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Monkey MAC
Rough Riders..
3136
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Posted - 2014.07.25 19:29:00 -
[1] - Quote
Looks good to me, the nerf at proto isn't much so I'm not gonna complain, especially when STD and ADV get much better. With a bit of luck this will encourage more people to actually use them when vehicles are on the field.
That said I don't believe the Dropship buffs are necessary. 600 EHP for Shield Dropships is a lot, especially when they already outperform Armour on
Speed Manoeuvrability Instantaneous Reps Resistance Passive Reps
Pair this with the ability to put a light armour repper and people are gonna start complainging about them. I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself.
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
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3137
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Posted - 2014.07.25 22:59:00 -
[2] - Quote
Peregrinuus wrote:Monkey MAC wrote:Looks good to me, the nerf at proto isn't much so I'm not gonna complain, especially when STD and ADV get much better. With a bit of luck this will encourage more people to actually use them when vehicles are on the field.
That said I don't believe the Dropship buffs are necessary. 600 EHP for Shield Dropships is a lot, especially when they already outperform Armour on
Speed Manoeuvrability Instantaneous Reps Resistance Passive Reps
Pair this with the ability to put a light armour repper and people are gonna start complainging about them. I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Caldari dropships do not outperform Gallente dropships. Gallente dropships can stack on a lot more EHP and have constant reps, albeit them being less than the shield recharge rate of Caldari dropships (this is intended). I think that the 600 HP buff to Caldari dropships is perfectly fine. They get swatted out of the sky too easily otherwise. The python most certainly outclasses the Incubus in a number of important aspects, at the risk of imposing on the Incubus 'stand and deliver' territory. I think 600 is too much, especially when you consider a resistance mod drops swarm damage to just shy of 750. The Incubus however is getting a menial increase that will simply ensure that ADV swarms are no more of threat than before.I also don't see how you're getting the ability for Caldari dropships to put on light reps. Caldari dropships need to fit fitting enhancement modules to get the best performance out of their high slots. Armor on Caldari vehicles is not as useful as the shield on Gallente vehicles. Fair enough I shall redact that there statement, using an Armour Repper does indeed hamper your shields.As far as resistance goes, Caldari dropships are no different than Gallente dropships. Just because your main forms of AV are explosive and kinetic doesn't make it a vehicle problem. You should instead ask for a complete set of AV weaponry. Also, need I point you to the plasma cannon, which has a bonus toward shield, if you're complaining about resistance that much? Stop trying to make the ScR shred armor as easily as it does shield. I'm not trying to, HOWEVER, current AV DOES favour armour CONSIDERABLY. We know for a fact shield variants aren't going to be on the Table until probably hotfix Echo. The point to consider is that in the CURRENT climate making the dropship with a 10-20% resistance against the AV that can actually be used on it might not be a good idea, at least not right now.Further more your active hardener gives a much greater resistance, which may present a problem when the EHP between the two dropships becomes smaller still.
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
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Posted - 2014.07.25 23:03:00 -
[3] - Quote
Stefan Stahl wrote:Monkey MAC wrote:I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Be very careful about CPU/PG bonuses. When you buff ehp you know exactly what effects this will have. When you buff CPU/PG you may accidentally make a completely new fitting possible that is much more powerful than before. Literally seconds ago I pondered a Myron with three shield hardeners and thought it good that it wasn't possible. So always double and triple check your CPU/PG buffs to vehicles.
While this is true, I'm only talking a slight buff, proabaly not much more than 5%-10% enough to upgrade one more Mod from a light mod to a heavy.
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
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3145
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Posted - 2014.07.26 10:51:00 -
[4] - Quote
IgniteableAura wrote:I don't see the logic behind nerfing swarms. Dropships are so incredibly hard to kill with swarms its not even worth bringing them out. The only AV weapon that is slightly useful to dropships are proto assault forge guns with three complex damage mods; and you only kill the dropship if you empty your entire clip, reload and get another shot or two off. Any dropship pilot worth his salt will be long gone before the third shot connects.
Not to mention dropship pilots easily outrun swarms that have already been fired. The lock-on distance is so close the bird is nearly on top of you and all they have to do is climb straight up to avoid another barrage.
We should not be "forcing" people to utilize a commando in order to utilize swarms
The difference between now and what will be is 97 EHP at proto level. It's really not that bad especially when STD and ADV are getting buffed. You'll barely notice the difference on PRO, but I'm sure as hell gonna have to bug out faster even against MLT swarms.
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..
3150
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Posted - 2014.07.28 01:35:00 -
[5] - Quote
Adipem Nothi wrote:For whatever its worth ...
Unless I am in a squad of friends, I will not run my swarm fits. To do so is the equivalent of throwing away Isk. I run proto swarms (+ damage amps) on a Gallente Scout. My cheapest AV fit runs roughly 120k Isk. My odds of survival after volleying swarms are far lower than those of whatever vehicle I'm swarming.
I'm an undampened Scout with a Toxin SMG, and the enemy knows my position.
I am 100% in favor of not being able to solo an ADS. My first volley gets their attention; by the time I've launched my third, they're typically well out of my range. Even when I'm paired with a partner Swarmer, an ADS has good odds of getting away so long as the pilot responds when first hit.
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.
While I'm all for a slight dropship buff, I think the 600 extra to shields will be too much!
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..
3157
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Posted - 2014.07.28 12:24:00 -
[6] - Quote
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.
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..
3157
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Posted - 2014.07.28 12:47:00 -
[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.
1) Getting an extra mag + 1/2 enough to deter 4 dropships in a row or 6 with lvl 5 max ammo capacity. 2) Bring a Nanohive
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..
3157
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Posted - 2014.07.28 13:21:00 -
[8] - Quote
I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much.
Observe the following fitting http://www.protofits.com/fittings/shared/0/5594
It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred)
1+ù PRO PG Expansion Unit
1x ADV Missile Turret
It has
2550 Shields (Under Charlie this becomes 3150) 950 Armour
+24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened.
