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CCP Logibro
C C P C C P Alliance
8022
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Posted - 2014.06.10 12:12:00 -
[91] - Quote
Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 12:29:00 -
[92] - Quote
CCP Logibro wrote: Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
I think the common refrain on SL is the pilot's sense of how they can react. I tend to think that vehicle drivers are over sensitive, and I don't want to make a number of new penalties for vehicles all at once, but I think I like where this is going. It would require you to take an more effective gun off the field in order to reduce the speed of a target. To really get the full effect, you'd need coordinated AV. What I don't know from the infantry effect is how long a speed penalty like this would last.
The secondary thing to think of in terms of pilots' sensitivity is, "How would a pilot really know that they are being attacked by this kind of weapon?" If all of a sudden they lose acceleration/agility/speed, then would that just feel more like a glitch than a game effect? |
Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 12:33:00 -
[93] - Quote
What might be an interesting concept for Legion would be the idea of deployable weapon packs that let you put something down, like a swarm launcher, that you can then swap out from your main weapon. I think part of the issue with these kinds of weapons is how much of a penalty of not having a regular light weapon is. |
Adipem Nothi
Nos Nothi
1590
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Posted - 2014.06.10 12:44:00 -
[94] - Quote
Judge Rhadamanthus wrote: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.
The idea for example with 2 and 5 is to stop dropships just hanging there raining unfair death. If I do that I take a great risk of getting hit with 440 hp damage swarms. But if I am moving, say flying to drop off troops, like dropships should, then I take far less damage, say 100 per missile. So swarmers can time their attacks for when the dropship reaches it's destination. At the point when we are a threat to the team; rather than just blasting away from long range the whole match.
Both players have to be more strategic. We can remove the afterburner, buff swarm damage. Over to you......
Judge, each "conditional" above would require a client side update; non-options. FTFY
Idea: Increase physical impact to current swarms; hold all else constant; see what happens. Thoughts?
Shoot scout with yes...
- Ripley Riley
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danie braz
Krusual Covert Operators Minmatar Republic
47
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Posted - 2014.06.10 12:48:00 -
[95] - Quote
CCP Logibro wrote: Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
Slows tanks yes. On derpships id rather have them have a knockback effect.
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Adipem Nothi
Nos Nothi
1590
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Posted - 2014.06.10 12:59:00 -
[96] - Quote
@ Logibro All of that looks good. If something ends up too weak/strong, we can tweak it after-the-fact in a hurry, right?
@ Mad Science \o/ webifier! Would be very cool if possible.
Shoot scout with yes...
- Ripley Riley
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Grimmiers
585
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Posted - 2014.06.10 13:00:00 -
[97] - Quote
I always thought flare countermeasure modules would be fun in dust, but we're stuck with client side stuff.
As for rattati's list,
that price reduction sounds good and the standard dropship buffs need to happen as well.
The lower swarm damage with more missiles is also nice you just need to make sure that the resistances aren't completely negating missile's damage. The whole shield regen system could use some looking at. I remember back in closed beta we used to squad up and fire laser rifles at a shield tank which was very effective, but not op since the damage would stop when you got to armor. Shield regen needs to add the collective damage it has taken within 1 or 2 seconds and recognize that as large arms fire. That way 8 swarms doing 30 damage a piece won't all be repair as soon as they hit. This might also make hmg's more effective av weapons without a damage buff.
I guess a possible way you could fix shield regen is to scale the regen rate with the damage taken without making it longer than max delay. If you can get laser rifles and hmg's doubling as av weapons you would help swarms as well. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11075
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Posted - 2014.06.10 13:29:00 -
[98] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
Yes to mad science swarms slowing down targets!
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Atiim
Heaven's Lost Property
9291
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Posted - 2014.06.10 13:35:00 -
[99] - Quote
Sir Dukey wrote: BUFF PYTHON, BUFF SHIELDS, NERF SWARM EFFECTIVENESS TOWARDS SHIELDS. It's easier to survive swarms in an incubus than it is in a python.
The Swarm Launcher is an Explosive weapon, which is extremely ineffective towards Shields, especially when compared to the Forge Gun.
As you said, the Python is a Glass Cannon, use that to your advantage. Sure, the Swarmer can make quick work of you if he has the opportunity, but you can do the same thing to the Swarmer as well. Unless your putting a Swarm on a Sentinel (in which case, your a scrub); a Python can 1-3HK the Swarmer, while the Swarmer can 4-6HK a Python.
