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Author |
Thread Statistics | Show CCP posts - 43 post(s) |
bogeyman m
Minmatar Republic
346
|
Posted - 2014.07.15 04:06:00 -
[751] - Quote
Gavr1lo Pr1nc1p wrote:For Rattati: I know earlier you mentioned a speed buff for minmitar scouts, and i was interested in knowing whether or not this would actually happen.
Thanks! With no ewar bonuses, MinScout speed advantage needs to be more significant than it is currently.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
346
|
Posted - 2014.07.15 04:08:00 -
[752] - Quote
bogeyman m wrote:Gavr1lo Pr1nc1p wrote:For Rattati: I know earlier you mentioned a speed buff for minmitar scouts, and i was interested in knowing whether or not this would actually happen.
Thanks! With no ewar bonuses, MinScout speed advantage needs to be more significant than it is currently. What the hell... Might as well make MinLogi and MinMando faster while you're at it...
Duct tape 2.0 ... Have WD-40; will travel.
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Vesta Opalus
Kang Lo Holding
5
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Posted - 2014.07.15 04:16:00 -
[753] - Quote
Imma complain about some stuff now, anything not mentioned is either ok or neutral in my book:
CCP Rattati wrote:All, * Modification of scout bonuses, with Amarr getting a precision bonus, a low radius strong field of scanning on top of a heavily armored suit, and Caldari retaining a long range scan ability.
* Disabling passive Scan sharing with squads
#1: Low radius scans are useless, if its a shotgun stealther you will die before you notice them on you, if its not a shotgun stealther you will die before they get into your scan range at all.
#2: Disabling passive scans kinda defeats the purpose of passive scanning fits. On equal footing (the enemy scout isnt a ******); there is no scan fitting which will actually counter the enemy scout. If I am dedicated to scanning enough to see the enemy scout, the enemy scout will have dramatically higher hp/damage output, and I will die. If I am running a low scan suit, I cant see the enemy scout, and I will die. If its a gallente scout, theres a good chance I will both not be able to scan the enemy suit AND have less hp/damage output, and I will die.
Thats to say nothing of non-scout suits, which will uniformly wreck your **** if they see you because a good squad supporting scan setup will leave you with 3 or less high slots to work with to gain any kind of survivability or offensive capability.
Thats the true state of passive scanning right there. If you remove scan sharing you remove the one spoiler to the above formula: that your teamates can see and assist you in countering incoming guys.
If you do remove passive scan sharing please consider giving us the ability to actually scan any suit(in fact just consider giving us that anyway, its pretty rediculous that cloaking and dampeners, which make you nearly to completely invisible depending on lighting have no mechanics based counter in the game). Theres no reason the caldari scout shouldnt be able to scan any enemy suit, since it makes you extremely vulnerable to run a fit that can do it, unlike stealth fittings, which trade a little survivability for the massive tactical advantage of being ******* invisible.
In addition, I would suggest giving amar something besides scanning, but honestly whatever it takes to give them something to do.
CCP Rattati wrote: * OB WP doubled
Whats the point? Are you trying to make it so small squads cant get orbitals? Well this will do it!
If you are trying to stop logi/heavy blob squads from getting 6 orbitals a game, this isnt going to do a very good job of it. If you want to fix **** tons of orbitals from large proto stomp squads, try doing something like lowering the triage cap so they cant farm absurd points from healing their heavies.
I dont know what you are trying to do here, but I hope you arent trying to make it impossible for 2/3 man squads to get an orbital or two a game, because large squads already have enough advantages. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3783
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Posted - 2014.07.15 04:29:00 -
[754] - Quote
bogeyman m wrote:John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.) One sidearm = one equipment... Done. Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done. Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done. Not sure what all the hassle is. Git 'er dun! PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled. PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled. PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.)
Sounds good to me, with the exception of the underlined sections. Here's why, in reverse order: 1) Amarr suits should have more low slots than high, so 3/5.
2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away.
3) You've oversimplified the maths on the anti-killer bee part:
- Requiring all the equip slots to be filled sounds good but is less effective than you think; compact hives are great for slayers and use minimal fitting resources. That said, I've pushed the idea for close to a year now, so I don't disagree with it, just realize that the true impact will be fairly small.
