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Thread Statistics | Show CCP posts - 10 post(s) |
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CCP Logibro
C C P C C P Alliance
8708
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Posted - 2014.07.24 18:09:00 -
[1] - Quote
Hey guys
So for Hotfix Charlie, Iwe're looking at changing Swarm Launchers. Primary focus on this is to reduce the difference in power between tiers. We're also slightly pulling back their damage at prototype levels to compensate for the increase in damage they had from their original incarnation when combined with Minmatar Commandos. Damage with a Minmatar Commando is still higher than old swarms without the damage bonus from the dropsuit.
So, onto the numbers!
Firstly, all swarm launchers at all tiers will now fire 4 missiles.
Missile damage will now increase with tier. Damage is now 260/286/312 per missile. This has the double effect of eliminating any lingering issues with swarms being unable to break shield recharge and lessens the effects of physical impacts against dropships at higher levels.
Additionally, Dropships are getting some buffs. This is not the full extent of changes we would want to make to dropships, so we may come back in the future and either reverse these or add more. This change also helps narrow the EHP gap between armor and shield dropships.
All Caldari Dropships are getting 600 more base shield HP. All Gallente Dropships are getting 100 more base armor HP.
At this stage there are no changes to the flight performance, lock on time or reload time to swarms. We are however increasing the base amount of ammo they carry from 6 to 10. (11 to 15 with max skills). Note that does does not affect the nanite cost for rearming from a nanohive.
There is a spreadsheet we've been working with, but be warned, it's messy and confusing and prone to breaking. If you're brave, you can find it here.
Please remember that like everything else, this isn't set in stone, and we're looking to hear your feedback on these proposed changes
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8715
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Posted - 2014.07.24 20:22:00 -
[2] - Quote
We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships.
If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things.
Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread.
(And again, I'm not CCP Rattati! )
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8717
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Posted - 2014.07.24 20:35:00 -
[3] - Quote
The dark cloud wrote:If you are allready at it could you please find a usable function for assault swarm launchers? Beeing aible to lock 2 targets is not really helpfull. Maybe faster lock on or better range or you could make it so that it is the only swarm launcher that has unguided missiles.
Basically a shotgun av which works only up close vs vehicles but not against infantry. That could make it a viable option for sneaky scouts that get up close to a tank and quickly unleash 3 swarm volleys. Like in the old days where you could dumbfire it.
We're holding off making changes to the Assault Swarm Launcher while we wait to see what the changes we have lined up bring. Fixing them so that they're actually useful is on our to do list.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8723
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Posted - 2014.07.24 23:22:00 -
[4] - Quote
Will Driver wrote:I think re-tiering swarm damage is a good thing, but ultimately swarms are so under powered it will make little difference.
Buffs to dropships at the same time are totally unnecessary and uncalled for, not to mention the idea of making them dirt cheap. Did you learn nothing from militia tanks, do you consider that a success? Nobody else does.
Nerf to Minmando is uncalled for. Even with Minmando, swarms are mostly just for show. What difference does the extra ammo make, you can't stay alive in one (ineffective) swarm suit long enough to make use of it. Are all the other Commando suits losing their weapon bonuses?
Derpship514. Good luck with that.
There's no change to the Commando suit bonuses as part of this change.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Rattati
C C P C C P Alliance
4912
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Posted - 2014.07.27 20:51:00 -
[5] - Quote
Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie?
Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit.
Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
4931
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Posted - 2014.07.28 11:10:00 -
[6] - Quote
Tesfa Alem wrote:CCP Rattati wrote:Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie? Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit. Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit. Engaging another enemy does tell you what weapon he has. Blue flashes means rail rifle, sharp bursts means combat rifle, one long smoke trail means sniper, and long yellow stream means scrambler and a long line is laser. Its very easy to tell what weapon you enemy is using and its generaly very easy to differentiate between the races, as well as the classes i.e the logis scouts assaults and the heavies. All the weapons are clearly distinguishable by thier own sounds and bullet trail. Easy to distguish asault variants from tactical variants and so on. Also infantry has cover to hide behind and when you aim directly at someone you can read his suit stats (race, class and wither std basic or proto) if you cant already identify by the colors of the suit. The difference is that on the ground, infantry render at the same rate. I see you and you see me. The closest example for infantry as to what pilots go through is the cloaked scout debate. People were pissed at being shot by an invisble scout. So CCP changed it so scouts supposedly cannot shoot while cloaked because it was an unfair advantage. With dropships your first warning that there is even a swarm launcher on the field firing at you is either getting hit, or watching missiles flying through the air one their way to hit you. (we engage between 50 - 80m max swarms still chase us for 400M). The swarmer themself is impossible to identify unless you watch him firing missiles at you, because infantry render for dropships at a much smaller range than dropships render for infantry. The only way to defend yourself is to run away or kill him. The only way to gauge how dangerous he is (as things stand now about half a million isk vs at best a 200 K proto suit) is by number of missiles. wyrokamis eat my dropship alive. Heck it tricky fighting just one ADV swarm launcher, 2 and i am out the area pronto. Since all forge guns are deadly i steer clear whenever i see a blue flash. http://www.youtube.com/watch?v=NxwLQAFLbJM&list=UUy11xToip47aIW0M9TSOKrQSwarms from the ADS point of veiw, explains much better than i can. Its so hard for infantry only players to comprehend, because you dont have to fight autolocking sniper rounds and your only option is to sprint 400 meters away without cover. The most common thing i hear on comms with other pilots or said on comms when i'm flying : GTFO.
