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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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JRleo jr
Xer Cloud Consortium
114
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Posted - 2014.07.24 18:18:00 -
[2] - Quote
CCP Logibro wrote: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 Very good, and finally, my python will actually not get instagibbed or get 3 shotted by forges...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6414
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Posted - 2014.07.24 18:19:00 -
[3] - Quote
Seems pretty solid to me, honestly. I figured that six missiles would be more beneficial (less likely to lose damage from hitting something en route to the target) but when you mentioned the physical impact against Dropships, four seems fine.
I am -kinda- concerned about the impact the EHP increases will have, particularly on the disparity between the two as far as maneuverability vs EHP is concerned, but it's nothing that's game-breaking.
Keep up the good work.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1758
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Posted - 2014.07.24 18:22:00 -
[4] - Quote
All I read was Python buff.
This is going to be a good update. |
Cat Merc
Onslaught Inc RISE of LEGION
11230
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Posted - 2014.07.24 18:23:00 -
[5] - Quote
I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have.
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Feline overlord of all humans - CAT MERC
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 18:31:00 -
[6] - Quote
Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. Every incubus has afterburnurs, doesn't get all wierd when hovering, looks better, and has constant regen...
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Cheydinhal Guard
Abandoned Privilege Top Men.
137
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Posted - 2014.07.24 18:31:00 -
[7] - Quote
I don't know about this. Maybe you should choose one first and see how it works out. Either nerf Swarms and keep the Hp the same, or leave swarms untouched and buff Dropship HP. As we learned in 1.7, buffing something and nerfing it's counter simultaneously isn't a good idea.
AmarrAssault, GalAssault, GalLogi, CalScout
GalLogi to the end
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 18:32:00 -
[8] - Quote
Cheydinhal Guard wrote:I don't know about this. Maybe you should choose one first and see how it works out. Either nerf Swarms and keep the Hp the same, or leave swarms untouched and buff Dropship HP. As we learned in 1.7, buffing something and nerfing it's counter simultaneously isn't a good idea. Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think.
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Pink fluffy unicorns
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Stefan Stahl
Seituoda Taskforce Command
706
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Posted - 2014.07.24 18:34:00 -
[9] - Quote
I will commence to construct a Myron with over 9k ehp. It will be glorious. And slow.
Would you mind adjusting the transport assist ratio up a (tiny) bit? |
boba's fetta
Shining Flame Amarr Empire
762
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Posted - 2014.07.24 18:43:00 -
[10] - Quote
JRleo jr wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. Every incubus has afterburnurs, doesn't get all wierd when hovering, looks better, and has constant regen...
swarm user here. incubus are way easier to take down.
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Silver Strike44
Capital Acquisitions LLC General Tso's Alliance
114
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Posted - 2014.07.24 18:43:00 -
[11] - Quote
JRleo jr wrote:Cheydinhal Guard wrote:I don't know about this. Maybe you should choose one first and see how it works out. Either nerf Swarms and keep the Hp the same, or leave swarms untouched and buff Dropship HP. As we learned in 1.7, buffing something and nerfing it's counter simultaneously isn't a good idea. Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think.
Why shouldnt dropships be 3 shotted by forges? Doesnt a full clip being needed from a non-locking, charge-up av weapon on one of the fastest and hard to hit targets in the game seem a bit extreme?
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Cat Merc
Onslaught Inc RISE of LEGION
11235
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Posted - 2014.07.24 18:49:00 -
[12] - Quote
JRleo jr wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. Every incubus has afterburnurs, doesn't get all wierd when hovering, looks better, and has constant regen... I told that to Fiend, apparently Pythons are still faster than an Incubus with an afterbrurner.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11235
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Posted - 2014.07.24 18:50:00 -
[13] - Quote
JRleo jr wrote:Cheydinhal Guard wrote:I don't know about this. Maybe you should choose one first and see how it works out. Either nerf Swarms and keep the Hp the same, or leave swarms untouched and buff Dropship HP. As we learned in 1.7, buffing something and nerfing it's counter simultaneously isn't a good idea. Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think. Both of those wreck Incubi even harder.
Feline overlord of all humans - CAT MERC
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Cheydinhal Guard
Abandoned Privilege Top Men.
