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Monkey MAC
Rough Riders..
3043
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Posted - 2014.07.08 23:15:00 -
[1] - Quote
I personally am both a dedicated AVer and Incubus pilot, I do both roles regularly, sometimes I even AV in my Incubus.
Firstly in that specific video (rather enjoyed it by the way) , the Python pilot in question should have been brought to rites on multiple occassions, he overstretched the abilities of his craft and you caught him in compromising positions on more than one occasion.
Secondly as an Incubus pilot, I sometimes have gotten away with the closest of shaves, I've come by to do an attack run on what I thought to be a single swarmer, only to find 3-5 waiting for me. In such cases I've reached the safety of my redline and the protection of the MCC's motherly figure with less than 50 EHP remaining. Not because I got out in time, I stuck around too long and pushed my luck on almost every occasion, the reason I survived was because I could simply 'turn 'n' burn".
I could travel fast enough to either stagger the volley enough to allow for my armour reppers to undo the damage, or just out distance them and laugh as 3 whole volleys explode harmlessly behind me. Now as pilot this is nice, after all I don't loose my expensive dropship, I can recall it until the skies are a little safer again.
However as an AVer I can't count the amount of times a Dropship has just plain outrun my swarms, sometimes on the smallest sliver off health I have launched entire mags in their direction, yet hit nothing but air. As an AVer it's just damn annoying, especially when I know he will back again soon for more.
That said though I don't believe any of it is down to Damage per Volley or DPS or even anything under either players control. It is simply down to the speed of swarm launchers, the acceleration is sluggish at best and the top speed makes my grandmothers mobility scooter look like a drag racer. All you need to do is increase the Gùå Acceleration Gùå Top Speed Gùå Maximum Travel Distance Gùå Unguided Travel Distance While decreasing turning circle and the time to fire the volley. No changes to damage, or DPS just make it harder for a Dropship to outrun his killing blow. Now a lot of you may say It takes skill to outrun swarms, to which I respectfully request that you shut your festering pie hole you t*t (Monty Python, if you don't understand my sudden outburst of profanity), it takes skill to outmanoeuvre a swarm volley, causing them to hit terrain as opposed to your craft, but there is no skill to Gùå Blasting to the flight ceiling, like a lightning || Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3047
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Posted - 2014.07.09 14:08:00 -
[2] - Quote
emm kay wrote:Monkey MAC wrote: Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen.
*eye twitches* you have no idea. Besides, the changes to av that you suggested are rediculous. Nobody should EVER be able to take down a 500k dropship singlehandedly. ever. These range increases are reversing what happend in 1.6, the fixing of paper airplanes.
I have every idea, I'm a regular pilot, I love doing it, did you skipover the part where I mentioned that prehaps. How are they ridiculous? I have not buffed their damge, DPS, ROF, lock-on range or any other attributes that means a dropship will be killed any faster by a single person.
Meanwhile I have nerfed their tracking and 'fire and forget' capabilities. By making the rockets travel further before they begin to track the user must keep the target closer to the center of the screen, even causing them to require leading a faster target, by nerfing the turning circle, a pilot is rewarded more if he successfully doges the missiles, since the can no longer pull out a 180 turn in less than 5m.
Everyone should ALWAYS be ABLE to take down any vehicle so long as 1 man uses it, wether they will or not is down to both players skill. ISK, SP should never be a factor I balance, you should take care t0in what you say youmare beginning to sound like a tanker.
These range increases are changing nothing from 1.6, the lock-on rane is still 150m the difference is that I order to outrun a set of missiles that have been launched within this range will require you flying faster and further or more skillfully in order to complete negate the damage.
