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Thread Statistics | Show CCP posts - 12 post(s) |
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CCP Rattati
C C P C C P Alliance
2234
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Posted - 2014.06.09 07:12:00 -
[1] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 07:36:00 -
[2] - 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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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11043
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Posted - 2014.06.09 07:54:00 -
[3] - 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.
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.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Meee One
BATTLE SURVEY GROUP Dark Taboo
821
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Posted - 2014.06.09 07:54:00 -
[4] - 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.
Introduce a Breach Swarm launcher that works at longer ranges but it's missles are slower with more damage. Give it 1.6 missle distance,with it's current lock on radius.
Problem semi-solved.
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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 07:56:00 -
[5] - 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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X7 lion
Inner.Hell
208
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Posted - 2014.06.09 08:14:00 -
[6] - Quote
pilots are all around shafted, you have to be rediculosly close to see infantry compared to infantry vs infantry and a big section of your screen is consumed by the ship & first person shooting isnt viable because you either steer or aim no either of system or a combo of both some how, honestly dropship combat needs to be reworked so that its less awkward to shoot stuff with out being able to see it because your in your own way.
Hey look a distraction!
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
502
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Posted - 2014.06.09 08:37:00 -
[7] - Quote
Pythons are fine, I have a pro fit, and 1 good swarmer can chase me off with a 1 round hitting me, even if it is only for a limited time. Forges, already 2 hit-3 hit me. I also have a prof 5 swarm launcher, and after 1 rnd hits, and they know they other one is coming, they high-tail it out of there, I chase them off, mission complete.
Now my incubus on the other hand, I can put 2 basic heavy reps on that sucker, and tank 1-2 normal swarm guys all day long. Forges, if they're more than 1 of them, or a swarm launcher with him, can turn me away quickly.
And while using my swarm launcher, i can launch a volley of 3 shots, and by the time i've reloaded, they're back to full health. (same with the repper maddies) I normally die after my first volley . :)
Maybe this leads back to the stacked armor repairs being op :P
Support Assault changes
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The dark cloud
The Rainbow Effect
3210
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Posted - 2014.06.09 08:48:00 -
[8] - 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.
This is all nice but there is still a huge issue with armor based dropships. They currently only take 55% damage from swarms. That means when i put only a single basic heavy rep on a armor dropship it becomes literally imune vs. swarm launchers. That needs to be brought in line with shield dropships which take proper damage. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
502
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Posted - 2014.06.09 08:53:00 -
[9] - Quote
The dark cloud 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.
This is all nice but there is still a huge issue with armor based dropships. They currently only take 55% damage from swarms. That means when i put only a single basic heavy rep on a armor dropship it becomes literally imune vs. swarm launchers. That needs to be brought in line with shield dropships which take proper damage.
exactly
Support Assault changes
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
1170
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Posted - 2014.06.09 08:56:00 -
[10] - Quote
One major thing I've noticed is the lock range being a problem, not just that it's short, but it's said to be 200m, I've had dropships and tanks at 165m and still unable to lock them. Many times this is when I am high up and the target closer to the ground.
DUSTBoard
DUST Server Status
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Stefan Stahl
Seituoda Taskforce Command
567
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Posted - 2014.06.09 09:00:00 -
[11] - Quote
The dark cloud wrote:This is all nice but there is still a huge issue with armor based dropships. They currently only take 55% damage from swarms. That means when i put only a single basic heavy rep on a armor dropship it becomes literally imune vs. swarm launchers. That needs to be brought in line with shield dropships which take proper damage. This ought to be priority number one. We can't even start to look at the problem if the numbers aren't fixed. |
The-Errorist
SVER True Blood
734
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Posted - 2014.06.09 09:06:00 -
[12] - 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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shaman oga
Nexus Balusa Horizon
2239
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Posted - 2014.06.09 09:08:00 -
[13] - Quote
As a pilot i can say that generally swarms are not a incredible problem depending on the DS.
Gallente ships are almost unkillable with a swarm launcher, because they can rep too fast. Caldari ships are more subsceptible and they need fast escape.
As AV i can say that generally FG are better to deal with DS, swarms can kill DS if there is a multiple effort.
I agree with a buff on the assault swarm launcher LOCK ON range, on missile speed, but not on missile range.
Afterall swarmers should deal with DS when they are near land and create problems to the infantry, not when they are flying high, afterburners are fine in my opinion, DS pilots need a way to avoid infantry fire.
PSN: ogamega
Never f* with a Galdari.
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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 09:09:00 -
[14] - 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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Judge Rhadamanthus
Amarr Templar One
2172
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Posted - 2014.06.09 09:15:00 -
[15] - Quote
I am going to tackle the question specifically in a new video,. But If you have not really fought swarms in a dropship watch this overview video of what it is like from and ADS view and why swarms often fail. It is 17 minutes long but shows some of the issues we face. I will, as I said, make a more detailed and specific responce for CCP and post it here too. That way we can talk about facts, not myth.
