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Nothing Certain
Bioshock Rejects
961
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Posted - 2014.07.16 23:11:00 -
[31] - Quote
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.
Because, that's why.
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Nothing Certain
Bioshock Rejects
961
|
Posted - 2014.07.16 23:16:00 -
[32] - Quote
I'll state it again though, if no changes are made to the Python besides cost I probably won't complain. Let's see if more people fly them and if it is the ship or the pilots who make it so hard to kill them.
Because, that's why.
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Monkey MAC
Rough Riders..
3067
|
Posted - 2014.07.16 23:20:00 -
[33] - 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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Leeroy Gannarsein
Legio DXIV
502
|
Posted - 2014.07.16 23:39:00 -
[34] - Quote
Judge Rhadamanthus wrote:taxi bastard wrote:if dropships prices drop - then the AB needs to be nerfed so that they can't outrun swarms as soon as they switch it on If a dropship cannot outrun a swarm fired at it, then it serves no purpose. If fired; swarms hit. we no longer need swarm tracking or speed. Scouts can outrun heavies. Any infantry player can run round a corner. In the sky there are no corners. Are we not allowed to evade? If not then how do we survive? It's tank or run. Deny us the AB and as we cannot tank, as I show, and we cannot run, then Dropships become non viable. You shouldn't be able to insta-accelerate outside their range, however, which I suspect is what happens. In the same way that Fuel Injectors need looking at for HAVs, AB need some attention. If nothing else, their cooldown times should be altered a little. Thing is always active.
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Miokai Zahou
The Southern Legion Final Resolution.
337
|
Posted - 2014.07.17 00:16:00 -
[35] - Quote
Leeroy Gannarsein wrote:Judge Rhadamanthus wrote:taxi bastard wrote:if dropships prices drop - then the AB needs to be nerfed so that they can't outrun swarms as soon as they switch it on If a dropship cannot outrun a swarm fired at it, then it serves no purpose. If fired; swarms hit. we no longer need swarm tracking or speed. Scouts can outrun heavies. Any infantry player can run round a corner. In the sky there are no corners. Are we not allowed to evade? If not then how do we survive? It's tank or run. Deny us the AB and as we cannot tank, as I show, and we cannot run, then Dropships become non viable. You shouldn't be able to insta-accelerate outside their range, however, which I suspect is what happens. In the same way that Fuel Injectors need looking at for HAVs, AB need some attention. If nothing else, their cooldown times should be altered a little. Thing is always active.
Well then to make it fair ADS will need a significant base HP buff to tanking and increasing in the slots and cpu/pg if you want us to get hit more often to the silly little swarms.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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IVIaster LUKE
Shadow Company HQ Lokun Listamenn
620
|
Posted - 2014.07.17 00:38:00 -
[36] - Quote
Mikey Ducati wrote:You've been here long enough, you know whats going to happen.
We will blacken the sky with our arrows...I mean Dropships.
Battle Academy? laughs No.
Never did it. Wasn't in the game when I started.
Corp Battles FTW! \o/
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2492
|
Posted - 2014.07.17 00:50:00 -
[37] - Quote
Judge Rhadamanthus wrote:taxi bastard wrote:if dropships prices drop - then the AB needs to be nerfed so that they can't outrun swarms as soon as they switch it on If a dropship cannot outrun a swarm fired at it, then it serves no purpose. If fired; swarms hit. we no longer need swarm tracking or speed. Scouts can outrun heavies. Any infantry player can run round a corner. In the sky there are no corners. Are we not allowed to evade? If not then how do we survive? It's tank or run. Deny us the AB and as we cannot tank, as I show, and we cannot run, then Dropships become non viable. Perhaps a nerf to AB cool down would suffice if you would like to retain that ability then sacrifice that ridiculously fast cool down, I mean it's like 10 seconds even if you dive back down almost instantly after use it's still pretty much cooled down by the time you back to killing. For such a valuable module it has such minimal fitting costs and cool down.