- Dropping the CPU/PG by 10% and increase the fitting bonus by 10% is actually a big time nerf. Not all the CPU/PG of the suit is used up by equipment, so the math is never this easy:
To repeat an example I've used a few times, picture a suit with 300 CPU. Typically 200 would be used for modules/weapon, and 100 probably for equipment (this information is based on the low-equipment Amarr logi and basically comes from my arse; it may not be completely accurate but gets the point across). If you were to drop the suit CPU by 10% and increase the fit bonus by 10%, you lose 30 CPU total but only save 10 CPU from the new bonus.
It becomes complicated in that, since not all the suits have the same amount of equipment slots, you can't easily determine what the best combination of fitting power reduction and fitting bonus increase would be (this is basically why CCP wants to equalize the slot counts and take away the Amarr sidearm, to make this kind of balance proposition easier).
What you need to do is make a large sample of multiple fittings from each race, and determine the ratio of CPU/PG total vs that devoted to equipment. Averaging that ratio you can then say, well, if we are going to decrease the total by 10%, we need to increase the fitting bonus by x, which, using my above example, would be 30% since the ratio is 3:1. Hopefully they would choose to overshoot the bonus.
(The godfather of tactical logistics)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11855
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Posted - 2014.07.15 04:34:00 -
[755] - Quote
John Demonsbane wrote: 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away.
Okay lets not get ahead of ourselves....... they aren't based on it....they are just pretty good at it. It's simplifying things too much to suggest that this defines them...... they are armour tankers that use Blasters and have some pretty good drone ships.... but at its core they are just armour tankers.
"Your Faith stands as a shield for the Faithful, and you are one of His Angels." - Soren Tyrhannos to Templar Ouryon
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bogeyman m
Minmatar Republic
346
|
Posted - 2014.07.15 04:53:00 -
[756] - Quote
John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.) One sidearm = one equipment... Done. Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done. Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done. Not sure what all the hassle is. Git 'er dun! PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled. PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled. PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.) Sounds good to me, with the exception of the underlined sections. Here's why, in reverse order: 1) Amarr suits should have more low slots than high, so 3/5. 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away. 3) You've oversimplified the maths on the anti-killer bee part: - Requiring all the equip slots to be filled sounds good but is less effective than you think; compact hives are great for slayers and use minimal fitting resources. That said, I've pushed the idea for close to a year now, so I don't disagree with it, just realize that the true impact will be fairly small. - Dropping the CPU/PG by 10% and increase the fitting bonus by 10% is actually a big time nerf. Not all the CPU/PG of the suit is used up by equipment, so the math is never this easy: To repeat an example I've used a few times, picture a suit with 300 CPU. Typically 200 would be used for modules/weapon, and 100 probably for equipment (this information is based on the low-equipment Amarr logi and basically comes from my arse; it may not be completely accurate but gets the point across). If you were to drop the suit CPU by 10% and increase the fit bonus by 10%, you lose 30 CPU total but only save 10 CPU from the new bonus.It becomes complicated in that, since not all the suits have the same amount of equipment slots, you can't easily determine what the best combination of fitting power reduction and fitting bonus increase would be (this is basically why CCP wants to equalize the slot counts and take away the Amarr sidearm, to make this kind of balance proposition easier). What you need to do is make a large sample of multiple fittings from each race, and determine the ratio of CPU/PG total vs that devoted to equipment. Averaging that ratio you can then say, well, if we are going to decrease the total by 10%, we need to increase the fitting bonus by x, which, using my above example, would be 30% since the ratio is 3:1. Hopefully they would choose to overshoot the bonus. Okay...
1) Amarr gets 3/5 plus 3 equip plus sidearm. Sold!
2) Gallente are alpha-armour tankers with lots of lows to fit repair mods... They don't need inherent repair. Add bonus to repair mods if needed.
3) Maths... Reduce total CPU/PG 10% and increase equipment bonus by 30% (or 25%, whatever works).
All fixed. I don't see why this stuff is so difficult for folks...
Duct tape 2.0 ... Have WD-40; will travel.
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Dj grammer
New Age Empire. General Tso's Alliance
282
|
Posted - 2014.07.15 06:39:00 -
[757] - Quote
bogeyman m wrote:PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled.
