|
Author |
Thread Statistics | Show CCP posts - 12 post(s) |
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1543
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.09 12:37:00 -
[1] - Quote
@ Rattati I cannot speak from the pilot's perspective, but this common occurrence I find alarming:
I Have * Prototype Swarms (Proficiency V) * 2 Cmp Dmg Amps
He Has * Python * Cycled Missile Launcher
Nuisance at Best Provided I'm first to engage the bird, my initial clip (3 volleys) is effectively a warning to the pilot. If he happens to remain perfectly still, the remainder of my apply supply will break through his resistances (though probably not enough to crash him).
Fight or Flight Should he respond, the simple act of movement spreads my damage out over time and negates my threat. Should he retaliate, he need only fire one or two shots to dispatch me.
Rendering Swarmers today have to get pretty close to a bird to establish target-lock. Rendering may have been issue when swarms were long-range weapons, but I find it difficult to lend merit to this claim in the game's present state. That said, if Judge or Nguthurus IX says its still a problem, then its still a problem.
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1548
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.09 14:59:00 -
[2] - Quote
Judge Rhadamanthus wrote: It was a disaster before, and would be again.
Before ... 1) We could fire five (5) volleys at you uninterrupted 2) You could not write-off swarms on account of incredible resist / rep
Now ... 3) You can resist / rep to near-full-heath while we reload our 3-round clips 4) You can ignore swarms, provided multiple mercs aren't firing them at you simultaneously
Exceptions 2) Unless you were a Logistics bird; those were also ridiculously resistant to swarms 4) Unless a lucky swarmer happens to knock you into a structure
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1553
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.09 19:35:00 -
[3] - Quote
Nothing Certain wrote:My experience causes me to agree with you regarding forges and two AV players, but while I only have prof.2 swarms, they are proto swarms and they can't kill or drive off an ADS alone. They may cause a pilot to leave because they fear a second AVer joining me but I can't recall ever soloing a DS with swarms. This is exactly my observation at Proficiency V. If the pilot thinks someone else might shoot at him, he'll back off. Otherwise, he'll ignore me or hunt me down.
I cannot solo an Incubus or Python; they rep/resist faster than I can damage them. They know it; I know it.
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1554
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.09 21:33:00 -
[4] - Quote
@ Sir Dukey Fascinating perspectives. Would you mind detailing for us (1) how you fit your Python and (2) which skills you've invested in?
Why do you suspect your observations differ so starkly with those of every AVer in this thread?
Thank you.
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1573
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 02:28:00 -
[5] - Quote
Sir Dukey wrote: "Python needs buff toward resistance toward AV." "Swarms are too effective toward a python." "The python has to run away with max two swarms."
@ Sir Dukey Here's the part where I hope you're proto trolling. If you are not, then we're going to have to agree to disagree. If you are, then 9/10 ... I salute you. o7
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1574
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 03:28:00 -
[6] - Quote
@ Judge
You've said "Swarms need work" but you've yet to specify what work you'd find agreeable. If you were calling the shots ...
1) How would you buff Swarms? 2) What changes -- if any -- would you make to Python / Incubus?
Thank you.
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1590
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 12:44:00 -
[7] - Quote
Judge Rhadamanthus wrote:We seem to be limiting our thoughts to too small an area. Vehicle balance has a major problem. One that might not even be surmountable. The variables we have to tweak are limited. Perhaps too limited to actualy reach a suitable balance without client updates that are not coming.
Perhaps there are other ways to adjust swarms outside of speed, range and damage. I am just throwing stuff out here, these are not well thought out or even practical, there purpose is to inspire lateral thinking (trying to work within the no client update restriction):
1) Special swarms that also do damage to the pilot
2) Missiles that do more damage the slower a dropship is going. Say double damage it it is hovering, half damage when it is at full speed. Then you could remove the afterburner completely
3) Low damage but high impact physics swarms
4) Change the after burner to not change speed but make its heat throw swarms off so they miss (increase cool down too)
5) Link damage to altitude and remove the afterburner. Low altitude = high damage.
6) Remove the afterburner but increase dropship HP
7) increase swarm damage if a dropship has its afterburner active.
Theres are just ideas to get you considering other options.
The idea for example with 2 and 5 is to stop dropships just hanging there raining unfair death. If I do that I take a great risk of getting hit with 440 hp damage swarms. But if I am moving, say flying to drop off troops, like dropships should, then I take far less damage, say 100 per missile. So swarmers can time their attacks for when the dropship reaches it's destination. At the point when we are a threat to the team; rather than just blasting away from long range the whole match.
Both players have to be more strategic. We can remove the afterburner, buff swarm damage. Over to you......
Judge, each "conditional" above would require a client side update; non-options. FTFY
Idea: Increase physical impact to current swarms; hold all else constant; see what happens. Thoughts?
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1590
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 12:59:00 -
[8] - Quote
@ Logibro All of that looks good. If something ends up too weak/strong, we can tweak it after-the-fact in a hurry, right?
@ Mad Science \o/ webifier! Would be very cool if possible.
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1594
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 14:35:00 -
[9] - Quote
Fox Gaden wrote:Hobo on Fire wrote: but the low end swarm launchers need a little buff. I'm thinking a reduction to the base lock on time (with balanced reduction to the operation lock-on bonus) to give entry level swarms a better DPS, while keeping wiyrkomi users where they are now. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS.
o/ Fox
Tell me, have you ever danced under tank fire while trying to get a target lock?
Shoot scout with yes...
- Ripley Riley
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1598
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.10 15:36:00 -
[10] - Quote
CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that.
Good find, Logibro! I formally withdraw all AV feedback I've offered to date, as well as any changes I've proposed and/or supported. Will reassess post-fix.
PS: A suggestion, if I may. We could roll this out ahead of Bravo to see if add'l changes remain warranted.
Shoot scout with yes...
- Ripley Riley
|
|
![Adipem Nothi Adipem Nothi](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Adipem Nothi
Nos Nothi
1692
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.06.12 00:27:00 -
[11] - Quote
Curious observation ... Bumped into Nyain San killsquads quite a 'bit today in Ambush. Was surprised to look up and see Python instead of Incubus.
Nyain San is not known for running inferior gear. I ask this not to be coy, but because I'm truly curious... Why would they opt to fly an inferior Bird?
Shoot scout with yes...
- Ripley Riley
|
|
|
|