ISK risk
That's you shooting me when you don't even render for me.
That's you hiding deep enough in the redline even after the nerf that I can't get to you.
Now for the old armor hardener numbers:
Opening shot: 3220 - 950 = 1,370 to armor
64% resist total
493.2 applied to armor leaving 1868.8
Second shot:
835.2 leaving 1,033.6
Third shot 835.2 leaving 198.4
Fourth shot:
Dead
The old numbers allowed me to tank one additional round which gave me another 0.35 seconds to react and flee.
That is a whole 1.05 seconds, now reduced to 0.7 seconds with me running both hardeners at the same time.
Do you still think that any ADS pilot that gets shot down is bad?