How about focusing on buffing the assault class before doing any further damage to logistics? if you are downgrading logistics based off of logi slayers then you need to stop living in the past. There really has not been an abundance of logi slayers since post 1.7 or even better since post 1.6. Read the LogiBro guide before jumping the gun.
why ccp?
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
282
|
Posted - 2014.07.15 10:50:00 -
[758] - Quote
Dj grammer wrote:bogeyman m wrote:PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled.
How about focusing on buffing the assault class before doing any further damage to logistics? if you are downgrading logistics based off of logi slayers then you need to stop living in the past. There really has not been an abundance of logi slayers since post 1.7 or even better since post 1.6. Read the LogiBro guide before jumping the gun.
This man right frickin here gets it. Please leave my logi alone. It's fine. The only reason anyone would cry about it is if it doesn't have enough CPU/PG, or if they suck and are mad both their LW and sidearm emptied before I killed them with my Six Kin Combat Rifle.
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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Nirwanda Vaughns
426th Infantry
646
|
Posted - 2014.07.15 11:35:00 -
[759] - Quote
Also. how hard would it be to actually add a line of code to allow us to sell assets (ISK items not AUR) back to the npc market for a fixed percentage of the base price? so even if we just get half the base price back it would at least allow us to clear out our hangars a bit and put the isk towards something we're actually going to use and it may also help bring more people into FW as the salvage can be recycled. there are many of us vets whos hangars are jam packed with junk just sitting there.
and as for balancing suits and weapons. i've been harping on about this since game was released but why not have the resistances to shield/armor that we have in eve for the drop suits and have weapons have the same damage profiles too. it would allow for far more fine tuning between suit classes and weapon balance
Rolling with the punches
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
26
|
Posted - 2014.07.15 11:53:00 -
[760] - Quote
Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3784
|
Posted - 2014.07.15 11:59:00 -
[761] - Quote
True Adamance wrote:John Demonsbane wrote: 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away.
Okay lets not get ahead of ourselves....... they aren't based on it....they are just pretty good at it. It's simplifying things too much to suggest that this defines them...... they are armour tankers that use Blasters and have some pretty good drone ships.... but at its core they are just armour tankers.
Alright, alright. We all know I don't play eve. Edit made.
(The godfather of tactical logistics)
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RedBleach LeSanglant
Hellstorm Inc League of Infamy
625
|
Posted - 2014.07.15 20:03:00 -
[762] - Quote
bogeyman m wrote:John Demonsbane wrote:bogeyman m wrote:John Demonsbane wrote:Xak Arji wrote:Also, why do we need to change logi at all? There is nothing wrong with them. The focus needs to be an assaut suit adjustment, most likely centered on DPS. The thought is, work on both medium frames simultaneously. It does make a lot of sense, as both are in pretty rough spots right now. If they intent to normalize slot counts across the 2 classes (which also makes some sense), it would be pointless to do one without the other. As for the Amarr logi, I'm not sure that an equipment slot AND a low (primary tank) slot is a fair trade for the sidearm. 1 equipment slot seems fairly equitable to me. At worst, an equipment slot and a high slot makes more sense than a low. Just like the Amarr assault(well, until bravo), the high/low slot balance makes no sense considering the way the suit is otherwise intended/set up, as a high buffer armor tanking suit. It's slow and has no inherent reps like the Gallente, and doesn't have the shield regen of the Caldari or Minmatar, so WTF are you supposed to do with it? The only choice is to brick tank since the damage mod nerf. And that's lame. I'll tell you what you can do with it... (Hehehe. You asked.) One sidearm = one equipment... Done. Correct proto Amarr high/low slots to 5/3 or 3/5 (don't care which)... Done. Fix Amarr uplink bonus ending on death flaw. As long as you stay in an Amarr suit, your racial bonus should continue... Done. Not sure what all the hassle is. Git 'er dun! PS - Anti-slayer Logi prevention: lower Logi CPU/PG levels 10% and give a bonus of 10% IFF all the equipment slots are filled. PPS - Assault un-neutering program: lower Assault CPU/PG levels 10% and give a bonus of 10% IFF all the high and low slots are filled. PPPS - Scout re-leveling initiative: lower Scout CPU/PG levels 10% and give a bonus of 10% IFF a cloak and (at least) one ewar module are used. (Also, remove inherent armour repair from Gallente.) Sounds good to me, with the exception of the underlined sections. Here's why, in reverse order: 1) Amarr suits should have more low slots than high, so 3/5. 