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Thread Statistics | Show CCP posts - 12 post(s) |
Kallas Hallytyr
Skullbreakers
458
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Posted - 2014.06.10 17:50:00 -
[1] - Quote
(The following are my thoughts as an ADS pilot.)
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK Sweet zombie baby Jesus have my children now! :) It's not a huge drop in price, but it would be so damn welcome!
CCP Logibro wrote:* Swarms to 150m, Assault Swarms to 200m
I think that swarms are fine at 175, and I'd consider 225 to be pretty reasonable for the proposed assault swarms. Might need to see damage figures and acceleration differences first though.
CCP Logibro wrote:* Buff base dropship health a little (not ADS) Interesting. I'd definitely like to see more regular DS flying about...and totally not because my PC Incubus needs feeding :D
CCP Logibro wrote:* Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms Both are definitely reasonable.
CCP Logibro wrote:* Slight increase to physical impulse on Swarms I'm somewhat reticent about this potential change because swarm impulse is somewhat erratic: sometimes it will do nothing, or next to nothing, even to Pythons; sometimes it will almost 180 flip you. |
Kallas Hallytyr
Skullbreakers
458
|
Posted - 2014.06.10 17:51:00 -
[2] - Quote
CCP Logibro wrote:* Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. Can you shed any light on the rotation interval? Many folks have seen the swarms spinning about an ADS like mad dervishes for a couple of seconds, is that an artifact of the rotation interval? Any chance you could look into that please?
CCP Logibro wrote:* Increase Standard Dropship speed (140 -> 160) Again, interesting and could serve to see more regular DS in the air.
CCP Logibro wrote:* Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. Very good choice! This is something I wholeheartedly endorse. My one concern would be the impulse effect each missile would bring - would it be the same as the current swarms or would it be reduced in line with the damage shift?
CCP Logibro wrote:* Reduce Assault Swarm damage (looking at 10% initially) I think 10% would be a reasonable platform to begin with.
CCP Logibro wrote:Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time. Indeed, many people feel that ADSs survive too well when the truth is that it is primarily the heavy rep Incubus that is the main culprit.
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Kallas Hallytyr
Skullbreakers
458
|
Posted - 2014.06.10 17:52:00 -
[3] - Quote
CCP Logibro wrote:Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? Interesting. I think this would need to be handled very carefully: speed is the lifeblood of the ADS, Pythons especially, and even a relatively short duration like 5 seconds could mean that a pair of AVers means auto death if the reduction is even vaguely large.
I'd be interested to see it introduced, but as an aside, what is the likelihood of seeing it if we are not receiving client side updates?
In all though, a lot of these changes would be excellent. |
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