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Thread Statistics | Show CCP posts - 12 post(s) |
Adipem Nothi
Nos Nothi
1543
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Posted - 2014.06.09 12:37:00 -
[31] - 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
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Baal Omniscient
L.O.T.I.S.
1599
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Posted - 2014.06.09 13:12:00 -
[32] - Quote
Judge Rhadamanthus wrote: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? TL;DR: Basically I'm saying you should not be comparing ADS pilots to infantry slayers as that's not who they contend with, you should be comparing them to infantry AV players. Specifically swarmers in this case since this is what we are attempting to balance.
We have to basically go off of first hand experience until CCP posts up some numbers. In my personal experience, proper ADS pilots are more effective at helping their team than AV are at helping theirs. A good ADS is a highly mobile gunship that easily softens enemy targets for allied infantry with the capability to OHK about half of the suits in the game. The only real enemy to contend with is the rail tanker and the occasional proto forge gunner, and to be fair there are quite a few rail tankers out there these days.
A swarmer is running around the field with one weapon that can only fend off vehicles and has their high slots used up on damage mods to get as much out of their AV weapon as possible. This means they are in a weakened suit with only a sidearm to defend themselves against LAV/logi-repped heavies, cloaked/damped/superscanner RE/shotty scouts and the occasional eHP tanked assault or Logi. That's not even to mention the tanks, DS, ADS and death taxi LAV's that just try to run you over
So, in my personal experience, being a solo ADS pilot flying for your team allows you to be a far better asset to your team than being a solo swarmer trying to deal with vehicles for your team. THIS is what needs to be fixed.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Grimmiers
581
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Posted - 2014.06.09 13:43:00 -
[33] - Quote
Ads controls/aiming
My biggest issue with assault dropships is the fact that the pitch when aiming in 3rd person will reset to a center point of my dropship if I'm not putting any input to the right analog stick. Even in first person there should be a small deadzone where I can free aim in a small area and my dropship itself will keep the same angle. The aim can reset to center without being a problem if it's not constantly fighting against my aim.
Dropship fights/collision
Another problem is collision, especially with other dropships that kamikaze you. The ideal situation is to have the kamikaze strategy only work on dropships low on health. A dropship vs. dropship fight usually starts with one player using his guns to take down a target while the other pilot will either run away, or try to ram you. Fixing afterburner cooldowns and collision damage will make the fights more interesting and have less silly outcomes.
Also the gallente dropships currently always have a slight roll while in flight making it hard to aim railguns and blasters compared to the caldari ships. The dropship should only be rolling if it's making a hard turn, or trying to barrel roll.
Swarms
As for swarms, I think this could be where we add more variants. A launcher that shoots 2 faster swarms would be better for dropships, not as good against tanks, and less devastating even if they're invisible at first. Overall it would take longer to empty a clip compared the standard swarms only it would have a better chance at accurately hitting a fast moving target. These could be better suited for lavs too. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
164
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Posted - 2014.06.09 13:47:00 -
[34] - Quote
swarms the way they are now are still very much a joke.
if you're not going to change them, at least make them into a sidearm
that's the best idea i've heard because buffing their damage is either "too complicated" or would affect dropships adversely if you adjusted the damage to hurt tanks, as Judge Rhad has said
I have never used Swarms, or skilled into dropships. I am now a full proto Forge Gunner and I kill vehicles ridiculously fast. I think it is unfair to Swarm users that they are nowhere near as powerful.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Cody Sietz
Bullet Cluster Lokun Listamenn
3310
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Posted - 2014.06.09 13:51:00 -
[35] - Quote
More damage for swarms wouldn't break the balance when you couple it with the short ranger and low tracking speed. Dropships get close and they get hit hard.
Change assault swarms so they have a faster tracking speed, low damage and long range.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Thaddeus Reynolds
Facepunch Security
31
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Posted - 2014.06.09 13:57:00 -
[36] - Quote
A problem I have is that I can outrun swarms in a python with no AB. If I had an AB sure, I would be fine with it, but as is, when I see tiny specs of light wink out of existence behind me, I feel like I just cheated someone out of their rightfully deserved kill...I usually try to make it up to them by giving them some more missiles (although I probably shouldn't have armed them first).