2) Gallente are supposed to be based on Armor regen. 3 might be too high, but you can't take it completely away. 3) You've oversimplified the maths on the anti-killer bee part: - Requiring all the equip slots to be filled sounds good but is less effective than you think; compact hives are great for slayers and use minimal fitting resources. That said, I've pushed the idea for close to a year now, so I don't disagree with it, just realize that the true impact will be fairly small. - Dropping the CPU/PG by 10% and increase the fitting bonus by 10% is actually a big time nerf. Not all the CPU/PG of the suit is used up by equipment, so the math is never this easy: To repeat an example I've used a few times, picture a suit with 300 CPU. Typically 200 would be used for modules/weapon, and 100 probably for equipment (this information is based on the low-equipment Amarr logi and basically comes from my arse; it may not be completely accurate but gets the point across). If you were to drop the suit CPU by 10% and increase the fit bonus by 10%, you lose 30 CPU total but only save 10 CPU from the new bonus.It becomes complicated in that, since not all the suits have the same amount of equipment slots, you can't easily determine what the best combination of fitting power reduction and fitting bonus increase would be (this is basically why CCP wants to equalize the slot counts and take away the Amarr sidearm, to make this kind of balance proposition easier). What you need to do is make a large sample of multiple fittings from each race, and determine the ratio of CPU/PG total vs that devoted to equipment. Averaging that ratio you can then say, well, if we are going to decrease the total by 10%, we need to increase the fitting bonus by x, which, using my above example, would be 30% since the ratio is 3:1. Hopefully they would choose to overshoot the bonus. Okay... 1) Amarr gets 3/5 plus 3 equip plus sidearm. Sold! 2) Gallente are alpha-armour tankers with lots of lows to fit repair mods... They don't need inherent repair. Add bonus to repair mods if needed. 3) Maths... Reduce total CPU/PG 10% and increase equipment bonus by 30% (or 25%, whatever works). All fixed. I don't see why this stuff is so difficult for folks...
I think you guys nailed it.
While there should be a great amount of caution in adjusting PG/CPU if it can be equalized with the MED FRAME ASSAULTS so that the only real difference is the base stats and bonuses there would be a much greater impediment to creating a Slayer Logi - if that is indeed the concern.
What I'm envisioning is having the tiers of MED Frames match in PG/CPU and H/L slots but having the class and skill bonuses making them able to fit as we do now. It might have to be ridiculous, like a 75% or 90% total to equipment PG/CPU cost but I believe it will force a decision point. I see a logi and assault from the same tier being able to equip all of the same H/L slot modules and still have the same remaining PG/CPU - or very close. But then adding the same tier equipment to the logi and adding the same tier Weapons to the Assault now leave the suits nearly maxed out - allowing both some fitting room for EQ for the Assault and a weapon for the Logi (and sidearm if Amarr).
Perhaps I will do some fittings tonight and come back with some numbers, If anyone else has some insight I would appreciate some direction if this has already been done. I will be returning in another 7 Hours. While I will do what I can It will be up to the Devs to use it or not, but I like this direction.
The Logi Code. Cross Atu for CPM1 - A logical choice
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Seigfried Warheit
Opus Arcana
346
|
Posted - 2014.07.16 02:25:00 -
[763] - Quote
Is the slight hmg heat build up gonna count for all variants of the hmg?
I use a DS to hump things......
I am a prof. V scrub. I have no honor.
c[_] Change spare change anyone
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lee corwood
Knights Of Ender RISE of LEGION
911
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Posted - 2014.07.16 06:29:00 -
[764] - Quote
Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Disagree. I am not a vehicle user at all.
While yes, it does take a bit of time to reach the skillpoints necessary, my ADV Commando suit with my proto Swarmers keeps ADS/DS pilots at bay. It demolishes DS but only keeps ADS away. I got a combat rifle on there to save me against other infantry (tho infantry still kill me the most often) and a nanohive to keep my Swarmer filled. I most never kill an ADS but I get 75 points for damage repeatedly and constantly keep that guy running so he can't do his job.