Note the "damage mod active" message is a bug. It sometimes sticks to the swarm after you die fighting a tank with a damage mod on, which happend to me in that battle
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Baal Omniscient
L.O.T.I.S.
1595
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Posted - 2014.06.09 09:27:00 -
[16] - Quote
Judge Rhadamanthus wrote:I am going to tackle the question specifically in a new video,. But If you have not really fought swarms in a dropship watch this overview video of what it is like from and ADS view and why swarms often fail. It is 17 minutes long but shows some of the issues we face. I will, as I said, make a more detailed and specific responce for CCP and post it here too. That way we can talk about facts, not myth. Note the "damage mod active" message is a bug. It sometimes sticks to the swarm after you die fighting a tank with a damage mod on, which happend to me in that battle Fact: Smacking dropships into buildings with your swarms is not a valid tactic because it can only happen in very specific situations, from very specific angles and is very unreliable.
Myth: Swarmers don't use tactics because they can just lock-on and look elsewhere.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4366
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Posted - 2014.06.09 09:36:00 -
[17] - 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.
Dropships were never meant to be gunships. They are most accepted as highly disposable metal coffins, but something to be considered annoying in the right hands. So here is my take on things.
Make Assault Dropships cheaper. Much cheaper. Cheap, disposable glass cannons that move at high speed.
Make Standard Dropships beefier on HP. This allows them to be used as makeshift gunships to a degree if gunners are actually used, but they are still slow enough that people can catch them if they linger unlike their assault brother.
This results in dropships being highly killable, but cheap enough that pilots are willing to accept that reality. |
Baal Omniscient
L.O.T.I.S.
1596
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Posted - 2014.06.09 09:39:00 -
[18] - 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.
Most dropship's ability to tank damage isn't an issue for me personally since I've had proficiency 5 swarms since Uprising 1.0, but anyone with even slightly less damage output than I do must be going crazy over it. Except for the absolute best of ADS ships, I can keep DPS up on them enough to kill them if they are around long enough.
I'm actually thinking you should increase the DS's resistance to rails since rail sniping them out of the air is ridiculously easy (I've been testing out both ADS's this week).
As far as swarm balance goes:
Regular swarms need to have a beefier hit to them. If these are to be the CQC swarms, they need more damage and more in a clip, perhaps with a slight (SLIGHT!) lock-on and flight range drop to make room for:
The assault swarms need to have slightly less damage than current swarms, but with more lock-on and flight range and a much faster missile.
~Swarmer Since Replication
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Judge Rhadamanthus
Amarr Templar One
2172
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Posted - 2014.06.09 09:50:00 -
[19] - Quote
For those talking about lock on range increases. What is your opinion on this segment of the video - Watch from this point until 2:40. Just a 2 minute segment.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
280
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Posted - 2014.06.09 10:02:00 -
[20] - Quote
Baal Omniscient wrote: Most dropship's ability to tank damage isn't an issue for me personally since I've had proficiency 5 swarms since Uprising 1.0, but anyone with even slightly less damage output than I do must be going crazy over it. Except for the absolute best of ADS ships, I can keep DPS up on them enough to kill them if they are around long enough.
I'm actually thinking you should increase the DS's resistance to rails since rail sniping them out of the air is ridiculously easy (I've been testing out both ADS's this week).
As far as swarm balance goes:
Regular swarms need to have a beefier hit to them. If these are to be the CQC swarms, they need more damage and more in a clip, perhaps with a slight (SLIGHT!) lock-on and flight range drop to make room for:
The assault swarms need to have slightly less damage than current swarms, but with more lock-on and flight range and a much faster missile.
~Swarmer Since Replication
I'll second a lot of this. I've had swarm prof sitting at 4 for I don't know how long, and I feel like I'm a pretty decent threat to dropships who don't get out of dodge the first time they get hit. That said, Prof 4 and some complex damage mods on a proto AV weapon should be threatening. Lower tier swarm users just don't have the punch to be effective.
I think the high end swarms are pretty close to where they should be, and a variant with long range/high speed but lower damage missiles would round out what veteran swarmers need to be useful... 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. |
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anaboop
Dem Durrty Boyz General Tso's Alliance
89
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Posted - 2014.06.09 10:11:00 -
[21] - 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.
Locking on targets should raise an alarm for the dropship pilots, not the direction its coming from though, just like a red screen flashing or something simple like that.
As for flying away all the time, is it possible to reduce the ds thrust upon taking x amount of damage. Slowing the ds from ascending.
Fully sick Anaboop trading card
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Iron Wolf Saber
Den of Swords
15389
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Posted - 2014.06.09 10:13:00 -
[22] - Quote
duster 35000 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.
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.
I disagree with this; recall would be an issue then .