Do you see the tier of the weapon by the muzzle flare? I am not talking about type.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Logibro
C C P C C P Alliance
8757
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Posted - 2014.07.28 13:21:00 -
[7] - Quote
Cat Merc wrote:Monkey MAC wrote:Adipem Nothi wrote:Monkey MAC wrote:Adipem Nothi wrote: ... I am a deterrent. I am not a threat. - Swarmer, Proficiency 5
You cannot be detterent unless you are a threat to whatever it is you are detering. It's the fact you are a threat that deters them. A damn fine point, good sir. I concede. I am a deterrent. I am not a threat.I am sufficiently threatening to deter, though highly unlikely to kill. Exactly, which stems from the fact it takes 4 volleys from the a 3-round mag weapon to destroy most Dropships. They know you can't kill in one mag, but they also know if they don't leave soon they are gonna end up 6 feet under at rather high velocity of descent. They have to leave and they have the opportunity to do so. They are deterred. Not for long though. Lack of ammunition really makes it difficult to keep them at bay.
We're adding another 4 spare rounds base to all Swarm Launchers to help with that. We'll also be looking at Nanite cost next time we review the Swarm Launcher.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8784
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Posted - 2014.07.30 20:07:00 -
[8] - Quote
Alright, so latest update We're dropping the health increase on shield dropships to 500HP, and dropping any extra armour for the armour dropships entirely.
Missile damage is staying the same for now, but I will add that light weapon damage mods are getting a buff to 3/5/7% in Charlie.
Hopefully this should address some concerns somewhat, but we'll be keeping an eye on Swarm Launchers and give them more (or less) love in Delta as is needed.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8787
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Posted - 2014.07.30 20:55:00 -
[9] - Quote
JRleo jr wrote:Atiim wrote:JRleo jr wrote: I believe swarms don't do 100% damage to incubi, so that needs fixing.
The only weapons in this game that deals 100% Damage are Nova Knives. Swarm Launchers are Explosive Weapons, and as such deal 120% to armor (Incubi) and 80% to shields (Python). This is working as intended That's not what I meant, Swarms don't do full damage to incubi I believe it's somewhere like 55%/80%, I don't remember
That was fixed in Hotfix Bravo.
Dalmont Legrand wrote:CCP Logibro wrote:Alright, so latest update We're dropping the health increase on shield dropships to 500HP, and dropping any extra armour for the armour dropships entirely.
Missile damage is staying the same for now, but I will add that light weapon damage mods are getting a buff to 3/5/7% in Charlie.
Hopefully this should address some concerns somewhat, but we'll be keeping an eye on Swarm Launchers and give them more (or less) love in Delta as is needed. what is needed is missile speed, dmg mods are dmg mods they will just decrease slightly ttk
Depending on how Swarms are looking after Hotfix Charlie, we'll look at how we want to adjust missile flight characteristics to make swarms vs dropships more engaging for both parties beyond "lock, fire, hit" or "lock, fire, AB".
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Logibro
C C P C C P Alliance
8790
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Posted - 2014.07.30 23:34:00 -
[10] - Quote
Hobo on Fire wrote:CCP Logibro wrote:Alright, so latest update Missile damage is staying the same for now, but I will add that light weapon damage mods are getting a buff to 3/5/7% in Charlie.
So are the missile damage changes not applying to any, or are you just not nerfing proto? What about the missile number reduction? Just want some clarification, since standard/advanced swarms really do need the love.
Staying where they are in the first post.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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