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Thread Statistics | Show CCP posts - 12 post(s) |
duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 07:36:00 -
[1] - Quote
CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in.
Increase cooldown time of afterburner Fixed. If you put it on a python the python is VERY weak, and incubus sacrfices recourses to use it.
It's fine tbh.
Not everyone uses an ab.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 07:56:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:Point: A common complaint is that Dropships boost out of trouble and are hard to kill. Counterpoint: Dropships have no other viable way of tanking damage, and are very easily killed if not incredibly careful.
We can change the assault swarm launcher to have fast, long range missiles so there is a way to chase dropships away, but pilots have also told us that sometimes infantry isn't rendered properly so they don't even appear to pilots before the missiles are hitting their dropship.
Please discuss, we want both sides to weigh in.
I support assault swarm launchers being changed for long range and high speed targets, as long as there is a tradeoff to DPS. Even without the sped boost module, an assault dropship can easily escape swarms as they currently. No, they can't, I've used the python for a long time, at full speed swarms still hit you.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 09:09:00 -
[3] - Quote
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.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
17
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Posted - 2014.06.10 17:16:00 -
[4] - 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. Oh forgot to mention. Do nkt lower the threshold for shield vehicles, even with a hardener shield regen is stopped and makes pythons suck.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
23
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Posted - 2014.06.11 18:27:00 -
[5] - Quote
CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) Threshold change just killed it With a complex hardener vs a std swarm shields need to regen, unless you buff python hp to 1700 base or something like that.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:43:00 -
[6] - Quote
Vitharr Foebane wrote:CCP Logibro wrote:Alright, so here's the plan. First things first: We're going ahead with the missile number change for the swarm launcher. You can see them at the bottom of this sheet: https://docs.google.com/spreadsheets/d/1dRIiqkQK4S1_NmisVxjvaBgrEtMcX-D8qz0cR4d_fV4/edit#gid=1310924977Second: We're reducing the cost of ADS to 250,000ISK Third: We're changing the efficiency of swarm launchers to dropships from a flat 55% on shield and armour to standard resistances (80% for shields, 120%). We're also correcting the efficiency on their thrusters (their weak point) which will now also be changed to standard (100% for shields, 150% for armour) Fourth: We're looking at lowering the minimum threshold to interrupt shield recharge from 102 to 80. Fifth: While technically not a design change, we're fixing the proficiency skill for any weapon that is armour bonused not working against vehicles. This includes both swarms and forge guns. Due to the massive change that number three is bringing, I won't want to make any further changes until I see how it evens out. If dropships start falling from the sky too quickly, we can look at lowering swarm efficiency against dropships again. If it seems to be fine, then we can look at making some swarm variants and further tweaks to the base swarm launcher (EM Swarm Launcher bonused by Amarr Commandos anyone?) There are not enough likes to give if we get EM missiles xD Ah yes because the python couldn't get any weaker.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:47:00 -
[7] - Quote
Judge Rhadamanthus wrote:Too far Logibro, way way too far.
What is too far? The further python nerf or the incubus nerf or...
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:51:00 -
[8] - Quote
CCP Logibro wrote:Yes, I'm aware that this change makes dropships much more vulnerable to swarm launchers. But this resistance issue has been causing a lot of other knock on issues that we can't even look at until it's been resolved.
I will definitely be keeping a very close eye on Dropships after Bravo. Hey, just so you know, with 2.5k shields a python gets 3 shotted by forges, 2 shotted with base hp, gotta buff assault dropships sometime.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:55:00 -
[9] - Quote
Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
Correction, we can't fight back. It's almost impossible already and because the python is weak you must run.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 19:57:00 -
[10] - Quote
Atiim wrote:Sir Dukey wrote: Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible?
Considering how I quite literally use every weapon & role in DUST, I'd be hard not to root for the items i have SP in. Should I take this as a compliment? You may not have to lock onto the infantry, but you are instantly aware of his location the second he fires his swarms at you, allowing you to seek and destroy him, which isn't really hard once you get Caldari Assault Dropships III. Sir Dukey wrote:A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down?