Standard dropships need an EHP buff though...they can't survive much punishment, and lack the mobility of ADSs to avoid fire, making them a rare sight indeed. (ADSs could use more HP as well, since FG and 80GJ railguns are the big killers...most of which can 1HKO you with a well placed shot) |
Harpyja
Molon Labe. General Tso's Alliance
1845
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Posted - 2014.06.09 14:08:00 -
[37] - Quote
Just give all swarms faster speeds. Ground vehicles shouldn't be able to just barely outrun or keep up with them.
As for dropships, perhaps just buff their base EHP. They are supposed to be medium vehicles after all. Also nerf LAV EHP, as they should be the easiest to kill, not harder than dropships.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5292
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Posted - 2014.06.09 14:10:00 -
[38] - 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.
As a pilot, I can confirm that at this point I never see the first volley of Swarms, and am sometimes being hit by the second by the time the missiles and the launcher actually render.
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Brotherband
REMNANT ENFORCERS
1
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Posted - 2014.06.09 14:10:00 -
[39] - Quote
I think swarms should have two different versions added. One for tanks and one for dropships, the droship swarm will have a high top speed and range with a lower damage count. The tank swarm will have high damage, slower missile speed with reduced range. You could also make so that the tank swarms could only target tanks.
Before you comment I would like to say that I have ran both av and ads. The only thing that had ever destroyed my assault dropship is the rail and forge gun. Missile damage output is fine against dropships it's just that the lock on time and range is far too small to do anything against them. |
Judge Rhadamanthus
Amarr Templar One
2174
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Posted - 2014.06.09 14:23:00 -
[40] - Quote
The lock range is fine. As I showed in my links 175m is a long way away, it's a third of the map. As i showed a swarm can easily see, lock and hit me at that range while I can't tell you from a rock unless you start shooting.
Increasing the lock range will put us back at the intolerable 1.6 situation. Swarms can lock down several objectives from the redline and be so far away they can hit a dropship 6 times before they even render.
Changes need to be made. But not to lock range.
Rendering is not fixed. And requires clint changes to be fixed. Did you see these?
Comparison of what we look like to each other at 85 meters.
Example of rendering issue
In that second example you can clearly see a swarmer at 50m pop into existence and fire swarms almost as soon as he does. This means he is getting lock on before I can even see him even when I am 50m away. I can only run in these cases. I am facing the wrong way, fighting an enemy who has a massive head start on me that he gained due to unbalanced rendering. Give that guy 250m lock range and I don't have a chance.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
43
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Posted - 2014.06.09 14:26:00 -
[41] - Quote
Increase damage to swarms standard stays 220, adv 250, proto 280
SPAWN.KILL.DIE.RESPAWN.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
164
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Posted - 2014.06.09 14:26:00 -
[42] - Quote
Judge Rhadamanthus wrote:The lock range is fine.
but i heard they're talking about making the Assault version have better range but weaker damage
it wouldn't affect you much. it'd be like infantry getting shot with a Militia sniper rifle. No one really cares, we just shrug it off.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
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Judge Rhadamanthus
Amarr Templar One
2174
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Posted - 2014.06.09 14:32:00 -
[43] - Quote
Velociraptor antirrhopus wrote:Judge Rhadamanthus wrote:The lock range is fine. but i heard they're talking about making the Assault version have better range but weaker damage it wouldn't affect you much. it'd be like infantry getting shot with a Militia sniper rifle. No one really cares, we just shrug it off.
The render issue still remains. The knock back will throw us off target. So Long range means an invisible player at another objective or the redline plinking away at me for the whole match. That is what happened before the range reduction. Swarms set up on a hill way back on the map, protected by the redlin or a rail tank; sat on a hive and just spent the entire game shooting at you.