Tanker/Logi
0 The number of 7ucks given
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Mike De Luca
STOP TRYING TO RECRUIT ME
189
|
Posted - 2014.07.17 01:00:00 -
[38] - Quote
Benjamin Ciscko wrote:Judge Rhadamanthus wrote:taxi bastard wrote:if dropships prices drop - then the AB needs to be nerfed so that they can't outrun swarms as soon as they switch it on If a dropship cannot outrun a swarm fired at it, then it serves no purpose. If fired; swarms hit. we no longer need swarm tracking or speed. Scouts can outrun heavies. Any infantry player can run round a corner. In the sky there are no corners. Are we not allowed to evade? If not then how do we survive? It's tank or run. Deny us the AB and as we cannot tank, as I show, and we cannot run, then Dropships become non viable. Perhaps a nerf to AB cool down would suffice if you would like to retain that ability then sacrifice that ridiculously fast cool down, I mean it's like 10 seconds even if you dive back down almost instantly after use it's still pretty much cooled down by the time you back to killing. For such a valuable module it has such minimal fitting costs and cool down. All raising its cooldown will most likely do is just have an ads sitting at the ceiling longer waiting for it to be usable again....
what i think of when charging fg
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medomai grey
WarRavens Final Resolution.
865
|
Posted - 2014.07.17 01:25:00 -
[39] - Quote
Thumb Green wrote:I'm fairly intrigued that enemy chevrons aren't showing up at some of the ranges you were at from them; particularly when you flew over the hanger with the swarmer and forger on it. Is that how it is for a lot of players? Because I usually got the chevron at those ranges (and I usually play solo so no shared scans) but it has been a little bit since a flew, just really got back into playing the game. You have to fly very low to get things to show up on passive ADS scans. Thankfully there are ways around this if you're in a squad willing and able to scan for you.
Medium frame EHP is not medium
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medomai grey
WarRavens Final Resolution.
865
|
Posted - 2014.07.17 01:36:00 -
[40] - Quote
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. Rate of fire bonus isn't a bug, stacking rate of fire bonuses from multiple players is.
Medium frame EHP is not medium
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DUST Fiend
Onslaught Inc RISE of LEGION
14621
|
Posted - 2014.07.17 02:00:00 -
[41] - Quote
medomai grey 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. Rate of fire bonus isn't a bug, stacking rate of fire bonuses from multiple players is. I'm well aware, I assumed he was referring to the bug.
The Future
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ACT1ON BASTARD
Amarr Templars Amarr Empire
26
|
Posted - 2014.07.17 03:42:00 -
[42] - 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. Ofcourse you die more in av than in a dropship otherwise there wouldnt be any dropshippers. A good aver might die 2-3 times but depends. If i were to die that much a match i would be out at least a mil. Dropships are balanced just leave it alone. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
26
|
Posted - 2014.07.17 03:53:00 -
[43] - Quote
DUST Fiend wrote:ACT1ON BASTARD 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. I think the bug is just fine, i dont see it getting abused.Without the rof why even make gunner dropships, you have a compromised fit with less hp, why not run 2 dropships with full hp. The difference in HP is about a single hit from some AV, and other AV the difference doesn't even exist. You're going down in the same amount of hits regardless. Also, you only need a single side gunner to abuse the bug, not two. As I've stated countless times, peoples beef is with small turrets having obnoxious fitting requirements. It's just that bads have grown so accustomed to having bugged turrets that it's now a staple of their day to day, and they can't imagine life any other way. When shot down in 3 hits an extra hit is very significant.I rarely see people running gunner dropships even with this bug.There will be even less if you take it away. |
DELB0Y
12
|
Posted - 2014.07.17 18:05:00 -
[44] - Quote
Nice vid as always Judge.
You give up our position one more time, I'll bleed you, real quiet, and leave you here. Got that?