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
280
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Posted - 2014.06.09 10:23:00 -
[23] - Quote
Judge Rhadamanthus wrote:For those talking about lock on range increases. What is your opinion on this segment of the video - Watch from this point until 2:40. Just a 2 minute segment.
As far as this Judge, I have been in favor of some sort of warning indicator for pilots for a long time. Prox mine style beeping, grenade style radial warning indicators something... Buts as vulnerable as pilots are up there, the only way for swarmers to really have a chance against an ADS is if the pilot does something he shouldn't.
If you aren't next to a building for me to slam you into, or you don't try to duel me once you realize I'm after you, you'll be gone before I can fire off enough shots to give you real concern. The only way I can get you in that limited time frame is with massed AV, and that should be a serious threat to any vehicle no matter the circumstances.
Long range but low damage missiles help with this; it brings the swarms back as a suppressive weapon. I might not be able to kill you, but I can shoo you away from an area and maybe bag some damage points. I don't think we need to go back to the old 400m lock on range, but 250m would provide for nice area denial coverage without blocking you from half the map; lower damage per missile (150? 180?) would mean you could also risk zipping by without too much worry of losing an 800k isk investment, as long as you don't linger.
I just hope the rendering issues with the missiles themselves have actually been fixed... I recall theories that the nerf to swarm range was because of that issue specifically. |
shaman oga
Nexus Balusa Horizon
2240
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Posted - 2014.06.09 10:26:00 -
[24] - Quote
1 more point i forgot before:
AV weapons stun lock ADS, so after the first hit, it's more and more feasible to hit the ADS at least another time.
There is no point to nerf afterburner imho just buff the lock on range of assault swarm launcher to be 200 meters and a little missile speed.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Lorhak Gannarsein
Legio DXIV
3432
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Posted - 2014.06.09 10:30:00 -
[25] - Quote
Iron Wolf Saber wrote:duster 35000 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.
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. I disagree with this; recall would be an issue then .
People use hardeners with 40-80s cooldowns.
I don't think increasing afterburner recharge times is really going to change the amount of recalling that much.
BlowoutForCPM
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MINA Longstrike
844
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Posted - 2014.06.09 10:36:00 -
[26] - Quote
Please remember that part of the changes to swarms were to stop them from being long range map denial to dropships and prevent them from firing before rendering. I agree mlt swarms should probably be a little stronger, but ultimately swarms should be a 'don't linger' flag, not a 'you're dead before you know what happened' weapon. That was what they were in 1.6 and it was awful for everyone involved.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Skybladev2
LUX AETERNA INT RUST415
116
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Posted - 2014.06.09 11:10:00 -
[27] - Quote
I have no special problems of tanking swarms, but rail tanks and turrets are real pain in the butt.
<[^_^]>
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
491
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Posted - 2014.06.09 11:35:00 -
[28] - Quote
Himiko Kuronaga wrote:Dropships were never meant to be gunships. They are most accepted as highly disposable metal coffins, but something to be considered annoying in the right hands. So here is my take on things.
Make Assault Dropships cheaper. Much cheaper. Cheap, disposable glass cannons that move at high speed.
Make Standard Dropships beefier on HP. This allows them to be used as makeshift gunships to a degree if gunners are actually used, but they are still slow enough that people can catch them if they linger unlike their assault brother.
This results in dropships being highly killable, but cheap enough that pilots are willing to accept that reality. I like this idea. Balance ADS to be like dropsuits! Cheap, disposable. Losing them is annoying but doesn't hurt. And you can extend your lifetime by being a good player, but not indefinitely - At some point you'll meet a sniper or other insta-kill attack from nowhere. |
Lanius Pulvis
Bullet Cluster Lokun Listamenn
299
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Posted - 2014.06.09 11:57:00 -
[29] - 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.
Judge currently has a video that shows the swarm issue very well, I suggest you take a look at it.
Not new, just new to you.
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Judge Rhadamanthus
Amarr Templar One
2173
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Posted - 2014.06.09 12:18:00 -
[30] - Quote
There is something being overlooked here. The ability to kill a dropship and how that can be done, and how long it takes is one side of the discussion. The other side we must consider is threat level.
How much threat is a dropship. Forget Ambush, it's broken. In Skirmish and Domination does an ADS, which is a full on proto asset pose as much threat as a full on proto infantry player? I have been tracking kills. I posted this data before but I'll mention it here again.
In 36 matches where I did not fly but another pilot on our team did, the other ADS never went higher that 6th on the kill chart, getting at best around 15 kills, averaging 7 kills. In all cases Infantry of similar proto level easily out killed the dropship. Please avoid posting examples from each end of the bell curve, they are not representative.
My point here is to remember to factor in the threat level when deciding on the measure of the response.
CCP perhaps you might take a look at what are considered top pilots. Do a database query of the top 10. Pull all dom and skrimish matches for these players and count the ADS weapon kills per match. Exactly how dangerous are we?
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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