+102 HP/s regen built in + Faster Speed and Acceleration
Now observe this one http://www.protofits.com/fittings/shared/0/5902
1x MLT Afterburner
1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit
1x ADV Rail Turret
It has 950 Shields 3377 Armour (Under Charlie this becomes 3477)
- No Hardener +112 Passive Regen - Slower than Python
If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret.
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
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Posted - 2014.07.28 14:02:00 -
[9] - Quote
Demandred Moores wrote:Monkey MAC wrote:I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much. Observe the following fitting http://www.protofits.com/fittings/shared/0/5594It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred) 1+ù PRO PG Expansion Unit 1x ADV Missile Turret It has 2550 Shields (Under Charlie this becomes 3150) 950 Armour +24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened. +102 HP/s regen built in + Faster Speed and Acceleration Now observe this one http://www.protofits.com/fittings/shared/0/59021x MLT Afterburner 1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit 1x ADV Rail Turret It has 950 Shields 3377 Armour (Under Charlie this becomes 3477) - No Hardener +112 Passive Regen - Slower than Python If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret. Replace woth proto heavy shield extender Proto after burner Proto scanner Xt missiles
No, the hardener gives much greater survivability, to do otherwise would be pointless.
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
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Posted - 2014.07.29 01:41:00 -
[10] - Quote
Demandred Moores wrote:Benjamin Ciscko wrote:Monkey MAC wrote:Demandred Moores wrote:Monkey MAC wrote:I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much. Observe the following fitting http://www.protofits.com/fittings/shared/0/5594It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred) 1+ù PRO PG Expansion Unit 1x ADV Missile Turret It has 2550 Shields (Under Charlie this becomes 3150) 950 Armour +24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened. +102 HP/s regen built in + Faster Speed and Acceleration Now observe this one http://www.protofits.com/fittings/shared/0/59021x MLT Afterburner 1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit 1x ADV Rail Turret It has 950 Shields 3377 Armour (Under Charlie this becomes 3477) - No Hardener +112 Passive Regen - Slower than Python If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret. Replace woth proto heavy shield extender Proto after burner Proto scanner Xt missiles No, the hardener gives much greater survivability, to do otherwise would be pointless. XT-Missiles Enhanced light shield booster Complex heavy shield extender Basic Afterburner Complex Powergrid Upgrade One of my favorite fits Also to get back o subject, amarr logi and min comando make great av classes, and bring a forge friend with your swarms to reallyhurt an ads, one swarmer SHOULDN'T be enough. It just shouldn't and it isn't for a reason.
No so long as it is a 'Personally Operated Vehicle' - That is to say only one person is required to make it offensive - it should only require 1 man disable it. ADS, HAV's, Installations, Heavies, Scouts and anything else that only requires 1 man to operate should NEVER make a COMPULSORY REQUIREMENT of teamwork.
Anything but this creates a force strength disparity and we end up exactly where we were with tanks in 1.6. The fact so many of you are happy to omit a shield hardener from your fittings (something that effectively triples your shield HP) only strengthens my arguement that a 600 Shield HP boost simply isn't required right now.
It needs to be put aside, and left as an option if they need a buff in the future.
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
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3166
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Posted - 2014.07.29 11:54:00 -
[11] - Quote
Tesfa Alem wrote:Monkey MAC wrote:I'll say it again, but I think 600 extra shields is too much for the Python. It closes the gap between the ships, too much. Observe the following fitting http://www.protofits.com/fittings/shared/0/5594It has 1x STD Shield Hardener 1x ADV Heavy Shield Extender 1x STD Booster (can be retrofitted with an Afterburner if preferred) 1+ù PRO PG Expansion Unit 1x ADV Missile Turret It has 2550 Shields (Under Charlie this becomes 3150) 950 Armour +24s (excluding passive skill bonuses) at 60% resistance. - Equivalent to 7,650 Shields (9,450 in Charlie) while hardened. +102 HP/s regen built in + Faster Speed and Acceleration Now observe this one http://www.protofits.com/fittings/shared/0/59021x MLT Afterburner 1x ADV Heavy Armour Repper 1x STD 120mm Armour Plate 1x PRO PG Expansion Unit 1x ADV Rail Turret It has 950 Shields 3377 Armour (Under Charlie this becomes 3477) - No Hardener +112 Passive Regen - Slower than Python If you give the python +600 Shields, you will overpower it. However I am still happy to give this bonus to the Transport Dropships. But giving it to the python is going to be something you will regret. Dont pay attention to protofits,if anything it shows a false view of air to air combat especialyy as it currently stands. if i encounter any Python with less than 3K shiels i will definitely engage in my Incubus and will most likley kill it if it doesn't run away especially with just an ADV turret. With the 600 more shields It wont be OP it will have a fighting chance. For the reverse sake for armor ships any pilot who flys an incubus with under 3K hp is asking for death. As an incubus pilot i like the buff to the python it makes thing a bit more fair. and to respond to rattati sure the only difference to discern in tier is whether its assault (either tier 4 or proto prof.1 RR,SCR, or Cr) or semi auto (all possible tiers except the AR which would be either tier 2, 4 or proto and the HMG which would be either tier 4 or proto) But just with the muzzle flash you can tell what type it is, whether its more powerful vs sheilds or armor and therefore how to engage it. You can gauge danger in many ways dropship pilots cannot. When all you to go by when fighting another infantry player is the muzze flash you tend to become quite good at it and it becomes a very valubale piece of information. All pilots have to ID swarms is 1) missiles fired from a pixel 2) how many missiles are in the air before i'm going to be hit or 3) getting hit. No way to tell which suit or as in most cases which way the swarms are even coming from. even with forge gunners you can tell by how quickly blue lughts flash accross your feild of view as you spin and afterburn like mad trying to stay alive. So now our only way to ID any sort of swarmer is to get hit or see the pixel as he fires. This is imprtant to gauge whether or not we should engage the swarmer or keep away, becuase its 30% or our total knowledge base. On the other hand i aim a weapon at antoher infantry player and i can tell down to the effiency % or my weapon damaging them. Try dropshipping every day for a month, you soon realise how dangerous and difficult is to fly dropships and how much we rely upon so little infromation.
