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Thread Statistics | Show CCP posts - 3 post(s) |
lithkul devant
Legions of Infinite Dominion Zero-Day
221
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Posted - 2014.05.21 13:31:00 -
[1] - Quote
Gelhad Thremyr wrote:CCP Logibro wrote:This is just me spit balling an idea in my head, but what would you think of a slightly lower damage than base (I think we need to look at base swarm damage anyway, so it might be higher than current numbers) swarms that are faster and have more range (maybe different physical impulse, not sure on that one)? Basically a swarm type that's more geared to taking out LAVs and Dropships rather than tanks, or at the very least being more effective at creating a danger zone for them. If you do that please make at least 2 variants of ads like tanks, first and foremost the python gets lots of knockback not only from swarms but from touching anything... Mind the dropship value vs swarm and also the fact that how we see our targets like very minuscule from the dropship if not full close to target, if we cannot be within 75 m of target in an ads we shoot blind, in fact there is nothing in dust that is more blind shoot than ads missiles, see judge radamanthus swarm video for better explenations.
I'd rather like it if an ADS got low enough if we could hit the circle button to jump into the ADS and literally beat the driver to death or to slit their throat, whichever works, maybe you could make it an animation where the heavy jumps into the ADS, screaming ensues then you see the pilot being thrown out through the window. You know something completely brutal and God of War like.
If you want you can also see Judge Radamanthus explenation on how horribly balanced swarm missles are vs ADS and how the values for the ADS armor match the shield values of 55% along with how easy it is for ADS to become nearly if not fully invincible to even 3 swarmers hitting an ADS all at the same time, including one proto swarmer. https://www.youtube.com/watch?v=ls7hOEdNgXE here's the link so you can watch, now the values of hardeners have been changed some, but not by much and ADS are still a major problem. |
lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 14:00:00 -
[2] - Quote
Dovallis Martan JenusKoll wrote:lithkul devant wrote:now the values of hardeners have been changed some, but not by much ~50% reduction is "not by much"? Whewww...? Used to be 40% and 60%, now is 25% and 40% (armor, then shield respectively: not sure about the shield as I don't use that one.) Anyway... if there were slow swarms that had poor turning, but high damage, and fast swarms with High impact and good trail following, but low damage, it would make things interesting. The high impact would send DS spinning for a short time, potentially forcing them to ram into buildings if they are too close, or slam into the ground. Would be good for LAV's as well, knock them a bit off course (ground vehicles would be less affected obviously) and chase them down if they're being snarky and running laps. Consequentially, I would love a high Impact land mine that does very little damage, but would flip over a tank, forcing the driver to get out to right the tank. Should be lower DB than the cheapest tank scanners can do, but slightly more visible than remotes. Actually, I don't see why remotes show up at all on the tank scanner... In a highly contested map where there are a team of tankers preventing any organized opposition, they should still have to deal with retaliation by ground forces... I drive a tank half the time, and I see that remotes are usually easy to spot if paying attention.
I'm not sure your 50% number is correct, so please explain how you got that, since 25% is not half of 40%. Also, that was a personal oppinion, you snipped out my entire conversation before that, showing judge's link which demonstrates about ADS armor and shields by themselves and how swarms do damage and not enough of it. Also, people have adapted within tank combat to using double or triple reppers, I'm not saying to destroy repping, so don't even do a one link quote of me again, and I won't pretend to know how to fix that problem, maybe a pg/cpu increase or a stacking penalty.
While your idea about the mine is intresting...it doesn't seem logical, and would just promote for people to use heavy suits when they are driving tanks as they do when driving LAV's, maybe a mine that locked up all the systems of a tank, including turrets would be better? Also, a mine flipping the tank over, might not always work and might have funky results, like a tank doing a 360 flip and bashing into your team's dropship which is trying to kill the tank. Tanks, take very little if any fall damage currently.
For why remotes show up on tanks, it's because scannrers show all objects they can pick up now. This is so that infantry can scan an objective or doorway and find a remote, otherwise they would have to flux an objective every time they take it. Remote explosives are very common and widely used now. Sometimes even being thrown like gernades, which is a very effective but cheap way of playing. |
lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 20:32:00 -
[3] - Quote
Pvt Numnutz wrote:Chuck Nurris DCLXVI wrote:In short. Ass DS are OP as it is. With the proposed buff of the small Rail turrets they are about to be come an insurmountable menace. An Ass DS should die exactly as easily as a regular Tank. (A Madrugar of Gunnlogi.)
