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Kallas Hallytyr
Skullbreakers
491
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Posted - 2014.06.22 14:39:00 -
[61] - Quote
This is entirely anecdotal, but I want to display what I've been seeing from Bravo, as both an infantry player and an ADS pilot. Some quick background: I am an L4 Python/L3 Incubus, with all modules unlocked up to prototype and with a sprinkling of fitting skills; I am an L3 Minmatar Commando, with L3 Swarms and L3 Damage Mods.
I spent several games of Domination yesterday fighting alongside my friend (CalCom L5; Swarms Prof 3; DMods L3) and we destroyed a whole heap of HAVs and ADSs. Single handedly in one game of Domination, I killed three Incubi, two Grimsnes/Gorgons and continually held those Incubus pilots to high speed strafing runs against our uplinks because they could not hover.
Inversely, I have also spent several games performing harassment and denial duty in my Python (as well as a lot of anti air duty in my Incubus!) where, if unchallenged, I was able to provide significant close air support, blunting infantry advances or scattering groups. But when presented with AV, I was forced to retreat and perform high speed passes to locate and destroy the threats, or otherwise coordinate with my team to neutralise them, allowing me to resume operations. I lost quite a lot of dropships to different AV: I lost several to those last few Swarms hitting me before I reach escape velocity; I lost several to accurate Forge Gunners. But out and out, Swarms were incredibly dangerous, even when I knee full well to respect them.
Essentially, what I'm trying to say is that, as is, Swarms are very likely to kill an even vaguely overconfident pilot while the twitchy, aware pilot will still have a good likelihood of losing a dropship. Forge Guns are equally effective, but their range/accuracy means they have to deal with a whole different box of frogs.
So, in my opinion, Swarms are in a healthy place with regards to ADSs and vice versa. I'd like to see Assault Swarm ?Launchers be the slightly faster/longer ranged version, but as both an ADS pilot and a Swarm user, I'd be hesitant about just how much more speed/range we'd be adding. |
Kallas Hallytyr
Skullbreakers
491
|
Posted - 2014.06.22 14:49:00 -
[62] - Quote
Echo 1991 wrote:My AV fit costs 150k. Unless your dropship costs 1.5 million its not 10 percent. I have invested sp into my suit, equipment guns and other skills i need. I am weak to any form of anti infantry in order to kill you. I will die more than you will trying to get a decent shot. It will be more expensive for me. And as for needing 3 people to kill you that is a farce. In a 16v16 match hqving 3 people out of the fit gives the team a large advantage.
My AV fit (STD MinCom/ADV Swarm) costs 20,000 ISK, and while soloing a vehicle is difficult, it is not impossible for me. I realise not everyone runs Commandos, and that is fair, but even a single Swarmer is something for your average ADS pilot to be concerned about.
Take a look at the other example: does your Proto heavy cost 4x that of a standard heavy, and should you not have an advantage? You have the better gun, more HP, higher bonuses and just plain more. That Proto heavy does have a significant advantage: the ADS does have a significant advantage over even the most expensive AVer, but for all of that advantage, a single AVer can drop them all the same. I know! I've been on both sides of that equation (albeit not even as expensive as you!)
If a half invested AVer can take down ADSs, surely a fully invested AVer can. I don't want to say get good, but how are you approaching Swarm/ADS combat? Are you just launching at first sight? Do you wait and optimise your approach? Do you get behind it, wait til it gets lower for better shots?
I still feel the Swarm has a low skill cap (ie, the difference between a poor Swarmer and a great Swarmer is not a large gap) but there are measures you can take to make your attacks more effective. |
Echo 1991
WarRavens Final Resolution.
