Pages: 1 2 [3] 4 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
|
Posted - 2014.06.09 18:36:00 -
[61] - Quote
Baal Omniscient wrote: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.
I get top 6 with my swarms in ambush everytime I dedicate myself to using them. The only exception, is when scouts dedicate themselves to hunting me down, which is teamwork. 1 Prof 5 swarm round will chase my ads off for about half of minute, just because I know that if I stick around for 3 more seconds and the other volleys hit me, I'm dead.
If you really want to kill them, get a friend, or two. Ads' are harassment vehicles, nothing more. The best I've went with my ads is 17-0, the best i've went with my slayer fit 64-3, They are far less effective than a good slayer with boots on the ground (the best I went in pc with my ads was 7-0, not very productive clone killing wise, just soften up all the op heavies for my team to take down), they just have the strategic advantage of being able to rush in, throw a few missiles down, clear the uplinks up high, and gtfo dodge.
While using my swarms with Av grenades,a solo tank normally will stand no chance. 1 prof 5 swarm missile will send a dropship running 3 will kill it, same with 1 forge gunner, 3 hits from a DAU (adv fg, with prof 5) kills you, 2 hits from a breach.. If a swarm hits my ads, followed by a forge, guess what, insta death. Same with a rail tank working with an av guy (rails dont need the support, just gotta catch you off guard for a quick 2 shot k0). Two skilled fgs, and you might as well chill out on the other side of the map, cause your going to get popped as soon as you go for a strafe run. You just need to skill into av, if you want to kill vehicles, and find you a battle buddy to coordinate with.
With the proposed swarm changes, maybe increase the resistance to fgs/rails a little, so we can't get 2hk0'd, or else we'll never get our **** called in long enough to use it.
The incubus on the other hand....
I can fit two heavy reps, complex pg, and an ab, and out tank a single av guy. Which is insane, and is the only problem that I see with ads'.
I have about 10mil sp into my python , I have prof 5 swarms, and I have a prof 5 fg.
In short, 1 fg can keep 1 ads at bay, 1 swarmer, can keep 1 ads away. 2 of each, or any combination, can kill a python before they even know what hit them. Just takes teamwork. An ads without scans from infantry on the ground, is pretty much flying blind unless they hug the ground, which leads to insta death scenarios
Support Assault changes
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
|
Posted - 2014.06.09 19:21:00 -
[62] - Quote
I like the idea of making swarms a secondary weapon. But it should still be hard to fit with another proto weapon.
Gives the av guy better survivability, and lets more be fielded without losing slayers from the field. But then again, isn't that what commando's are for? XD
Support Assault changes
|
Nothing Certain
Bioshock Rejects
807
|
Posted - 2014.06.09 19:30:00 -
[63] - Quote
My experience causes me to agree with you regarding forges and two AV players, but while I only have prof.2 swarms, they are proto swarms and they can't kill or drive off an ADS alone. They may cause a pilot to leave because they fear a second AVer joining me but I can't recall ever soloing a DS with swarms.
Because, that's why.
|
Adipem Nothi
Nos Nothi
1553
|
Posted - 2014.06.09 19:35:00 -
[64] - Quote
Nothing Certain wrote:My experience causes me to agree with you regarding forges and two AV players, but while I only have prof.2 swarms, they are proto swarms and they can't kill or drive off an ADS alone. They may cause a pilot to leave because they fear a second AVer joining me but I can't recall ever soloing a DS with swarms. This is exactly my observation at Proficiency V. If the pilot thinks someone else might shoot at him, he'll back off. Otherwise, he'll ignore me or hunt me down.
I cannot solo an Incubus or Python; they rep/resist faster than I can damage them. They know it; I know it.
Shoot scout with yes...
- Ripley Riley
|
Will Driver
Horizons' Edge Proficiency V.
67
|
Posted - 2014.06.09 19:54:00 -
[65] - Quote
Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
|
Gelhad Thremyr
Quebec United
309
|
Posted - 2014.06.09 20:05:00 -
[66] - Quote
How about a swarm specifically made to knock off balance ds, it will have effects on tanks if you modify the behaviour or lock distance of swarm. If this new anti craft swarm does not make that much damage but destabilize the ds, he will have to be good at staying up and skill will decide if he stays in the air or knock off structures. On the point of collisions, the python is ridiculously paper thin when it comes to collisions, even at grand pa speed, this needs to be adressed ! |
Sir Dukey
SAM-MIK General Tso's Alliance
1000
|
Posted - 2014.06.09 20:07:00 -
[67] - 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.
