Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1556
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Posted - 2014.05.26 23:19:00 -
[1] - Quote
Judge Rhadamanthus wrote:there are more things at play here than just damage. Look at the video at 4:11. Look at that knock effect. How can I even aim at the swarmer after that. We have to consider not only how hard it is to kill me but how hard it is for me to kill him. Did you see that part where the guy by the wall did not render at all? I decided to read the thread first and post later after watching the video. However this fallacy that keeps popping up makes me feel that I should post now too.
Short of AV roof campers, there is almost (almost) never a time that a swarmer can focus 100% on a dropship. All it takes is one infantryman, even just a random noob in a starter fit with halfway decent aim, to put an end to a swarmer when his attention is focused above him. Even if the infantryman doesn't finish the swarmer, the dropship has ample time to take him out while he's dealing with the infantry. Even if the dropship is foolish enough to stick around long enough to get destroyed by the swarmer, the chances of the swarmer being attacked by infantry during that time is in my experience nearly 90%.
Meaning that yes there is more than just damage at play, but that goes for the swarmer too. And not every swarm volley knocks a dropship around to crazy extents, I know this as both seeing this from the ground and from the air. Sometimes a volley will send you almost spiraling through the air. And sometimes it just shakes you enough to spill your coffee a bit. (You full time pilots do drink coffee in there, right?)
It would be great if you could balance a game based on numbers alone, but stat numbers do not account for battle tactics, probabilities, random occurrences, individual circumstances, game errors, latency issues, nor dumb luck. The numbers on the new scouts sounded balanced when we first heard them, but plug them into the game and they override the need for assault suits. The Combat rifle if you recall was widely expected to be the worst rifle available in the game before it was released, but once implemented it soon became the go-to complaint of every infantry player in Dust. Tankers were convinced, despite the stats announced for them, that tanks were going to be at least as bad off after 1.7 as they were before it. I don't think I need to go any further on that one.
Numbers are important, don't get me wrong, they are the basis for all balancing. But what matters is what works, not what looks good on a spreadsheet.
All that being said, I will watch your video (today if I find the time) and see if adjusts my viewpoint any.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1556
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Posted - 2014.05.26 23:24:00 -
[2] - Quote
THUNDERGROOVE wrote:Judge Rhadamanthus wrote: You are right. Still , I do feel they need a slight effectiveness change. Also, thanks for watching my channel. The Legion announcement lost us many players. Loyal ones like you make this worthwhile.
Well to be fair, your early assault dropship tutorials got my into flying and I do have a slight YouTube addiction so I've been watching every upload. You are right about their effectiveness, but I'm afraid we will get issues with current AV being balanced too much around other vehicles that are less fragile. A lot of people forget that assault ships are only any good with a good pilot inside and without the knowledge about how to maneuver in specific situations they loose pretty much all of their survivability. Also, to this, the forge is unlikely to be changed, the PLC is unlikely to hit you, and the ADS's resistance to swarms can always be adjusted as needed.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
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