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Thread Statistics | Show CCP posts - 12 post(s) |
duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 20:02:00 -
[211] - Quote
Judge Rhadamanthus wrote:Sir Dukey wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
No, were going to have to run after we see the first volley of militia swarms knowing the second one is already locked and loaded, also knowing that the first volley is either going to push us into a wall, the ground. The least it can do is take away 1/3 of our shields and there is no way to avoid it. Exactly. You think we we just AB away now, Soon As i see that first shot I will run. Not fight. YOu will get less battles between swarms and dropships. Swarmers may find they get less kills and more frustrating fights. Well that's what happens when lock on users cry for buffs, look at the stinger in bf3, way op, no more below radar, 1 hit disable. Bf4, 1 hit temporary disable for 6 seconds, 2s stinger reload time, ya try to escape that.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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Floyd20 Azizora
L.O.T.I.S.
57
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Posted - 2014.06.11 20:06:00 -
[212] - Quote
no one notices that swarms were doing 55% damage, likely before the fact it does 70% of that right? while i don't fly dropships, 220 *0.55=121*0.7=84.7 per missle to shields, and i believe i saw something about 120 damage needed to stop shield regen. maybe CCP should show live test video of these new stats in action, see what happens? |
Sir Dukey
SAM-MIK General Tso's Alliance
1017
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Posted - 2014.06.11 20:08:00 -
[213] - Quote
Floyd20 Azizora wrote:no one notices that swarms were doing 55% damage, likely before the fact it does 70% of that right? while i don't fly dropships, 220 *0.55=121*0.7=84.7 per missle to shields, and i believe i saw something about 120 damage needed to stop shield regen. maybe CCP should show live test video of these new stats in action, see what happens?
Swarms does stop regen, these swarmers just don't know it. |
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CCP Logibro
C C P C C P Alliance
8088
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Posted - 2014.06.11 20:10:00 -
[214] - Quote
Alright, small update. I had a number wrong somewhere that made it seem like less damage. Chew on this instead
Base 75% efficiency for swarms meaning:
60% against shields 90% against armour
75% against thruster shields 112.5% against thruster armour
Note that this only affects swarms when shooting all dropships.
Sorry for the panic attack.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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deezy dabest
Sacred Initiative of Combat Killers
601
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Posted - 2014.06.11 20:11:00 -
[215] - Quote
As an ADS pilot I am all for balancing swarms against them in whatever way. But please do not screw the Python over just to make the incubus vulnerable.
I will comment more once I look at the changes in depth.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
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Atiim
Heaven's Lost Property
9343
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Posted - 2014.06.11 20:18:00 -
[216] - Quote
Sir Dukey wrote: LOL, 3 weeks compared to my 1+ year.. Ok Atiim.... I doubt you even fly. It's probably your once in a while thing pulling it out on clueless newberries just like how you used you're tank in 1.6. There is nothing to hid Atiim, we all know you're a scrub. BTW, do go watch Judges Videos.
You piloting a Python for a year doesn't change the fact that:
- Swarm Launchers don't completely flip Pythons over; making your statement a lie
- A Python has the ability to kill an AVer quickly; and these SL changes won't prevent that from happening.
The amount of time you've been piloting Pythons doesn't change the fact that the vast majority of of things you've recently posted in this discussion is drivel. Time Gëá Credibility.
Not actually sure what that has to do with anything really, but the fact that I've beaten and out-scored players who are better than you'll ever be, I'll take your statement about me being a scrub with a grain of salt.
Sir Dukey wrote: Swarms does stop regen, these swarmers just don't know it.
Don't recally seeing a Swarm Launcher user say that they don'tt stop Shield Regen on a Python. Do you have a quote or may I place this statement in the trash pile with the rest of your fallacious drivel?
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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Cat Merc
Onslaught Inc RISE of LEGION
10314
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Posted - 2014.06.11 20:19:00 -
[217] - Quote
Doesn't the forge gun do full damage to dropships? If so, what's the difference with swarms?
At the range a swarm can lock on to you, you are quite hard to miss with a forge gun.
Feline overlord of all humans - CAT MERC
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lithkul devant
Legions of Infinite Dominion Zero-Day
242
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Posted - 2014.06.11 20:20:00 -
[218] - Quote
Sir Dukey wrote:Atiim wrote:lithkul devant wrote: I hate dropships as much as the guy next to me, and mind you it will be fun blowing them out of the sky, but I do hope you will be adjusting the Ehp on the ADS with the other dropships so that they are not complete paper tigers. Yes I fully agree with the adjustments in armor resistance and shield resistance and the change to the damage threshold. I however, will suggest that Ehp on dropships will need to be modified in order to well survive since Dropships and ADS are known for having low armor and shield, what kept them alive so well (OP as they were) was all the things that were botched when dealing with them. I hope you change the numbers of Ehp on them first before deciding to mess to much with the resistances or bonuses against dropships.