If you want to fight me with a lock on weapon, when you are non rendered even at 50m then you should be out in the battle zone taking risks, just like I do.
The difference between swarms and snipers is tracking missiles. No skill at all. Stay way at the back with a auto targeting weapon and just hold fire for the full 15 minutes. This is what happend all the time in old builds. It was a mess.
You can hide from snipers. In the air there is no cover.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1102
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Posted - 2014.06.09 14:36:00 -
[44] - Quote
I'm a long time AV specialist and have been looking for some adjustments to the Swarms vs Vehicles for a while. Several good points brought up by folks and I've got my own thoughts I've been mentioning to folks for a while.
1) Confirm the Swarm dmg vs armor on DS and correct that first (credit to Judge Rhadamanthus).
2) Swarm variants. I saw the comments on perhaps buffing the Assault variant with faster missiles and increased lock on and shave a bit of alpha damage. I would take it a bit of a step further with some possible swarm variants:
a) Anti-Air specialist variant. Increased lock range (300 m), increased lock time (roughly 30% increase), significantly increased effectiveness against DS and less against ground vehicles and turrets.
b) Anti-tank specialist variant. Decreased lock range to 75m, no change to lock time, ammo clip reduction, significantly increased damage vs ground vehicles / turrets and limited effectiveness vs. DS.
3) Increase all swarm launcher missile flight time by 25%.
4) Not sure how to do this but toning down the "fly around 90 degree corners" aspect. This makes positioning much more critical for the swarmer and coupled with the increased missile speed it's makes a good match for AV vs Vehicle players.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Baal Omniscient
L.O.T.I.S.
1604
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Posted - 2014.06.09 14:39:00 -
[45] - Quote
My point still stands, you should be comparing an ADS pilot's average scores to swarmers average scores to balance swarms, not an ADS pilot's score to an infantry slayer's scores. You see a 100% swarm runner at the top of the board about as often as you see a unicorn on the moon.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Judge Rhadamanthus
Amarr Templar One
2174
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Posted - 2014.06.09 14:40:00 -
[46] - Quote
Jaysyn Larrisen wrote: a) Anti-Air specialist variant. Increased lock range (300 m), increased lock time (roughly 30% increase), significantly increased effectiveness against DS and less against ground vehicles and turrets.
This would not work. 300m is half the map. More on most. That is the return of redline swarms. It was a disaster before, and would be again. Remember swarms track. No player should have a weapon that tracks its target and can fire that weapon at the objectives from the redline.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Cat Merc
Onslaught Inc RISE of LEGION
10241
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Posted - 2014.06.09 14:56:00 -
[47] - Quote
I just think swarm velocity and damage need an increase.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
1548
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Posted - 2014.06.09 14:59:00 -
[48] - 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
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I-Shayz-I
I-----I
3644
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Posted - 2014.06.09 15:19:00 -
[49] - Quote
I want swarms to be viable, but not against dropships. They already have it hard enough trying not to crash into walls or buildings from the knock back effect.
However I'd feel that more dropships would be willing to stay an fight if they didn't cost half a million isk a pop for one of the most if not THE most skilled playstyle in the game.
I don't use swarms, and the main reason why is that they don't stop shields from regenerating all the time like forge guns or the PLC. While yes they are "fire and forget", they still require a bit of tactics to be viable against ground vehicles.
If anything I'd like to see vehicle armor repairers toned down a bit so that they can't just rep swarm damage and ignore it. If you're using swarms, you might not be doing a ton of damage, but it should at least wear the vehicle down enough to make it retreat, not FLAT OUT IGNORE YOU.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Cyrius Li-Moody
0uter.Heaven
5676
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Posted - 2014.06.09 15:33:00 -
[50] - Quote
With a Minmatar commando, proto swarms vs python is usually a pretty fair trade off. A single swarmer won't kill that python if he isn't dumb but you do enough damage that he needs to run away if he values his ship. If a python hangs out long enough for you to reload he will be dead.