To start of with, Python is a glass cannon, it is absolutely crap against swarms and easily killed by most methods of AV (except for like AV nades and Plasma cannon). It's annoying having to run away from a militia swarm launcher in my Proto fitted DS. Also Swarms can almost Knock DS's out of the air or into buildings instantly killing shield dropships.
Landing with python has to be like landing at feather speed. Accidentally just touching the ground takes away hundreds of shields if not all.
The gravitational effect is also very annoying. Accidentally touch something with the back of my DS and the gravitational effect forces my front to plunge into the ground.
BUFF PYTHON, BUFF SHIELDS, NERF SWARM EFFECTIVENESS TOWARDS SHIELDS. It's easier to survive swarms in an incubus than it is in a python. |
Sir Dukey
SAM-MIK General Tso's Alliance
1000
|
Posted - 2014.06.09 20:10:00 -
[68] - Quote
Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30% |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
|
Posted - 2014.06.09 20:15:00 -
[69] - Quote
Sir Dukey wrote:Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30%
You should be saying, "that incubus just out tanks my av dps, why bother with it when i can 3 hit that python"
Support Assault changes
|
Sir Dukey
SAM-MIK General Tso's Alliance
1000
|
Posted - 2014.06.09 20:15:00 -
[70] - Quote
Spartan MK420 wrote:Pythons are fine vs av. I have a pro fit, and 1 good swarmer can chase me off with a 1 round hitting me, and running from the other 1-2 rnds he got off, even if they only chase me off for a limited amount of time. They are where they need to be.
Forges, already 2 hit-3 hit my python. And if there is 1 good forger, I can kiss bombing runs good bye.
I also have a prof 5 swarm launcher, and after 1 rnd hits them, they high-tail it out of there, (of course i have 2 other rounds immediately fired as well, and, if all 3 do hit, they die, unless they have a shield booster they hit at just the right moment.. But bottom line is, they are counter-able, 1 person can chase them off easily, Even if it's only for a limited amount of time. You just need to invest the sp, and stop crying about it.
Now my incubus on the other hand, I can put 2 basic heavy reps on that sucker, and tank 1 normal swarm guy all day long. Forges, if they're more than 1 of them, or a swarm launcher with a fg helping, 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, generally they're back to full health, glaring at me, I can almost hear them asking, why for you shoot me? (same with the repper maddies) I normally die after my first volley . :)
Maybe this leads back to the stacked armor repairs being op by being able to tank av, or people not willing to spec fully into an av weapon, and use teamwork to counter something. I go for the latter.
When there is a match with good av guys on the field, who know what they're doing, my dropships/tanks get downed pretty instantly.
Python needs buff toward resistance toward AV. Swarms are too effective toward a python. All they have to do is lock on and shoot while a to Fly python requires 50x the skill. |
|
Sir Dukey
SAM-MIK General Tso's Alliance
1000
|
Posted - 2014.06.09 20:16:00 -
[71] - Quote
ChribbaX wrote: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. IF you lock on to me at 150m and shoot, the missiles will follow me for at least 400m unless I use loopty loop. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
508
|
Posted - 2014.06.09 20:17:00 -
[72] - Quote
also, how do you keep running out of ammo so quickly? On both my scout swarm fit, and my gallmando swarm fit, i am able to fit allotek hives....
Support Assault changes
|
Sir Dukey
SAM-MIK General Tso's Alliance
1000
|
Posted - 2014.06.09 20:18:00 -
[73] - Quote
Spartan MK420 wrote:Sir Dukey wrote:Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30% You should be saying, "that incubus just out tanks my av dps, why bother with it when i can 3 hit that python"
what???!!?! |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1102
|
Posted - 2014.06.09 20:31:00 -
[74] - Quote
Judge Rhadamanthus wrote: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.
Fair point.
You'll also note that I think the tracking needs to be toned down; in fact, if I had my way i would have you keep the target in the reticule brackets to gain max (or possibly any tracking). That's where the moderately increased missile speed would come in. I would say that no matter the case If you don't increase the lock range then the missile flight speed clearly needs to be increased by a serious margin.
Quick side note...I have and more than one dropship directly over top of me just outside the vertical lock bubble raining death down so there you can create safe zones for pilots via altitude, it's not just about parallel distances.
My basic concern is that the DS is the single most difficult entity to deal with on the battlefield. There are limited tools available to the Devs to bring some parity to the fight and I appreciate their effort with this.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
509
|
Posted - 2014.06.09 21:04:00 -
[75] - Quote
Sir Dukey wrote:Spartan MK420 wrote:Sir Dukey wrote:Will Driver wrote:Minmando proto swarmer, L5 prof.:
First, I do believe Dropships should have an escape route via line of sight or altitude.