Dropship and Assault Dropship Pilots will still have the ability to make quick work of an AVer (in a span of 2.4 seconds mind you), not to mention that they'll still have the ability to evade Swarms via cover (ie, flying behind a tower) as well as their trusty Afterburner. The Swarm Launcher adjustments won't change that. Not to mention that an increase of DS/ADS eHP would have to result in an increase in damage from other AV weapons, or you'll risk making other AV choices underpowered against them. Mind you that a good ADS costs 400k isk next patch, also mind you that you dont fking lock onto infantry with an ADS, Infantry can hide as well.
Let me repeat myself, so that no one is confused, I want to kill ADS I will go out of my way to forge gun them or shoot them with SL or forge whenever I can, I have even been known to light one up using an HMG cause it got to close and was trying to land on me. I understand that changing dropship health will unbalance them some, however, do recall that forge guns and other things will be getting a damage bonus due to bonuses working correctly and resistances working correctly. The dropships will literally feel like they have no health compared to what they did and they will die within seconds. The regen issue which many of us have hated will also be much closer to being fixed as well.
I honestly want to kill ADS have even made jokes about jumping into an ADS as a heavy that was low enough and performing a God of War scene on the dropship pilot. I do not want my most hated enemy to go away, I do not want them being to easy of a kill. I want ADS to be able to take a medium sized ass kicking before they go down, otherwise we will be back to tankbush and tankdom and tankskirm again. ADS are what keep tanks from completely dominating the battlefield, except when you have a really good AV squad, which happens....very rarely.
I feel that Logibro is doing an excellent job on this issue and is being well in tuned with what the community wants and needs. I do hope to see what Judge has to say as well towards this issue. Thank you for the new clarification by the way, but I think most of the issue now is the impulse and how much they can hit around a ADS or Dropship and the window for being effective in combat we will have to see this in action and after testing. |
duster 35000
Algintal Core Gallente Federation
25
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Posted - 2014.06.11 20:37:00 -
[219] - Quote
CCP Logibro wrote:Alright, small update. I had a number wrong somewhere that made it seem like less damage. Chew on this instead
Base 75% efficiency for swarms meaning:
60% against shields 90% against armour
75% against thruster shields 112.5% against thruster armour
Note that this only affects swarms when shooting all dropships.
This might not be a permanent move, as I might later decide to increase DS HP: if that happens, they'll move to standard 80/120 levels. Seems fine. But now could you please do something about forges vs drooships?
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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lithkul devant
Legions of Infinite Dominion Zero-Day
242
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Posted - 2014.06.11 20:38:00 -
[220] - Quote
Judge Rhadamanthus wrote:Sir Dukey wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
No, were going to have to run after we see the first volley of militia swarms knowing the second one is already locked and loaded, also knowing that the first volley is either going to push us into a wall, the ground. The least it can do is take away 1/3 of our shields and there is no way to avoid it. Exactly. You think we we just AB away now, Soon As i see that first shot I will run. Not fight. YOu will get less battles between swarms and dropships. Swarmers may find they get less kills and more frustrating fights.
I really enjoy your videos and I do try to post up links to them when I can and when they are relevant, I just wanted to take a second out of the day to thank you for the excellent work you do and I really do hope you become part of the CPM you would be a really great person for the job as you explain things very well. |
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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
261
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Posted - 2014.06.11 20:43:00 -
[221] - Quote
CCP Logibro wrote:Alright, small update. I had a number wrong somewhere that made it seem like less damage. Chew on this instead
Base 75% efficiency for swarms meaning:
60% against shields 90% against armour
75% against thruster shields 112.5% against thruster armour
Note that this only affects swarms when shooting all dropships.
This might not be a permanent move, as I might later decide to increase DS HP: if that happens, they'll move to standard 80/120 levels.
Currently swarms lock the whole vehicle and can not be aimed at a weak spot on the vehicle, Will you make three aim spots on the dropship now? |
Sir Dukey
SAM-MIK General Tso's Alliance
1017
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Posted - 2014.06.11 20:45:00 -
[222] - 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.
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Sir Dukey
SAM-MIK General Tso's Alliance
1017
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Posted - 2014.06.11 20:58:00 -
[223] - Quote
Atiim wrote:Sir Dukey wrote: LOL, 3 weeks compared to my 1+ year.. Ok Atiim.... I doubt you even fly. It's probably your once in a while thing pulling it out on clueless newberries just like how you used you're tank in 1.6. There is nothing to hid Atiim, we all know you're a scrub. BTW, do go watch Judges Videos.
You piloting a Python for a year doesn't change the fact that:
- Swarm Launchers don't completely flip Pythons over; making your statement a lie
- A Python has the ability to kill an AVer quickly; and these SL changes won't prevent that from happening.
The amount of time you've been piloting Pythons doesn't change the fact that the vast majority of of things you've recently posted in this discussion is drivel. Time Gëá Credibility. Not actually sure what that has to do with anything really, but the fact that I've beaten and out-scored players who are better than you'll ever be, I'll take your statement about me being a scrub with a grain of salt. Sir Dukey wrote: Swarms does stop regen, these swarmers just don't know it.
