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Thread Statistics | Show CCP posts - 1 post(s) |
Pvt Numnutz
Watchdoge Explosives
1515
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Posted - 2014.06.20 18:17:00 -
[1] - Quote
I have had an idea on a compromise for a while now. I'm sure that most mercs feel that it is the missile turret that makes the ads op, at least for infantry players. Av are saying the whole ship is op but if the missile turrets power per shot were decreased would you all still feel the assault dropship is op?
The compromise being, Reduce small missile turret damage per missile Increase small missile turret clip size
This keeps the same damage potential per clip, but requires gunner accuracy to deliver. This will also require dropships to remain in the engagement area for longer to apply the full damage, giving av more chance to interfere in the dropships run and give them more of a chance vs dropships.
Haven't thought up exact numbers yet but thought I'd bring this up for discussion. I am going to be talking to my gunners about this to get their input as to what they would feel fair. Personally I think it shouldn't be too low on the damage, enough to still be able to get in and out relatively quickly but long enough to make a difference. I don't want to have to go into hover mode to kill a single merc, nor do I think it should take over 4 missiles to kill an assault suit. Thought maybe it should take more than two.
Discuss. |
Pvt Numnutz
Watchdoge Explosives
1515
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Posted - 2014.06.20 18:54:00 -
[2] - Quote
CCP Logibro wrote:Adipem Nothi wrote:Are high-end birds still immune obscenely resistant to Proto Swarms? I haven't run into any yet since the fix yesterday.
An ADS isn't OP if we can shoot it down with Swarms. We fixed that. The Proficiency skill should now also be working for Forge Guns and Swarm Launchers against vehicles, so that should also give swarms a boost. But does this mean they have become leas effective against shield vehicles like my python? |
Pvt Numnutz
Watchdoge Explosives
1515
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Posted - 2014.06.20 19:12:00 -
[3] - Quote
Ryder Azorria wrote: No, it wasn't applying at all - so basically, for you, nothing has changed.
Ah that explains alot |
Pvt Numnutz
Watchdoge Explosives
1517
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Posted - 2014.06.20 20:33:00 -
[4] - Quote
IMMORTAL WAR HERO wrote:im sorry but its a fast pilot and good gunners that make a good dropship This is true. I want to discuss this because I would rather this than a huge Nerf to the ads because of perceived over poweredness. |
Pvt Numnutz
Watchdoge Explosives
1518
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Posted - 2014.06.21 14:55:00 -
[5] - Quote
Stefan Stahl wrote:Pvt Numnutz wrote:Reduce small missile turret damage per missile Increase small missile turret clip size. Shouldn't be overdone, but generally this seems like a good idea. Prototype-turrets really wreck infantry in an instant. Less-than-proto turrets are much less of an issue however, so take care not to make those useless. I'm going to be talking to my gunners to outline some numbers that we feel are fair.
Someof the effects this change would probably* have are, Would be harder for a solo pilot to be as effective as they are now Would encourage the use of gunners to maintain the same effectiveness Would decrease dropships tank slightly as solo pilots give up their turrets to fit more tank, they would now need to fit turrets decreasing their tank slightly.
While my crew and I use prototype turrets we will bear in mind how adv and std turrets would fair with any numbers we come up with. |
Pvt Numnutz
Watchdoge Explosives
1528
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Posted - 2014.06.22 21:01:00 -
[6] - Quote
True Adamance wrote:DROPSHIP PILOTS
Goddamn Dangerous.............
.....rarely OP.
Unless skill stacking, that is ridiculously over powered.
I'm happy to see a lot of players actually don't think they are op.
I do agree that assault dropship and racial assault dropship skill stacking is op. 100% fire rate But the skill stacking of the turret skills I feel is fair. It creates the gunner role and gives them some bonuses like, turret rotation speed, ammo, and reload. None of which when stacked make it horribly overpowered but do give the gunner an edge and a reward for skilling into the gunnery tree. Those should stay, the assault dropship skills shouldn't stack. |
Pvt Numnutz
Zumari Force Projection Caldari State
1616
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Posted - 2014.07.05 00:57:00 -
[7] - Quote
TEBOW BAGGINS wrote:between the buffed SL and PLC infantry has no room to complain and no nerf is warranted. sorry we 2 shot your scout suits everyone else seems to have a major problem with. also you nerfed our hardeners and reps and so now you want to nerf our damage? that same damage you want nerfed is applied to destroying the tanks you all cry about every day. I'm a dropship pilot. As I said in the op, this would only slightly increase the time a dropship is required to engage. The damage potential per clip would be the same as it is now. Depending on how many missiles we increase it by we could also increase RoF slightly to make sure dropships don't have to loiter to kill anything. But I'm just talking about an increase of like 4 missiles, slightly reducing damage across all missiles to keep the same damage potential per clip. So instead of 2 shotting its 3 shotting. |
Pvt Numnutz
Zumari Force Projection Caldari State
1621
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Posted - 2014.07.05 09:19:00 -
[8] - Quote
DUST Fiend wrote: All you did was make flying an Incubus a chore since any idiot who can look up at the sky for three seconds can deal tremendous damage without a single further thought.
