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Thread Statistics | Show CCP posts - 12 post(s) |
The-Errorist
SVER True Blood
734
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Posted - 2014.06.09 09:06:00 -
[1] - Quote
Afterburners should follow the same format as other vehicle modules: high cooldown times at standard and faster cooldown times at higher tiers. Afterburner modules have a crazy low 10s cooldown at standard which can be abused to attack, retreat, and re-attack without much delay. Afterburners at standard need to have a base cooldown of around 45s at standard and no less than 25s at prototype.
For swarms, there's an huge gap in performance between standard and prototype and which makes standard and advanced swarms not very useful.
Another issue is how effective rep tanking incubi are; they can outrep the damage output of swarms easily, fly away with afterburners when there's too much AV, comeback after repping all the damage away in under 10s, and continue attacking.
Here are some stats (will make a spreadsheet with lots more information)
[Incubus A] ADV AT-1 missile launcher STD Afterburner STD Heavy armor repairer 2 PRO Light armor repairer Armor repair per second: 337.5 HP/s
[Incubus B] PRO XT-1 missile launcher STD Afterburner ADV Heavy armor repairer 2 PRO Light armor repairer Amor repair per second: 311.5 HP/s
An Ishukone assault forgegun with max out stats can deal a DPS of 515.6 when you factor in reloading and charge time, but because of the high alpha damage it would take around 6.75s with 3 shots to kill a rep tanked incubus if all the shots hit when you take into account its repair rate.
Basically vehicle armor reps are too effective (way better than shield regen also), they need a nerf and or a stacking penalty.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
739
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Posted - 2014.06.10 11:26:00 -
[2] - Quote
duster 35000 wrote:The-Errorist wrote:Afterburners should follow the same format as other vehicle modules: high cooldown times at standard and faster cooldown times at higher tiers. Afterburner modules have a crazy low 10s cooldown at standard which can be abused to attack, retreat, and re-attack without much delay. Afterburners at standard need to have a base cooldown of around 45s at standard and no less than 25s at prototype.
For swarms, there's an huge gap in performance between standard and prototype and which makes standard and advanced swarms not very useful.
Another issue is how effective rep tanking incubi are; they can outrep the damage output of swarms easily, fly away with afterburners when there's too much AV, comeback after repping all the damage away in under 10s, and continue attacking.
Here are some stats (will make a spreadsheet with lots more information)
[Incubus A] ADV AT-1 missile launcher STD Afterburner STD Heavy armor repairer 2 PRO Light armor repairer Armor repair per second: 337.5 HP/s
[Incubus B] PRO XT-1 missile launcher STD Afterburner ADV Heavy armor repairer 2 PRO Light armor repairer Amor repair per second: 311.5 HP/s
An Ishukone assault forgegun with max out stats can deal a DPS of 515.6 when you factor in reloading and charge time, but because of the high alpha damage it would take around 6.75s with 3 shots to kill a rep tanked incubus if all the shots hit when you take into account its repair rate.
Basically vehicle armor reps are too effective (way better than shield regen also), they need a nerf and or a stacking penalty. No Just no Those are crap fittings and the incubus needs more pg to fit a basic or adv heavy rep, complex hard and basic plate. Those fittings are only possible if you have max fitting optimization and those fits are just to show what is possible.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
743
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Posted - 2014.06.11 05:00:00 -
[3] - Quote
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 * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * 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. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
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.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
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? 1) A standard basic dropship is 45k and you want to cut the price of the ADS specialization of dropships from being 7x, down to smaller, but still enormous number like 5.5x. Though it is a nice change, its not enough. Vehicle specializations should be at most 50% more expensive and they need to have have of enough downsides in addition to their specialization. Related thread about that here.
Assault dropships should be like 70k, but be glass cannons; they have bonuses to increase their firepower, but they should be easy to take down as a tradeoff. Right now, they are just complete upgrades over basic dropships.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
744
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Posted - 2014.06.11 07:40:00 -
[4] - Quote
What about plasma cannons? Sure the buff to direct hit damage is useful, but its only useful if you can land the shot with the very slow moving projectile it shoots out. Can you increase the speed of the plasma cannon? If it becomes too easy to use, you could just increase how much it arches for it to still be a skillshot weapon.
Can the breach mass driver also get increased efficacy against vehicles too?
Aeon Amadi wrote:Not going to lie the thought of an 8-missile swarm launcher makes me giddy.... I agree, this would really make them live up to the name "swarm" launchers.
Lynn Beck wrote:Brotherband wrote:Atiim wrote:...
I thing dumbfire would be the better idea; It's easily possible server side by taking the Mass Driver, removing the arc, increasing projectile speed, and then putting it under the Swarm Launcher model. Do you have any Idea what dumb fire warms would be like. Imagine a carpet bombing that never ended. The matches would be decided on how many swarm launchers and nano hives were at the highest point in the map. area denial ho 19 hp splash damage says otherwise. Seriously. As an addon: could we have it able to 'lock' at any point on the ground, and spray missiles at that locket point? Imagine waiting in ambush for a tank, and as he's about to turn, you lock the ground at the corner, hitting the tanker before he can see you: you have now made the strike before you've been seen, and it needs tactical foresight and skill. I would very much like to see this happening on the battlefield.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
744
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Posted - 2014.06.11 07:47:00 -
[5] - 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. While your at it, can you also fix the damage profiles of railgun turrets? They currently do +10% damage against shields and -10% damage against armor, when they should do the opposite.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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The-Errorist
SVER True Blood
747
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Posted - 2014.06.11 12:15:00 -
[6] - Quote
Beld Errmon wrote:Ah incoming overbuff with a rollback in a month or two, the AV-vehicle cycle goes on. Its not gonna be that bad and it they can just keep tweaking it till its perfect. The new management actually plays this game, has open discussions with the community, shows numbers beforehand, responds to feedback, and they seem to actually test stuff before deploying them.
I rather have this than nothing.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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