Don't recally seeing a Swarm Launcher user say that they don'tt stop Shield Regen on a Python. Do you have a quote or may I place this statement in the trash pile with the rest of your fallacious drivel?
Swarms don't always but they do sometimes, And sometimes they push hard into objects. If you flew a dropship everyday in 50-70% of your matches, you will see the flip over thinggy happen. There is some in Dust Fiends videos but I cannot be bother to find it for you. Time does = Credibility (not always but in somecases) because it means you have done and seen everything, I have seen RDV's hit me, swarms/ forges turn me upside down, railguns kill me in 2 seconds, MCC missiles hit me, Ramming, Stupid mechanics like Shield collison damage.
Let me remind you, the swarm is lock and fire= no skill, ADS - you have to manage everything, slightest things can kill you, (It's worth 500k isk), You have to fly, you have to actually Aim and try to terminate your target. A swarmer can very well fend me off even at militia level. They can hide behind objects, they can keep throwing off my aim and also they can take me out...
Atiim, you don't fly. I use proto swarms (actually no, they are pointless against armor vehicles) but they are well against shields and this buff will only throw off the balance.
The regen thing is addressed by CCP in this post.
Also, I would like to repeat myself in hopes that you understand: Swarm launcher- skill-less weapon,
I know you don't fly nor have you flown long enough to see the horror. So stop being biased. |
Pvt Numnutz
Watchdoge Explosives
1457
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Posted - 2014.06.11 21:16:00 -
[224] - 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. The afterburner is a dropships countermeasure. Against forge guns it allows us to change direction suddenly it orbit quickly throwing off his aim a bit, not always effective depending on the skill of the forge gunner but helps none the less. Against swarms it allows us to clear the lock range and potentially out run a volly if we can get the speed up in time. Doesn't always work but does get the ship out of lock range.
It is incredibly difficult to fight a forge gunner without an after burner, especially a good one. You can't maneuver fast enough to dodge his shots. With swarms you simply cannot dodge their missiles once locked, with out an afterburner you will get hit, unless you get lucky and it hits a part of a building but that's rare, especially with good swarmers.
It should be a well known fact at this point that infantry don't render well for dropships, as judge has shown in his videos dropship pilots are most of the time blind to threats around them. I fly with gunners and for what ever reason infantry render much better for them, so sometimes they tell me "hey I need you to get me higher" "red to our right 3 o'clock" etc etc because I can't see the target and they know so they give me the information I need to give them an angle. Most of the times I've been killed by av was because of a milita swarm shooting at me, when I go to engage suddenly 1-2 forge guns fire from right next to the swarm and down me. No render just blue balls of death. This happens a lot with swarms too, the swarms hit from outside my fov, though I can't tell where because the hit marker tells me the opposite direction and the swarms don't render when I turn to see where they are coming from. My only option is to retreat rep my shields try and guess where they were, or I don't go back meaning the swarms have protected their area.
Personally I think one proto fit swarm should be a serious threat to my proto fit dropship, if I mess up he kills me, if I am smart and retreat using my countermeasure I keep my ship and limp back to a supply depo. A proto swarm and another swarm launcher working together with communication should be able to kill me, as I am also using teamwork with a gunner to kill them.
An important note for you Rattati, v/av balance is very delicate. I'm in favor of buffing swarms a little, maybe 80-100 DMG nothing too crazy because if a single swarm can shoot down a dropship then any av combination will easily down a dropship. Swarms are the easiest av, you don't have to aim as much as a forge or plc. Forge guns require skill and very good aim and battles against them are fun and challenging for both parties involved. Not saying swarms require no skill but they don't require as much as their counterparts.
The scariest aspect with buffing swarms in my mind is the forge swarm combo. Skilled av teams will gave the forge engage first and fight the dropship while the swarm holds fire, an assault dropship might be able to fight a single forge gunner but not a forge with swarm support. Ads shots will be too off target to effectively fight. Instead the swarm waits till the forge has damaged the dropship significantly and fires before he retreats catching the ads pilot off guard. These new assault swarms you've suggested sound perfect for that role and I'm all for a chase missile specifically for fighting dropships. However the damage has to be less than other swarms because they are effectively fighting my only defense against their weapon.
I hope you read all of this but TL:DR in case your busy.
Rendering is a serious issue for pilots that can be helped by having gunners assist in threat/target identification as they have better rendering. Swarms are almost balanced but could use a little bit of a buff to their DMG to make them more of a viable threat to assault dropships. They should not be over buffed with added range or excessive DMG increase. If a single swarm can down a proto fit dropship with ease then any combination of av can easily down an assault dropship. Changing the assault swarm to be a sort of anti dropship variant is a great idea so long as they trade anti afterburner hitting ability for DMG. This encourages teamwork.
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Lynn Beck
Heaven's Lost Property
1764
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Posted - 2014.06.11 21:20:00 -
[225] - Quote
duster 35000 wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
Correction, we can't fight back. It's almost impossible already and because the python is weak you must run. Uh. Complex plate on a Incubus makes it LITERALLY impossible to sway, unless you're hit directly in te engine by Railguns types, Swarms hav no ability for that.