328
|
Posted - 2014.06.22 16:37:00 -
[63] - Quote
Kallas Hallytyr wrote:Echo 1991 wrote:My AV fit costs 150k. Unless your dropship costs 1.5 million its not 10 percent. I have invested sp into my suit, equipment guns and other skills i need. I am weak to any form of anti infantry in order to kill you. I will die more than you will trying to get a decent shot. It will be more expensive for me. And as for needing 3 people to kill you that is a farce. In a 16v16 match hqving 3 people out of the fit gives the team a large advantage. My AV fit (STD MinCom/ADV Swarm) costs 20,000 ISK, and while soloing a vehicle is difficult, it is not impossible for me. I realise not everyone runs Commandos, and that is fair, but even a single Swarmer is something for your average ADS pilot to be concerned about. Take a look at the other example: does your Proto heavy cost 4x that of a standard heavy, and should you not have an advantage? You have the better gun, more HP, higher bonuses and just plain more. That Proto heavy does have a significant advantage: the ADS does have a significant advantage over even the most expensive AVer, but for all of that advantage, a single AVer can drop them all the same. I know! I've been on both sides of that equation (albeit not even as expensive as you!) If a half invested AVer can take down ADSs, surely a fully invested AVer can. I don't want to say get good, but how are you approaching Swarm/ADS combat? Are you just launching at first sight? Do you wait and optimise your approach? Do you get behind it, wait til it gets lower for better shots? I still feel the Swarm has a low skill cap (ie, the difference between a poor Swarmer and a great Swarmer is not a large gap) but there are measures you can take to make your attacks more effective. Not all of us have an inherent 10% explosive damage because a suit bonus. If a dropship is near me i try and get a forge to hit it as my swarms are about to hit so it cant get away. The problem i have is that by the 3rd shot the dropship is out of range and can fly away from the 2nd swarm. Its the fact they can outrun swarms that annoys me. The amount of times i should have downed a ds and it outrun my swarms is beyond count. 25m range isnt gonna make a huge difference. |
Temias Mercurial
Knights Of Ender Proficiency V.
95
|
Posted - 2014.06.22 16:45:00 -
[64] - Quote
Jaysyn Larrisen wrote:mattphi94 wrote:Dovallis Martan JenusKoll wrote:Everything Dies wrote:Scheneighnay McBob wrote:I'm still in favor of buffing range and nerfing damage on swarms I'd like to see a return to 400 meters or so for range and then give it a few weeks to see if damage needs to be reduced. Bad things tend to happen when more than one change is made a time. Vehicles would be Nonexistent then. 200 M would be a starting test, then possibly 250, but 400 is asking for swarms leaking from every supply depot on the map. You are right, 400 m does sound like a lot to me. Probably 200 to 250 would be a better option. Personaly having dropships get out of reach has been my main problem with them. I would say we need to leave the range alone but noticeably increase the missile velocity. Personally, guys that outrun my missiles frustrate me far more than guys tanking my damage. The guy trying to just tank the swarms will eventually get hammered (usually out of overconfidence) but the pilot that hits the jets and gets away scot free - not a fan of that. Another interesting thought might be to change the damage type of the missiles or provide variants that do. This is a very EVE-esque solution but might be worth exploring.
You can't tank damage from swarms in a dropship anymore... the only viable way to avoid a swarmer is to use an afterburner. If a pilot misses the timing of activating their afterburner, they're down 500k isk, if they choose to hang around too long, which is only a few seconds. Python's now have greater durability against swarms, especially with a booster, but get knocked around quite severally, due to them being so light. Swarms are not a joke anymore. What sucks now is that 3-4 people are trying to get easy points off one measly dropship, as it's highly rewarding, and next to effortless with a lock on. Be thankful that you can farm points off of us pilots... |
medomai grey
WarRavens Final Resolution.
831
|
Posted - 2014.06.22 17:05:00 -
[65] - Quote
Jack Galen wrote:I pilot most of the time with an incubus (AV) or a grimsnes (infantry support).
This is the bit I don't understand: Infantry, your suits and weapons cost about ten percent of the cost of an ADS, possibly twenty percent for all you protos, and that's for an ADV ADS, not proto. When you are having a hard time killing it, consider that; the pilot has invested huge amounts of SP and ISK, whereas a militia forge gun on a militia frame can end an ADS quite easily. I am actually very happy with AV at the moment - flying can be easy, unless the enemy work together (wait, what? :P) to take you down. When 2-3 infantry / a rail tank and a forge work together to take me out, I feel that I'm fair game.
