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Monkey MAC
Rough Riders..
3067
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Posted - 2014.07.16 22:13:00 -
[1] - Quote
As a pilot myself I concur on the first hit rule. There is a lot you have to take into account and very little information to go off.
My Incubus is fitted with 2x Light Armour Plate 1x Heavy Armour Repairer 1x Light Shield Booster
Now, my ship can typically take 4 SL shots at I think as high as advanced level, with proficiency bonus. Provided I run as soon as I take the first shot I can be out comfortably woth nothing mlre than my tail between my legs.
However their are also multiple occasions where I have taken 5 volleys and still survived because the Swarms take so long to catch up to me I have already repped back half the damge I have taken, as both an AVer and Dropship pilot, I believe this is mildly unfair, I have overstayed my welcome and should rightly pay the price. But my uncanny ability to fly in straight line, diagonally towards my redline has saved me.
Then again in different circumstances I have been sliding across the sky like an incredibly manly ballerina and swarms have turned, litteraly on a 50 pencd piece to chase me down like a rabid dog.
Swarms need Gùå Top Speed boost Gùå Intial Acceleration boost
but they also need Gùå Longer unguided duration Gùå Wider Turning Circle
Other that I concurr that dropshipping would be a more pleasant experience if I could tell who just shot insteadbof fumbling around like a drunken huntsman.
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..
3067
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Posted - 2014.07.16 23:20:00 -
[2] - Quote
Nothing Certain wrote:ACT1ON BASTARD wrote:Nothing Certain wrote:I support the idea of lowering ADS costs and I would like collision damage to be changed as well. Judge made an excellent video with some good points about swarm speed and the AB. It was a selective video though about one aspect and in the end we need to ask, do more Pythons die to AV'ers or more AV'ers to Pythons. We can remove the factor of player skill by asking Judge, or anyone playing both roles, this question. I am confident that the pilots are winning these engagements the majority of the time. I hear pilots complain about "almost being killed" by AV all the time. AV never complains about "almost" being killed by pilots.
The issue in my opinion is the difference in TTK between the two. Yes, the AV'er often has the first mover advantage but with a TTK approaching 15 seconds for the Python this means that even after being hit the pilot has 7-8 seconds to engage the AV'er and still leave a window for escape. With a 1-2 second TTK for the AV'er, this means the outcome is always in the pilot's hands, he either wins or escapes every time unless he chooses to overstay. So how do we make it so that the TTK is a little more even without tipping the scales entirely the other direction? How do we factor in the ridiculous regen the Python exhibits which negates all previous actions done by an AV'er in a matter of seconds? You cant factor out a players skill. A good forger will take me out a bad one wont, simple so get your skill up not you but anyone complaining about dropships being op. I'm not sure you understood my post. If Player A plays using a Python half the time and using AV half the time, in which does he die more often? In which does he kill more often? If money was on the line and they played against themselves would they choose to be a pilot or an AV'er? We have players that do both, so skill isn't the differentiating factor for them.
Ahem if I may wager in here. I am a Incubus pilot, with no more than 3 levels in to armour fitting optimazation and the level required to unlock an Incubus. I am also a AVer with an ADV swarm launcher, lvl 5 profciency and 2x Std dmg mods, I also have AV grenades lvl 3 and remote explosives lvl 5.
I would put money on the Incubus flying me everytime.
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..
3072
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Posted - 2014.07.17 19:12:00 -
[3] - Quote
843-Vika wrote:DUST Fiend wrote:Everything Dies wrote:Remove the ridiculous bonuses to RoF on the ADS' and the problem will be greatly reduced. Thankfully this is a confirmed bug, but since it requires a client side patch to fix, it won't get fixed for some time. Unfortunately many pilots have grown so accustomed to this crutch that they defend it with everything they have. It's honestly just sad to see. the ridiculous rot of fire is not a bug but a passive skill you get for leveling up the ADS of your choice......cal get bonus to missle ROF and gal get it to hybrid turrets......its not the RoF thats the problem...its the after burners that are OP.....use to get out of range...and by the time your fully healed the after burner is ready to go again.....so as soon as they take any damage they fly away....the biggest problem for an ADS is the collision damage to them.....tap them with a MLT DS and watch them go down in flames....
I find your lack of understanding, disturbing. Yes you do indeed get a passive skill that makes your weapons fire faster.
But what you aren't understanding is that by having and 2 gunners skilled into the dropship you can achieve a staggering 150% ROF this is a bug and turns an ADS into a fully fledged gunship, even the blaster is powerful when it gets 150% extra ROF.
If you had watched judges video, he explains quite clearly why regularly run, what do you expect us to do, sit their amd take it? If you are using AV you need to be prepared to run it all match, it's not something you keep in your fittings so you can pop a tank and go back to being infantry again.