General John Ripper
Like ALL the things!!!
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Sir Dukey
SAM-MIK General Tso's Alliance
1017
|
Posted - 2014.06.11 21:23:00 -
[226] - Quote
Lynn Beck wrote:duster 35000 wrote:Judge Rhadamanthus wrote:A few things. Ill chart it up tonight. Post tomorrow when I have the numbers. But in a nutshell these changes are based of the numbers, like damage and efficiency. They do not account for how the battle actually is.
Hers iis just one example - impulse. Swarms knock us all over the place. Each missile hits 1 after the other and we cannot aim at the target. We can only shoot between volleys, and by adding more missiles we will likely have a tiny window to fight back.
Correction, we can't fight back. It's almost impossible already and because the python is weak you must run. Uh. Complex plate on a Incubus makes it LITERALLY impossible to sway, unless you're hit directly in te engine by Railguns types, Swarms hav no ability for that.
This thread has turned into a python vs swarm balance. We don't want CCP to balance swarms solely on Armor dropships because we know they are OP.
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Sir Dukey
SAM-MIK General Tso's Alliance
1017
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Posted - 2014.06.11 21:26:00 -
[227] - Quote
Pvt Numnutz 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. The afterburner is a dropships countermeasure. Against forge guns it allows us to change direction suddenly it orbit quickly throwing off his aim a bit, not always effective depending on the skill of the forge gunner but helps none the less. Against swarms it allows us to clear the lock range and potentially out run a volly if we can get the speed up in time. Doesn't always work but does get the ship out of lock range. It is incredibly difficult to fight a forge gunner without an after burner, especially a good one. You can't maneuver fast enough to dodge his shots. With swarms you simply cannot dodge their missiles once locked, with out an afterburner you will get hit, unless you get lucky and it hits a part of a building but that's rare, especially with good swarmers. It should be a well known fact at this point that infantry don't render well for dropships, as judge has shown in his videos dropship pilots are most of the time blind to threats around them. I fly with gunners and for what ever reason infantry render much better for them, so sometimes they tell me "hey I need you to get me higher" "red to our right 3 o'clock" etc etc because I can't see the target and they know so they give me the information I need to give them an angle. Most of the times I've been killed by av was because of a milita swarm shooting at me, when I go to engage suddenly 1-2 forge guns fire from right next to the swarm and down me. No render just blue balls of death. This happens a lot with swarms too, the swarms hit from outside my fov, though I can't tell where because the hit marker tells me the opposite direction and the swarms don't render when I turn to see where they are coming from. My only option is to retreat rep my shields try and guess where they were, or I don't go back meaning the swarms have protected their area. Personally I think one proto fit swarm should be a serious threat to my proto fit dropship, if I mess up he kills me, if I am smart and retreat using my countermeasure I keep my ship and limp back to a supply depo. A proto swarm and another swarm launcher working together with communication should be able to kill me, as I am also using teamwork with a gunner to kill them. An important note for you Rattati, v/av balance is very delicate. I'm in favor of buffing swarms a little, maybe 80-100 DMG nothing too crazy because if a single swarm can shoot down a dropship then any av combination will easily down a dropship. Swarms are the easiest av, you don't have to aim as much as a forge or plc. Forge guns require skill and very good aim and battles against them are fun and challenging for both parties involved. Not saying swarms require no skill but they don't require as much as their counterparts. The scariest aspect with buffing swarms in my mind is the forge swarm combo. Skilled av teams will gave the forge engage first and fight the dropship while the swarm holds fire, an assault dropship might be able to fight a single forge gunner but not a forge with swarm support. Ads shots will be too off target to effectively fight. Instead the swarm waits till the forge has damaged the dropship significantly and fires before he retreats catching the ads pilot off guard. These new assault swarms you've suggested sound perfect for that role and I'm all for a chase missile specifically for fighting dropships. However the damage has to be less than other swarms because they are effectively fighting my only defense against their weapon. I hope you read all of this but TL:DR in case your busy. Rendering is a serious issue for pilots that can be helped by having gunners assist in threat/target identification as they have better rendering. Swarms are almost balanced but could use a little bit of a buff to their DMG to make them more of a viable threat to assault dropships. They should not be over buffed with added range or excessive DMG increase. If a single swarm can down a proto fit dropship with ease then any combination of av can easily down an assault dropship. Changing the assault swarm to be a sort of anti dropship variant is a great idea so long as they trade anti afterburner hitting ability for DMG. This encourages teamwork.
Swarm and Python buff is nearly perfect, and I don't want a damage buff throwing that off... |
Lynn Beck
Heaven's Lost Property
1765
|
Posted - 2014.06.11 21:29:00 -
[228] - Quote
Sir Dukey wrote:Atiim wrote:Sir Dukey wrote: LOL, 3 weeks compared to my 1+ year.. Ok Atiim.... I doubt you even fly. It's probably your once in a while thing pulling it out on clueless newberries just like how you used you're tank in 1.6. There is nothing to hid Atiim, we all know you're a scrub. BTW, do go watch Judges Videos.
