Pages: 1 2 3 4 5 6 7 8 [9] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 12 post(s) |
medomai grey
warravens Final Resolution.
807
|
Posted - 2014.06.12 00:08:00 -
[241] - 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. Why does my dropship get special resistance values to swarms? That's just confusing and counter intuitive because it does not conform to the norm of how damage is applied. Please change the swarm damage efficiency back to the norm, 80/120.
It's true that pythons are squishy, but I'm not sure that a base EHP buff is warranted. ADS are pretty mobile, if someone shoots me down while I'm retreating, they deserve to kill me.
Edit: Also, can you check to see if its possible to make walls less sticky. Thanks.
Medium frame EHP is not medium
|
Atiim
Heaven's Lost Property
9355
|
Posted - 2014.06.12 00:11:00 -
[242] - Quote
duster 35000 wrote: Bring other suits
So then you'll be okay with bringining another ADS, such as the Incubus in Hotfix Bravo? I'll take note of that.
duster 35000 wrote: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. I've survived several "bumps" to the wall from a Swarm Launcher. Perhaps you should run try running HP modules and/or getting better at flying?
Not to mention the fact that while the Python can strike at anytime without notice, there will always be audio and visual cues to tell the pilot where the SL user is, meaning that your hypothetical situation will never happen without the pilot being aware of it, which is an issue of -gross incompetence-.
Amarrians would prefer you be faithful... I'd rather you be logical.
-HAND
|
Adipem Nothi
Nos Nothi
1692
|
Posted - 2014.06.12 00:27:00 -
[243] - Quote
Curious observation ... Bumped into Nyain San killsquads quite a 'bit today in Ambush. Was surprised to look up and see Python instead of Incubus.
Nyain San is not known for running inferior gear. I ask this not to be coy, but because I'm truly curious... Why would they opt to fly an inferior Bird?
Shoot scout with yes...
- Ripley Riley
|
Pvt Numnutz
Watchdoge Explosives
1459
|
Posted - 2014.06.12 00:53:00 -
[244] - Quote
Atiim wrote: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. Swarm launchers do take some skill to use as you say atiim. Though it does take less than forge and PLC users because they also have to aim.
I'm beginning to question if you actually have flown an ads much at all. Dropships cant see 360 degrees even with gunners. You and I both know that swarms rarely hit buildings, if they do the swarm launcher is a scrub. Dropships also like to keep a healthy distance from buildings as a slight tap can cripple your ship. With the way swarms knock dropships (logibro what's your oreffered term for this?) Being near a building could mean death and if a swarmer gets into a position to knock you into a building (probably out of your FOV) even a milita swarm can down a proto dropship. Any pilot who has flown in combat situations knows this so.....do you really fly bro? |
Lynn Beck
Heaven's Lost Property
1771
|
Posted - 2014.06.12 00:54:00 -
[245] - Quote
Atiim wrote:duster 35000 wrote: Bring other suits
So then you'll be okay with bringining another ADS, such as the Incubus in Hotfix Bravo? I'll take note of that. duster 35000 wrote: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. I've survived several "bumps" to the wall from a Swarm Launcher. Perhaps you should run try running HP modules and/or getting better at flying? Not to mention the fact that while the Python can strike at anytime without notice, there will always be audio and visual cues to tell the pilot where the SL user is, meaning that your hypothetical situation will never happen without the pilot being aware of it, which is an issue of -gross incompetence-.
Add to that their 'growling' from the DS doesn't even have a direction, it's just applied locally to the listener.
Yes, i understand you losing all of your HP to a wall, i lost an incubus(4300 armor) to a lightpole at 1.5MPH, so STFU about it bein Python specific.
@ 'bring other suits'
A sentinel is impossible to dodge with, while scouts/assaults are 1 shotted by all but Standard missiles, so no, i'm not goin to make your job MORE easy. Also Minmando grants a 36% DPS buff to swarms, which, without it, would mean i would either need: an additional swarmer to mimic a single Minmando, or have you be an idiot and fly within 20m of me so i can toss nades.
Neither of those happens regularly, so i'm going to 3shot your entitled ass out of the sky(note: shield boosters automatically make it such that i need 4/5 volleys, meaning that i now need EVEN MORESO, the reload bonus of 25%, ontop of the 10% dmg bonus.
Don't tell me how to do my job.
General John Ripper
Like ALL the things!!!
|
duster 35000
Algintal Core Gallente Federation
30
|
Posted - 2014.06.12 00:55:00 -
[246] - Quote
Adipem Nothi wrote:Curious observation ...
Bumped into the same Nyain San killsquad several times today in Ambush. One of them was flying an ADS and another driving a Blaster Tank. Having followed this thread, I was surprised to the former favoring Python over Incubus.
Nyain San is not known for running inferior gear. Why would they opt to fly an inferior Bird? Because they know they won't get shot and because higher rof.