What I don't want to see are the return of the days where I lift off and suddenly get mullered by 7 groups of unrendered swarms, 2 forge guns and a rail installation within 5 seconds, every time. :/
One other idea: why can't it be a food chain? Infantry>Tanks>dropships>infantry for example? Aren't some match ups meant to be more one-sided than others? :) Because ISK and SP are terrible factors to balance around in an MMO FPS.
There is a "food chain". Infantry > AV > Vehicles > Infantry
Medium frame EHP is not medium
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
688
|
Posted - 2014.06.22 17:10:00 -
[66] - Quote
Beld Errmon wrote:CCP Logibro wrote:There have only been two changes to dropships and swarms.
First was a bugfix for Incubus resistance to swarms, from 55/55 to 80/120. Second was making the proficiency skill on Swarms and Forge Guns work against vehicle armour. And you nerfed armor repairers, and rather then doing it in a way that balanced the problem of vehicles stacking multiple reps you just did a blanket nerf to all armor reps, now stacking multiple reps is the only smart way to fit a vehicle, with armor hardeners being useless and buffer barely worth the loss of rep power. Once again dropships get screwed on the alter of AV vs Tanks. this is exctly why we need the active modules and the corrisponding types of plates back, to be fiitted along with our passive modles |
Jack Galen
Vanguardian Remnant
3
|
Posted - 2014.06.22 22:19:00 -
[67] - Quote
medomai grey wrote:Jack Galen wrote:I pilot most of the time with an incubus (AV) or a grimsnes (infantry support).
This is the bit I don't understand: Infantry, your suits and weapons cost about ten percent of the cost of an ADS, possibly twenty percent for all you protos, and that's for an ADV ADS, not proto. When you are having a hard time killing it, consider that; the pilot has invested huge amounts of SP and ISK, whereas a militia forge gun on a militia frame can end an ADS quite easily. I am actually very happy with AV at the moment - flying can be easy, unless the enemy work together (wait, what? :P) to take you down. When 2-3 infantry / a rail tank and a forge work together to take me out, I feel that I'm fair game.
What I don't want to see are the return of the days where I lift off and suddenly get mullered by 7 groups of unrendered swarms, 2 forge guns and a rail installation within 5 seconds, every time. :/
One other idea: why can't it be a food chain? Infantry>Tanks>dropships>infantry for example? Aren't some match ups meant to be more one-sided than others? :) Because ISK and SP are terrible factors to balance around in an MMO FPS. There is a "food chain". Infantry > AV > Vehicles > Infantry
If I may phrase it better: Even the cheapest ADS fit possible (not even an effective one) is quite vulnerable to AV, which can be made rather effective for much less. Swarms, quite rightly, are not just point and shoot weapons. They are the only tracking enabled weapon of DUST, and so (quite rightly so) if I may quote Judge, some skill must be employed as for when to fire and how to go about it. I have lost ships to swarms, but only when the swarms are in the right hands.
Forge gun, however, is point and shoot. A very powerful point and shoot indeed. |
Temias Mercurial
Knights Of Ender Proficiency V.
96
|
Posted - 2014.06.22 23:01:00 -
[68] - Quote
Jack Galen wrote:medomai grey wrote:Jack Galen wrote:I pilot most of the time with an incubus (AV) or a grimsnes (infantry support).
This is the bit I don't understand: Infantry, your suits and weapons cost about ten percent of the cost of an ADS, possibly twenty percent for all you protos, and that's for an ADV ADS, not proto. When you are having a hard time killing it, consider that; the pilot has invested huge amounts of SP and ISK, whereas a militia forge gun on a militia frame can end an ADS quite easily. I am actually very happy with AV at the moment - flying can be easy, unless the enemy work together (wait, what? :P) to take you down. When 2-3 infantry / a rail tank and a forge work together to take me out, I feel that I'm fair game.