Large turrets need to have their upward deflection restored, so they can target DS. And the DS upper ceiling should be lowered so they can no simply escape upwards like a rocket at the spot of trouble, with no real counter. Also, like the LAV's, add an acceleration curve to the DS. Right now they are pretty much 0- to safety in 2 seconds flat. well you also clearly don't fly dropships. There is only one large turret that should have its elevation buffed (assuming that's what you mean by deflection?) The missile turret. Blaster, anti infantry Rail, anti tank Missile, anti air If you want to take away our flight ceiling then you have to take away your red line. That's about the only place a dropship can actually be safe. I'm assuming you don't know this because you don't fly, afterburners are great, they act like nitro for ground vehicles, it is certainly not fast enough to get to the flight ceiling in 2 seconds flat. The dropship does have an acceleration curve when its not afterburning, in fact on take off I point my dose straight down to get maximum forward thrust so I can get to speed faster. So yeah....you don't really know what your talking about....
I would love for the red line to be taken away, that thing is just so aweful. For aerial vehicles though, yes they need to be able to have a point of escape, however, swarm missiles should be much faster and a little bit smarter. I can only barely fly dropships so I'm not going to pretend to know all the problems. However, I will say that missile turrets on tanks are not anti air, well not currently, what they are is flash dps, to basically be able to roll up on someone and kill them within 5 seconds flat. They do not exactly have the aim to be taking on dropships or ADS as far as I know. They also are the rarest kind of tank on the battlefield. |
lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 22:08:00 -
[4] - Quote
Pvt Numnutz wrote:lithkul devant wrote: I would love for the red line to be taken away, that thing is just so aweful. For aerial vehicles though, yes they need to be able to have a point of escape, however, swarm missiles should be much faster and a little bit smarter. I can only barely fly dropships so I'm not going to pretend to know all the problems. However, I will say that missile turrets on tanks are not anti air, well not currently, what they are is flash dps, to basically be able to roll up on someone and kill them within 5 seconds flat. They do not exactly have the aim to be taking on dropships or ADS as far as I know. They also are the rarest kind of tank on the battlefield.
If we make them even a little faster I will not be able to outrun them even with an afterburner. That worries me, as that's really the only countermeasure I have to swarms. They are plenty smart though, they will follow and hit me no matter what maneuver I do. They will do 90-¦ turns around buildings and hit me. Out running them is all I got. Actually large missile turrets are quite effective AA. They have some serious knock back, sometimes you can flip dropships, and like you said, burst damage to overpower a dropships reps. I have shot down quite a few incubi with my missile tank and it is quite satisfying. If the turret could elevate higher to say 75-¦ angle then it would be a very effective AA turret. We would also have to buff the range a little but its harder to hit with missiles long range because of travel time so I don't see there being too much of an issue with that.
For the sake of arguement, I will simply say that my swarm experience is vastly different then yours and usually involves my swarms hitting a wall rather then doing a 90 degree turn. Also, swarms are very ineffective against ADS, unless the values have changed which I do not believe they have, Swarm launchers only have a 55% efective rate against ADS currently against both armor and shields. I have seen a single ADS literally dominant the entire battlefield because no one could do significant damage to it (disorganized blueberries) Heck, I blasted the thing with 3 swarm launches from an advanced launcher all I did was take off the shields, and yes I did use a damage modifier, then it got the shields right back. Swarm missiles need work and help, I don't expect to be able to kill an ADS on my own, but I should be enough to least keep it at bay, yet I can't with how the game currently is.
Yes, I do acknowledge and agree with you, that they can be used as AA, I can imagine also that they are very good at it. However, they currently are not set up properly to be AA, if they had your suggested change then yes they would be very awesome at it. The point I was making though, is that they are not set up as the AA battery currently, Rail tank cannons would be similar in effectiveness as missile tanks are for the job as far as I know. In my statements I was talking about how Missile tanks currently do not have the aiming abilities to do it right now, which does factor in about elevation and how high you can raise your turret, also another factor would be the range of the missiles as you pointed out. |
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