Choo Choo
|
Lynn Beck
Heaven's Lost Property
1771
|
Posted - 2014.06.12 01:01:00 -
[247] - Quote
Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer.
General John Ripper
Like ALL the things!!!
|
Pvt Numnutz
Watchdoge Explosives
1459
|
Posted - 2014.06.12 01:08:00 -
[248] - Quote
Atiim wrote: 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.
Where are you getting 2.4 seconds? What kind of situation is this? A python sneaks up behind a swarmed and shoots him? Let's say the swarmed and the python see each other, swarmed fires and locks the dropship which has to re adjust to get a shot by which time the swarmed has fired his second shot further knocking the dropship that now has to retreat from the engagementbefore the third shot kills him. 2.4 seconds....right...
Again flying behind a tower doesn't protect you from swarms. They make crazy 90-¦ turns following the dropships exact flight path. |
|
CCP Logibro
C C P C C P Alliance
8101
|
Posted - 2014.06.12 01:09:00 -
[249] - Quote
Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer.
Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug.
I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
|
|
Lynn Beck
Heaven's Lost Property
1771
|
Posted - 2014.06.12 01:12:00 -
[250] - Quote
CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. True, looking forward to it.
Also, apologies for the ranty page of 'my role has more skill than yours', i get a bit emotional when people try and pull a Flaylock on me.
General John Ripper
Like ALL the things!!!
|
|
Baal Omniscient
L.O.T.I.S.
1661
|
Posted - 2014.06.12 01:25:00 -
[251] - Quote
Sir Dukey wrote:Atiim wrote:Sir Dukey wrote: good job, you fked up dropships espeically shield who will now be three swamred by proto swarms. Thank you CCP, that's just what we needed, a python made of air instead of paper.
Ironically, the Python would still have a higher TTK than the Swarm Launcher user. Go fly a python and tell me if you get over 10 kills, you're such a scrub. You know nothing but and only root for the sh*t you put SP in. I am glad swarms are getting buffed, incubus were impossible to kill with swarm, great, but you forgot that this buff throws off Python balance by like a lot. Also did I forget to mention that to fly a python and actually kill, you don't just lock on to your targets while being invisible? A swarmer is invisible to a ADS pilot from 80 meters? Did you know swarms knock ADS's upside down? Oh wait, what do you know, you don't fly. I have! o/ If I'd known there was a contest coming up I'd have taken a snapshot. MLT missiles, Python, 13 kills, lost 1 Python to getting bounced off the road when I flew too low (tower forge shot me from above, had no idea ADS's could bounce like that before blowing up lol)
Also, Proficiency 5 in both Swarm Launchers and SMG's. In case you were wondering.
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
Baal Omniscient
L.O.T.I.S.
1661
|
Posted - 2014.06.12 01:32:00 -
[252] - Quote
Judge Rhadamanthus wrote:Too far Logibro, way way too far. And if you want to use my hard earned ISK to see if we start "dropping for the skies", then how about, until you actually have real data you make them cost 70k, so I dont lose all my money while you see how it goes? I've always been in favor of large price drops when testing new things, I'm all for this one. Hell, I'd take it as far as 50k just so you could fit a couple things on it besides turret and still loose a few without going ISK negative. There's no need to risk bankrupting our pilots.
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
Pvt Numnutz
Watchdoge Explosives
1459
|
Posted - 2014.06.12 01:39:00 -
[253] - Quote
CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. Does this mean swarms have been doing max damage to shield ships? Meaning prof skill was still giving the swarms full damage against shields and armor?
If so then with the resist changes will swarms be doing more damage to shields? Or the same? |
Baal Omniscient
L.O.T.I.S.
1661
|
Posted - 2014.06.12 01:44:00 -
[254] - 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. Actually, since these changes effect more than just ADSs and DSs, I think swarmers will be seeing MORE kills and LESS frustrating fights. We are a rare breed these days since EVERYTHING escapes us excluding completely incompetent vehicle drivers and pilots, almost everyone sticks to forge guns and tanks for AV now for a reason.
As for ADSs I'm hoping Logibro holds to his word and keeps a close eye on this, because I'm thinking that now swarms are going to be viable AV again (bringing it within range of forges and rail tanks), we may need to buff base eHP for ADS's to keep the AV weapons balanced against each other and against other vehicles.
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
Lynn Beck
Heaven's Lost Property
1776
|
Posted - 2014.06.12 02:11:00 -
[255] - Quote
Does shield dropships have innate resistances as well? Because i find them easier to kill than tanks- especially considering Pythons.
If this is specific to Armor Dropships, Why? Shouldn't that be what Armor hardeners are for? It makes no sense to me that, i i'm using my scoutsuit with Av nades(that actually managed to hit an Ads only repping at 100, using State St's) is inable to actually kill one, even when: 2 packed Av nades landed 6 Wyrrkomi Swarms hit, with Reload 3 He even hit a wall on the way out.
General John Ripper
Like ALL the things!!!
|
bogeyman m
Krusual Covert Operators Minmatar Republic
263
|
Posted - 2014.06.12 02:20:00 -
[256] - Quote
Pvt Numnutz wrote:Atiim wrote: 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.
Where are you getting 2.4 seconds? What kind of situation is this? A python sneaks up behind a swarmed and shoots him? Let's say the swarmed and the python see each other, swarmed fires and locks the dropship which has to re adjust to get a shot by which time the swarmed has fired his second shot further knocking the dropship that now has to retreat from the engagementbefore the third shot kills him. 2.4 seconds....right... Again flying behind a tower doesn't protect you from swarms. They make crazy 90-¦ turns following the dropships exact flight path.
Not sure what Atiim's 2.4 seconds was in reference to, but for your edification, a default swarm launcher takes 1.4 seconds to get a target lock, every time you want to fire, when a target is within range. Training proficiencies can reduce the lock time by TENTHS of seconds, so at proto level the time it takes to launch two volleys of swarms is close to 2.4 seconds.
Also, swarms might make occasional 90% turns, but they certainly do NOT follow "the dropships exact flight path". They take a more direct path to where the target is - if a target is moving and changes direction, the missiles change their line to target also. This is why we see so many missiles try to shortcut through a building when a vehicle circles the other side of said building... Or why missiles want to burrow into the ground when a vehicle travels over the crest of a hill.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
Pvt Numnutz
Watchdoge Explosives
1459
|
Posted - 2014.06.12 02:49:00 -
[257] - Quote
bogeyman m wrote:Pvt Numnutz wrote:Atiim wrote: 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.
Where are you getting 2.4 seconds? What kind of situation is this? A python sneaks up behind a swarmed and shoots him? Let's say the swarmed and the python see each other, swarmed fires and locks the dropship which has to re adjust to get a shot by which time the swarmed has fired his second shot further knocking the dropship that now has to retreat from the engagementbefore the third shot kills him. 2.4 seconds....right... Again flying behind a tower doesn't protect you from swarms. They make crazy 90-¦ turns following the dropships exact flight path. Not sure what Atiim's 2.4 seconds was in reference to, but for your edification, a default swarm launcher takes 1.4 seconds to get a target lock, every time you want to fire, when a target is within range. Training proficiencies can reduce the lock time by TENTHS of seconds, so at proto level the time it takes to launch two volleys of swarms is close to 2.4 seconds. Also, swarms might make occasional 90% turns, but they certainly do NOT follow "the dropships exact flight path". They take a more direct path to where the target is - if a target is moving and changes direction, the missiles change their line to target also. This is why we see so many missiles try to shortcut through a building when a vehicle circles the other side of said building... Or why missiles want to burrow into the ground when a vehicle travels over the crest of a hill. When a swarm initially fires it goes for a straight path, after it follows for a little bit it does follow the exact path. I had cut corners so close to buildings there should have locked the swarms but they instead followed my exact path and hit me. I have seen it countless times, do a hard bank and then spin the dropship around to see the swarms follow exactly where I went, making sharp turns to hit right where I turn my dropship.
|
DUST Fiend
Onslaught Inc RISE of LEGION
14436
|
Posted - 2014.06.12 02:55:00 -
[258] - Quote
CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. Yay, because Forge Guns don't already make **** soup of Incubus @_@
WTB armor hardeners that aren't 100% worthless
|
duster 35000
Algintal Core Gallente Federation
31
|
Posted - 2014.06.12 03:00:00 -
[259] - Quote
DUST Fiend wrote:CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. Yay, because Forge Guns don't already make **** soup of Incubus @_@ WTB armor hardeners that aren't 100% worthless Yea they went too far on the hardeners because of reps, now they nerfed heavy reps with a giant nerfbat. I expect a skill increase for 5% to 7% per level for armor rep skill.
Choo Choo
|
bogeyman m
Krusual Covert Operators Minmatar Republic
264
|
Posted - 2014.06.12 03:03:00 -
[260] - Quote
Pvt Numnutz wrote:bogeyman m wrote:Pvt Numnutz wrote:Atiim wrote: 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.