What I don't want to see are the return of the days where I lift off and suddenly get mullered by 7 groups of unrendered swarms, 2 forge guns and a rail installation within 5 seconds, every time. :/
One other idea: why can't it be a food chain? Infantry>Tanks>dropships>infantry for example? Aren't some match ups meant to be more one-sided than others? :) Because ISK and SP are terrible factors to balance around in an MMO FPS. There is a "food chain". Infantry > AV > Vehicles > Infantry If I may phrase it better: Even the cheapest ADS fit possible (not even an effective one) is quite vulnerable to AV, which can be made rather effective for much less. Swarms, quite rightly, are not just point and shoot weapons. They are the only tracking enabled weapon of DUST, and so (quite rightly so) if I may quote Judge, some skill must be employed as for when to fire and how to go about it. I have lost ships to swarms, but only when the swarms are in the right hands. Forge gun, however, is point and shoot. A very powerful point and shoot indeed.
Forge guns are not simply point and shoot... they require timing and predictability to hit targets, especially with dropships. Swarms can use coordination, if available, but do not require any precise shooting whatsoever with lock-on capabilities.
An example of a non-skillful weapon is the smart pistol from Titan Fall, which is merely a cheap weapon, and was initially ridiculously overpowered, as it did insane damage and locked-on to the head, causing death near instantly with the little time it needed to do so. You really can't convince me that a swarm launcher requires skill.
The only skill that a user can have is a skill used with any other weapon, timing and predictability. The difference is that they do not require precise aim, and instead only require steady control of the cursor hovering over the correct target, which a completely inexperienced player could use, only has to release the trigger, and everything else is done for them, which dissolves any reasoning to the term "skillful". |
Texs Red
DUST University Ivy League
335
|
Posted - 2014.06.22 23:17:00 -
[69] - Quote
[quote=Baal Omniscient Edit: Missile velocity would be good, but you don't want to overdo it. DS's should be able to get away with an afterburner, but not by straight up out-running them. Increasing them to just over a DS's afterburner top speed would let DS pilots out range them before they can catch up while not out-right out-running them. It's a shame there is nothing a DS can use as a countermeasure, that would make it a bit easier to balance...[/quote]
Please no. That would literally require an AB on every single fit but otherwise would ensure 100% death. A dropship without one would never be able to make it away without dying, something they already struggle to do.
Also now that the damage profile on armor dropships went from 55/55 to 80/120, what is the profile on shield dropships? If it is anything besides 80/120 then I cry foul, especially if it is lower. |
Judge Rhadamanthus
Amarr Templar One
2307
|
Posted - 2014.06.22 23:46:00 -
[70] - Quote
Texs Red wrote:Also now that the damage profile on armor dropships went from 55/55 to 80/120, what is the profile on shield dropships? If it is anything besides 80/120 then I cry foul, especially if it is lower.
The damage profile is not 80/120. That's base efficiency. Quite different from shield and armour damage profiles. THe two ships are not balanced. The existing profile really hurts the shield ships. I point this out in the video I am releasing tomorrow
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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ACT1ON BASTARD
Amarr Templars Amarr Empire
15
|
Posted - 2014.06.23 02:03:00 -
[71] - Quote
Judge Rhadamanthus wrote:Texs Red wrote:Also now that the damage profile on armor dropships went from 55/55 to 80/120, what is the profile on shield dropships? If it is anything besides 80/120 then I cry foul, especially if it is lower. The damage profile is not 80/120.The two ships are not balanced. The existing profile really hurts the shield ships. I point this out in the video I am releasing tomorrow. Swarms are too powerful against dropships in the Bravo build. We need a 70/70 base efficiency and a 80/110 profile. The minmatar commando is the main cause of this So how much more damage are they doing now, because im getting 3 shotted by swarms which im not use to.And im barely repping through damage now. |
Judge Rhadamanthus
Amarr Templar One
2308
|
Posted - 2014.06.23 09:16:00 -
[72] - Quote
ACT1ON BASTARD wrote: So how much more damage are they doing now, because im getting 3 shotted by swarms which im not use to.And im barely repping through damage now.
To give you an idea, my proto swarms on my minmatar commando will tear a 1157 hp hole in your shields in a single volley. And 1537 in your Armour. Against all shields a single clip will put out 3471 damage.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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JRleo jr
Brutor Vanguard Minmatar Republic
21
|
Posted - 2014.06.23 09:20:00 -
[73] - Quote
Judge Rhadamanthus wrote:ACT1ON BASTARD wrote: So how much more damage are they doing now, because im getting 3 shotted by swarms which im not use to.And im barely repping through damage now.