Protofits is merely a vessel for my point, if you don't believe the numbers feel free to post your own with workimgs and prove otherwise.
You should expect pretty much every python to fall to your Incubus, your railgun will have a much higher DPS than his missile turret. The incubus is purposefully designed to be better at Anti-Vehicle.
From my own experience as pilot, dropships are pretty much balanced, the only necessary changes are the operation of swarms and prehaps plasma cannons. You have to remember a few certain things as a pilot.
1) You are not a Gunship - Your role is not to rain death from above 2) You have passenger seats - They are there for a reason.
Provided you don't fly straight into AV infested areas your dropship already has plenty of survivability. As my fitting shows you can get a python to nearly 7,000 shields for 24 seconds, which will take nearly 10 volleys to get through. Then you still have a shield boster to rep most of it back.
Pythons shouldn't regularly be fitting over 3,000 shields but as we are about to see in charlie this all too possible. Now even if I agreed with the proposed dropship buff, I, would, still, argue the Incubus needs more than just 100 extra armour, 300 at the least. The python risks over shadowing the Incubus entirely simply because of the innate abilities of shields. The python fit shown has the highest EHP achievable while still maintaing a decent rep rate. Meanwhile the python can achieve this.
Shields: 2986 (3586 - In charlie) Armour: 950
This will out perform the Incubus in tank by 300ehp and will still have passively built in regen, and still be more manouverable, and still have a greater resistance profile.
600 is far too much, especially when they are only giving armour +100 AND 1) They are reducing the price 2) They are nerfing Proto Swarms 3) They are nerfing Swarms + Minmando
It's too much too quickly, it's not goning to balance an already balanced vehicle it's going to overpower them.
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..
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Posted - 2014.07.29 12:02:00 -
[12] - Quote
JRleo jr wrote:Atiim wrote:JRleo jr wrote: Infantry costs less, and is harder to get to than a big ass ship in the sky.
Not after Hotfix Charlie reduces the ADS' price. Though ISK/AUR/SP/LP are not valid arguments when engaging in balance discussions. JRleo jr wrote:And a python should win 1v1 a infantry av from a realistic view. From a realistic view, a Python being hit from a single Swarm volley should be instantly killed without the ability to 'bail', and a Forge Gun (aka kinetic slug powered by a capacitor traveling at 1200m/s) should cause the Python to vaporize[/i] JRleo jr wrote:Big ship that has its main tank that resists the av people use, or an infantry with a handheld gun...really I always wondered... Your comparison is incomplete, it should be: Big ship with:
- Superior DPS
- Superior HP
- Superior Movement Speed
- Superior Evasion Capabilities
- Superior Ammunition Capacity
- Superior Kills per Ammunition Capacity
- Superior Anti-infantry Capabilities
- Superior Anti-Vehicle Capabilities
- Superior Movement Capabilities
- Superior TTK
or Infantry with Handheld gun Yet an infantry forger will always win 1v1 assuming it's not mlt.
You clearly have alot to learn when if comes to piloting dropships. I can win a Gùå Forge 1v1 Gùå Swarmer 1v1 Gùå Plasma Cannon 16v1 I have even managed to pull a Swarm Launcher 5v1 before, you are a very fast very mobile dropship, stop hovering infront of a guy and expect him to just die.
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..
3168
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Posted - 2014.07.29 12:05:00 -
[13] - Quote
Stile451 wrote:If ADS were balanced based on PC they would never be destroyed in pub matches. Which is exactly why PC is a poor medium for balance. PC is simply spam of the most effecient gear, in order for it to be regular in PC it's got to be overpowered.
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
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Posted - 2014.07.29 17:03:00 -
[14] - Quote
danie sous wrote:Cat Merc wrote:Monkey MAC wrote:Adipem Nothi wrote:Monkey wrote: 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. Problem is that they regen faster then we can damage them (looks at ADSs with afterburners) . Increase EHP and lower regen abilities. Lowers chances of OHK any vehicle, makes weapons vital for deterring vehicles and deadly for bad pilots.
If they are retreating with afterburners active then you have damaged them faster than they could regen. Your statement makes no sense. Vehicles aren't OHKillable (with exception to the LAV), unless of course your talking about teamwork in which case
Gùå By definition that isn't a OHK Gùå It's Teamwork HTFU
Weapons are already vital to deterring the enemy a swarm launcher, forge gun, rail turret, blaster turret will all cause a Dropship pilot to retreat almost instantly. While tanks will stay that little bit longer before bugging.
The majority of quick solo kills are as a direct result of the pilot not knowing, or not deciding to pullmout at the correct time. Most other vehicle deaths comprise of teamwork, traps, or another vehicle. Vehicles in general are pretty damn balanced right now. Swarm launchers are recieving a max ammo buff, plus damage at STD, ADV levels, so that every AVer is threat.
Futhermore the buff to turret installations will result in a greater state of Vehicle Superiority since vehicles will require assistance in order to encroach upon Enemy territory.
Nothing more needs to change at this point in time, especially not giving Pythons a near 40% additional shield HP.