Once again there are no changes to 1) Lock-On Range 2) Damage per volley 3) DPS 4) Amount of people required to combat a dropship What has changed is 1) Distance swarms will chase you before exploding 2) Acceleration of Swarms once quidance kicks in 3) Top speed of Swarms under guidance In positive to the AVer 4) Time for guidance to kick in 5) Turning circle of guided swarms In positive to the pilot.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3047
|
Posted - 2014.07.09 14:23:00 -
[3] - Quote
ratamaq doc wrote:Monkey MAC wrote:I personally am both a dedicated AVer and Incubus pilot, I do both roles regularly, sometimes I even AV in my Incubus.
Firstly in that specific video (rather enjoyed it by the way) , the Python pilot in question should have been brought to rites on multiple occassions, he overstretched the abilities of his craft and you caught him in compromising positions on more than one occasion.
Secondly as an Incubus pilot, I sometimes have gotten away with the closest of shaves, I've come by to do an attack run on what I thought to be a single swarmer, only to find 3-5 waiting for me. In such cases I've reached the safety of my redline and the protection of the MCC's motherly figure with less than 50 EHP remaining. Not because I got out in time, I stuck around too long and pushed my luck on almost every occasion, the reason I survived was because I could simply 'turn 'n' burn".
I could travel fast enough to either stagger the volley enough to allow for my armour reppers to undo the damage, or just out distance them and laugh as 3 whole volleys explode harmlessly behind me. Now as pilot this is nice, after all I don't loose my expensive dropship, I can recall it until the skies are a little safer again.
However as an AVer I can't count the amount of times a Dropship has just plain outrun my swarms, sometimes on the smallest sliver off health I have launched entire mags in their direction, yet hit nothing but air. As an AVer it's just damn annoying, especially when I know he will back again soon for more.
That said though I don't believe any of it is down to Damage per Volley or DPS or even anything under either players control. It is simply down to the speed of swarm launchers, the acceleration is sluggish at best and the top speed makes my grandmothers mobility scooter look like a drag racer. All you need to do is increase the Gùå Acceleration Gùå Top Speed Gùå Maximum Travel Distance Gùå Unguided Travel Distance While decreasing turning circle and the time to fire the volley. No changes to damage, or DPS just make it harder for a Dropship to outrun his killing blow. Now a lot of you may say It takes skill to outrun swarms, to which I respectfully request that you shut your festering pie hole you t*t (Monty Python, if you don't understand my sudden outburst of profanity), it takes skill to outmanoeuvre a swarm volley, causing them to hit terrain as opposed to your craft, but there is no skill to Gùå Blasting to the flight ceiling, like a lightning || Gùå Flying really really fast in a straight line
Yet these are currently the 2 best ways to avoid an incoming volley, which in my opinion should not happen. Are you worried what those changes would mean to the rest of the Dropships out there? While I completely agree that swarms are WAY to slow. I mean I can throw a football faster than those things travel, and I was in marching band. I'm worried that a buff to them would be devastating to the rest of the Dropships. Edit: however I have said in the past, if we are going to talk realism, swarms should travel faster yes, but pilots should also have RAW gear so when they get painted, Bitchin Betty lets them know. I once suggested counter measures, but in reality, that is what a shield booster already is. No I wouldn't be concerned about what it means for other dropships, since as Incubus pilot, I would still have to pull out at the same time I normally would, I can survive a clip of swarms and be out of his lock-range before he reloads. This would not change.
The only thing that changes is that if I stick around for too long, I push my luck and let him reload, he no longer stamds their dumfounded as I simply fly away from his swarms with no more than 10% of my health, especially when we both know I'll be back in less than a minute.
I have no more or less time to react to the attack, the only difference is that I can't push my luck quite so far. In terms EWS, I would love some form of 'Nagging Nora' (Nora is the name of the actual women that did those 'Pull up, Pull up' voice warnings), this would give me greater choice over my engagement and wether I feel itmsafe or not.
However I would say allow Plasma Cannons to set off the EWS, while they aren't normally a threat to pilots, it allows them to 'scare' pilots when the EWS flags them up as being spiked, potentially allowing Plc users to suppress pilots without ever firing a shot.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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