Incubus however are a much bigger problem. They will just sit there, tank, and rep through your swarms laughing at you. It takes 2 swarmers just to suppress an incubus like you would a python.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Ryme Intrinseca
The Rainbow Effect
1330
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Posted - 2014.06.09 15:43:00 -
[51] - 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, the issue is not that armour dropships run away from swarms, it's that they don't need to. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11055
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Posted - 2014.06.09 15:45:00 -
[52] - Quote
I would like ADSes to get a major price cut; they are way to expensive. Thread on the subject https://forums.dust514.com/default.aspx?g=posts&t=142594&find=unread
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
1404
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Posted - 2014.06.09 16:33:00 -
[53] - Quote
I am a Forge Gunner, and recently I have become interested in ADS piloting. From my experience I have found this:
1) It is very rare that a swarm launcher will kill me, they will certainly harm me however and cause me to retreat if they are persistent enough. More than one player using a swarm launcher acts as a good defence mechanism against ADS, but it isn't so OP of a method that ADS piloting becomes useless, it just means the infantry has to help out.
2) ADSs are incredibly expensive. Even at my standard (Which is all STD/Mlt gear) I am spending roughly 350,000 ISK per ship. Now due to the fact as an ADS pilot the only real points you're getting is kills and destruction you tend to not get huge ISK payouts, so even losing just 1 ship in a battle means you've potentially made a huge loss already, anymore than one ship and it's a guaranteed loss.
3) I have Forge gunned many ADSs and I have been forged in my ADS. I know this thread doesn't mention forges, but they are far, FAR too powerful. I can understand a rail tank possessing that sort of power, and that's alright because a rail tank can be countered (Fly over it where it can't aim, destroy it or force it to retreat) however against a GOOD forge gunner there is nothing you as an ADS pilot can do about it. No ADS can kill me when I'm forging and when I'm in an ADS it's incredibly rare that I'll kill a forge gunner. 1 shot from almost any forge and one has to retreat, another 1-3 shots and you're down. Forge against Tanks is fine, because tanks can escape the fire a little easier using ground cover and they don't get knocked around from 1 hit.
So really when I think you look at a proto-swarm fit costing somewhere probably around 120-150,000 (potentially much much cheaper) and then you look at an ADS (Costing upwards of 350,000) a ship, I think it's fair that a swarm's main role is acting as a 'keep-away' in regards to dropships, I think the only time a swarm should be able to destroy a dropship is when the ADS pilot makes a mistake, or when used in collaboration with other AV.
As far as changes one thing is for certain (At least from my perspective) reduce the ISK cost of ADSs. It's not right that you can drive around in a 50,000 ISK Tank but an ADS is so expensive AND vulnerable. I don't know what to say about the forge problem, because to me personally I find it too easy to ruin an ADSs day, all I need to do is sit on a tower and forge them. It's cheap and easy for me. Similarly when I'm in an ADS and I don't have trustworthy or able infantry to hunt down enemy AV that's your ADS out the window for the whole match.
The only time flying an ADS is viable is when you have a fully competent infantry team that is willing to sacrifice the objectives to kill AV (Which is a bit silly anyway), or the enemy team is wholly incompetent and cannot defend themselves.
Bare in mind I'm an ADS Pilot of only about 2 weeks, though the problems I've encountered I believe are real.
EDIT: Just to re-iterate: ADSs are ALWAYS able to be killed by infantry AV, if you can't kill an ADS either you're doing it wrong or you're facing Sir Snugglz. Yesterday in a match my squad destroyed 8 incubuses, in ONE match, it was ridiculous. Point being, ADSs aren't hard to kill if you have a capable squad
Brb, sister needs the TV
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Baal Omniscient
L.O.T.I.S.
1610
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Posted - 2014.06.09 17:10:00 -
[54] - Quote
This is my proto-swarm AV fitting. I have 618 eHP and only an SMG to defend myself with. I have to run a cardiac regulator in order to ensure I have the stamina to keep running away from infantry/towards fleeing vehicles and I have to run a reactive plate because every eHP counts in this fit but I still need reps. I run a compact hive because this fitting really doesn't survive long enough to use up anything better in most situations, even if I could fit it. I can only run a single damage module because I need to use every high slot possible to keep me alive. And I run a proto assault SMG on my sidearm because it's the only thing that gives me a chance of taking someone out at a distance before they can run up and shotty/HMG me into oblivion.
