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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
791
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Posted - 2014.05.22 03:32:00 -
[121] - Quote
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.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Riptalis
Seykal Expeditionary Group Minmatar Republic
23
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Posted - 2014.05.22 03:40:00 -
[122] - Quote
To the OP, just use tanks. You only need about 175K SP to be decent. I believe my friend just purchased the Madrugar with 3 MLT reps and is pretty much killing everyone. He could take on 3 tanks, depending on what they're fitting, without dying. ADS on the other hand require a ton more SP just to be okay. I think I spent over 9 mil on my ADS and I can't even take on 1 hit from a MLT railgun.
If you're the only one using a Swarm you're gonna die. The enemy team needs more than just a Swarm to kill me, and usually there's more that I don't even dare to whip out my ADS. I rarely bring it out due to there always being 2 or more tanks plus forges. It's too much for me. Not to mention its very easy to switch to a AV fit when there's a Supply Depot next to A.
If I see an enemy ADS I usually don't do anything because it's probably one of their rare games they can actually fly without getting knocked down by a MLT DS.
To my fellow ADS pilots: rule the skies!
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1535
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Posted - 2014.05.22 04:26:00 -
[123] - Quote
steadyhand amarr wrote:Quick post swarms are for LAV and dropships
And PC and forge for tanks (PC being weaker due to mobility)
Just like CC RR is for amour SCR and AR for shields If this were true, then why did a DEV (you know, the guys who make the game) say they AREN'T just for dropships and LAV's?
Just curious.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
61
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Posted - 2014.05.22 04:54:00 -
[124] - Quote
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. You could always replace the rather obselete assault swarm launcher's gimmick for this.
And so, the mercenaries rejoiced, but with the regret that some of the mighty had fallen.
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The dark cloud
The Rainbow Effect
3115
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Posted - 2014.05.22 05:49:00 -
[125] - Quote
KEROSIINI-TERO 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. I strongly suggest that swarms should be retuned to be:
- WAY FASTER - easy to hit if target is moving straight towards or away
- Clumsier: easily overshooting -Hard to hit it target is moving fast left/right from swarmers point of view, especially at close distance.
- And definitely NO CORNER BENDING swarms doing 90 degree turns at will!
We are complaining about swarms bending around corners since closed beta. I highly doubt that we are going to see them changed in that aspect. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
361
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Posted - 2014.05.22 06:29:00 -
[126] - Quote
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. awesome , but ads' still out rep swarm damage
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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jace silencerww
D3ATH CARD
16
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Posted - 2014.05.22 07:04:00 -
[127] - Quote
HOWDIDHEKILLME wrote:Seriously are you fu@king kidding? Make missiles faster or give them back their old damage. ADS are ridiculous. What moron made dropshs faster than a missile?
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.
read that ccp logibro I have seem and done that I out ran swrams from less than 50 meters easily and the damage is funny wait here watch this youtube video and look how funny it is.
https://www.youtube.com/watch?v=6v7AwrgVwNA |
DJINN GITAXIS
Sebiestor Field Sappers Minmatar Republic
0
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Posted - 2014.05.22 10:19:00 -
[128] - Quote
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.
CCP Logibro - you seriously have to watch this!!
If the swarms do less damage per missile, it's not enough to stop drop ship shields from recharging immediately upon damage. This video above is so insanely well produced and explains everything that is wrong with swarm launchers.
GRAPHS FRAME by FRAME COMPARISONS MATH FACTS
WATCH THAT VIDEO. *then post when you do* |
medomai grey
WarRavens Final Resolution.
772
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Posted - 2014.05.22 11:14:00 -
[129] - Quote
DJINN GITAXIS 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. CCP Logibro - you seriously have to watch this!!If the swarms do less damage per missile, it's not enough to stop drop ship shields from recharging immediately upon damage. This video above is so insanely well produced and explains everything that is wrong with swarm launchers. GRAPHS FRAME by FRAME COMPARISONS MATH FACTS WATCH THAT VIDEO. *then post when you do* Why do you people keep referencing an outdated video? Things have changed and need to be re-examined.
Please stop pretending that Judge's old analysis still applies to the current situation.
Medium frame EHP is not medium
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KEROSIINI-TERO
The Rainbow Effect
1058
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Posted - 2014.05.22 11:29:00 -
[130] - Quote
XxGhazbaranxX wrote:. . . GREAT IDEA FOR MISSILE SPEED Missiles carry fuel to propel, at the end of the trajectory it should have less fuel. What if the missiles start out with incredible speed but start losing speed the farther they travel... Overall slowest speed should not be slower than current but initial speed should be a noticeable increase....