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843-Vika
BurgezzE.T.F General Tso's Alliance
67
|
Posted - 2014.07.17 18:37:00 -
[45] - Quote
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.... |
Monkey MAC
Rough Riders..
3072
|
Posted - 2014.07.17 19:12:00 -
[46] - 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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KalOfTheRathi
Nec Tributis
1346
|
Posted - 2014.07.17 19:16:00 -
[47] - Quote
Judge Rhadamanthus wrote:the ADS is getting a price drop in the next hotfix. Is the sky going to be filled with OP players? Is the Afterburner OP? When AV meets ADS where lies the balance? I was ready to dislike the video because I fly. As many of the forums posts regarding dropships are AV whiners that want the kill and not just to control the airspace. However, it was very well done. Although I would have preferred your email to state your conclusion.
You provided some good information. Although I have no idea why the sky would be filled will OP players because the dropship price is finally going to be adjusted several months after they had stated it was too high. That just doesn't make sense to me. Of course reason and dust have very little in common.
A simple mini-map indicator, like planetside 2 does in its kills screen, would be very useful and not intensive. However that would take client side work and with the only changes being in the database server side it is unlikely. Considering that the basic hit marker rarely shows the first hit highly unlikely is a better description. No fixes to draw distance or much of anything else because we have pretty grass that texture pops as we move along. Grass is more important in dust than seeing the opposition.
I had thought that the AV crowd would be satisfied with getting multiple +75 WP for hitting dropships but kills are the only thing that matters to many of the dust players. As mentioned they control the airspace. The actions of the ADS and other dropships are limited by the intensity of the AV response. They have a two hit advantage as there is no indication of what hit you, where it came from or if they are in a position to take the deadly third volley.
I lose ADS way too often. Normally it is because two AV hit me at the same time. While my AB might let me escape if one is shooting two having that first hit undetectable advantage that can take everything away before you even know you are being targeted.
This entire situation is very frustrating as the constant nerfing of tank weapons has made tanking boring, for me. Infantry that rarely has to worry about getting killed by a tank just seems wrong to me.
And so it goes.
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843-Vika
BurgezzE.T.F General Tso's Alliance
67
|
Posted - 2014.07.17 19:35:00 -
[48] - Quote
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.
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...
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
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Judge Rhadamanthus
Amarr Templar One
2533
|
Posted - 2014.07.17 19:57:00 -
[49] - Quote
843-Vika wrote: 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 say I QQ, unfairly I think. Do you think the issues I showed and the problems they cause are really a QQ, or a legitimate and fair representation of what actually happens?
Judge for CPM 1
Twitter @Judge_EVELegion
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843-Vika
BurgezzE.T.F General Tso's Alliance
67
|
Posted - 2014.07.17 20:06:00 -
[50] - Quote
Judge Rhadamanthus wrote:843-Vika wrote: 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 say I QQ, unfairly I think. Do you think the issues I showed and the problems they cause are really a QQ, or a legitimate and fair representation of what actually happens?
I didn't say it was a total QQ and i also said that i agree with you on those problems....that and the fact that a militia DS can just bump an ADS and kill it is the reason that i stopped using them, also because the cost was just way to high on them.
You di explain everything in a very elegant way but all in all it was still a QQ in a way |
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Judge Rhadamanthus
Amarr Templar One
2533
|
Posted - 2014.07.17 20:16:00 -
[51] - Quote
I don't think there was any QQ. My point was that we need to consider the render issues and the other factors like AB speed when we look at balance. I didn't say buff ADS, or nerf AV. I just tried to show AV the issues we face. I think it is a problem that a forge hits me and I get no hit indicator, no projectile.. nothing. Is that a QQ? I think not.
Judge for CPM 1
Twitter @Judge_EVELegion
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Lynn Beck
Fooly Cooly. Anime Empire.
2052
|
Posted - 2014.07.17 20:34:00 -
[52] - Quote
The thing about AVers wanting the kill: this game is ENTIRELY about isk destruction.