To give you an idea, my proto swarms on my minmatar commando will tear a 1157 hp hole in your shields in a single volley. And 1537 in your Armour. Against all shields a single clip will put out 3471 damage. Are swarms back to being a little too powerful at proto? |
Judge Rhadamanthus
Amarr Templar One
2308
|
Posted - 2014.06.23 09:35:00 -
[74] - Quote
all levels are a bit powerful against dropships. they need a slight tone done. I think a 70/70/80/110 might be too far, i'm still running models. Perhaps start with an 80/70/80/120 or even 70/70/100/120. There are a few options. The most balanced are based not on the raw data, but on the realistically available builds
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Monkey MAC
Rough Riders..
2897
|
Posted - 2014.06.23 10:52:00 -
[75] - Quote
Now I'm going to use my experience from before hotfix Alpha, so please be patient. However based on what Rattatai has said my experience is still just as valid.
Before I took a 'Protest Break' I started become a medium frame AV specalist, which naturally of course meant I used the Swarm Launcher. Now at the time I began working out the best time of when to start firing my 4-round mag of swarms in order to achieve the most damage.
You had to get them as they flew directly towards you, then maintain the volley as long as possible often being out in the open for extended periods of time. In the majority of cases I could destroy (and be accredited with the destruction) of a standard dropship 6/10 times provided every single volley hit and that the pilot wasn't skilled enough to maintain his momentum after being spiked.
With Assault Dropships however this got worse only 2/10 would only die to a single well-postioned full on volley. Of which most would return in an attempt to hunt me down. So swarms against Dropships undoubtedly need a buff from a Infantry Standpoint.
However in order to expand my vehicle destruction role I began speccing into assault dropships as well, now from that standpoint the story changes. As a pilot I would often be left flying for my life at the hands of swarm launcher, the first volley would almost always hit unannounced, you merely had a few seconds to recognize the sound. Of course as,soon as thenfirst one hit you had no choice but to bug out almost instantly escaping with but a narrow margin of your health.
However between repping and afterburners I escaped on average 9/10 times with nothing more than my tail between my legs. While I'm not experienced enough with my turret to deal large amount of constant damage often coming within the last few on the scoreboard, the fact I can go entire matches undefire with dying seems a little too easy.
So in short yes, I believe dropships currently are too survivable, but not by much and there are certainly things that can be done to help pilots as well.
1) Improve Swarm Launchers with greater acceleration and top speed, however also slightly take away there high tracking my increasing the turning circle. (If this can be done so it only comes into effect against aerial vehicles all the better.
2) Give pilots an early warning system, something that allows them to know when they are being spiked by enemy ground troops. For an example see ACE COMBAT, give a caution when you are being locked on or aimed at by a swarm launcher or forge gun and give a 'parking sensor' beep once a volley is fired at you.
3) Decrease the low-end acceleration of dropships, so they cannot just use afterburners to effectively teleport to the flight ceiling. For clarification the first 20 Kmph of acceleration should be slower than the rest of the acceleration, incidently this will also allow for finer control of dropships at lower speeds.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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The dark cloud
The Rainbow Effect
3301
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Posted - 2014.06.23 12:06:00 -
[76] - Quote
lol people complaining that swarms take no skill but in reality they are the direct mirror to modern anti air weapons. Prime example is the stinger where you lock on and shot the missile. Sure there are countersystems to that but unfrotunately CCP decided no more client side updates which is basically saying a big "NO" to counter systems for aireal vehicles. |
Echo 1991
WarRavens Final Resolution.
328
|
Posted - 2014.06.23 13:33:00 -
[77] - Quote
the way people are going on is like a dropship should have the same survivability as a tank. |
Echo 1991
WarRavens Final Resolution.
328
|
Posted - 2014.06.23 13:36:00 -
[78] - Quote
Judge Rhadamanthus wrote:all levels are a bit powerful against dropships. they need a slight tone done. I think a 70/70/80/110 might be too far, i'm still running models. Perhaps start with an 80/70/80/120 or even 70/70/100/120. There are a few options. The most balanced are based not on the raw data, but on the realistically available builds.