Say double the speed for the first 200 meters of travel decaying to current speed after 200 meters travels. This way closer targets will almost surely be hit and farther targets will have the same chance to be hit as they do now. Since swarm lock on is 175 meters this ensures that most of the missiles will take advantage of the missile speed increase.
Better yet, reverse the speed idea: Missiles start at low speed but have to accelerate: - this avoids the close range near perfect hit rate and gives DS pilot small warning to start avoiding while the swarm is getting more dangerous (faster)
- if target has lots of transversal the missile has to turn, and accelerate again and being at disadvantage
- Bonus: Faster clumsier missiles have more chances of hitting ground or buildings
- Bonus: it makes sense for missile having more fuel being slower, while with lesser load being faster near end of it's life
:-S
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Atiim
Heaven's Lost Property
8773
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Posted - 2014.05.22 11:31:00 -
[131] - Quote
Ralden Caster wrote: You could always replace the rather obselete assault swarm launcher's gimmick for this.
No, I'd rather see this become the Tactical Swarm Launcher.
Leave the Assault Swarm Launcher as is.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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RayRay James
Molon Labe. General Tso's Alliance
154
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Posted - 2014.05.22 12:24:00 -
[132] - Quote
HOWDIDHEKILLME wrote:Arkena Wyrnspire wrote:Why should a dropship die to swarms, they're like, light AV, and dropships are medium air vehicles. Light AV should never be able to kill medium vehicles.
Also, infantry being able to kill vehicles would be ridiculous. Ever seen a heavy bomber or fighter jet survive a hit from a missile idiot? That's about as stupied as saying a scout shouldn't be able to kill a heavy. Aircraft is lightly armored or it wouldn't fly. And I've hit YOUR ADS with a proto forge gun with 3 damage mods at close range and you still had all your armor and flew away... 3-4 indirect hits from your missile and my heavy is dead? Your a good pilot but that's complete b.s.
Actually, IRL, yes... I have.
A-10 Warthog's have been known to continue flying missing an wing and an engine. |
rpastry
The Rainbow Effect
179
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Posted - 2014.05.22 13:01:00 -
[133] - Quote
make a swarm type that uses its remaining propellant as the charge. then you get one with longer range and a damage tailoff with flight time.
[Removed ASCII Art - CCP Logibro]
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Gaurdian Satyr
Glitched Connection
282
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Posted - 2014.05.22 13:21:00 -
[134] - Quote
Listen to whatever Judge says on this
The other day we had to assemble 8 guys (3 adv swarm, 3 proto swarm, 1 proto forge, and 1 adv forge) just to take him down
Now it was fun actually doing it cause we think he was getting pissed after the 2nd ads cause he started only focusing on us.....but then again we had to use 8 guys to do so and EVERYTHING had to hit at the same time or he would escape
O and Judge thx for the experiance because of that battle ive built a new commando AV
Spec Amarr commando Adv swarm Tactical sniper (yes i can kill your ship with this if it has no shield) Repper Dmg mod
Thats it for now but ill eventually have a nanohive on there
NOBODY FUCKING CARES AVOUT YOUR FUCKING CONCOLE OR PC
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lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 14:00:00 -
[135] - 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. |
Harpyja
Molon Labe. General Tso's Alliance
1750
|
Posted - 2014.05.22 14:24:00 -
[136] - Quote
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. Yes, this would be a much better deterrent infantry can use against dropships and ADS. I got so annoyed with ADS ruining games on my alt (keep in mind now, 0 SP into vehicles), that I made a Sica with two militia damage mods, militia railgun, and two militia plates.
Now with this I actually want to prove two things. First is that ADS need a better counter for infantry (because currently it requires a rail tank), and the second is that tanks are too powerful without any investment. Whenever tanks are ruining my game, I just call in my Sica and pop them, regardless of their experience level. I even managed to pop a particle cannon Gunnlogi when I got the first shot on him.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Thang Bausch
Pierrot Le Fou Industries
140
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Posted - 2014.05.22 15:56:00 -
[137] - Quote
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.
I do not like the idea of a new variant specifically for LAV/DropShips. AV is already a specialized role. Making it more specialized would take the fun out of it. I don't want to decide to run anti one type of vehicle. I want to hunt down all vehicles.