However, swarms now do not do enough damage for 1 kind of dropship in particular - one of the assault kinds can just absorb swarm after swarm and not flinch. With that particular variant, it's swarm 1, 2, 3, reload, 4,5,6, reload, 7 8 9, dead by dropship fire (or infantry). Dropship pilot laughing all the while as in "why do they even bother?"
The first swarm acts as flares that tell everyone where the swarmer is, so the rendering point doesn't seem compelling to me.
The "transport" type dropship seems vulnerable to the right degree. I'm able to take those down if they don't take evasive maneuvers.
Also, any kind of dropship can flay away an infinite number of times, whereas a swarmer will run out of ammo eventually. This is a huge advantage to dropships (especially those that can absorb so many swarms).
I'd like to see a change to the "invulnerable" assault dropship - that has to go for balance. Everything else could remain as-is, as far as I'm concerned.
Whatever you do, please do NOT split swarms into different types. I've sunk so much SP into a relatively ineffective weapon that, if you split it and therefore made it less effective against certain vehicles (even if it was more effective on others), I would quit running it and probably quit the game for being just completely hopeless against vehicles.
When you talk about ADS, you forgot that a python has to run after two volleys of militia swarms because they bring down shields to almost 30% You should be saying, "that incubus just out tanks my av dps, why bother with it when i can 3 hit that python" what???!!?!
I was quoting the other guy, just via your post, sorry for the confusion ^.^
Support Assault changes
|
Adipem Nothi
Nos Nothi
1554
|
Posted - 2014.06.09 21:33:00 -
[76] - Quote
@ Sir Dukey Fascinating perspectives. Would you mind detailing for us (1) how you fit your Python and (2) which skills you've invested in?
Why do you suspect your observations differ so starkly with those of every AVer in this thread?
Thank you.
Shoot scout with yes...
- Ripley Riley
|
Sir Dukey
SAM-MIK General Tso's Alliance
1001
|
Posted - 2014.06.09 23:00:00 -
[77] - Quote
Adipem Nothi wrote:@ Sir Dukey Fascinating perspectives. Would you mind detailing for us (1) how you fit your Python and (2) which pertinent skills you've invested in?
Why do you suspect your observations differ so starkly with those of every AVer in this thread?
Thank you.
To start off with, only about 10% of the population fly's maxed ADS's. 2% of them which use Pythons and are successful. Approximately 2900 shields
My python consists of a small adv booster, complex heavy extender, and basic afterburner with a proto missile.. Python level 5
The booster is quite a waste, it constantly fails over and over again
Swarms require no skill.. You lock and shoot, from over 80m away (swarmer is invible to dropship from over 80 meters away). Also, while an incubus can take unlimited volleys of militia swarms and not budge, the python has to run away with max two swarms. I would also like to say the shield collision damage is through the roof. Landing takes away 400 shield minimum, accidentally bumping a wall just a tad takes off over 1000s of shield and swarms throw pythons around like tennis balls. The heavier incubus is resistant to collision, has more EHP, better repair, doesn't turn upside down due to one volley of swarm. Obviously Incubus is the best ADS just like Madrugar is the best tank.
Python is worth 500k isk, over 500 hours of flight time, millions of SP and is killed by militia swamars knocking it into a building uncontrollably.
Swarms also are more effective at killing shield vehicles than Armor mostly because Shield regen is stupid. A mass driver round can stop regen. A swarm hitting my python can turn my booster into a fuse.
Blah Blah Blah... Av always wins. I don't even know why I argue anymore. Shields suck... They will continue to suck as long as CCP constantly nerfs Armor tanks and Shield tanks simultaneously or Buffs av just for the sole purpose that Armor vehicles are harder to kill. |
Adipem Nothi
Nos Nothi
1573
|
Posted - 2014.06.10 02:28:00 -
[78] - Quote
Sir Dukey wrote: "Python needs buff toward resistance toward AV." "Swarms are too effective toward a python." "The python has to run away with max two swarms."
@ Sir Dukey Here's the part where I hope you're proto trolling. If you are not, then we're going to have to agree to disagree. If you are, then 9/10 ... I salute you. o7
Shoot scout with yes...
- Ripley Riley
|
Gelhad Thremyr
Quebec United
309
|
Posted - 2014.06.10 02:36:00 -
[79] - Quote
Adipem Nothi wrote:@ Sir Dukey Fascinating perspectives. Would you mind detailing for us (1) how you fit your Python and (2) which pertinent skills you've invested in?
Why do you suspect your observations differ so starkly with those of every AVer in this thread?
Thank you.