This fitting runs168,720isk and I typically loose at least one suit while trying to AV any given ADS/tank to either infantry or the vehicle itself. More often than not, to the infantry or a second vehicle that backs up the first vehicle though. Let's say I only loose 1 AV suit for every vehicle I fight on a map and the enemy runs 5 tanks or ADS's. That means in AV fittings alone that match, I lost 843,600isk.
More often than not I die on my way back to the supply depot after killing off any vehicle (this is AFTER loosing one initial suit to infantry while AVing), which means that per vehicle I typically loose a total of 337,440isk.
THIS is why you rarely see me or another swarmer out there trying anymore, because it's not just the DIFFICULTY of the task at hand, it's almost just as expensive for me to kill an ADS pilot as it is for the ADS pilot to loose his ship. And that's IF I can manage to kill it. If I can't, I spend the entire match loosing AV fit after AV fit trying to dodge infantry in order to get an occasional shot off at it to keep it off my teammates.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Dauth Jenkins
Ultramarine Corp Covert Intervention
541
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Posted - 2014.06.09 17:25:00 -
[55] - Quote
Thaddeus Reynolds wrote:A problem I have is that I can outrun swarms in a python with no AB. If I had an AB sure, I would be fine with it, but as is, when I see tiny specs of light wink out of existence behind me, I feel like I just cheated someone out of their rightfully deserved kill...I usually try to make it up to them by giving them some more missiles (although I probably shouldn't have armed them first).
Standard dropships need an EHP buff though...they can't survive much punishment, and lack the mobility of ADSs to avoid fire, making them a rare sight indeed. (ADSs could use more HP as well, since FG and 80GJ railguns are the big killers...most of which can 1HKO you with a well placed shot)
Yessss standard dropships need more health. Vipers, and even Myrons are sub par at the moment, easily taken out. It's a high risk low reward play style. Since you are almost guaranteed to get very few points, and get killed at least once.
-Sincerely
--The Dual Swarm Commando
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
281
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Posted - 2014.06.09 17:35:00 -
[56] - Quote
Judge Rhadamanthus wrote:The lock range is fine. As I showed in my links 175m is a long way away, it's a third of the map. As i showed a swarm can easily see, lock and hit me at that range while I can't tell you from a rock unless you start shooting. Increasing the lock range will put us back at the intolerable 1.6 situation. Swarms can lock down several objectives from the redline and be so far away they can hit a dropship 6 times before they even render. Changes need to be made. But not to lock range. Rendering is not fixed. And requires clint changes to be fixed. Did you see these? Comparison of what we look like to each other at 85 meters. Example of rendering issue In that second example you can clearly see a swarmer at 50m pop into existence and fire swarms almost as soon as he does. This means he is getting lock on before I can even see him even when I am 50m away. I can only run in these cases. I am facing the wrong way, fighting an enemy who has a massive head start on me that he gained due to unbalanced rendering. Give that guy 250m lock range and I don't have a chance. Pilots fit ABs to run mainly because we suddenly find ourselves flying strait at a forge or swarm player like idiots because as far as we can tell its all clear.. until suddenly a fully charged breach ready to shoot pops into existance that rendering made impossible to see. We effectively go into battle blind half the time. We run because we cannot see who is shooting us, just shots from the void.
The problem I have with your argument against lock on range is something you point out yourself in that same video: Swarms can't reliably hit a dropship moving away from them if its more than 70 or 80 meters away. The swarm launcher doesn't create an impenetrable death bubble for 175m in every direction; it doesn't get truly dangerous for the pilot until he's within 100m or so, an area you don't need an AB to get out of quickly.