Ignoring that, the problem with this idea is that the current variant (which I assume would become the tank SL by default) is easily out run by tanks. Tanks go too fast and self rep too fast.
Regarding the former, either tanks need to go slower or swarm missiles need to go faster. If you slowed down tanks, your varient makes sense. If you speed up missiles, then the new variant isn't needed.
Regarding the latter, since the great tank buff, I have never stumbled upon a tank driver repping his tank with a rep tool and I almost never bother repping tanks anymore (I exclusively use a triage rep tool on my min logi since 1.7). I might be fine with the absurd tank speed, if they had to hide for 1-2 minutes before their armor repped, or get out and rep their own vehicle, thereby leaving them exposed to wandering/hunting scouts and snipers.
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Cross Atu
OSG Planetary Operations Covert Intervention
2114
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Posted - 2014.05.22 17:05:00 -
[138] - Quote
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. That type of swarm would make the use of swarms a tactical asset once again. Much of AV now is establishing a zone of threat into which a vehicle cannot safely move/engage. Only of the pilot of said vehicle is reckless or inexperienced will the AV have much probability of eliminating it's target (some proto forges can be an exception, at least situationally).
I'm no where near the best vehicle pilot, in fact I'm very green when it comes to running them and I don't have a single point into vehicle command but off the top of my head I can only recall 3 times when I've been taken out by AV in this build which did not include another vehicle (usually a rail or ADS). Of those three 2 of them were REs and/or Proxys, neither of which ADS have anything to fear from, the remaining one was a forge gun. Both swarms and AV nades aren't all that viable right now, leaving ADS only having to worry about other ADS, Rails, and Forge which is a much smaller segment of the player base.
0.02 ISK Cross
PS ~ Give ADS pilots their due though, some of them are beastly and that has nothing to do with game balance and everything to do with player skill.
Cross Atu for CPM1- An emergent candidate
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Cross Atu
OSG Planetary Operations Covert Intervention
2114
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Posted - 2014.05.22 17:08:00 -
[139] - Quote
Thang Bausch wrote:[quote=CCP Logibro]Regarding the latter, since the great tank buff, I have never stumbled upon a tank driver repping his tank with a rep tool and I almost never bother repping tanks anymore (I exclusively use a triage rep tool on my min logi since 1.7). I might be fine with the absurd tank speed, if they had to hide for 1-2 minutes before their armor repped, or get out and rep their own vehicle, thereby leaving them exposed to wandering/hunting scouts and snipers.
Supply depots.
Every HAV driver I know who has a fit which does not include on board reps will simply pull up to a depot for reps even if they have to return to their redline to do it. The later practice is actually not that uncommon, but with shield tanks often does not remove them from combat for very long.
0.02 ISK Cross
Cross Atu for CPM1- An emergent candidate
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
21
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Posted - 2014.05.22 18:00:00 -
[140] - Quote
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. |
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shade emry3
OSG Planetary Operations Covert Intervention
69
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Posted - 2014.05.22 18:35:00 -
[141] - Quote
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.
I support multiple weapon types that are specialized in the target their going after. Not only is this realistic, but its also a good way of balancing things in my opinion. For example, I have seen (we fielded this) 5 militia forge gunners at 3 or lower in forge guns, take out a mil+ isk tank in seconds. then lavs, then dropships, then AD's.i have seen the same with swarm launchers. If their was a specialty forge gun type/swarm gun launcher type, it would grant the av'er a purpose for a specified task, whilist reducing the said scenario above.
Im for this idea. |
Fox Gaden
Immortal Guides
3453
|
Posted - 2014.05.22 19:08:00 -
[142] - Quote
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. Assault Swarm Launchers? Yes, I think that is a good idea.
Also, been saying this since 1.7.: Swarm Launcher Damage needs to be raised from 220 per missile to 250. (12% buff) Swarm Launcher Range needs to be increased from 175m to 200m (12% buff)
The current Swarm Launcher damage might be fine for an Assault Swarm Launcher that has greater speed and longer range.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pvt Numnutz
R 0 N 1 N
1272
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Posted - 2014.05.22 19:51:00 -
[143] - Quote
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.... |
lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 20:32:00 -
[144] - 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. |
Eko Sol
Strange Playings
360
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Posted - 2014.05.22 20:36:00 -
[145] - Quote
lithkul devant wrote: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.