I run incubus with regrets cause pythons are made of paper and air i have almost all skills at 3 and the incubus with armor reps tank far more than the equivalent pyton. Also the python goes flaming when you hit anything, the incubus can stomp on the ground laughing. The manoeuvrability of the python is greater, but its two rail turrets shots and down... Always ! With anger... And lots of isks lost that i dare say ! |
Adipem Nothi
Nos Nothi
1574
|
Posted - 2014.06.10 03:28:00 -
[80] - Quote
@ Judge
You've said "Swarms need work" but you've yet to specify what work you'd find agreeable. If you were calling the shots ...
1) How would you buff Swarms? 2) What changes -- if any -- would you make to Python / Incubus?
Thank you.
Shoot scout with yes...
- Ripley Riley
|
|
bogeyman m
Krusual Covert Operators Minmatar Republic
242
|
Posted - 2014.06.10 05:04:00 -
[81] - Quote
Baal Omniscient wrote: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.
THIS^ is why I shoehorn a proto swarm into a Militia Gallente Scout suit. It's squishy, but it's (relatively) cheap to die in (after the swarm flares alert every infantry in the vicinity where I am).
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
242
|
Posted - 2014.06.10 05:29:00 -
[82] - Quote
Swarm Launchers 1) Buff lock range to 200m 2) Make lock-speed range dependent - closer is faster, farther takes longer (balances #1) 3) Make missiles 10% faster 4) Makes missiles 10% smarter (less molehill and building impacts) *NO change to missile travel range *NO change to missile damage
ADSs (& HAVs) a) Nerf vehicle resistance, reppers & hardeners b) Reduce cost of top level vehicles 10% c) Increase price of military level vehicles 20%
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
Gelhad Thremyr
Quebec United
309
|
Posted - 2014.06.10 06:11:00 -
[83] - Quote
bogeyman m wrote:Swarm Launchers 1) Buff lock range to 200m 2) Make lock-speed range dependent - closer is faster, farther takes longer (balances #1) 3) Make missiles 10% faster 4) Makes missiles 10% smarter (less molehill and building impacts) *NO change to missile travel range *NO change to missile damage
ADSs (& HAVs) a) Nerf vehicle resistance, reppers & hardeners b) Reduce cost of top level vehicles 10% c) Increase price of military level vehicles 20%
I like it when people that dont spend money on flying dropships want them to be costier, if you raise effectiveness of av against dropship their cost should be lower, they will crah more often. Also my minmatar proto with swarm cost a quarter of a well equipped python. I can single handedly kill them
|
Judge Rhadamanthus
Amarr Templar One
2181
|
Posted - 2014.06.10 08:48:00 -
[84] - Quote
We seem to be limiting our thoughts to too small an area. Vehicle balance has a major problem. One that might not even be surmountable. The variables we have to tweak are limited. Perhaps too limited to actualy reach a suitable balance without client updates that are not coming.
Perhaps there are other ways to adjust swarms outside of speed, range and damage. I am just throwing stuff out here, these are not well thought out or even practical, there purpose is to inspire lateral thinking (trying to work within the no client update restriction):
1) Special swarms that also do damage to the pilot
2) Missiles that do more damage the slower a dropship is going. Say double damage it it is hovering, half damage when it is at full speed. Then you could remove the afterburner completely
3) Low damage but high impact physics swarms
4) Change the after burner to not change speed but make its heat throw swarms off so they miss (increase cool down too)
5) Link damage to altitude and remove the afterburner. Low altitude = high damage.
6) Remove the afterburner but increase dropship HP
7) increase swarm damage if a dropship has its afterburner active.
Theres are just ideas to get you considering other options.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
|
843 Epidemic
BurgezzE.T.F General Tso's Alliance
1409
|
Posted - 2014.06.10 09:13:00 -
[85] - Quote
bogeyman m wrote:Swarm Launchers 1) Buff lock range to 200m 2) Make lock-speed range dependent - closer is faster, farther takes longer (balances #1) 3) Make missiles 10% faster 4) Makes missiles 10% smarter (less molehill and building impacts) *NO change to missile travel range *NO change to missile damage
ADSs (& HAVs) a) Nerf vehicle resistance, reppers & hardeners b) Reduce cost of top level vehicles 10% c) Increase price of military level vehicles 20%
Do you have any idea how hard it is to be an ADS pilot?
Brb, sister needs the TV
|
medomai grey
WarRavens Final Resolution.
802
|
Posted - 2014.06.10 09:59:00 -
[86] - 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. (For the record, I only fly pythons. Don't know about incubus. As such, ADS opinion below only applies to pythons.)