One of the biggest issues is first mover. Because of the limits of the pilot view and the terrible rendering the first a pilot knows about swarms is when that first volley hits. We then have to react but by then the second volley is on the way. Most swarms get two shots in. That is my experience (recorded and documented) of being a swarmer and a pilot.
Where we are now is 3 volley kills. With two volleys being an almost guaranteed number of hits this is just too much. If rendering was better, or we had lock on warnings, or swarmers were not able to hot and skip and maintain lock, or swarmers lost lock on damage then this might be okay. As it stands now they have too many strength against the dropships defensive weakness. use an afterburner and fly awy, as soon as you get hit activate and you cant be touched. dropships should not be able to sit in an area with near inpunity. the swarm launcher is fine and does not need a change, it already got nerfed once and because it can kill your dropship you want to nerf it again? |
Judge Rhadamanthus
Amarr Templar One
2308
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Posted - 2014.06.23 13:43:00 -
[79] - Quote
Echo 1991 wrote:the way people are going on is like a dropship should have the same suitability as a tank.
swarms hit dropships with the exact same damage profile as tanks. A proto swarm hits a tanks shields just as hard as a dropships shields. So we are hit as hard but have much less EHP. THis creates an issue of balance.
Echo 1991 wrote:use an afterburner and fly away, as soon as you get hit activate and you cant be touched
This is not how it works at all. As has been published and demonstrated many times. Swarms hit most times afterburner or not. You are wrong in this point.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
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Echo 1991
WarRavens Final Resolution.
328
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Posted - 2014.06.23 14:02:00 -
[80] - Quote
then you have to change the damage profile on LAVs. also if 2 swarms leave a python with only 300 armour dont you think that you should be putting more shields on your ship instead of damage mods? you must be able to fit more hp why not do that instead of complaining that you take too much damage? Also changing damage profiles because you take the same amount of damage and have less hp is silly, by that logic scouts have less hp than a heavy so should take less damage from guns. see the flaw in that? As for the afterburner thing. if you get hit and activate the afterburner the third swarm will not hit you, i know it wont, i have seen pilots do it. |
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Monkey MAC
Rough Riders..
2898
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Posted - 2014.06.23 14:02:00 -
[81] - Quote
Echo 1991 wrote:the way people are going on is like a dropship should have the same survivability as a tank.
If its a transport centric one such as logistics or standard then hell yeah it should have MORE survivability than a tank. A tank is a single man operable vehicle, it does not require more than 1 person to utilise it in order to be effective.
A transport dropship however requires AT LEAST 3, and that is just to be a poor representation of a Helicopter Gunship, the main role of a dropship is to transport troops. Therefore you give more survivability because your not gonna convince 6 people to get into a flying steel coffin.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Echo 1991
WarRavens Final Resolution.
328
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Posted - 2014.06.23 14:05:00 -
[82] - Quote
Monkey MAC wrote:Echo 1991 wrote:the way people are going on is like a dropship should have the same survivability as a tank. If its a transport centric one such as logistics or standard then hell yeah it should have MORE survivability than a tank. A tank is a single man operable vehicle, it does not require more than 1 person to utilise it in order to be effective. A transport dropship however requires AT LEAST 3, and that is just to be a poor representation of a Helicopter Gunship, the main role of a dropship is to transport troops. Therefore you give more survivability because your not gonna convince 6 people to get into a flying steel coffin. troop transports are supposed to get to the LZ drop the troops off and get out of there. Not stay there for 5 minutes taking swarm after swarm and surviving. |
Beld Errmon
1697
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Posted - 2014.06.23 14:26:00 -
[83] - Quote
2 good proto AVers can completely render my incubus useless now, and yet there are scrubs here still crying for more buffs, absolutely pathetic.
Pilot - Tanker - FOTM (insert here)
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Monkey MAC
Rough Riders..