To reiterate, Swarm vs Python is basically Glass Cannon vs Glass Cannon. You both have the power to make quick work of each other, so to claim victory over the other you both need to use that to your advantage. As for your statement about how it's easier to survive Swarms with an Incubus than with a Python, that is due to innate 45% resistance that's still on the Incubus, which needs to be addressed as well.
Here's a tip, If you find yourself being hit by a Swarmer, bolt to the flight cieling, and then fly directly below him, then fire at him. Chances are s/he'll be checking her/his sides for the Python as opposed to completely above them.
Finally, NO. You may not have a buff to the Python. Not only is it highly unnecessary (from my experience), it would break other forms of AV engagement against the Python.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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danie braz
Krusual Covert Operators Minmatar Republic
47
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Posted - 2014.06.10 13:40:00 -
[100] - Quote
CCP Rattati wrote:
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.
is there a way to add a lock warning system for swarms? For the infantry side how about lowering the cost of a scanner. Changing the values of them respective to their tiers would be an option. Lower the cost and lower the effectiveness. A basic would scan non-dampened heavies (forge gunners) for example. Having a passive bonus to them would generate infinite dropship scanners.
Flares would be bad ass by the way. Get that on for legion and jet vs jet warfare.
Fluoride uranium carbon potassium bismuth technetium helium sulfur germanium thulium Molybdenum neon yttrium
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bogeyman m
Krusual Covert Operators Minmatar Republic
245
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Posted - 2014.06.10 14:04:00 -
[101] - Quote
843 Epidemic wrote: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?
Yes.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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lithkul devant
Legions of Infinite Dominion Zero-Day
238
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Posted - 2014.06.10 14:21:00 -
[102] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
While I think your intentions might be good on this, I think you are doing it wrong.
1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing.
2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place)
3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL.
4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times.
Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds. |
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CCP Logibro
C C P C C P Alliance
8027
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Posted - 2014.06.10 14:31:00 -
[103] - Quote
lithkul devant wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? While I think your intentions might be good on this, I think you are doing it wrong. 1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing. 2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place) 3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL. 4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times. Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds.
I'm pretty sure that we can reduce that threshold from 102 to 80-75 or even lower safely (anything that isn't an AV weapon already has a really low multiplier so shouldn't interfere still). There's also a strange thing I've found with the resistances for dropships against swarms (the 55% efficiency people have mentioned), so fixing that might solve a lot of problems.
PG/CPU modifications are something we've considered, but that's a little beyond the scope of Bravo. Chances are we won't touch them this time around and leave them for another hotfix.
Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people.
There is no damage nerf, prototype damage is the same and standard and advanced are higher. Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Fox Gaden
Immortal Guides
3666
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Posted - 2014.06.10 14:33:00 -
[104] - Quote
Hobo on Fire wrote: 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. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Adipem Nothi
Nos Nothi
1594
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Posted - 2014.06.10 14:35:00 -
[105] - Quote
Fox Gaden wrote:Hobo on Fire wrote: 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. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS.
o/ Fox
Tell me, have you ever danced under tank fire while trying to get a target lock?
Shoot scout with yes...
- Ripley Riley
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2130
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Posted - 2014.06.10 14:38:00 -
[106] - Quote
CCP Logibro wrote:............
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
We need to approach vehicles and fighting them more this way.
The 'problem' with damage/range/lockons nerfs/buffs of weapons systems is that, while necessary for balancing, these adjustments do not give us what we need for interesting AV gameplay.
The current toolkit of AV infantry is understocked. Currently infantry has two options for dealing with vehicles: detecting them(still buggy, prolly due to tacnet lag, imo) and applying damage.
The 'waves of opportunity' tank vehicle model has two primary variables: hardener/repper duty cycle and mobility(velocity/acceletation).
Balance between infanty AV and vehicles revolves around these variables. Logibro, your proposal is encouraging because it is the first time i've seen CCP pay any attention at all to the fundamental variables in the AV/Vehicle balance equation.
Wrt the slowdow effect proposal, i would say that it's a great start and that there's a lot of opportunity for variation:
- The webbing effect could be of varying strengths/durations.
- We could look at reducing acceleration or increasing inertia/mass.
- We could interfere with hardener duty cycle, repper duty cycle, hardener/repper duty cycle.
- We could mess with vehicle module turn-on.
- We use specialist 'tagging' swarms to increase lock-on range for other swarms.
There an inherent balance built in here because any weapon generating these effect can be forced to trade off damage/ ammo/range/lockon etc.