You piloting a Python for a year doesn't change the fact that:
- Swarm Launchers don't completely flip Pythons over; making your statement a lie
- A Python has the ability to kill an AVer quickly; and these SL changes won't prevent that from happening.
The amount of time you've been piloting Pythons doesn't change the fact that the vast majority of of things you've recently posted in this discussion is drivel. Time Gëá Credibility. Not actually sure what that has to do with anything really, but the fact that I've beaten and out-scored players who are better than you'll ever be, I'll take your statement about me being a scrub with a grain of salt. Sir Dukey wrote: Swarms does stop regen, these swarmers just don't know it.
Don't recally seeing a Swarm Launcher user say that they don'tt stop Shield Regen on a Python. Do you have a quote or may I place this statement in the trash pile with the rest of your fallacious drivel? Swarms don't always but they do sometimes, And sometimes they push hard into objects. If you flew a dropship everyday in 50-70% of your matches, you will see the flip over thinggy happen. There is some in Dust Fiends videos but I cannot be bother to find it for you. Time does = Credibility (not always but in somecases) because it means you have done and seen everything, I have seen RDV's hit me, swarms/ forges turn me upside down, railguns kill me in 2 seconds, MCC missiles hit me, Ramming, Stupid mechanics like Shield collison damage. Let me remind you, the swarm is lock and fire= no skill, ADS - you have to manage everything, slightest things can kill you, (It's worth 500k isk), You have to fly, you have to actually Aim and try to terminate your target. A swarmer can very well fend me off even at militia level. They can hide behind objects, they can keep throwing off my aim and also they can take me out... Atiim, you don't fly. I use proto swarms (actually no, they are pointless against armor vehicles) but they are well against shields and this buff will only throw off the balance. The regen thing is addressed by CCP in this post. Also, I would like to repeat myself in hopes that you understand: Swarm launcher- skill-less weapon, I know you don't fly nor have you flown long enough to see the horror. So stop being biased. Skill-less you say?
What about being a 900 HP unit who gets 2 shot by Xt's?
What about requiring prof AND reload AND ammo, simply to kill a double mlt rep Soma?
What about sometimes, even needing to combine the Swarms with Ac nades AND a remote? Surely sacrificing 3 of my potential weapons for self defense for anti Tank is 'skilled' in that i'm specializing much more than rven Snipers or Scouts?
What about the fact i need to 'swerve' my swarms whilst dodging Blaster fire while never takin my eyes off of him, and then staring at the sky to make sire they don't hit the grass?
What 'skill' do you need to kill me in a ADS? About a week's worth of practice figuring how to stay level and 'aim' that swervy PoS reticule. Surely the only thing you have to do is hit me 3 times, while i have to unload MULTIPLE clips at maxed skills SIMPLY to kill your Mlt Module at worst, Full Prototype at best, Incubus, which, UNTIL BRAVO, has had an innate near 50% resist to everything i shoot?
Surely you're being a Fotm scrub, relying on 43% resists and MWD mods to ensure you never die in your (isk isn't a balancing factor) 500k dropship?
General John Ripper
Like ALL the things!!!
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Sir Dukey
SAM-MIK General Tso's Alliance
1018
|
Posted - 2014.06.11 21:42:00 -
[229] - Quote
Lynn Beck wrote:Sir Dukey wrote:Atiim wrote:Sir Dukey wrote: LOL, 3 weeks compared to my 1+ year.. Ok Atiim.... I doubt you even fly. It's probably your once in a while thing pulling it out on clueless newberries just like how you used you're tank in 1.6. There is nothing to hid Atiim, we all know you're a scrub. BTW, do go watch Judges Videos.
You piloting a Python for a year doesn't change the fact that:
- Swarm Launchers don't completely flip Pythons over; making your statement a lie
- A Python has the ability to kill an AVer quickly; and these SL changes won't prevent that from happening.
The amount of time you've been piloting Pythons doesn't change the fact that the vast majority of of things you've recently posted in this discussion is drivel. Time Gëá Credibility. Not actually sure what that has to do with anything really, but the fact that I've beaten and out-scored players who are better than you'll ever be, I'll take your statement about me being a scrub with a grain of salt. Sir Dukey wrote: Swarms does stop regen, these swarmers just don't know it.