2898
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Posted - 2014.06.23 14:54:00 -
[84] - Quote
Echo 1991 wrote:Monkey MAC wrote:Echo 1991 wrote:the way people are going on is like a dropship should have the same survivability as a tank. If its a transport centric one such as logistics or standard then hell yeah it should have MORE survivability than a tank. A tank is a single man operable vehicle, it does not require more than 1 person to utilise it in order to be effective. A transport dropship however requires AT LEAST 3, and that is just to be a poor representation of a Helicopter Gunship, the main role of a dropship is to transport troops. Therefore you give more survivability because your not gonna convince 6 people to get into a flying steel coffin. troop transports are supposed to get to the LZ drop the troops off and get out of there. Not stay there for 5 minutes taking swarm after swarm and surviving.
No a logistics transport sticks around and provides infantry support. Futhermore how do you expect a dropship to get in, drop troops and get out if it can't reliably survive 2 magazines worth of swarms?
Which is only marginally more than a tank.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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The dark cloud
The Rainbow Effect
3302
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Posted - 2014.06.23 15:08:00 -
[85] - Quote
A dropship should never have more tanking capability then a tank. And if you are doing troop transport then tell your passangers to jump out at full speed if needed. Suits are called "dropsuits" and aireal vehicles are called "dropship" for a reason and we have aswell inertia dampeners so where is now the issue with troop transport? When you get into a hotzone use your shield hardener and you take very low damage and gives you enough time to deploy your squad to a location. |
Kallas Hallytyr
Skullbreakers
495
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Posted - 2014.06.23 16:25:00 -
[86] - Quote
Echo 1991 wrote:also if 2 swarms leave a python with only 300 armour dont you think that you should be putting more shields on your ship instead of damage mods? you must be able to fit more hp why not do that instead of complaining that you take too much damage?
My standard Python fit runs the following: Complex Heavy Extender Enhanced Afterburner Enhanced Shield Booster
Complex PG Upgrade
AT-1 Missile
It runs at about 2800/2900 shields: three volleys of ADV+ Swarms will drop me. I can get to a theoretical maximum of around 3300 shields...but to do so would remove the Afterburner and leave me a sitting duck, allowing more Swarms to land overall, rendering the extra HP moot.
ADSs should not be as tough as tanks, but our only defence, then, is speed and by merit of being the module that increases our speed to escape velocity, the Afterburner is king when it comes to ADS survivability. This, however, does not account for the fact that an ADS that is constantly running away is doing absolutely nothing to impact the course of the battle: the only possible action they can take is high speed deployment, which is useful but rarely needed more than once or twice a battle, or high speed attack runs, which are not particularly effective against anything.
Echo 1991 wrote:As for the afterburner thing. if you get hit and activate the afterburner the third swarm will not hit you, i know it wont, i have seen pilots do it.
Not true, quite simply. As a pilot, I have experienced being hit and not being hit by the third volley. It's a matter of inertia and speed: if the dropship is at a dead stop hovering when the first volley hits, the likelihood of the their volley hitting is high: if the dropship is swaying about or otherwise maintaining some form of motion, the chances of evading the third volley is relatively high: if the dropship is doing a fly by, you'll likely not connect with the third volley. |
Kallas Hallytyr
Skullbreakers
495
|
Posted - 2014.06.23 16:35:00 -
[87] - Quote
Monkey MAC wrote:Now I'm going to use my experience from before hotfix Alpha, so please be patient. However based on what Rattatai has said my experience is still just as valid.
[Snip]
1) Improve Swarm Launchers with greater acceleration and top speed, however also slightly take away there high tracking my increasing the turning circle. (If this can be done so it only comes into effect against aerial vehicles all the better.
2) Give pilots an early warning system, something that allows them to know when they are being spiked by enemy ground troops. For an example see ACE COMBAT, give a caution when you are being locked on or aimed at by a swarm launcher or forge gun and give a 'parking sensor' beep once a volley is fired at you.
3) Decrease the low-end acceleration of dropships, so they cannot just use afterburners to effectively teleport to the flight ceiling. For clarification the first 20 Kmph of acceleration should be slower than the rest of the acceleration, incidently this will also allow for finer control of dropships at lower speeds.
Pre-Hotfix Alpha evidence is most certainly not relevant any longer. As an L3 MinCom/L3 Swarm user also, I know full well that I can solo an even vaguely incautious ADS. And please note that that is not a 10% damage buff, I am not a fully levelled MinCom. Quite simply, Bravo has made Swarmers much more potent.