Lastly, these tools apply equally well to ground vehicle AV and are prolly more important for the quality of the DUST experience on the ground than in the air.
PSN: RationalSpark
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Fox Gaden
Immortal Guides
3666
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Posted - 2014.06.10 14:39:00 -
[107] - Quote
Adipem Nothi wrote:Fox Gaden wrote:Hobo on Fire wrote: 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. That would actually make sense. Have a Lock On time per missal, so that while the Proto Swarm with more missals does a lot more damage, the Standard Swarm would lock faster and not be as far behind on DPS. o/ Fox Tell me, have you ever danced under tank fire while trying to get a target lock? Most definitely, although I have not been using Swarms very much since the week of testing I did after 1.7.
I used to enjoy dueling with LAVs in an open field back in the Murder Taxi days.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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bogeyman m
Krusual Covert Operators Minmatar Republic
245
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Posted - 2014.06.10 14:48:00 -
[108] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
I'll only comment on the points that I have issues with - everything else seems reasonable...
Please do NOT nerf standard swarm range - I think it should be buffed to 200m. It still takes close to a second and a half to target-lock and those vehicles are moving. Good luck getting close enough on foot in Commando suit. I still don't understand why it takes the same lock-time for a 50m target as it does for a 150m target. Longer lock times for farther targets solves this issue without nerfing range. A distant moving/flying target has a greater chance of escape; a closer stationary target, less so.
Adding a weaker, 225m-250m Assault variant makes sense as does a stronger, 150m-175m Breach variant (for HAVs?). Not sure about the value of the Specialist model.
I think swarm missiles should be faster than all vehicles without burners, but probably slower than those with. So make whatever corrections needed there.
Increasing missile count while reducing damage per missile seems a reasonable way to flatten the damage curve from std to proto, but the bug that allows ADSs to shield regenerate throughout a missile volley impact because individual missile damage is to low needs to be corrected.
Standard swarm missile smarts need to be improved some to reduce the odds of hitting inanimate things like molehills and building cross-beams - especially if the number of missiles are to be increased. HOWEVER, adding a chance variable that causes random missiles to miss their target a (very) small percentage of the time even if they run into nothing else on route seems fair and would reward pilot skill.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Beld Errmon
1664
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Posted - 2014.06.10 15:11:00 -
[109] - Quote
I think ppl need to keep in mind that these hotfixes from what I remember reading are limited to changing stats, they can change a few things like damage and rate of fire, but suggesting major changes that would require large amounts of coding is a waste of time.
As a pilot the only thing i can add to this topic that wouldn't be completely self serving and biased is buff the swarm with caution, it needs some work so that it isn't irrelevant to an incubus, but it is the most spammed AV weapon in the game i've had matches where 4 ppl plus have just spammed missiles nonstop, dropships will be a thing of the past if protoswarms start killing incubi in 2 shots.
Pilot - Tanker - FOTM (insert here)
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CCP Logibro
C C P C C P Alliance
8030
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Posted - 2014.06.10 15:26:00 -
[110] - Quote
As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Adipem Nothi
Nos Nothi
1598
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Posted - 2014.06.10 15:36:00 -
[111] - Quote
CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that.
Good find, Logibro! I formally withdraw all AV feedback I've offered to date, as well as any changes I've proposed and/or supported. Will reassess post-fix.
PS: A suggestion, if I may. We could roll this out ahead of Bravo to see if add'l changes remain warranted.
Shoot scout with yes...
- Ripley Riley
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Archer Yorcot
S.e.V.e.N. General Tso's Alliance
71
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Posted - 2014.06.10 15:36:00 -
[112] - Quote
@ Logibro,
Any chance you can deploy that bug fix during down time before releasing Bravo?
It would help the community give more accurate feedback if we could see what it looks like when our proficiency skills are actually applied correctly.
This forum signature is OP.