You can't simply improve swarm launcher flight speed without reducing tracking ability. Swarm launchers are only deficient in their lower tier damage. They have a flight speed that can only be outrun by using after burners and a tracking ability that makes them virtually impossible to shake. Increasing swarm launcher flight speed to the point that It could outrun a dropship with afterburners active without drastically reducing tracking ability will result in a swarm launcher that is impossible to evade.
If your goal is to create a swarm launcher that can chase dropships away, you already have it. Higher tier swarm launchers deal sufficient damage to force me to run away. Lower tier swarm launchers do a negligible amount of damage were it is easy to track them down and kill them, and it shouldn't be that way. Lower tier swarm launchers need to be a threat to my ADS.
Killing an ADS can be tricky because most pilots will run away when things get to hot because pythons are squishy.
Judge Radamanthus made this video on this topic: http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQ
Medium frame EHP is not medium
|
Baal Omniscient
L.O.T.I.S.
1633
|
Posted - 2014.06.10 10:47:00 -
[87] - Quote
medomai grey wrote: (For the record, I only fly pythons. Don't know about incubus. As such, ADS opinion below only applies to pythons.)
You can't simply improve swarm launcher flight speed without reducing tracking ability. Swarm launchers are only deficient in their lower tier damage. They have a flight speed that can only be outrun by using after burners and a tracking ability that makes them virtually impossible to shake.
Either you have no idea how to hold down the L1 button and give your ship a 45 degree tilt to reach max speed, or you are lying through your teeth intentionally. I have a Python too, and with only basic modules. I can outrun swarms as long as I see them launched and there is a suitable distance between us for me to get a full tilt going for a second or two, no afterburner needed. Quit trying to exaggerate the situation. No point in even reading the rest of your post since your premise is a sham from the start. Either quit exaggerating or L2ADS, whichever suits your current situation.
Also, the whole idea of swarms is for them to be smart missiles. They would't make good smart missiles if they didn't track you at least moderately well. For a faster VARIANT of swarms with a longer range (50-75m ish), loosing a chunk off the tracking ability of the missiles would be fine. Allowing a good pilot to outmaneuver missiles would not only make the longer range more balanced, it would add flavor to AV v Vehicle play. But current swarms (with perhaps 50ish meters less range than current swarms but with more damage) need their tracking to remain in order to deal with LAV's and CQC dropships/tanks.
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
The-Errorist
SVER True Blood
739
|
Posted - 2014.06.10 11:26:00 -
[88] - 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
|
Smoky Fingers
Red Star. EoN.
400
|
Posted - 2014.06.10 11:28:00 -
[89] - Quote
Swarms... Increase range Reduce tracking value from 100 to 99 Introduce deadzone and missile turning radius
R.I.P. CPM Nova Knife
|
medomai grey
WarRavens Final Resolution.
802
|
Posted - 2014.06.10 11:49:00 -
[90] - Quote
Baal Omniscient wrote:Either you have no idea how to hold down the L1 button and give your ship a 45 degree tilt to reach max speed, or you are lying through your teeth intentionally. I have a Python too, and with only basic modules. I can outrun swarms as long as I see them launched and there is a suitable distance between us for me to get a full tilt going for a second or two, no afterburner needed. Quit trying to exaggerate the situation. No point in even reading the rest of your post since your premise is a sham from the start. Either quit exaggerating or L2ADS, whichever suits your current situation.
Also, the whole idea of swarms is for them to be smart missiles. They would't make good smart missiles if they didn't track you at least moderately well. For a faster VARIANT of swarms with a longer range (50-75m ish), loosing a chunk off the tracking ability of the missiles would be fine. Allowing a good pilot to outmaneuver missiles would not only make the longer range more balanced, it would add flavor to AV v Vehicle play. But current swarms (with perhaps 50ish meters less range than current swarms but with more damage) need their tracking to remain in order to deal with LAV's and CQC dropships/tanks. There is a difference between lying and being factually wrong, the difference being belief. To go straight to accusations of lying and calling someone a noob is pretty damn offensive. You may be right in me over exaggerating the mechanics. I'm going to have to do some testing. In the mean time, put a muzzle on your anger, relax, have a nice cup of tea. There was nothing in my post that should have warranted that much hate.
I'm not demanding that swarms should have shoddy tracking ability. The current swarms have extremely good tracking ability; being able to do 180 degree turns, following you behind cover, etc. So when I said "drastically reduce their tracking ability", I meant reduce it so that it tracks ok. Although I do understand how that could be misinterpreted and that's my fault for not being clear enough.
I am not proposing that swarm tracking ability be reduced across the board; only those that have their flight speed increased.
I'm glad that you at least agree with the conclusion from my "sham" premise.
Medium frame EHP is not medium
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |