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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.17 22:08:00 -
[31] - Quote
Kallas Hallytyr wrote:I think Ghaz/Dalton were referring to Large Railguns. Ghaz did the maths and showed that a Hardened, Plated Incubus couldn't stand up to three hits from a Railgun at ADV/PRO level, and I believe that is without even factoring in pre-Hotfix Bravo damage mods (30%, no stacking penalties) though maybe he was including them.
Forge Guns certainly are not nearly as capable against a dropship as a Railgun, partly this is due to the Incubus being able to reach ungodly amounts of reps and partly due to agility allowing a good pilot to bob and weave. I believe Hotfix Bravo will alleviate the FG/ADS balance somewhat through two things: - they are fixing the bug that meant Proficiency did not apply to Swarms/FGs - Heavy Armour Repairers are losing a good chunk of HP/S
That should go a long way towards balancing ADS/infantry AV balance, and Rattati and Logibro have been pretty awesome on the current round of Hotfixes so far.
I have to concede that your numbers do point to drop ships only being able to take 3 hits before dropping out of the sky. My experience, however, is that ADS pilots have taken said hits(from advanced rails) and been able to climb out. They were damn close to 0 armor, but they had a small tick left.
Perhaps I have just been right at the cusp where damage of the rails falls hard...who knows, it's just what I have experienced.... |
XxGhazbaranxX
Eternal Beings Proficiency V.
1501
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Posted - 2014.06.18 00:56:00 -
[32] - Quote
Kallas Hallytyr wrote:I think Ghaz/Dalton were referring to Large Railguns. Ghaz did the maths and showed that a Hardened, Plated Incubus couldn't stand up to three hits from a Railgun at ADV/PRO level, and I believe that is without even factoring in pre-Hotfix Bravo damage mods (30%, no stacking penalties) though maybe he was including them.
Forge Guns certainly are not nearly as capable against a dropship as a Railgun, partly this is due to the Incubus being able to reach ungodly amounts of reps and partly due to agility allowing a good pilot to bob and weave. I believe Hotfix Bravo will alleviate the FG/ADS balance somewhat through two things: - they are fixing the bug that meant Proficiency did not apply to Swarms/FGs - Heavy Armour Repairers are losing a good chunk of HP/S
That should go a long way towards balancing ADS/infantry AV balance, and Rattati and Logibro have been pretty awesome on the current round of Hotfixes so far.
Yes I was talking about ADV/PROTO rails without any damage mods on them.
I have to agree that killing dropships with forge guns is difficult but it's not impossible. CCP has also stated that AV weaponry should help to chase away as a function and not always kill therefore the inclusion of warpoints per damage done in one of the iterations post 1.7 vehicle rebalance.
I do understand the frustrations because I too am a proto forger and it bothers me when an ADS just swooshes away but then Again That's where the real challenge comes from. With an assault forge and the right skills you can lead your shot enough to kill it even though it's hard as hell. With swarms, I believe that people should completely specialize into them before judging because MY friend with minmamatar commando 5 and swarm spec 3 can decimate tanks and ADS with wyrkomi swarms in a way I never thought possible; so full specialization is key to these weapons.
I would also like to include that any real change should also be done after the proficiencies are fixed to see what kind of impact it will have vs vehicles
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Proficiency V.
1501
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Posted - 2014.06.18 01:17:00 -
[33] - Quote
Jaysyn Larrisen wrote: You are correct that a well fitted ADS vs a Proto turret equals a "3 shot game" for the most part. In fairness, with a pilot who has any skill getting those shots to hit home in the critical time window is particularly tough. ADS pilots have a lot of tactical advantages that are extremely difficult to overcome. .
You might feel this is true but you also have to understand that dropships are a lot easier to spot. There is a lot less cover in the air than there is for a ground vehicle. We are openly exposed so our ability to evade incoming hits is the balancing aspect. In the same fashion ADS pilots alone don't have the strength to kill a tank as fast as a tank can kill us so most of the time while we pose a low/moderate threat to tanks as individual pilots, tanks pose an enormous threat to us. Even when difficult to hit and experienced tanker will most likely kill us in third hit. These encounters usually go as follows and usually happen during ADS attacking infantry or unaware: The first hit is the warning shot. This shot, most of the times, lets you know you are the target. The second is always the freebie, it comes in almost always before/when you are reacting and the third is where the tankers true skill comes into play; we have already been warned, we have already reacted and are on our way to safety usually moving at high speed.
Even with the proposed changes a proto rail turret can still kill a proto ads in 3 shots with a basic damage mod and most vanilla builds without one most .
Plasma Cannon Advocate
Dust 514 Survivor
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Beld Errmon
1680
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Posted - 2014.06.18 01:38:00 -
[34] - Quote
so basically give railguns back their range so you can sit in the redline and 2 shot any vehicle you see without risking a tank, you can have the range back when my dropship is allowed to stay in your redline for longer than 20 seconds.