His fit is 400,000 isk. Mine suit is 78,000 isk.
Do I think its fair I can't kill him? You bet.
Now, the argument here is, "well what if I don't have proto-QQ here". I feel you. I really do, but that is not the fault of the tool or the vehicle. It is the fault of a **** poor player base due to poor game management so we can't properly separate our players based on skill.
In a perfect world, your militia swarmers wouldn't have to be against triple stacked vehicles with proto skills. But that is not a reason to try and deny price decrease to a whole class.
Minmatar Logisis | Heavy lover. Ping for video services.
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1507
|
Posted - 2014.07.16 11:25:00 -
[765] - Quote
RKKR wrote:ACT1ON BASTARD wrote:RKKR wrote:WP for injectors is cool, but does it follow the more RISk, more REWARD rule?
Maybe if you can full HP revive a heavy and rep him near red dots to reap guardians points, but what if here are no red dots around? which gives you more WP? full HP revive or low HP revive and repping to full HP with a cheap repper?
Maybe make it so that MLT injectors have a big cooldown-effect between revives (solves the revive-grieving, we all know which kind of injector those people use) while the PROTO variant has almost no cool-down, maybe allow lower injectors to give more HP aswell. No, the call for help button should actually mean something when you press it you shouldnt be able to be revived. Problem solved. Let's remove the injectors all together then Agreed, let's do this instead. |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1508
|
Posted - 2014.07.16 11:34:00 -
[766] - Quote
Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
300
|
Posted - 2014.07.16 11:36:00 -
[767] - Quote
Get a group of buddies and farm WP? It's sure as hell what I'm gonna do
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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The-Errorist
SVER True Blood
794
|
Posted - 2014.07.16 11:40:00 -
[768] - Quote
Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. The counter to one ADS are two forgegunners.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
|
Posted - 2014.07.16 11:44:00 -
[769] - Quote
lee corwood wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Disagree. I am not a vehicle user at all. While yes, it does take a bit of time to reach the skillpoints necessary, my ADV Commando suit with my proto Swarmers keeps ADS/DS pilots at bay. It demolishes DS but only keeps ADS away. I got a combat rifle on there to save me against other infantry (tho infantry still kill me the most often) and a nanohive to keep my Swarmer filled. I most never kill an ADS but I get 75 points for damage repeatedly and constantly keep that guy running so he can't do his job. His fit is 400,000 isk. Mine suit is 78,000 isk. Do I think its fair I can't kill him? You bet. Now, the argument here is, "well what if I don't have proto-QQ here". I feel you. I really do, but that is not the fault of the tool or the vehicle. It is the fault of a **** poor player base due to poor game management so we can't properly separate our players based on skill. In a perfect world, your militia swarmers wouldn't have to be against triple stacked vehicles with proto skills. But that is not a reason to try and deny price decrease to a whole class. Players that play like this go 0-10 if they're bad, 2-7 if they're average, 5-5 if they're good. Maybe you will restrict the ADS to 10-0 instead of 20-0 or 30-0, but the team with the ADS still gets a large clone count advantage over the team that uses the supposed 'counter'. And I'm seeing a lot of dominations and even skirmishes going to clones recently. Surely there should be some kind of drawback to a role that brings a decisive advantage even if counters are brought to the table? |
Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
|
Posted - 2014.07.16 11:52:00 -
[770] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count. The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... |
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The-Errorist
SVER True Blood
794
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Posted - 2014.07.16 11:56:00 -
[771] - Quote
Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:...
... The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
307
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Posted - 2014.07.16 12:00:00 -
[772] - Quote
1 is all you need. Just wait till the pilot gets cocky, then you strike
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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The-Errorist
SVER True Blood
795
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Posted - 2014.07.16 12:00:00 -
[773] - Quote
Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same)
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1509
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Posted - 2014.07.16 12:10:00 -
[774] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:...