There are a multitude of reasons dropships vs AV is poorly executed right now, and the rendering issues are at the top of the list. The ridiculous price of ADS is up there as well, as is the lack of any kind of warning indicator on vehicles. Unfortunately, the price of your ships might be the only one of those 3 we can hope to see a change to in Dust. Losing an ADS wouldn't be such a hard pill to swallow if the price was in line with HAVs (which are still IMO, too cheap, but that's not a matter for this thread) and cheaper aircraft would only encourage more players to try flying.
Since CCP Rattati is reading this thread, I will suggest a possibility for an AV warning indicator that just might be simple enough to work into Dust (or at least function as a base for Legion)
The current grenade indicator for infantry tracks specific types of (possibly moving) projectiles that come within a certain distance to the user, and uses a radial indicator to point that player to the direction of danger. You may be able to duplicate that functionality for vehicles, with regards to AV weapons. Swarms are the obvious first projectile; even if your vehicle isn't the one being targeted, it would be beneficial to know that missiles are in the air. It doesn't need to have any complicated "These Missiles Are Tracking You" functionality, just "Missiles Nearby." You could add forge gun and plasma cannon projectiles to the list of objects that would generate the warning indicator, giving the pilots/drivers notice of these weapons being fired in their direction... They would know they are in danger even if they aren't actively being hit.
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DUST Fiend
Onslaught Inc RISE of LEGION
14415
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Posted - 2014.06.09 17:35:00 -
[57] - Quote
Dauth Jenkins wrote:Thaddeus Reynolds wrote:A problem I have is that I can outrun swarms in a python with no AB. If I had an AB sure, I would be fine with it, but as is, when I see tiny specs of light wink out of existence behind me, I feel like I just cheated someone out of their rightfully deserved kill...I usually try to make it up to them by giving them some more missiles (although I probably shouldn't have armed them first).
Standard dropships need an EHP buff though...they can't survive much punishment, and lack the mobility of ADSs to avoid fire, making them a rare sight indeed. (ADSs could use more HP as well, since FG and 80GJ railguns are the big killers...most of which can 1HKO you with a well placed shot) Yessss standard dropships need more health. Vipers, and even Myrons are sub par at the moment, easily taken out. It's a high risk low reward play style. Since you are almost guaranteed to get very few points, and get killed at least once. The big problem here is that any buff to standard / mlt ship health just makes them that much more lethal as practically free suicide ships.
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Nothing Certain
Bioshock Rejects
805
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Posted - 2014.06.09 17:42:00 -
[58] - 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.
I think it demonstrates the problem pretty well. You can't see the swarm user until after he fires but once he does he is lit up like a christmas tree. One volley does not do enough damage to seriously threaten you and you are easily able to fly a hundred meters to get out of lock on range if you simply don't want to engage. That choice is entirely in your hands, not the swarmers.
What I see in that video is a swarmer that will get killed by a DS and if not, by any infantry within 100 meters.
Because, that's why.
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DUST Fiend
Onslaught Inc RISE of LEGION
14415
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Posted - 2014.06.09 17:43:00 -
[59] - Quote
KAGEHOSHI Horned Wolf wrote: Id rather raise the price of mlt vehicles and tanks, personally.
Forge guns vs ads are really balanced right now, its a very skill vs skill situation and feels really good where its at. Im perfectly fine with swarms moving faster so they can more reliably apply damage, but an afterburner needs to be able to outrun them or else we suddenly have no defense against a lock on weapon other than hugging the flight ceiling.
Also, fixing the bug that makes swarm missiles spin around your ship before impacting would be nice
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Nothing Certain
Bioshock Rejects
805
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Posted - 2014.06.09 17:52:00 -
[60] - Quote
Judge Rhadamanthus wrote: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?
I agree with this. DS is not like tanks. Skilled pilots give you hell as they should and unskilled ones crash. Forges and dropships are pretty well balanced. What I'd like to see is much cheaper dropships, lower tiers of swarms to get a buff and the 55% changed to 80%, and maybe some change to armor reppers. The problem for IAV and dropships remains tanks and their clearly OP abilities.
Because, that's why.
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