Pilot - Tanker - FOTM (insert here)
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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.18 04:08:00 -
[35] - Quote
Beld Errmon wrote:so basically give railguns back their range so you can sit in the redline and 2 shot any vehicle you see without risking a tank, you can have the range back when my dropship is allowed to stay in your redline for longer than 20 seconds.
No, if you actually read the entire thread, I was wanting an increase in range with a falloff trade. At max range(550-600) the damage would be 5% of the damage.
Red line rail with a tank would no longer allow tanks to deal extreme damage at range.... |
Beld Errmon
1681
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Posted - 2014.06.18 07:19:00 -
[36] - Quote
Why would I bother to read the entire thread, rail tankers are only interested in 2 things, nuking everything and doing it from safety.
Pilot - Tanker - FOTM (insert here)
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Dalton Smithe
OSG Planetary Operations Covert Intervention
100
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Posted - 2014.06.18 11:18:00 -
[37] - Quote
Beld Errmon wrote:Why would I bother to read the entire thread, rail tankers are only interested in 2 things, nuking everything and doing it from safety.
Nice try, I'm not biting....go get your food somewhere else.... |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1141
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Posted - 2014.06.18 15:01:00 -
[38] - Quote
XxGhazbaranxX wrote:Jaysyn Larrisen wrote: You are correct that a well fitted ADS vs a Proto turret equals a "3 shot game" for the most part. In fairness, with a pilot who has any skill getting those shots to hit home in the critical time window is particularly tough. ADS pilots have a lot of tactical advantages that are extremely difficult to overcome. .
You might feel this is true but you also have to understand that dropships are a lot easier to spot. There is a lot less cover in the air than there is for a ground vehicle. We are openly exposed so our ability to evade incoming hits is the balancing aspect. ADS pilots alone don't have the strength to kill a tank as fast as a tank can kill us so most of the time and while we pose a low/moderate threat to tanks as individual pilots, tanks pose an enormous threat to us. Even when difficult to hit an experienced tanker will most likely kill us in third hit. These encounters usually go as follows and usually happen during ADS attacking infantry or unaware: The first hit is the warning shot. This shot, most of the times, lets you know you are the target. The second is always the freebie, it comes in almost always before/when you are reacting and the third is where the tankers true skill comes into play; we have already been warned, we have already reacted and are on our way to safety usually moving at high speed. Even with the proposed changes a proto rail turret can still kill a proto ads in 3 shots with a basic damage mod and most vanilla builds without one.
I think i have a fairly good idea of how cover and concealment work in relation to tactics.
You are correct that often DS pilots are pretty exposed. However, cover and concealment can become irrelevant if i can see you jetting away or loitering just outside my range and can't engage you just as though you were around a wall or outrunning swarm missiles...that's pretty ridiculous. This is also somewhat map dependent...several maps offer prime hunting ground that offer vertical cover to DS.
Honestly i think 3 shooting a vehicle with a tank main gun is pretty legit...it's the most powerful weapon that is active in the game. They also have the slowest tracking speed (that i'm aware of) and some pretty poor gun tube elevation so the closer you are the more advantages you have. Also, l've seen a lot of tankers get taken out by other tanks or AV infantry while trying to finish a DS.
As for your earlier comment about "chasing off vehicles" and AV...I'm well aware of that concept. That doesn't need you need to be near unkillable either. You also don't get points for engaging hardened or repping vehicles either and usually by the time you can lay enough damage on a DS to really make them take you seriously they've either a) killed you, or b) bugged out.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pvt Numnutz
Watchdoge Explosives
1504
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Posted - 2014.06.18 16:49:00 -
[39] - Quote
Jaysyn Larrisen wrote:
The combination of a hardener and afterburner makes DS's a very tough kill if the pilot has any thing on the ball. I will absolutely grant you that it's probably the most skill intensive (real skill not SP) activities in the game and that that skill should be rewarded.
Quick additional note, i noticed the discussion on missile turrets being the optimized anti-air platform. I could get behind that idea and I would also say that if we go with that logic the Swarm missile launcher needs to be noticeably more effective against DS.
An afterburner should make a dropship hard to kill, it is essentially our countermeasure to av giving our ships the advantage of speed and maneuverability. If we don't use an afterburner we are toast.
I'm not understanding your logic on making swarms more effective because large missiles being geared to the anti air role. Is it just because they are both missile based weapons? I have to disagree, large missiles require you to actually aim, factoring in a lead for the missiles flight time to hit the target, where as swarms are lock and fire. I do think swarms could have variations that are geared towards downing a dropship or hitting it as it escapes like rattati suggested, but making all swarms more effective against dropships isn't the way to go. |
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