AV is a dedicated role, that requires dedicated players to do it, trust me if I could make a tank run back to his redline with JUST ONE MAGAZINE of Swarm Launcher, I would be overjoyed, in fact I'd probably do a merry little jig on the tanks wreckage.
AV neutralises Vehicles that doesn't mean they should ALWAYS kill, a good pilot/driver knows when to leave and when to stay. If you don't like the idea of protecting your team from the tyranny of vehicles, quite potentially ALL MATCH, I suggest you put down that swarm launcher and go back to your pea shooter rifles.
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..
3072
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Posted - 2014.07.17 21:18:00 -
[4] - Quote
843-Vika wrote:Monkey MAC wrote: But what you aren't understanding is that by having and 2 gunners skilled into the dropship you can achieve a staggering 150% ROF this is a bug and turns an ADS into a fully fledged gunship, even the blaster is powerful when it gets 150% extra ROF.
I can see that your one of the newer players and dont understand the math behind how it works.....it's not 50%+50%+50%= 150%...it's x +50% = x then you add 50% to the end result and so forth ( EVE .....so its actually worst then you think.....and tbh as far as i know the stack does not count on the ADS/tank its self for those passive skills....it only work for the turrets that people use, where their turret skills stack on top of your for boosted small turret effects. (So if you know exactly how it works AND it has been confirmed by the devs themselves, why are you trying to fob it off as nothing, it happens they have said as much. Edit: Aah, all I did was miss a + sign, easy mistake to make on a tablet.) When we had the vayu tanks if 2 tankers hopped into it the passive bonus from the vayu skill did not stack, so why would it stack for an ads... (Once again the devs have said it happens and that it is a bug that will require a fix.) Monkey MAC wrote: If you had watched judges video, he explains quite clearly why regularly run, what do you expect us to do, sit their amd take it? If you are using AV you need to be prepared to run it all match, it's not something you keep in your fittings so you can pop a tank and go back to being infantry again.
I watched his video and most of it was his explain/QQ about how as an ADS pilot you cant see AV players because of rendering issues, not saying he is wrong. You can run AV and still kill infantry, its called commando suits. Run any light weapon with swarms as your second....instant multitasking suit fitting lol (Do you know why? He made such a point of it? Because it's a big point, once again he explains the logic we use very well. We can't see who so we leave. Once again your problem which seems to be not getting the kill, it's called forethought and planning. Like an infantry player, if we don't like the engagement, we leave just like you do. So why are you complaining, if you can run commandos, do so.)
Your not helping yourself Gùå You show that skill stacking is what I said it to be +150% ROF Gûá Then said it doesn't happen despite it being confirmed as bug in the Hotfix update
Gùå You write of the reason we usually retreat as QQ Gûá Then QQ that you can't kill people cause they fly away.
Gùå You know you can run a hybrid suit Gûá But you still complain you spend most of your time AVing
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..
3076
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Posted - 2014.07.17 23:30:00 -
[5] - Quote
843-Vika wrote:a simple fix to the AV you can't see because of rendering is use a scanner. it works for infantry when they use it and i use a militia DS with a militia scanner when i start the match as a troop transport and anti drop ship move and i can see everything just fine. Well it works for same kind of place he was points out in the video, close range AV. AV that sits at the max range are harder to detect but that's a different story
My Incubus has 1 High slot this can be filled with either/or
Scanner Has a 100m range well with in Swarm Launcher Radius, doesn't benefit me since I can still see him if I look at him
Afterburner Let's get the hell out of dodge, as soon as possible because that Swarm Launcer guy already has 3 volleys in the air.
Booster Let's my armour rep back slightly before the next volley, dependent upon the situation better than an afterbuner
Extender More shields, only good if I actually get much use out of my shields (I don't, they are a shield gate, a spider sense if you will)
Shield Hardener Because hardening 950 shields at the expense of my armour tank is a great idea.
So only 2 of these modules actualy benefit me. The scanner only scans at 100m, that's a whole 39,000 square meters where you can shoot me and I still can't tell where you are. What benifit is that to me?
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..