Don't recally seeing a Swarm Launcher user say that they don'tt stop Shield Regen on a Python. Do you have a quote or may I place this statement in the trash pile with the rest of your fallacious drivel? Swarms don't always but they do sometimes, And sometimes they push hard into objects. If you flew a dropship everyday in 50-70% of your matches, you will see the flip over thinggy happen. There is some in Dust Fiends videos but I cannot be bother to find it for you. Time does = Credibility (not always but in somecases) because it means you have done and seen everything, I have seen RDV's hit me, swarms/ forges turn me upside down, railguns kill me in 2 seconds, MCC missiles hit me, Ramming, Stupid mechanics like Shield collison damage. Let me remind you, the swarm is lock and fire= no skill, ADS - you have to manage everything, slightest things can kill you, (It's worth 500k isk), You have to fly, you have to actually Aim and try to terminate your target. A swarmer can very well fend me off even at militia level. They can hide behind objects, they can keep throwing off my aim and also they can take me out... Atiim, you don't fly. I use proto swarms (actually no, they are pointless against armor vehicles) but they are well against shields and this buff will only throw off the balance. The regen thing is addressed by CCP in this post. Also, I would like to repeat myself in hopes that you understand: Swarm launcher- skill-less weapon, I know you don't fly nor have you flown long enough to see the horror. So stop being biased. Skill-less you say? What about being a 900 HP unit who gets 2 shot by Xt's? What about requiring prof AND reload AND ammo, simply to kill a double mlt rep Soma? What about sometimes, even needing to combine the Swarms with Ac nades AND a remote? Surely sacrificing 3 of my potential weapons for self defense for anti Tank is 'skilled' in that i'm specializing much more than rven Snipers or Scouts? What about the fact i need to 'swerve' my swarms whilst dodging Blaster fire while never takin my eyes off of him, and then staring at the sky to make sire they don't hit the grass? What 'skill' do you need to kill me in a ADS? About a week's worth of practice figuring how to stay level and 'aim' that swervy PoS reticule. Surely the only thing you have to do is hit me 3 times, while i have to unload MULTIPLE clips at maxed skills SIMPLY to kill your Mlt Module at worst, Full Prototype at best, Incubus, which, UNTIL BRAVO, has had an innate near 50% resist to everything i shoot? Surely you're being a Fotm scrub, relying on 43% resists and MWD mods to ensure you never die in your (isk isn't a balancing factor) 500k dropship?
Incubus is OP, IK but I fight for Pythons
What about railguns 2 hitting a 500k isk dropship What about RDV's Magically appearing out of no where killing my 500k isk drophip What about MCC missiles migically killing my 500k isk drophip What about swarms shoving my Python into builidings What about that one forgegunner or swarmer than can render me usless in a fight What about the 2.6 million SP I spent to get Python to level 5 What about the 500 isk sp I spent to get just turret operation level 5 so I can use missiles What about the 650k sp I spent to get prototype missiles What about the 900k sp I spent in Engineering to get a complex PG upgrade What about the 500k sp I spent getting the worthless small missile proficiency just so I can skill into optimization What about the 500k sp I spent to get missiles optimization to level 4 What about the 500k sp I spent to get missiles reload to level 4 What about the 500k sp I spent to get the ammo What about the 650k sp I spent into Shield modules so I can put on a complex heavy shield extender What about the 900k sp on top of that to fit it What about the 310k sp I spent to get ADV damage mods for my missiles What about the 400k sp I spent on shield depleted recharge delay skill to get it to level 3 What about the countless hours I spent learning to fly and still get killing by stupid collision damage and swarms knocking me into buildings. What about the countless times I have been drophip rammed What about the countless times I have been killed in under two seconds to militia railgun tank in the redline. What about the countless 500k isk pythons I lost.
What about it man?
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CCP Logibro
C C P C C P Alliance
8091
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Posted - 2014.06.11 22:14:00 -
[230] - Quote
Luther Mandrix wrote:CCP Logibro wrote:Alright, small update. I had a number wrong somewhere that made it seem like less damage. Chew on this instead
Base 75% efficiency for swarms meaning:
60% against shields 90% against armour
75% against thruster shields 112.5% against thruster armour
Note that this only affects swarms when shooting all dropships.
This might not be a permanent move, as I might later decide to increase DS HP: if that happens, they'll move to standard 80/120 levels. Currently swarms lock the whole vehicle and can not be aimed at a weak spot on the vehicle, Will you make three aim spots on the dropship now?
No. For the most part the bonus damage on the thrusters isn't going to come into play but it's still something that pilots should be aware of.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Lynn Beck
Heaven's Lost Property
1767
|
Posted - 2014.06.11 22:21:00 -
[231] - Quote
You don't 'need' Xt-1's and Python 5 to kill me.
All that is necessary is the ADS skillbook, and maybe Fitting Op 2 on Armor/shields.
The rest is you simply 'becoming even better' at negating AV in its' entirety.
Yes your Python is 2 shot by rails, i'm 2 shot by Shotguns, and even Mlt Snipers.
Yes your python is knocked about senselessly by Swarmfire(python) but i'm a slow, weak, no grenade wielding Commando, which is 2 shot by even Mlt Missiles.
Yes, flying a ADS needs at minimum 1.6 mill Iskto get into, AND a week of flying to 'git gud', but my Swarms ARE NOT skill-less. Because it assists me in aiming does NOT mean i deserve to be relegated to Flaylock Status.
Because it 'locks' doesn't mean you should be immune.
Because it shoots multiple bullets at once doesn't mean you should be 100% capable to dodge them.
If you got hit by my swarms, it means i was waiting for you to be turned the other way, and still. In other words: you dun phucced up.
If you continue to hang about after hearin my first volley even go off, then you deserve to be hit by the first volley, and maybe even 2nd.