This is perfectly legitimate and reasonable. What is not is the issues with rendering. Invisible swarms are not only infuriating but incredibly unbalanced. I have no issues with the power of Swarms right now, the only thing I want is to actually see them when I'm looking right at them.
Anecdote: flying my Incubus, testing the blasters with a side gunner. Both of us shooting at a Swarmer that my gunner called out as a target before it could launch: still got hit by two volleys without seeing any missiles...even though both me and my gunner were actively engaged in trying to shoot said Swarmer.
1) I could agree to that. Caveat rendering, obviously. 2) I could live without it, if rendering is fixed, but I wouldn't say no. I would accept this in line with a slightly Afterburner nerf. 3) Again, I can see this being reasonable. Caveat rendering, blah blah. |
Temias Mercurial
Knights Of Ender Proficiency V.
96
|
Posted - 2014.06.23 17:14:00 -
[88] - Quote
The dark cloud wrote:lol people complaining that swarms take no skill but in reality they are the direct mirror to modern anti air weapons. Prime example is the stinger where you lock on and shot the missile. Sure there are countersystems to that but unfrotunately CCP decided no more client side updates which is basically saying a big "NO" to counter systems for aireal vehicles.
They are not a direct mirror to modern anti-air weapons. There are several real life factors that are not present in a video game. That one soldier has to carry that heavy weapon to wherever that vehicle is expected to be. You cannot replicate hours upon hours of exhaustion in a video game onto your character. An actual stinger would be far harder to aim than a mere swarm launcher, as your suit has mechanical joints assisting in lifting, running, and etc. You live only once... so if you mess up, or are unfortunate enough, that vehicle will still be flying around. The skill to using a stinger, is surviving long enough to use the damn thing, and having the energy to do it properly. You can not replicate this in Dust. An immortal clone with practically infinite resources and weapons to his disposal is child's play in comparison to a single human soldier who is running like hell to survive, and you can not regenerate instantly either, which should be obvious. |
Fremder V1
Armed And Aimless
10
|
Posted - 2014.06.23 17:17:00 -
[89] - Quote
While tanks are basically immune to most infantry weapons, dropships are barely (or not at all) endangered by the few that do work. Like remotes, proximity mines, plasma cannons or AV grenades. For those who don't have a heavy suit with a forge or another vehicle at hand, swarmlaunchers are about the only tool to fight back.
Trying to compare tanks with dropships, complaining about potentially loosing to the most maxed out swarm fit... or several people at once, seems mind-boggling. I imagine people wouldn't feel the need for that, if loosing a ship wasn't such a big deal. So as someone who doesn't use them: Maybe reducing their cost actually should be the first step to find a healthy compromise. |
Temias Mercurial
Knights Of Ender Proficiency V.
96
|
Posted - 2014.06.23 17:28:00 -
[90] - Quote
Fremder V1 wrote:While tanks are basically immune to most infantry weapons, dropships are barely (or not at all) endangered by the few that do work. Like remotes, proximity mines, plasma cannons or AV grenades. For those who don't have a heavy suit with a forge or another vehicle at hand, swarmlaunchers are about the only tool to fight back.
Trying to compare tanks with dropships, complaining about potentially loosing to the most maxed out swarm fit... or several people at once, seems mind-boggling. I imagine people wouldn't feel the need for that, if loosing a ship wasn't such a big deal. So as someone who doesn't use them: Maybe reducing their cost actually should be the first step to find a healthy compromise.
Reducing the cost would be amazing, but it simply does not fix the issue at hand. Swarms are a bit too powerful against dropships right now, especially the Incubus. A simple increase in resistances would suffice, but not quite to pre-Bravo values. Although a pilot may be skillfully invincible, they really can't do that much, yet infantry complains how they can not kill them whiie chasing them around the map farming points off of them. I as a forge gunner am perfectly content with 2500wp and not a single vehicle kill, in the instance that they take off or someone conveniently waits until they have no health and steal the kill from me. You still get a lot of isk and sp... some people are just greedy I suppose. My apologies to those who are not and have different reasoning behind this argument.
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