3080
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Posted - 2014.07.18 11:05:00 -
[6] - Quote
B145PH3M3R wrote:Monkey MAC wrote:843-Vika wrote:a simple fix to the AV you can't see because of rendering is use a scanner. it works for infantry when they use it and i use a militia DS with a militia scanner when i start the match as a troop transport and anti drop ship move and i can see everything just fine. Well it works for same kind of place he was points out in the video, close range AV. AV that sits at the max range are harder to detect but that's a different story My Incubus has 1 High slot this can be filled with either/or Scanner Has a 100m range well with in Swarm Launcher Radius, doesn't benefit me since I can still see him if I look at him Afterburner Let's get the hell out of dodge, as soon as possible because that Swarm Launcer guy already has 3 volleys in the air. Booster Let's my armour rep back slightly before the next volley, dependent upon the situation better than an afterbuner Extender More shields, only good if I actually get much use out of my shields (I don't, they are a shield gate, a spider sense if you will) Shield Hardener Because hardening 950 shields at the expense of my armour tank is a great idea. So only 2 of these modules actualy benefit me. The scanner only scans at 100m, that's a whole 39,000 square meters where you can shoot me and I still can't tell where you are. What benifit is that to me? If you cant scan them at 100m they probably can't hit you either. I usually like judges videos, but this one seems a little biased. He talks about infantry not dealing with the same issues, yet I have been ohk'd by dropships, tanks, snipers, forgers, and RE scouts, having no clue where it came from. The issues in this video are exactly the same issues that infantry deal with on a regular basis, they are some of the biggest issues in dust for EVERYONE, not just pilots. I would have to agree with most of the people saying fit a scanner, and go about slaughtering infantry without ever losing an ADS...
So you are telling me You can't see the massive steel box flying around at 130m away? You can't here it coming? Once again the Scanner Results in 39,000 square meters where you still don't shpw up on radar. Futhermore even if you do show up on my scan how do I differentiate your AV carrying blip from a Rifle carrying blip? Finally the Scanner doesn't help at all with forge guns which have considerably greatee than 150m range.
I understand those infantry problems, yes they do happen but OHK are different, while I belive that OHK should only come from forge and rail guns, that isn't the matter at hand. The matter is, is that if you survive the first shot, you have more information than we do.
Swarm launchers can be launched behind you but hit you on opposing flanks, giving false readings Forgeguns about 40% of the time, hit with absolutely no indication, your health will just drop for no apparent reason
We get considerably less information to go on then you do after the first shot, and unlike you, we only have AT BEST 3-4 more shots before we fall from the sky. There is no cover, no where to hide we only have 2 choices. 1) Kill the unkown Assailant from an unkown location before we die (hope he worked alone) 2) Get out of range re group amd try again.
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..
3080
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Posted - 2014.07.18 11:14:00 -
[7] - Quote
waistr wrote:Dropships don't bother me, I enjoy the fight between me and you, sometimes I loose, sometimes you loose, I find forge gunning very fun and challenging But and its a big "but" I have to fight both the ground troupes... snipers, assault... heavy's etc and the drop ship, while you are going for a leisurely cruse looking for "fish in a barrel" to shoot So when you say you cant see a SWRM LAUNCHER or a Forge gunner are you taking into account that everyone on the battlefield can figure out where it came from?...and I am screwed Which is something "Judge" does not take into account in his Videos its his precious dropship.... I'm fighting a battle on two fronts. Are you, judge?
Swarms Forges - Front one
Rail gun Tanks Missile Tanks Installations - Front two
Enemy Pilots Dropship Rammers - Front three
Also since when are we looking for 'fish in a barrel' how can you tell what I as a dropship pilot am prioritising as a target? I personally constantly look for dropuplinks or ant's nests being set up by the enemy, I am a greatee service to my team destroying 30 uplinks than I am killing 2 medium suits.
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..
3082
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Posted - 2014.07.18 13:18:00 -
[8] - Quote
Alena Ventrallis wrote:Lynn Beck wrote:Also, that a scout who's seen, and fired upon, is dead(at least, minjas/ewar scouts) how fair would it be if a scout could evade damage to the point that, once seen, they only need activate their 'Kincat Stimulant' and they now run at 25m/s?
I understand a Dropship's only defense against AV is to either kill them or nullify the damage(buildings/distance) however, being able to instantly just GTFO button instantly away from a point is semi-uncalled for.
What if: an ADS recieved a Top Speed boost,(as currently) but no Accel?(spitballin here) the current problem AV encounters against an ADS is they loiter about, spitting 1-2hko missiles about all willy-nilly, and then, AFTER their counter appears, they just teleport away until the threat gives up or is engulfed by the approaching masses.
Tell me 'No.' Or whatever, but it's just me, a lowly AV/minja person who's speaking displeasure, and partial disagreement to your claims. But the scout with a Kincat Stimulant has lots of cover in the form of buildings, microterrain, boxes, pillars, other players, etc. to break line of sight, and therefore stop the incoming damage. An ADS has no way to avoid your damage but to get out of your range to hit him. I think your kincat stimulant is fair and balanced if there is a wide open field with nothing for you to hide behind. Not to mention scouts have cloaks that can be activated at any time. Simply drop behind a wall and your gone like a ghost.
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..