If you only move after being HIT, then you deserve to have 3 colleys in the air, chasing your slow-to-react ass. If you fail to dodge the right way, that's YOUR error, and deserve to be hit by my 4th, and killing, volley of swarms.
The success of my Av depends ENTIRELY on how arrogant you are, and involves much more than 'i shot you in back, therefor u iz ded'
My success depends on Psychological warfare, relying on giving you the impression of my being weak, and then SNAPPING right when you dive in to selfishly take those kills.
Your success depends on hitting R1 and aiming at the right Chevron. Your non-death depends on you not Phuccing up, and flying near buildings when swarmers are present, or being greedy, those are YOUR phuccups, not CCP's.
An ally calling an lav in at their redline, and the RDV deciding it needs to come from the ENEMY mcc? Yeah, i understand that.
A enemy you're harassing calling in an Lav because he knows you won't see the RDV coming in, and will subsequently die? Once again. Your fault.
General John Ripper
Like ALL the things!!!
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nicholas73
Glitched Connection
151
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Posted - 2014.06.11 22:24:00 -
[232] - Quote
wrote:Incubus is OP, IK but I fight for Pythons
What about railguns 2 hitting a 500k isk dropship What about RDV's Magically appearing out of no where killing my 500k isk drophip What about MCC missiles migically killing my 500k isk drophip What about swarms shoving my Python into builidings What about that one forgegunner or swarmer than can render me usless in a fight What about the 2.6 million SP I spent to get Python to level 5 What about the 500 isk sp I spent to get just turret operation level 5 so I can use missiles What about the 650k sp I spent to get prototype missiles What about the 900k sp I spent in Engineering to get a complex PG upgrade What about the 500k sp I spent getting the worthless small missile proficiency just so I can skill into optimization What about the 500k sp I spent to get missiles optimization to level 4 What about the 500k sp I spent to get missiles reload to level 4 What about the 500k sp I spent to get the ammo What about the 650k sp I spent into Shield modules so I can put on a complex heavy shield extender What about the 900k sp on top of that to fit it What about the 310k sp I spent to get ADV damage mods for my missiles What about the 400k sp I spent on shield depleted recharge delay skill to get it to level 3 What about the countless hours I spent learning to fly and still get killing by stupid collision damage and swarms knocking me into buildings. What about the countless times I have been drophip rammed What about the countless times I have been killed in under two seconds to militia railgun tank in the redline. What about the countless 500k isk pythons I lost.
What about it man?
What about the skill of the pilot? I lose a lot of Pythons every now and then but I do get a lot of kills with it too. Fit it with the proper stuff and learn when to fly away.
Current Favorite soundtrack
The forums is my playground.
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Sir Dukey
SAM-MIK General Tso's Alliance
1021
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Posted - 2014.06.11 22:29:00 -
[233] - Quote
Lynn Beck wrote:You don't 'need' Xt-1's and Python 5 to kill me.
All that is necessary is the ADS skillbook, and maybe Fitting Op 2 on Armor/shields.
The rest is you simply 'becoming even better' at negating AV in its' entirety.
Yes your Python is 2 shot by rails, i'm 2 shot by Shotguns, and even Mlt Snipers.
Yes your python is knocked about senselessly by Swarmfire(python) but i'm a slow, weak, no grenade wielding Commando, which is 2 shot by even Mlt Missiles.
Yes, flying a ADS needs at minimum 1.6 mill Iskto get into, AND a week of flying to 'git gud', but my Swarms ARE NOT skill-less. Because it assists me in aiming does NOT mean i deserve to be relegated to Flaylock Status.
Because it 'locks' doesn't mean you should be immune.
Because it shoots multiple bullets at once doesn't mean you should be 100% capable to dodge them.
If you got hit by my swarms, it means i was waiting for you to be turned the other way, and still. In other words: you dun phucced up.
If you continue to hang about after hearin my first volley even go off, then you deserve to be hit by the first volley, and maybe even 2nd.
If you only move after being HIT, then you deserve to have 3 colleys in the air, chasing your slow-to-react ass. If you fail to dodge the right way, that's YOUR error, and deserve to be hit by my 4th, and killing, volley of swarms.
The success of my Av depends ENTIRELY on how arrogant you are, and involves much more than 'i shot you in back, therefor u iz ded'
My success depends on Psychological warfare, relying on giving you the impression of my being weak, and then SNAPPING right when you dive in to selfishly take those kills.
Your success depends on hitting R1 and aiming at the right Chevron. Your non-death depends on you not Phuccing up, and flying near buildings when swarmers are present, or being greedy, those are YOUR phuccups, not CCP's.
An ally calling an lav in at their redline, and the RDV deciding it needs to come from the ENEMY mcc? Yeah, i understand that.
A enemy you're harassing calling in an Lav because he knows you won't see the RDV coming in, and will subsequently die? Once again. Your fault.
You don't need anything but a militia starter fit to kill me, just bump me in the wall like you scrubs always do.
You're success is solely based on lock and shoot. No skill other than hiding in a building right after you fire.