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Sir Dukey
SAM-MIK General Tso's Alliance
1001
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Posted - 2014.06.10 15:53:00 -
[113] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
Just because Incubus is unkillable doesn't mean python is. I have lost many pythons to swarms especially when they hit you so hard you get turned upside down. Swarms are dangerous to pythons, Buff Python resistance toward swarms. A lock and shoot weapon shouldn't be too powerful. |
Sir Dukey
SAM-MIK General Tso's Alliance
1001
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Posted - 2014.06.10 16:00:00 -
[114] - Quote
bogeyman m wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? I'll only comment on the points that I have issues with - everything else seems reasonable... Please do NOT nerf standard swarm range - I think it should be buffed to 200m. It still takes close to a second and a half to target-lock and those vehicles are moving. Good luck getting close enough on foot in Commando suit. I still don't understand why it takes the same lock-time for a 50m target as it does for a 150m target. Longer lock times for farther targets solves this issue without nerfing range. A distant moving/flying target has a greater chance of escape; a closer stationary target, less so. Adding a weaker, 225m-250m Assault variant makes sense as does a stronger, 150m-175m Breach variant (for HAVs?). Not sure about the value of the Specialist model. I think swarm missiles should be faster than all vehicles without burners, but probably slower than those with. So make whatever corrections needed there. Increasing missile count while reducing damage per missile seems a reasonable way to flatten the damage curve from std to proto, but the bug that allows ADSs to shield regenerate throughout a missile volley impact because individual missile damage is to low needs to be corrected. Standard swarm missile smarts need to be improved some to reduce the odds of hitting inanimate things like molehills and building cross-beams - especially if the number of missiles are to be increased. HOWEVER, adding a chance variable that causes random missiles to miss their target a (very) small percentage of the time even if they run into nothing else on route seems fair and would reward pilot skill.
Python shields are stopped by a mass driver round... They are stopped by one swarm aswell.. |
Sir Dukey
SAM-MIK General Tso's Alliance
1003
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Posted - 2014.06.10 16:20:00 -
[115] - Quote
1.) Don't balance AV vs Vehicles solely based on the fact that Armor vehicles are a bit OP. This throws off the shield vs AV balance. A buff to swarms at this state will render the Python completely useless. A militia swarms can already knock a Python out of control relatively easy and buffing that, the Python will becomes even more UP then now. The collision damage on shield vehicles is ridiculous, landing takes away a minimum of 400 shields and accidentally hitting the ground at 3 mph will knock of thousands.
Pythons are made of Paper and Air, and a buff to swarms will just mess up the whole situation. Swarms are already really dangerous to a Python.
2.) Don't nerf two aspects of an asset. The nerf to flaylock was just plain stupid. Nerfing Radius and splash damage made the weapon another usless weapon in the arsenal of useless weapons.
Curretly- You are deciding to buff the physical impact of swarms, the # of missiles, also trying to implement a weapon that will slow down DS. The only thing the PYTHON can DO is RUN, IT CANNOT TANK SH*TTTTTTT
YOU ARE GOING TO MAKE PYTHON STUPIDLY UP!!! PLEASE CCP... YOU FKED UP WITH SCOUTS (more brick tanked scouts) and now you are going to over nerf the ADS especailly PYTHON which is already UP against swarms.
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
285
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Posted - 2014.06.10 16:21:00 -
[116] - Quote
CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
[snip]
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target?
I won't speak on dropship speed or effects of physical impulse; the pilots can debate how much they should be slapped around. I like most of the rest, but I have some suggestions.
Normal swarms should keep their current range... at 175 there are still a ton of situations where HAVs can simply drive away to get out of range. As for Assault Swarms: I like the idea of making them faster but slower turning. I would put the assault swarms at 225m or 250m, but perhaps with stronger reduction to damage (20% or 25%) As others have said, the 6/7/8 missile idea is great for flattening the progression, as long as the shield regen issues are addressed.
As much as I like the idea of a weapon to slow targets, I'm unsure how much use it would get attached to a "primary" AV weapon. The only way for it to be effective would be in concert with other AV weapons, which requires a commando with a second AV weapon (so almost zero anti infantry defense) or trying to herd blue dots; not as simple a task as many vehicle users would like to believe. The effect would be great on a variant to proximity mines though, or perhaps on an AV grenade or even a specialized flaylock. |
Sir Dukey
SAM-MIK General Tso's Alliance
1003
|
Posted - 2014.06.10 16:22:00 -
[117] - Quote
CCP Logibro wrote:lithkul devant wrote:CCP Logibro wrote:Alright, so I'm going to put some of my early thoughts here. None of this is final and is highly dependent on your feedback
* Reduce ADS price to 250,000 ISK * Swarms to 150m, Assault Swarms to 200m * Buff base dropship health a little (not ADS) * Increase swarm reserve ammo * Reduce physical impulse on Assault Swarms * Slight increase to physical impulse on Swarms * Increase Assault Swarm speed, reduce tracking and flight time. Total range will still be slightly higher. Max Rotation rate is currently 90 degrees, will try 60 first. * Increase Standard Dropship speed (140 -> 160) * Increase missiles to 6/7/8, reduce damage to compensate (165) to close gap between standard, advanced and prototype. * Reduce Assault Swarm damage (looking at 10% initially)
Vehicle Armour Repairers need a big hit with a nerf bat, so I'll also look at those. However they are a much wider issue, so that might take some more time.