3082
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Posted - 2014.07.18 18:40:00 -
[9] - Quote
Takahashi Kashuken wrote:Oh no a vehicle is getting a buff nerf it nerf it nerfi it now its so OP
Bad scrubs
ADS is the only vehicle which somehow is useful in PC matches, you know that gamemode that 90% of you dont play because you are scrubs and even then the pilot has to be damn ******* good to stay alive and survive with rooftop FGs about
Even in pubs ADS isnt easy, look at judge hes a terrible pilot and ive seen him get taken out by adv level swarms on a regular basis thats if he doesnt quit the game 1st, they wont become FOTM because it takes some skill to fly one let alone get kills and if any decent FG is on the otherside they can stop you from doing anything
AB works because it does its job ie hitting top speed when its on and if it outruns swarms then tough ****, i mean look at the SL its a skillless weapon for scrubs which can fire all its ammo in less than 4seconds and still the missiles travel to 400m out even when the SL has lost lock on
1) Yes it's lock-on why can't a weapon that targets vehicles travelling upwards of 25mph? Seriously what is the problem.
2) Fire and Forget, means exactly what it says, I can't forget about the target. I need to take into consoderation the local terrain, sure I can just lock on and fire, but most of the time you'll just hit the terrain.
3)Please don't start the whole 'PC master race' rubbish, it's only good for knowing what definitely OP, I have been in PC matches all it is FOTM spam and Spawn Camping.
4) Please don't talk about skilless, you are complaining about people fighting through and around enemy infantry, to get and kill you, meanwhile you QQ that your blaster can't 3 shot with perfect accuracy.
5) You seriously expect missiles to blow up after 150m ? Come on this is the problem with you an Spkr, you have no consoderation for AVer. You blow up a few vehicles with help from your own tanks, as vindication for your own tank spam.
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..
3082
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Posted - 2014.07.18 18:43:00 -
[10] - Quote
Booby Tuesdays wrote:Takahashi Kashuken wrote:Atiim wrote:Beld Errmon wrote:Tthe AB isn't an I live button 100% of the time. Completely evading any and all threats in the span of 1.5-2.6s is an "I live button" for any pilot who's smart enough to not crash into a building. If you are going to continue to use a fire and forget weapon because you are a scrub then the AB will continue to exist because nothing is scrubbier than the SL with its no skill fire and forget lauching its full clip in under 4seconds 400m evading corner missiles In all fairness, the Swarm Launcher is hands down the easiest weapon to evade. Even in open fields the damn things crash into the ground if their "smart" brains tell them it's the quickest path to the target.
He wouldn't know this he spends most of his time in a tank, the problem with most of the people who argue as Pro-Tanking
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..
3091
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Posted - 2014.07.20 21:20:00 -
[11] - Quote
ACT1ON BASTARD wrote:Velociraptor antirrhopus wrote:It sounds like the removal of stacking ADS turret skills is a bad idea because:
- People dedicate themselves to this. They train with their pilots and gunners every day.
- It's not fair to someone who trained turret skill specifically for this to have their stacking bonuses removed. It should still be better to have turret skill as a gunner than not having any at all.d
Change it if you must, but don't remove it so that people have wasted SP. When you gun especially with missles they fly all over the place. We need that rof.
No you don't, do you lack the capacity to adjust aim for velocity?
People who have skilled specifically to achieve this bug, should be punished. It is known bug it is not/or ever was intended. Nor can you argue the text implied it was intentional, it isn't.
The simplest way to do it is so the skill only applies to the turret you are manning, receiving a +50% ROF bonus and no more. If people want out because they don't get +150% then tough ****.
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..
3091
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Posted - 2014.07.20 22:05:00 -
[12] - Quote
843-Vika wrote:Monkey MAC wrote:ACT1ON BASTARD wrote:Velociraptor antirrhopus wrote:It sounds like the removal of stacking ADS turret skills is a bad idea because:
- People dedicate themselves to this. They train with their pilots and gunners every day.
- It's not fair to someone who trained turret skill specifically for this to have their stacking bonuses removed. It should still be better to have turret skill as a gunner than not having any at all.d
Change it if you must, but don't remove it so that people have wasted SP. When you gun especially with missles they fly all over the place. We need that rof. No you don't, do you lack the capacity to adjust aim for velocity? People who have skilled specifically to achieve this bug, should be punished. It is known bug it is not/or ever was intended. Nor can you argue the text implied it was intentional, it isn't. The simplest way to do it is so the skill only applies to the turret you are manning, receiving a +50% ROF bonus and no more. If people want out because they don't get +150% then tough ****. when we had the Vayu tanks, those skills didn't stack, only turret skills stacked. So why would it be different now?
You have asked this already, as I explained the dev's confirmed it https://forums.dust514.com/default.aspx?g=posts&t=167719&find=unread here.
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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