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
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Posted - 2014.07.30 02:48:00 -
[15] - Quote
JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote:Atiim wrote:Your comparison is incomplete, it should be: Big ship with:
- Superior DPS
- Superior HP
- Superior Movement Speed
- Superior Evasion Capabilities
- Superior Ammunition Capacity
- Superior Kills per Ammunition Capacity
- Superior Anti-infantry Capabilities
- Superior Anti-Vehicle Capabilities
- Superior Movement Capabilities
- Superior TTK
or Infantry with Handheld gun Yet an infantry forger will always win 1v1 assuming it's not mlt. You clearly have alot to learn when if comes to piloting dropships. I can win a Gùå Forge 1v1 [ADV regularly, even Proto if Terrain allows] Gùå Swarmer 1v1 [ADV regularly, rarely Proto] Gùå Plasma Cannon 16v1 [Proto] I have even managed to pull a Swarm Launcher 5v1 before, you are a very fast very mobile dropship, stop hovering infront of a guy and expect him to just die. Ah, the noobs who can't read or understand anything and assume... Aah sorry shall I uhh make it clearer?
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
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Posted - 2014.07.30 02:53:00 -
[16] - Quote
True Adamance wrote:Monkey MAC wrote:[
Protofits is merely a vessel for my point, if you don't believe the numbers feel free to post your own with workimgs and prove otherwise.
You should expect pretty much every python to fall to your Incubus, your railgun will have a much higher DPS than his missile turret. The incubus is purposefully designed to be better at Anti-Vehicle.
From my own experience as pilot, dropships are pretty much balanced, the only necessary changes are the operation of swarms and prehaps plasma cannons. You have to remember a few certain things as a pilot.
1) You are not a Gunship - Your role is not to rain death from above 2) You have passenger seats - They are there for a reason.
Provided you don't fly straight into AV infested areas your dropship already has plenty of survivability. As my fitting shows you can get a python to nearly 7,000 shields for 24 seconds, which will take nearly 10 volleys to get through. Then you still have a shield boster to rep most of it back.
Pythons shouldn't regularly be fitting over 3,000 shields but as we are about to see in charlie this all too possible. Now even if I agreed with the proposed dropship buff, I, would, still, argue the Incubus needs more than just 100 extra armour, 300 at the least. The python risks over shadowing the Incubus entirely simply because of the innate abilities of shields. The python fit shown has the highest EHP achievable while still maintaing a decent rep rate. Meanwhile the python can achieve this.
Shields: 2986 (3586 - In charlie) Armour: 950
This will out perform the Incubus in tank by 300ehp and will still have passively built in regen, and still be more manouverable, and still have a greater resistance profile.
600 is far too much, especially when they are only giving armour +100 AND 1) They are reducing the price 2) They are nerfing Proto Swarms 3) They are nerfing Swarms + Minmando
It's too much too quickly, it's not goning to balance an already balanced vehicle it's going to overpower them.
Oh wow..... ADSers campaigned this hard to build Skytanks..... Quite frankly I found ADS to be fairly balanced. They'd wreck my vehicles with impunity, and annihilate infantry with the same build. But now with increased EHP....... good lord. The ADSpocalypse has begun. Hail Judge the first of the 4 Droppshippers of the End Times!
Well when it happens, I'm just gonna be the hobo in the corner going Repent, I said, Repent. But did they Repent? Oh no! And now look! Friggin Armageadon! I told you I friggin told you!
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
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Posted - 2014.07.30 03:01:00 -
[17] - Quote
JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote: Yet an infantry forger will always win 1v1 assuming it's not mlt.
You clearly have alot to learn when if comes to piloting dropships. I can win a Gùå Forge 1v1 [ADV regularly, even Proto if Terrain allows] Gùå Swarmer 1v1 [ADV regularly, rarely Proto] Gùå Plasma Cannon 16v1 [Proto] I have even managed to pull a Swarm Launcher 5v1 before, you are a very fast very mobile dropship, stop hovering infront of a guy and expect him to just die. Ah, the noobs who can't read or understand anything and assume... Aah sorry shall I uhh make it clearer? In my experience, I win or make pythons flee 99% of the time. Congratulations, you got the circumstantial evidence award.
Circumstantial Evidence: indirect evidence (evidence providing only a basis for inference about the fact in dispute)
So now allow me to make my own circumstantial evidence. In my experience I kill the AVer 99.5% of the time. Your point is now moot.
If you wish to provide more than conjecture and crying please use the maths. It's available for a reason.
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Posted - 2014.07.30 03:20:00 -
[18] - Quote
Tesfa Alem wrote:Monkey MAC wrote:[
Protofits is merely a vessel for my point, if you don't believe the numbers feel free to post your own with workimgs and prove otherwise.
You should expect pretty much every python to fall to your Incubus, your railgun will have a much higher DPS than his missile turret. The incubus is purposefully designed to be better at Anti-Vehicle.
From my own experience as pilot, dropships are pretty much balanced, the only necessary changes are the operation of swarms and prehaps plasma cannons. You have to remember a few certain things as a pilot.
1) You are not a Gunship - Your role is not to rain death from above 2) You have passenger seats - They are there for a reason.
Provided you don't fly straight into AV infested areas your dropship already has plenty of survivability. As my fitting shows you can get a python to nearly 7,000 shields for 24 seconds, which will take nearly 10 volleys to get through. Then you still have a shield boster to rep most of it back.
Pythons shouldn't regularly be fitting over 3,000 shields but as we are about to see in charlie this all too possible. Now even if I agreed with the proposed dropship buff, I, would, still, argue the Incubus needs more than just 100 extra armour, 300 at the least. The python risks over shadowing the Incubus entirely simply because of the innate abilities of shields. The python fit shown has the highest EHP achievable while still maintaing a decent rep rate. Meanwhile the python can achieve this.
Shields: 2986 (3586 - In charlie) Armour: 950
This will out perform the Incubus in tank by 300ehp and will still have passively built in regen, and still be more manouverable, and still have a greater resistance profile.
600 is far too much, especially when they are only giving armour +100 AND 1) They are reducing the price 2) They are nerfing Proto Swarms 3) They are nerfing Swarms + Minmando
It's too much too quickly, it's not goning to balance an already balanced vehicle it's going to overpower them.