The resistance profiles for swarms also seem a bit strange, so I'll dig into those as well.
I saw someone mention afterburners increasing damage taken as a thought, and from what I can see that might be possible, but that's going into mad science territory at this stage and I haven't given it much thought yet.
Lastly to fully cross into mad science territory, what would you think of a swarm variant that does half the damage but applies a very strong slowing effect to it's target? While I think your intentions might be good on this, I think you are doing it wrong. 1. When you reduce the damage of swarm missiles you reduce the possible chance for them to break the regen cycle. Aka shields will not even slow down and the damage you just applied will mean nothing. 2. Armor repairs do not need a huge nerf on how much they repair per tick, they need a nerf on CPU/PG so that you can not make yourself invincible to most forms of damage, such as only being able to have 2 max on or hardwire it so that you can only have 1 possible. (As you said tank to tank combat is in a good place) 3. Swarm launchers have to short of a range as is, to make it even shorter just puts them more at risk. So much so I will retire my Swarm launcher fit if the max range is 150 for the standard. Because the FG out damages it and out ranges it and even pushes the dropship more then the SL does. Not to mention the PLC might be becoming an actual AV weapon, which again will out perform the SL. 4. Exactly why are you making a weapon, that has literally one function, which is to shoot vehicles less effective then weapons that can actually do damage to infantry as well major example the forge gun? That right their is a huge nerf, due to having to rely upon others to protect them most times. Though the other changes you are proposing would be very nice, if you need me to I can easily find plenty of videos of SL not doing enough damage to break regen cycles. A SL that provides a slowing buff would be awesome, but I bet every tanker and ADS pilot will complain that it is OP within seconds. I'm pretty sure that we can reduce that threshold from 102 to 80-75 or even lower safely (anything that isn't an AV weapon already has a really low multiplier so shouldn't interfere still). There's also a strange thing I've found with the resistances for dropships against swarms (the 55% efficiency people have mentioned), so fixing that might solve a lot of problems. PG/CPU modifications are something we've considered, but that's a little beyond the scope of Bravo. Chances are we won't touch them this time around and leave them for another hotfix. Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people. There is no damage nerf, prototype damage is the same and standard and advanced are higher. Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy.
My small missiles does 50% damage to shields, my large missiles do 50% damage to shields, Swarms should do 50% damage to shields.. I can't believe you are buffing this lock and fire skill-less weapon. At least make it so they have to keep the lock on .. |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
648
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Posted - 2014.06.10 16:23:00 -
[118] - Quote
yeah a few swarm laucher variants would help longer lock ranges, damages or lock times, maby a return of the dumbfire variant |
Nothing Certain
Bioshock Rejects
810
|
Posted - 2014.06.10 16:24:00 -
[119] - Quote
CCP Logibro wrote:As it turns out, I found a bug that means the Forge Gun and Swarm weren't getting their proficiency skill bonuses against vehicle armour on HAVs and Dropships. I think I'll look at fixing that.
Yeah, that might be a good idea.
I can't figure out if I am happy you found it or pissed that it was there in the first place. This type of thing is what gives parents gray hair when their kids do it.
I liked your proposals regarding swarms. I think collision damage on some of the dropships is excessive as well. Smaller canges are better than big ones, the AR buff/CR nerf is evidence of that. It looked insignificant but turned out to be a good call.
Love the idea of a slowdown effect weapon. We have been asking for that for a long time. As you are proposing it, it would be a team based weapon and it would make dual swarm Commandos a thing.
Because, that's why.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2859
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Posted - 2014.06.10 16:56:00 -
[120] - Quote
CCP Logibro wrote: Swarm Range is the biggest thing I'll need feedback for, as it's hard to duplicate actual battlefield conditions with less people.
. . . Swarms have the advantage in that they can lockon to their targets, which gives a much higher amount of accuracy.
150m is a very short distance for AV. AV gravitates towards high places so that it can see the field for where the vehicles are. But with swarms especially, those things feel like they home in on terrain more than the vehicles. I'm still getting killed from 120+ meters out with HAV's Large Blaster. Or Small Missile turrets that do nearly as much damage as a shotgun but from 30+ meters out and get out of your range after making a pass and killing a few people.
200 basic variant, 300m Assault variant, please.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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