... The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... |
The-Errorist
SVER True Blood
795
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Posted - 2014.07.16 12:14:00 -
[775] - Quote
Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... I wasn't saying that it should take 2 forgegunners to counter an ADS, I was just stating how it is, and the reason I did so was because you previously stated that there are zero counters to an ADS besides another ADS.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Ryme Intrinseca
The Rainbow Effect Dark Taboo
1510
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Posted - 2014.07.16 12:26:00 -
[776] - Quote
The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:Ryme Intrinseca wrote:The-Errorist wrote:The counter to one ADS are two forgegunners. Knew it wouldn't be long before someone wheeled out the famous 'SPKR4THEDEAD argument'... I don't know what you're referring to, but seriously, two forgegunners counters one ADS pretty well. SPKR is an infamously bad tanker and defender of 1.7 tanks. His favourite argument is/was 'it should take 2/3/4/16 infantry to counter my vehicle because I'm a special pony and I deserve Godmode'. For obvious reasons this 'argument' went out of fashion, until now it seems... I wasn't saying that it should take 2 forgegunners to counter an ADS, I was just stating how it is, and the reason I did so was because you previously stated that there are zero counters to an ADS besides another ADS. Fair enough. Still dubious that something can be considered a 'counter' when it requires twice the personnel to the thing being countered. After all, that confers an effective numerical advantage on the team that isn't using the counter. Assuming similar ability level, a team with 1 ADS and 15 scouts/HMG heavies will usually beat a team with 2 FGers and 14 scouts/HMGs, because the ground fight is then 15 versus 14. I love my prof 5 IAFG but it's not a true counter to an ADS in the sense that, say, scout+RE is a counter to a heavy. |
Bormir1r
Fatal Absolution General Tso's Alliance
501
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Posted - 2014.07.16 16:59:00 -
[777] - Quote
Ryme Intrinseca wrote:Chuck Nurris DCLXVI wrote:Just my thoughts on the ADS price drop.
Bad idea. Very bad idea, they are already swarming pub matches, yesterday a few matches had at least 6 in the air, some ADS, others regular DS' The difference was that the ADS' simply dominated everything, ran into enemy red line, and out again unimpeded. Which ever team gets two or three of those in the air first, wins by default 90% of the time.
Exactly. An ADS is a license to farm kills. It effortlessly wrecks infantry and vehicles alike, and has no counters... except another DS. The ONLY limiting factor is the price. Remove that and I see most games being decided by ADS spam. Infantry would do best to stay in the MCC or not spawn at all so they at least don't hurt the clone count.
I would leave ADS completely alone right now.. I think they're quite balanced atm...you could reduce DS prices..but not ADS.
"One does not simply" run like a Raptor. Only mk.0 Scouts do ... wait... I'm still outclassed by Gal scouts.
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CCP Rattati
C C P C C P Alliance
4372
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Posted - 2014.07.16 21:12:00 -
[778] - Quote
The-Errorist wrote:Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same)
take a look at the slot layout thread - stickied
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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ACT1ON BASTARD
Amarr Templars Amarr Empire
26
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Posted - 2014.07.16 21:21:00 -
[779] - Quote
CCP Rattati wrote:The-Errorist wrote:Was fixing the racial suit slot layouts addressed?
Amarr - Most low slots Gallente - High number of low slots Caldari - Most high slots Minmatar - Even to 1 more high slot than low
For example Assault's lots layout: Highs/Lows - (Previous layout) Amarr - 2H 5L - (3H 4L) Gallente - 2H 5L OR 3H 4L - (Same)/- Caldari - 5H 2L - (4H 3L) Minmatar - 4H 3L - (5H 2L)
Logistics' slots layout: Highs/Lows/Equipment/Sidearm - (Previous layout) Amarr - 3H 5L 3E 1S - (Same) Gallente - 3H 5L 4E 0S - (Same) Caldari - 5H 3L 4E 0S - (5H 4L 4E 0S) Minmatar - 4H 4L 4E 0S - (Same)
Sentinel's lots layout: Highs/Lows - (Previous layout) Amarr - 1H 4L (2H 3L) Gallente - 1H 4L OR 2H 3L - (Same)/- Caldari - 3H 1L - (Same) Minmatar - 3H 2L - (Same) take a look at the slot layout thread - stickied So are we keeping the amaar logi sidearm? |
fullmetal latino
LATINOS KILLERS CORP Dark Taboo
10
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Posted - 2014.07.16 21:48:00 -
[780] - Quote
why not just let the heavys use "heavy" weapons???
are the command for that, no? |
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