DISCLAIMER: Everything i say is anecdotal and was from my own personal experience. As far as i know any experienced pilot throws on an afterburner but lets say i do have a dogfight with python fit you just listed. Say he gets the drop on me, i burn away and he cant catch me, i have the power now to engage him at will hardener or not i can wait untill he's hardener is on cooldown out of range of his missiles. If he has no afterbuner he will never be faster than me and even if he lands a lot of rounds i can easily escape to regen. Might as well be a giant harderned LAV up there if he has no burner on in a dogfight. You can't kill what you can't catch. 300 more tank isnt too much given that one rail gun round does about 400. All in all really we are talking about raising the python in terms of hp into a little bit under a sica.
If you can retreat so can he. Let's assume you both achieve 60% accuracy.
You flee at 30% eHP, he flees at 20% shields. It doesn't matter that he doesn't have a afterburner because everytime you flee he will simply rep back his health too. The fact you are putting an ADS and a tank in the same sentence is the whole point! It's not meant to have the tanking ability of a tank.
Further more its unfair to do this to the Python with out giving the Incubus just undrr the base health of the Madrugar. Or does giving the Incubus the survivability of a tank seem out of place to you?
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Posted - 2014.07.30 09:26:00 -
[19] - Quote
JRleo jr wrote:Adipem Nothi wrote:JRleo jr wrote: No one is crying here, exept the AV's who want to solo everything in a heartbeat apparently.
You're doing an excellent job speaking on behalf of Dropship pilots. Please, keep up the good work. Judge Rhad - Get this man a medal. Ok look at it this way....full tanking fits on the python won't be mandatory to survive decently. And of course adv and std swarms are getting a much needed buff... How about a 40m lock on range buff? Or something?
So full tanking fits won't be necessary on a python. Yet they will still be necessary on an Incubus? Fantastic.
And PRO is getting nerfed, which when combined with a nearly 40% ehp boost, is going to be overpowered.
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Posted - 2014.07.30 09:35:00 -
[20] - Quote
Tesfa Alem wrote:Cyrus Grevare wrote:Tesfa Alem wrote: Dont pay attention to protofits,if anything it shows a false view of air to air combat especialyy as it currently stands. if i encounter any Python with less than 3K shiels i will definitely engage in my Incubus and will most likley kill it if it doesn't run away especially with just an ADV turret. With the 600 more shields It wont be OP it will have a fighting chance.
Can I bother you on a more detailed opinion on how to accomplish a 'true view' for air combat, so far I just try to be true to the stats shown in game, but maybe there's another way You make it sound like I'm trying to show things with an agenda. Best thing to do would be to strap yourself in an incubus with a rail turret and go hunting. With adv rails and incubus level three i can take out Vipers in one pass, myrons without having to reload and if i get the drop on a python i can usually take it down to armor before he starts to panic and run. It has zero to do with the kind of turret the python pilot is running, i fly a ship speciffically to kill other (specifficaly shield tanked) ships. Yes the python can dance but the incubs can as well, i have had little issue keeping up with pythons as these maps are incredibly small for flying in the first place. The harsh truth of it is all ADS will fit an afterburner on becuase our first course of action when engaged by AV or other vehicles is to get out of harms way. Pythons have to sacrifice alot of HP where the incubs does not. So giving them the equivalent of a shield extender is adding balance, not making them OP.
So giving a Shield based dropship an EHP similar to an Armour based dropship. Then giving Gùå Passive BUILT-IN Regen Gùå Greater Speed/Acceleration/Manoeuvrability Gùå Better Damage/Resistance profile Gùå Greater Variety of Fitings.
This is the problem with a lot of people on the forums, your personal experience counts for nought. Sure you might think Pythons are easy to kill right now, but there will be just as many people who have the opposite opinion.
Use the numbers, if the Python were underpowered, the numbers would show it. They do not.
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Posted - 2014.07.30 09:40:00 -
[21] - Quote
JRleo jr wrote:JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote:Monkey MAC wrote:
Ah, the noobs who can't read or understand anything and assume...
Aah sorry shall I uhh make it clearer? In my experience, I win or make pythons flee 99% of the time. Congratulations, you got the circumstantial evidence award. Circumstantial Evidence: indirect evidence (evidence providing only a basis for inference about the fact in dispute) So now allow me to make my own circumstantial evidence. In my experience I kill the AVer 99.5% of the time.Your point is now moot. If you wish to provide more than conjecture and crying please use the maths. It's available for a reason. No one is crying here, exept the AV's who want to solo everything in a heartbeat apparently.
No yet your sit here complaining and whining, without using imperical mathematical evidence to prove your opinion. Your stating an opinion, then using the opinion as argument for your opinion.
AV is quite happy with Dropship balance against them as it is right now. We aren't even all that bothered by the nerf at Proto Level, but 600 extra shields is too much and we have the maths to back it up.
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Posted - 2014.07.31 01:19:00 -
[22] - Quote
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 as was stated in the first post, 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? After every OP fit your still givung pythons a +30% ehp boost? Leave drop ship buffs till later, please for the love of god, trust me on this point!
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Posted - 2014.07.31 15:12:00 -
[23] - Quote
JRleo jr wrote:Atiim wrote:JRleo jr wrote: Erm, no thank you.
I spent a whole day testing the python, and have had past experiences with myrons, they need it,
May I see the video and statistics behind this conclusion, or are we trying to use invalid anecdotes again? How about you go out in the field against proto av and tell me how much % of your hp is taken? And pythons have to fit a heavy advanced extender just to survive, hardly fair.
I did, yes you do need an extender to stand upto AV I would find difficult to believe they would give vehicles that are survivable with purely their base eHP that would be overpowered to then give them the further option of fitting more eHP.
I have tested both and from my opinion both need something other than a straight eHP buff.