Where are you getting 2.4 seconds? What kind of situation is this? A python sneaks up behind a swarmed and shoots him? Let's say the swarmed and the python see each other, swarmed fires and locks the dropship which has to re adjust to get a shot by which time the swarmed has fired his second shot further knocking the dropship that now has to retreat from the engagementbefore the third shot kills him. 2.4 seconds....right... Again flying behind a tower doesn't protect you from swarms. They make crazy 90-¦ turns following the dropships exact flight path. Not sure what Atiim's 2.4 seconds was in reference to, but for your edification, a default swarm launcher takes 1.4 seconds to get a target lock, every time you want to fire, when a target is within range. Training proficiencies can reduce the lock time by TENTHS of seconds, so at proto level the time it takes to launch two volleys of swarms is close to 2.4 seconds. Also, swarms might make occasional 90% turns, but they certainly do NOT follow "the dropships exact flight path". They take a more direct path to where the target is - if a target is moving and changes direction, the missiles change their line to target also. This is why we see so many missiles try to shortcut through a building when a vehicle circles the other side of said building... Or why missiles want to burrow into the ground when a vehicle travels over the crest of a hill. When a swarm initially fires it goes for a straight path, after it follows for a little bit it does follow the exact path. I had cut corners so close to buildings there should have locked the swarms but they instead followed my exact path and hit me. I have seen it countless times, do a hard bank and then spin the dropship around to see the swarms follow exactly where I went, making sharp turns to hit right where I turn my dropship.
Pics/vids/links or it didn't happen.
Otherwise, nope.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
|
DUST Fiend
Onslaught Inc RISE of LEGION
14438
|
Posted - 2014.06.12 03:06:00 -
[261] - Quote
duster 35000 wrote:DUST Fiend wrote:CCP Logibro wrote:Lynn Beck wrote:Anyways, back to OP, dropships having innate resists means: instead of requiring 80 dmg, even a 25% resist to swarms means the ADS now requires 100 damage to drop(which is a considerable increase to Blaster falloff) shield regen, along with automatic 25% automatic faster armor repairs(imagine the 519 Reps Madrugar having AN ADDITIONAL 25% to top it) meaning Incubuses now rep at close to 200/230(compared to typical 145 or 160) and also take 25% reduced damage, so it's still unfair to any infantry AVer. Only applies to damage from swarms. All other damage sources apply damage at normal efficiency. Forge Guns (and swarms) will actually do more armour damage after the patch when we fix their prof skill bug. I'll be watching it closely, and if does seem too low, then I'll increase the effectiveness. A 65% increase in damage is a lot for one patch. Yay, because Forge Guns don't already make **** soup of Incubus @_@ WTB armor hardeners that aren't 100% worthless Yea they went too far on the hardeners because of reps, now they nerfed heavy reps with a giant nerfbat. I expect a skill increase for 5% to 7% per level for armor rep skill. Wait, what happened to heavy rep?
Right now the only really viable Incubus build is heavy plate heavy rep, if they nerfed it...I'm not even going to bother to fly anymore.
|
Thang Bausch
Pierrot Le Fou Industries
167
|
Posted - 2014.06.12 03:13:00 -
[262] - Quote
Pvt Numnutz wrote:bogeyman m wrote:Pvt Numnutz wrote:Atiim wrote: 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.
Where are you getting 2.4 seconds? What kind of situation is this? A python sneaks up behind a swarmed and shoots him? Let's say the swarmed and the python see each other, swarmed fires and locks the dropship which has to re adjust to get a shot by which time the swarmed has fired his second shot further knocking the dropship that now has to retreat from the engagementbefore the third shot kills him. 2.4 seconds....right... Again flying behind a tower doesn't protect you from swarms. They make crazy 90-¦ turns following the dropships exact flight path. Not sure what Atiim's 2.4 seconds was in reference to, but for your edification, a default swarm launcher takes 1.4 seconds to get a target lock, every time you want to fire, when a target is within range. Training proficiencies can reduce the lock time by TENTHS of seconds, so at proto level the time it takes to launch two volleys of swarms is close to 2.4 seconds. Also, swarms might make occasional 90% turns, but they certainly do NOT follow "the dropships exact flight path". They take a more direct path to where the target is - if a target is moving and changes direction, the missiles change their line to target also. This is why we see so many missiles try to shortcut through a building when a vehicle circles the other side of said building... Or why missiles want to burrow into the ground when a vehicle travels over the crest of a hill. When a swarm initially fires it goes for a straight path, after it follows for a little bit it does follow the exact path. I had cut corners so close to buildings there should have locked the swarms but they instead followed my exact path and hit me. I have seen it countless times, do a hard bank and then spin the dropship around to see the swarms follow exactly where I went, making sharp turns to hit right where I turn my dropship.
I've been using swarms for a year and they always take the direct path. It's why I shoot at odd angles (and why there is still non-twitch skill to use swarms) to adjust the trajectory of the direct path so it will hopefully still hit a tank or DS as it goes over a hill or around a corner.
|
|
CCP Rattati
C C P C C P Alliance
2618
|
Posted - 2014.06.12 03:22:00 -
[263] - Quote
We are delaying all these changes due to the discovery of two bugs that we need to fix and test first.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 [9] :: one page |
First page | Previous page | Next page | Last page |