Dust will be uninstalled very soon, you all can have this roller coaster.
I'll be in Star Citizen if anyone needs me.
Oh, and the OPs proposed change only serves to further push Incubus into the ground while Pythons get to fly around having the best of everything because basically nothing does extra damage to them, they have a lower physical profile, their base speed is as fast as an unplated incubus with an AB, they're more agile, their weapon works against ALL things, quite effectively, and excels at taking out forge gunners and infantry in general thanks to their RoF.
This game.
Is.
A .
Joke.
You can play star citizen now? Snap. Enjoy your alien bonsai tree.
I don't like the incubus, my proposal was to discuss balancing the AI capability of the python (the anti infantry ads) not changing the incubus. This change would really make the pythons bonus to ROF significant. Knowing you for being an incubus pilot, and quite a good one at that, I'm surprised you think the incubus and its role is sub par to the python.
First of all, the incubus trades speed and maneuverability for a much better tank than that of a python, coupled with more of a resistance to collision damage. Basically its much hardier and can withstand much more punishment. So of course the python is going to be faster and more agile, its a hit and run ship. I simply will not accept an incubus pilot complaining that the python is faster or more agile, it needs those to be relevant.
As you said the missile turret excels at anti infantry work. Though compared to the rail gun it is not as effective against vehicles. Effective sure, but not nearly as effective as an incubus with a rail. To get the same level of anti vehicle effectiveness I have to have two gunners to match a lone incubus pilot. So while the python excels in anti infantry engagements, the incubus excels in anti vehicle engagements.
My proposed change to missile turrets shouldn't concern an incubus pilot, as they don't have a bonus to them and its not really their role. For a python pilot two things would become immediately clear, I will have to seriously use my speed and maneuverability to hit and run with the longer engagement time, and that ROF bonus is really important now to keep the engagement time low. Emphasizing the two strengths of the python.
If you were wondering, the reason I don't like incubi (aside from the fact that its frog tech) is because it behaves more like a fighter than a dropship. Its sheer vehicle killing ability makes it easy to use as a solo pilot. What's the best counter to a python? An incubus. What if it has two gunners? An incubus. Why? Because the rail is just better for dogfighting while missiles are extremely unreliable. The only field where an incubus is lacking is anti infantry, but in terms of anti vehicle it is so good a solo pilot can do it, and do it as well as a dropship with gunners. I don't like that, dropships are team vehicles. I don't like solo pilots, though I do understand a lot of them were fighter pilots who got tired of waiting and hopped in a dropship to fly. They don't want to be dropship pilots though, they want to be fighter pilots, and the incubus enables that. One of the effects I would hope to come out of my proposed change is python pilots actually using gunners by making it less viable for a solo pilot to do what it should take a crew. I expect a few pilots to disagree with me, but probably because they are fighter pilots in dropships, not "true" dropship pilots.
Anyway the only joke I see here is a bitter vet incubus pilot complaining about pythons being better when the incubus is designed to take down pythons. again enjoy your alien bonsai tree.
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Pvt Numnutz
Prophets of the Velocirapture
1625
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Posted - 2014.07.05 18:01:00 -
[9] - Quote
DUST Fiend wrote:The only thing the Incubus excels at over the Python is destroying shield vehicles, and being more resistant to crashing (aka, don't be a bad pilot and this doesn't matter) Amusingly, Python pilots have to be worse to crash because their ship is more responsive and easier to handle in flight....who knew... Missiles do EXCELLENT work even against shield vehicles, and are FAR more effective at fighting armor, considering a small railgun will barely crack most armor vehicles, at all. Your change DOES directly impact Incubus because we are FORCED to fit missiles if we want to do anything other than fly around in circles, harass armor vehicles, or chase away shield vehicles. In fact, it effects us even MORE than python BECAUSE we lack the bonus, so we feel your nerf even harder than you do. Oh, and yes, you can play the dogfighting module in Star Citizen now, and more modules will be opening up soon. Plus, other games. I'm backing the crap out of SC, can't wait for my Constellation in about a month. I hope you realize that a slight tap to anything can cause the python to explode, you wouldn't dismiss that perk if you knew the horror of the street lamp. Also get knocked around easier so there is that. Rails are better av, hands down no question.
So I'm a little confused here, on the one hand you say missiles are too good, but then you say they shouldn't be changed slightly to make them require say one more missile than it currently does to kill infantry. Would it really be so bad to have to fire one more missile? You have the tank to stay longer. I'm not saying increase clip size by 8 and reduce damage per missile by 1/2. I'd say 4 missile increase with appropriate damage reduction. Nothing horribly drastic. My point stands, if your concerned about your incubis anti infantry capabilities then you should be making suggestions to change the blaster, you know a turret you have a bonus to. The incubus isn't designed to use missiles. in fact this would even further my goal of making dropships team vehicles by making incubi pilots fit gunners as well to be effective with missiles. Would you find it acceptable for me to complain about a rail python? I'm sure your not a fan of having to fit gunners, but that massive hole in our ships is there for a reason.
Wow, honestly if I was waiting for SC I would have stopped backing it a while ago until I got something playable. From what I heard the controls for the dogfighting module was just awful. Really want that alien bonsai don't you?
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