If you could run a role that, when you play it, you are nearly guaranteed to never die, but instead, 'be denied WP', would that be 'balanced'?
Imagine a Logi, that, when fit as a logi, and as long as his Rep Tool is out, is granted +100% resistances, and never dies?
Sure, he's 'not a threat' but his very existence is a threat multiplier.
Tl:dr- Av 'complains' about not getting kills, because bad tankers(and to a lesser extent, ADSers) can be granted invulnerability as long as they only engage when mods are up.
Seeing as the entire EVE universe relies on ISK destruction as a performance metric, AV feels shafted when they can only deny a vehicle their free treats, and that killing them is either impossible, or requiring an INSTAWTFBLAP from multiple players syncing together.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Bradric Banewolf
D3ATH CARD
193
|
Posted - 2014.07.17 20:37:00 -
[53] - Quote
Judge Rhadamanthus wrote:the ADS is getting a price drop in the next hotfix. Is the sky going to be filled with OP players? Is the Afterburner OP? When AV meets ADS where lies the balance? Let me get the conversation started.Also... Vote Judge
Find out next time on DRAGONBALLZ! ......
But seriously, these are good questions, and in classic CCP fashion we will be victimized to no end for months to find out?!
"Anybody order chaos?"
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Guiltless D667
51
|
Posted - 2014.07.17 20:41:00 -
[54] - Quote
How about on coming AV projectile tracking on your radar for on coming misses/rails and a some sound alerting your taking fire to indicate youve been damage? Simple yet effective.
CCP might want to expand the radar for dropships as well compared to infantry if it isn't already.
A Strange Game.
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Judge Rhadamanthus
Amarr Templar One
2534
|
Posted - 2014.07.17 20:46:00 -
[55] - Quote
Lynn. Your reply has nothing at all to do with the video, the topic or the discussion so far.
Judge for CPM 1
Twitter @Judge_EVELegion
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Judge Rhadamanthus
Amarr Templar One
2534
|
Posted - 2014.07.17 20:48:00 -
[56] - Quote
Guiltless D667 wrote:How about on coming AV projectile tracking on your radar for on coming misses/rails and a some sound alerting your taking fire to indicate youve been damage? Simple yet effective.
CCP might want to expand the radar for dropships as well compared to infantry if it isn't already.
I'm not sure we can so this sort of thing within the current hotfix model. Better passive sacs would be a start. The would even the field a bit. I see you. You see me.. then we can decide on balance and make it fun for all.
Judge for CPM 1
Twitter @Judge_EVELegion
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843-Vika
BurgezzE.T.F General Tso's Alliance
68
|
Posted - 2014.07.17 20:49:00 -
[57] - Quote
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 |
Xocoyol Zaraoul
Superior Genetics
2151
|
Posted - 2014.07.17 20:50:00 -
[58] - Quote
I don't mind ADS running anymore now that damaging vehicles once more gives WP, you can run and I can keep my +75 or 150WP.
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Monkey MAC
Rough Riders..
3072
|
Posted - 2014.07.17 21:18:00 -
[59] - 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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Guiltless D667
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Posted - 2014.07.17 21:18:00 -
[60] - Quote
Judge Rhadamanthus wrote:Guiltless D667 wrote:How about on coming AV projectile tracking on your radar for on coming misses/rails and a some sound alerting your taking fire to indicate youve been damage? Simple yet effective.
CCP might want to expand the radar for dropships as well compared to infantry if it isn't already. I'm not sure we can do this sort of thing within the current hotfix model. Better passive scans would be a start. They would even the field a bit. I see you. You see me.. then we can decide on balance and make it fun for all. That would work,but it has to be made in a way where it doesn't just give dropships full view all troop movements as it does active scanner. It's hard to gauge solutions when you dont know what CCP can do within constraints without going too far out.
How about making AV icon on radar "blip" a different color indicating they using AV to engage you(if slowly fades as time goes on)?also increased scanner range.
The answer is in the radar.
A Strange Game.
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