Oh wait, what do you know, you don't fly. Yeah, nice try. I've been flying Pythons for nearly 3 weeks now, and I can confidently say that while they do knock you around, they do not flip you completely over. Well unless your fighting multiple Swarm users, but that's a different story... If you are at an angle they do.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 20:02:00 -
[11] - Quote
Judge Rhadamanthus wrote:Sir Dukey wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
No, were going to have to run after we see the first volley of militia swarms knowing the second one is already locked and loaded, also knowing that the first volley is either going to push us into a wall, the ground. The least it can do is take away 1/3 of our shields and there is no way to avoid it. Exactly. You think we we just AB away now, Soon As i see that first shot I will run. Not fight. YOu will get less battles between swarms and dropships. Swarmers may find they get less kills and more frustrating fights. Well that's what happens when lock on users cry for buffs, look at the stinger in bf3, way op, no more below radar, 1 hit disable. Bf4, 1 hit temporary disable for 6 seconds, 2s stinger reload time, ya try to escape that.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 20:37:00 -
[12] - Quote
CCP Logibro wrote:Alright, small update. I had a number wrong somewhere that made it seem like less damage. Chew on this instead
Base 75% efficiency for swarms meaning:
60% against shields 90% against armour
75% against thruster shields 112.5% against thruster armour
Note that this only affects swarms when shooting all dropships.
This might not be a permanent move, as I might later decide to increase DS HP: if that happens, they'll move to standard 80/120 levels. Seems fine. But now could you please do something about forges vs drooships?
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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duster 35000
Algintal Core Gallente Federation
27
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Posted - 2014.06.11 22:41:00 -
[13] - Quote
Lynn Beck wrote:Again, it's your fault for sticking around building s and getting hit, that's a risk YOU were willing to take, and i used it to your loss.
Also, continue to splash kill me with impunity when i DON'T have Av, scrub.
We can do this all day in the Feedback thread, i don't mind being banned. Noob just get out http://i.minus.com/ibb5lnAja1SSpa.gif
Thats YOUR fault to sticking to open areas, that's a risk YOU were willing to take. I can do double standerds all day.
Jerrmy12.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
28
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Posted - 2014.06.11 22:57:00 -
[14] - Quote
Lynn Beck wrote:Touch+¬
However i'm almost always indoors. Then you shouldn't be killed by them, it's really not that hard to avoid a drop ship. http://i.minus.com/ibb5lnAja1SSpa.gif
Jerrmy12.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
30
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Posted - 2014.06.11 23:41:00 -
[15] - Quote
Lynn Beck wrote:Ahh, but you still go indoors, hence your dying to Mlt swarms VIA CRASHING!!!
Ha.
If by 'avoid' you mean using swarms, then 'i don't alwaus have them'(actually, i do. Because you guys plague every single match, and i get wonderful adrenaline by beating your entitled behinds into the ground, thus raising my payouts.)
If you meant 'dodge him' uhh.. Commando bro?
Also, anything LESS tanky than Comando is 1 shot, and lacks any relevant DPS or anti-air support weapons, so don't say 'bring other suits' Bring other suits And your swarms are lockon, and the only safe place for a dropship is outside, but infantry can go outside without dying, yet a dropship can't go near any walls without a huge risk of losing 500k in 1 unskillful bump by a swarm.
Jerrmy12.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
30
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Posted - 2014.06.12 00:55:00 -
[16] - Quote
Adipem Nothi wrote:Curious observation ...
Bumped into the same Nyain San killsquad several times today in Ambush. One of them was flying an ADS and another driving a Blaster Tank. Having followed this thread, I was surprised to the former favoring Python over Incubus.
Nyain San is not known for running inferior gear. Why would they opt to fly an inferior Bird? Because they know they won't get shot and because higher rof.
Choo Choo
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duster 35000
Algintal Core Gallente Federation
31
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Posted - 2014.06.12 03:00:00 -
[17] - Quote
DUST Fiend wrote:CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. Yay, because Forge Guns don't already make **** soup of Incubus @_@ WTB armor hardeners that aren't 100% worthless Yea they went too far on the hardeners because of reps, now they nerfed heavy reps with a giant nerfbat. I expect a skill increase for 5% to 7% per level for armor rep skill.
Choo Choo
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