BTW- swarms chase for 400m (A-LOT) there is no way to avoid them to unless you run away and do the reversed loopty loop.
Also- MCC missiles, Jilhad dropships, broken shield collision, RDV's are mechanic problems and are broken therefore they are not my fault.
Anyway, no Python Pilot is stupid enough to just stand there and watch them selves burn. Pythons are Paper thin and any good pilot ditches right when they see the swarm. The Problem is with Incubus being able to take a million volleys. |
Lynn Beck
Heaven's Lost Property
1768
|
Posted - 2014.06.11 22:36:00 -
[234] - Quote
Again, it's your fault for sticking around building s and getting hit, that's a risk YOU were willing to take, and i used it to your loss.
Also, continue to splash kill me with impunity when i DON'T have Av, scrub.
We can do this all day in the Feedback thread, i don't mind being banned.
General John Ripper
Like ALL the things!!!
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duster 35000
Algintal Core Gallente Federation
27
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Posted - 2014.06.11 22:41:00 -
[235] - Quote
Lynn Beck wrote:Again, it's your fault for sticking around building s and getting hit, that's a risk YOU were willing to take, and i used it to your loss.
Also, continue to splash kill me with impunity when i DON'T have Av, scrub.
We can do this all day in the Feedback thread, i don't mind being banned. Noob just get out http://i.minus.com/ibb5lnAja1SSpa.gif
Thats YOUR fault to sticking to open areas, that's a risk YOU were willing to take. I can do double standerds all day.
Jerrmy12.
Choo Choo
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Lynn Beck
Heaven's Lost Property
1769
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Posted - 2014.06.11 22:56:00 -
[236] - Quote
Touch+¬
However i'm almost always indoors.
General John Ripper
Like ALL the things!!!
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duster 35000
Algintal Core Gallente Federation
28
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Posted - 2014.06.11 22:57:00 -
[237] - Quote
Lynn Beck wrote:Touch+¬
However i'm almost always indoors. Then you shouldn't be killed by them, it's really not that hard to avoid a drop ship. http://i.minus.com/ibb5lnAja1SSpa.gif
Jerrmy12.
Choo Choo
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Lynn Beck
Heaven's Lost Property
1769
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Posted - 2014.06.11 23:01:00 -
[238] - Quote
Ahh, but you still go indoors, hence your dying to Mlt swarms VIA CRASHING!!!
Ha.
If by 'avoid' you mean using swarms, then 'i don't alwaus have them'
If you meant 'dodge him' uhh.. Commando bro?
Also, anything LESS tanky than Comando is 1 shot, and lacks any relevant DPS or anti-air support weapons, so don't say 'bring other suits'
General John Ripper
Like ALL the things!!!
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duster 35000
Algintal Core Gallente Federation
30
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Posted - 2014.06.11 23:41:00 -
[239] - Quote
Lynn Beck wrote:Ahh, but you still go indoors, hence your dying to Mlt swarms VIA CRASHING!!!
Ha.
If by 'avoid' you mean using swarms, then 'i don't alwaus have them'(actually, i do. Because you guys plague every single match, and i get wonderful adrenaline by beating your entitled behinds into the ground, thus raising my payouts.)
If you meant 'dodge him' uhh.. Commando bro?
Also, anything LESS tanky than Comando is 1 shot, and lacks any relevant DPS or anti-air support weapons, so don't say 'bring other suits' Bring other suits And your swarms are lockon, and the only safe place for a dropship is outside, but infantry can go outside without dying, yet a dropship can't go near any walls without a huge risk of losing 500k in 1 unskillful bump by a swarm.
Jerrmy12.
Choo Choo
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Atiim
Heaven's Lost Property
9355
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Posted - 2014.06.12 00:05:00 -
[240] - Quote
Sir Dukey wrote: You don't need anything but a militia starter fit to kill me, just bump me in the wall like you scrubs always do.
You're success is solely based on lock and shoot. No skill other than hiding in a building right after you fire.
BTW- swarms chase for 400m (A-LOT) there is no way to avoid them to unless you run away and do the reversed loopty loop.
Also- MCC missiles, Jilhad dropships, broken shield collision, RDV's are mechanic problems and are broken therefore they are not my fault.
Anyway, no Python Pilot is stupid enough to just stand there and watch them selves burn. Pythons are Paper thin and any good pilot ditches right when they see the swarm. The Problem is with Incubus being able to take a million volleys.
Perhaps your the scrub for allowing yourself to be bumped into the wall? Also, no. Success with the Swarm Launcher requires proper situational awareness, timing, coordination, and positioning, as well as resource management. If you lack any of these things, you will get the crap beaten out of you by any -competent- vehicle pilot.
MCC Missiles are avoidable by being careful of how high/low your flying, Jihad Dropships are usually MLT/STD, making them easy to avoid, and the RDV mechanic is irrelevant to the discussion.
As for Swarms chasing you to 400m, have you ever thought about taking cover behind a building? Swarm Launcher's aren't 'smart', and a nearby building can easily cause them to crash.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
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