The most survivable fits I found Python 1x ADV Heavy Shield Extender 1x STD Shield Hardener 1x STD Light Shield Booster
1x PRO PG Expansion Unit 1x ADV AT-1 Missile Launcher
Shields: 2555 Armour: 950 Survivability: 4 Shots - PRO Swarm Launcher Survivability (Including Shield Booster) 5 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener) 9 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener + Shield Booster) 12 Shots - PRO Swarm Launcher
With this fit I was free to rain terror from the skies, provided I activated my Hardener at the correct time only a Breach Forge gun would drop my eHP significantly enough for me to even bother using any form of evasive manoeuvres. With relevant skills my hardener often lasted much longer than was necessary. Of the matches I played with this fit, only one of them actually required me to bug out from the airspace before my hardener ran out.
I also bypassed the longer cooldown of the standard modules by ensuring I always had 2 fits in lieu, In total I lost just one of these dropships to a large Missile Turret who ganked me before I could react to the threat.
Incubus Shields: 950 Armour: 2747 1x Afterburner
1x STD Armour Hardener 1x PRO Heavy Armour Repairer 1x ADV 60mm Armour Plates
1x ADV Particle Cannon Railgun
Survivability: 3 Shots - PRO Swarm Launcher Survivabilty: (Including Armour Repair) 4 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener) 5 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener + Armour Repairer) 7 Shots - Pro Swarm Launcher
This is the most survivable fit I could make with the Incubus, the lack of powergrid on a powergrid heavy tank was extremely limiting. Even without the hardener the best I could achieve was 6 Shots from a proto swarm launcher, even with 130 HP/s repair rate.
The hardener effectively juiced up the repairers ability to rep through damage, turning the Incubus into a Active Tanker. The extra up time also meant I had the opportunity to stay longer. However the lack of survivability meant that as soon as I was hit by a PRO Swarm Launcher I would have to start making preparations to leave the area. I spent a lot of time with this dropship at below 60% health making very susceptible to a forge gunner or rail turret.
In total I lost 3 of these dropships, 1 to another missile turret. 1 to a forge gun, who shot me while I was engaging a Swarmer and a damage modded railgun. It is worth pointing out that the python would have been equally susceptible to the railgun turret.
Conclusion: Python is absolutely fine, if you actually use the shield hardener (it is there for a reason), you will find the lower numbers of the shields to be more than sufficent. The Incubus on the other hand is actually worse of by comparison while it may be able make better passive builds (with no active modules) the survivability simply doesn't stack up.
The both dropships would instea benefit from a Powergrid buff in order to allow them to fit better modules, equivalent to an Advanced Powergrid Expansion Unit.
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Posted - 2014.07.31 15:33:00 -
[24] - Quote
JRleo jr wrote:Echo 1991 wrote:JRleo jr wrote:Echo 1991 wrote:Shield dropships do not need any HP buffs, and why no one can see this is beyond me. Not only are they faster that and more maneuverabl Lol. Every incbus has an ab, and doesn't float annoyingly when trying to stay still. But it turns slower and doesnt have as much acceleration and the bulk of its HP takes extra damage from swarms. When I use an incubus it feels faster and much more stable...while the python has problems staying still, ab needs a high slot...and feels like it's just slower in general.
Well you see now we can begin to write off all your ramblings on hear as useless opinions. Both dropships have the same maxium airspeed. Yet an Incubus fittinga plate will recieve a Speed penalty making it slower.
The python has the fastest of the mark acceleration due to the vehicle being considered lighter. It will accelerate much quicker in the first few seconds
The Incubus is much heavier and so recieves a much slower start, however being a heavier aircraft will give it momentum giving it better overall acceleration, but much poorer breaking.
Yes the Incubus will feel more stable because it is heavier, however this comes at the price of maneuverability.
No the Incubus is an absolute b**ch to hover, just getting it stop dead from max speed requires something akin to a wing over.
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Posted - 2014.08.01 01:10:00 -
[25] - Quote
JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote:Atiim wrote:JRleo jr wrote: Erm, no thank you.
I spent a whole day testing the python, and have had past experiences with myrons, they need it,
May I see the video and statistics behind this conclusion, or are we trying to use invalid anecdotes again? How about you go out in the field against proto av and tell me how much % of your hp is taken? And pythons have to fit a heavy advanced extender just to survive, hardly fair. I did, yes you do need an extender to stand upto AV I would find difficult to believe they would give vehicles that are survivable with purely their base eHP that would be overpowered to then give them the further option of fitting more eHP. I have tested both and from my opinion both need something other than a straight eHP buff. The most survivable fits I found Python 1x ADV Heavy Shield Extender 1x STD Shield Hardener 1x STD Light Shield Booster 1x PRO PG Expansion Unit 1x ADV AT-1 Missile Launcher Shields: 2555 Armour: 950 Survivability: 4 Shots - PRO Swarm Launcher Survivability (Including Shield Booster) 5 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener) 9 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener + Shield Booster) 12 Shots - PRO Swarm Launcher With this fit I was free to rain terror from the skies, provided I activated my Hardener at the correct time only a Breach Forge gun would drop my eHP significantly enough for me to even bother using any form of evasive manoeuvres. With relevant skills my hardener often lasted much longer than was necessary. Of the matches I played with this fit, only one of them actually required me to bug out from the airspace before my hardener ran out. I also bypassed the longer cooldown of the standard modules by ensuring I always had 2 fits in lieu, In total I lost just one of these dropships to a large Missile Turret who ganked me before I could react to the threat. Incubus Shields: 950 Armour: 2747 1x Afterburner 1x STD Armour Hardener 1x PRO Heavy Armour Repairer 1x ADV 60mm Armour Plates 1x ADV Particle Cannon Railgun Survivability: 3 Shots - PRO Swarm Launcher Survivabilty: (Including Armour Repair) 4 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener) 5 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener + Armour Repairer) 7 Shots - Pro Swarm Launcher This is the most survivable fit I could make with the Incubus, the lack of powergrid on a powergrid heavy tank was extremely limiting. Even without the hardener the best I could achieve was 6 Shots from a proto swarm launcher, even with 130 HP/s repair rate. The hardener effectively juiced up the repairers ability to rep through damage, turning the Incubus into a Active Tanker. The extra up time also meant I had the opportunity to stay longer. However the lack of survivability meant that as soon as I was hit by a PRO Swarm Launcher I would have to start making preparations to leave the area. I spent a lot of time with this dropship at below 60% health making very susceptible to a forge gunner or rail turret. In total I lost 3 of these dropships, 1 to another missile turret. 1 to a forge gun, who shot me while I was engaging a Swarmer and a damage modded railgun. It is worth pointing out that the python would have been equally susceptible to the railgun turret. Conclusion: Python is absolutely fine, if you actually use the shield hardener (it is there for a reason), you will find the lower numbers of the shields to be more than sufficent. The Incubus on the other hand is actually worse of by comparison while it may be able make better passive builds (with no active modules) the survivability simply doesn't stack up. The both dropships would instea benefit from a Powergrid buff in order to allow them to fit better modules, equivalent to an Advanced Powergrid Expansion Unit. Well, on my incubus I never needed hp mods...and wow 4 shots is uh....pretty low for a vehicle especially vs lock on, hate to see 2 swarms, and a 24s hardener is just annoying, who thought it was a good idea to make long cooldown short duration? Incubuses always require HP mods, you need to be close as damn it to 3000 armour and have a hardener or have over 3200 to be anything near survivable. The Incubus is especially weak to well every form of AV due to the damage profile.