LOL, take away the red line and then I'll park on the enemies MCC and snipe from there while my teammate sits with a Gatsuns FG and keeps drop ships away.
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Pvt Numnutz
R 0 N 1 N
1273
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Posted - 2014.05.22 20:45:00 -
[146] - Quote
Cross Atu wrote: I'm no where near the best vehicle pilot, in fact I'm very green when it comes to running them and I don't have a single point into vehicle command but off the top of my head I can only recall 3 times when I've been taken out by AV in this build which did not include another vehicle (usually a rail or ADS). Of those three 2 of them were REs and/or Proxys, neither of which ADS have anything to fear from, the remaining one was a forge gun. Both swarms and AV nades aren't all that viable right now, leaving ADS only having to worry about other ADS, Rails, and Forge which is a much smaller segment of the player base.
0.02 ISK Cross
PS ~ Give ADS pilots their due though, some of them are beastly and that has nothing to do with game balance and everything to do with player skill.
I consider swarms a very serious threat. A milita or std swarmer out on his own is easy, I'll swing by and my gunner will get him easily. However when I'm in a high orbit fighting a good forge gunner and I see a volly of swarms fire I gtfo. I have been downed by two forges working together, and by a forge and two basic (maybe milita) swarms. I have also been downed by two minmandos with proto swarms, they got me before either of them needed to reload. Not to mention when in city environments you have to watch out for even the weakest swarm knocking you into something.
So I can assure you swarm launchers are still very serious threats to ADS. If your flying low, flux grenades can be quite effective though its hard to time right.
Honestly its extremely easy to fight an ads that doesn't have a crew. When I'm on the ground and I see an ads I treat it for the threat it is and get to somewhere he can't shoot. Most ads pilots that see me really try to hunt me down (thanks guys :P) and I'm sure a lot get angry because I don't make it easy. In fact one game there were three ads circling this cru. I was in my scout suit and this incubus pilot must have known who I was because he was coming after me like Mr. Pe pe so I baited him around and got him so focused on killing me that he didn't see his friend in the python in front of him, (but I did ) they crashed and then he hit a rock and then I finished him with my bolt pistol. I laughed for the rest of the game.
Now if it had been a dropship with good gunners on it I would have been dead before I could have rounded a corner. maybe if it was sir snugglz I would have died but he is an exception. As good as snugglz is on his own though, good gunners can make the dropship seriously deadly, as the pilot is focusing on flying and you have two people focused on killing. I usually end my games with 5 kills while my gunners each went 24-0. I'm not especially good with my pilot gun, but I am pretty good at giving my gunners good angles. The gunners I fly with have flown with me for months, some for over a year, they know how I fly and I know how they shoot. We have good communication and have developed a system. It should absolutely take a forge and a swarm working together to bring us down. That's balanced, your fighting teamwork with teamwork.
Yes this does mean that when I'm flying on my own it takes two people to down me however know that I am not even close to being as much of a threat as I would with my gunners. If I do fly solo I expect a couple hundred wp from turrets and maybe 4-5 kills.
Oh and we also have to worry about missile turrets, blaster turrets, rdvs, PLC, small rail turrets, and suicide dropships.
A lot of av need to stop trying to be Rambo and being able to solo complex fitted vehicles, especially dropships which is a teamwork based vehicle. That being said it shouldn't take more than two (using good equipment) to take down a well fitted dropship with an experienced pilot. Which is the way it works now so..... Yeah I think its pretty good.
PS. Cheers! I give credit to those excellent av players who have downed me with their teamwork. Although I was angry, it was at myself for failing to see their clever ploys, well done to those intelligent few!
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Pvt Numnutz
R 0 N 1 N
1273
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Posted - 2014.05.22 20:53:00 -
[147] - Quote
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. |
lithkul devant
Legions of Infinite Dominion Zero-Day
225
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Posted - 2014.05.22 22:08:00 -
[148] - 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. |
Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
504
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Posted - 2014.05.22 23:06:00 -
[149] - Quote
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.
Get rid of the useless assault variant we have now, call what you stated above the assault variant.
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
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Atiim
Heaven's Lost Property
8790
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Posted - 2014.05.23 00:26:00 -
[150] - Quote
Stupid Blueberry 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. Get rid of the useless assault variant we have now, call what you stated above the assault variant. The Assault Variant is by no means useless.
Just call it the Tactical Swarm Launcher.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
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