4 swarms may not seem like a lot, but this means the user has to reload at least once to actually finish you off. Assuming you start to move out of his range by the second volley you are effectively invincible. Pair this with your hardener boosting you upto require more than the Amount of Rounds a swarmer will carry, it's not difficult to see the python does not need this buff.
The maths proves it. Like I said though on both Dropships the Powergrid is a severly limiting factor, it's less of a concern for the python since it tanks with high slots, but it's unbelievable crippling to the Incubus.
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Posted - 2014.08.01 01:52:00 -
[26] - Quote
JRleo jr wrote:Monkey MACMonkey MAC wrote:JRleo jr wrote: How about you go out in the field against proto av and tell me how much % of your hp is taken?
And pythons have to fit a heavy advanced extender just to survive, hardly fair.
I did, yes you do need an extender to stand upto AV I would find difficult to believe they would give vehicles that are survivable with purely their base eHP that would be overpowered to then give them the further option of fitting more eHP. I have tested both and from my opinion both need something other than a straight eHP buff. The most survivable fits I found Python 1x ADV Heavy Shield Extender 1x STD Shield Hardener 1x STD Light Shield Booster 1x PRO PG Expansion Unit 1x ADV AT-1 Missile Launcher Shields: 2555 Armour: 950 Survivability: 4 Shots - PRO Swarm Launcher Survivability (Including Shield Booster) 5 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener) 9 Shots - PRO Swarm Launcher Survivability (Including Shield Hardener + Shield Booster) 12 Shots - PRO Swarm Launcher With this fit I was free to rain terror from the skies, provided I activated my Hardener at the correct time only a Breach Forge gun would drop my eHP significantly enough for me to even bother using any form of evasive manoeuvres. With relevant skills my hardener often lasted much longer than was necessary. Of the matches I played with this fit, only one of them actually required me to bug out from the airspace before my hardener ran out. I also bypassed the longer cooldown of the standard modules by ensuring I always had 2 fits in lieu, In total I lost just one of these dropships to a large Missile Turret who ganked me before I could react to the threat. Incubus Shields: 950 Armour: 2747 1x Afterburner 1x STD Armour Hardener 1x PRO Heavy Armour Repairer 1x ADV 60mm Armour Plates 1x ADV Particle Cannon Railgun Survivability: 3 Shots - PRO Swarm Launcher Survivabilty: (Including Armour Repair) 4 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener) 5 Shots - PRO Swarm Launcher Survivability:(Including Armour Hardener + Armour Repairer) 7 Shots - Pro Swarm Launcher This is the most survivable fit I could make with the Incubus, the lack of powergrid on a powergrid heavy tank was extremely limiting. Even without the hardener the best I could achieve was 6 Shots from a proto swarm launcher, even with 130 HP/s repair rate. The hardener effectively juiced up the repairers ability to rep through damage, turning the Incubus into a Active Tanker. The extra up time also meant I had the opportunity to stay longer. However the lack of survivability meant that as soon as I was hit by a PRO Swarm Launcher I would have to start making preparations to leave the area. I spent a lot of time with this dropship at below 60% health making very susceptible to a forge gunner or rail turret. In total I lost 3 of these dropships, 1 to another missile turret. 1 to a forge gun, who shot me while I was engaging a Swarmer and a damage modded railgun. It is worth pointing out that the python would have been equally susceptible to the railgun turret. Conclusion: Python is absolutely fine, if you actually use the shield hardener (it is there for a reason), you will find the lower numbers of the shields to be more than sufficent. The Incubus on the other hand is actually worse of by comparison while it may be able make better passive builds (with no active modules) the survivability simply doesn't stack up. The both dropships would instea benefit from a Powergrid buff in order to allow them to fit better modules, equivalent to an Advanced Powergrid Expansion Unit. Well, on my incubus I never needed hp mods...and wow 4 shots is uh....pretty low for a vehicle especially vs lock on, hate to see 2 swarms, and a 24s hardener is just annoying, who thought it was a good idea to make long cooldown short duration? Incubuses always require HP mods, you need to be close as damn it to 3000 armour and have a hardener or have over 3200 to be anything near survivable. The Incubus is especially weak to well every form of AV due to the damage profile. 4 swarms may not seem like a lot, but this means the user has to reload at least once to actually finish you off. Assuming you start to move out of his range by the second volley you are effectively invincible. Pair this with your hardener boosting you upto require more than the Amount of Rounds a swarmer will carry, it's not difficult to see the python does not need this buff. The maths proves it. Like I said though on both Dropships the Powergrid is a severly limiting factor, it's less of a concern for the python since it tanks with high slots, but it's unbelievable crippling to the Incubus.[/quote wrote: Oh, but indeed it does. And I have brought up a lock on range buff...and the myron needs it too.
And I never used an hp mod on my incubus...
NOW, stop acting like swarms are the only av in this game.
A lock-on range buff will give little to no benifit, unless pilots just stop as soon as they reach 160m and just watch you from their, Swarms need a whole different set of performance changes, ones that will make them more skill based as well as more effective Anti-Air.
Congratulations what do you want a medal? You can tell me till your blue in the face it makes no bearing on the maths. The maths shows that even with a Heavy Armour Plate the Incubus can't tank as well as a Hardened Python. So please give it up with annecdotes and opinions they don't mean anything.
I'm not acting like Swarms are the only AV, but Plasma Cannons don't take out Dropships. Futhermore we are in a thread discussing swarms and dropships.
Finally Swarms have better DPS than forge guns, so it's safe to assume that Swarm Launchers are the more important AV weapon to consider when balancing.
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Posted - 2014.08.01 12:30:00 -
[27] - Quote
JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote:Monkey MAC wrote:JRleo jr wrote: Well, on my incubus I never needed hp mods...and wow 4 shots is uh....pretty low for a vehicle especially vs lock on, hate to see 2 swarms, and a 24s hardener is just annoying, who thought it was a good idea to make long cooldown short duration?
Incubuses always require HP mods, you need to be close as damn it to 3000 armour and have a hardener or have over 3200 to be anything near survivable. The Incubus is especially weak to well every form of AV due to the damage profile. 4 swarms may not seem like a lot, but this means the user has to reload at least once to actually finish you off. Assuming you start to move out of his range by the second volley you are effectively invincible. Pair this with your hardener boosting you upto require more than the Amount of Rounds a swarmer will carry, it's not difficult to see the python does not need this buff. The maths proves it. Like I said though on both Dropships the Powergrid is a severly limiting factor, it's less of a concern for the python since it tanks with high slots, but it's unbelievable crippling to the Incubus. Oh, but indeed it does. And I have brought up a lock on range buff...and the myron needs it too. And I never used an hp mod on my incubus... NOW, stop acting like swarms are the only av in this game. A lock-on range buff will give little to no benifit, unless pilots just stop as soon as they reach 160m and just watch you from their, Swarms need a whole different set of performance changes, ones that will make them more skill based as well as more effective Anti-Air. Congratulations what do you want a medal? You can tell me till your blue in the face it makes no bearing on the maths. The maths shows that even with a Heavy Armour Plate the Incubus can't tank as well as a Hardened Python. So please give it up with annecdotes and opinions they don't mean anything. I'm not acting like Swarms are the only AV, but Plasma Cannons don't take out Dropships. Futhermore we are in a thread discussing swarms and dropships. Finally Swarms have better DPS than forge guns, so I assume that Swarm Launchers are the more important AV weapon to consider when balancing. I can see why they're getting nerfed then.
Yeah, there is nothing wrong with a little nerf to our maximum achievable. Very few players, even dedicated AVers are gonna gonna go all out with.
Pro Minmando + Damage Mods + Profciency + Speacilist Swarm Launcher We simply sacrifice too much for that kind of power.
Furthermore it stops fits like that 2 shotting most dropships, considering the first volley usually hits unannounced and the second is already in the air, it's not exactly fair. But you'll I never disagreed with that nerf since STD amd ADV are being made much more competitive/competent their is no longer a need to run all out Proto as an AVer in pub matches just to be effective.
The problem I have is that the Assault Dropships simply don't need this proposes buff yet, I won't comment on the Transport Dropships since I don't fly them regularly, but I have always been of the mind that Transport vehicles should have the best tank in the game but the worst offensive capabilities.
500 extra shields to the python is a 20% boost to maximum eHP, it survivability with a passive build (one without active modules) would surpass the Incubus considerably. Futhermore under a Hardener your looking at almost invincible fits.
I'm not saying they need a nerf, but for the love of god, they most certainly do not need a buff right now either.
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Posted - 2014.08.01 16:56:00 -
[28] - Quote
Adipem Nothi wrote:Monkey MAC wrote:
1. Yeah, there is nothing wrong with a little nerf to our maximum achievable. Very few players, even dedicated AVers are gonna gonna go all out with. We simply sacrifice too much for that kind of power.
2. Furthermore it stops fits like that 2 shotting most dropships, considering the first volley usually hits unannounced and the second is already in the air, it's not exactly fair.
1. I'm an AVer and my mentality is quite the opposite. If a vehicle is farming my teammates, I will sacrifice everything to chase it away. But when I know my tools won't work, I do not even try. Few things back-me-out-of-match faster than being rushed by the very vehicle(s) I'm attempting to repel. Of course but it's a pub match, unless there guys running proto and from my corp/friends I'm not gonna go all out and make a loss of 500,000 ISK loss just to cost a guy 1 tank. 2. Bullsh*t. No ADS has ever been wrecked by two volleys of Swarms. Proo Minmando + 2 Pro Damage Mods + Specalist Swarm launcher = >1809 (Don't have the maths to hand but, it has the potential to 2 shot a weaker fit)
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..
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Posted - 2014.08.01 17:51:00 -
[29] - Quote
Atiim wrote:1325 * 1.1 = 1457.5 * 1.0956 = 1596HP
Monkey, I think you need to adjust your math. Though it should also be mentioned that 1596HP will never 2HK any vehicle running defensive modules, barring LAVS.
That's the numbers provided from Rattatai's spread sheet! Don't look at me I never did that one!
But that does included profciency against armour. And like I said weaker fits.
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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