137
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Posted - 2014.07.24 19:01:00 -
[14] - Quote
JRleo jr wrote:Cheydinhal Guard wrote:I don't know about this. Maybe you should choose one first and see how it works out. Either nerf Swarms and keep the Hp the same, or leave swarms untouched and buff Dropship HP. As we learned in 1.7, buffing something and nerfing it's counter simultaneously isn't a good idea. Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think. Yes i have. Pythons are pretty easy to take down, so maybe it's best if we just buff their HP to make them less squishy.
AmarrAssault, GalAssault, GalLogi, CalScout
GalLogi to the end
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CommanderBolt
Osmon Surveillance Caldari State
1404
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Posted - 2014.07.24 19:03:00 -
[15] - Quote
You are slightly nerfing swarms and are buffing the Python? Ok that's pretty awesome but totally undeeded to be quite honest.~
The only problem I see currently is the small rails on an Incubus but they are working as their intended AV role. I just feel they might be working a little too well......
The shield buff in this regard will be nice I guess.
Of course CCP Rattati I dont always agree with you but I DO really appreciate the fact you are trying things mate. Thankyou.
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Xocoyol Zaraoul
Superior Genetics
2234
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Posted - 2014.07.24 19:15:00 -
[16] - Quote
JRleo jr wrote:Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think.
It's rather difficult though to actually land three shots with a FG considering with a nitro you can zoom away enough that you only have to tank the second shot, but alright.
"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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IgniteableAura
Pro Hic Immortalis
1425
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Posted - 2014.07.24 19:24:00 -
[17] - Quote
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
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
24
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Posted - 2014.07.24 19:24:00 -
[18] - Quote
This is cool and all I think these changes are good but since all swarms will be firing four missiles only have you guys thought about a way to differentiate the assault swarms because the dual targeting function of it is pretty useless as it is and will be even more useless splitting off two missiles out of four despite the damage increase. One solution I have in mind for the assault swarm launcher is to keep its dual targeting however instead of splitting the missiles to the target it should fire a full volley to both targets and this would not be OP because both targets have to be within the reticle to be locked on to.
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Killar-12
The Exemplars Top Men.
3022
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Posted - 2014.07.24 19:26:00 -
[19] - Quote
Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. I agree Nerf Pythons, *flies away in Incubus* DUST fiend can keep doing whatever, Incubuses tank is better than pythons' gank
I am an Idiot, and so are you!
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2615
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Posted - 2014.07.24 19:30:00 -
[20] - Quote
Can their be a slight color difference between tiers so that a pilot recognizes when PRO swarms are coming and not militia, we could previously tell by missile count but now you will not be able to.
Tanker/Logi
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Cat Merc
Onslaught Inc RISE of LEGION
11243
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Posted - 2014.07.24 19:48:00 -
[21] - Quote
Killar-12 wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. I agree Nerf Pythons, *flies away in Incubus* DUST fiend can keep doing whatever, Incubuses tank is better than pythons' gank When it comes to dropships, speed tank is best tank. No amount of tank you can get will allow you to survive for more than a few volleys.
So the Python's higher speed and agility makes it ideal.
Feline overlord of all humans - CAT MERC
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iKILLu osborne
WarRavens Final Resolution.
111
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Posted - 2014.07.24 19:51:00 -
[22] - Quote
*lowering isk cost of ads *buffing ehp of ads *nerfing swarms
Yep time to take forge from lvl.4 to lvl.5 and start speccing profiency
"uh guys" "i got to go back to the mcc those 10 ads's made me crap my dropsuit"
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 19:57:00 -
[23] - Quote
Cat Merc wrote:JRleo jr wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. Every incubus has afterburnurs, doesn't get all wierd when hovering, looks better, and has constant regen... I told that to Fiend, apparently Pythons are still faster than an Incubus with an afterbrurner. Well that is just a damm lie Whoever is giving you this info is bullshitting you.
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 19:59:00 -
[24] - Quote
Xocoyol Zaraoul wrote:JRleo jr wrote:Have you seen pythons get wrecked? Swarms wreck them, forges 3 shot them, and swarms are mainly used on tanks I think. It's rather difficult though to actually land three shots with a FG considering with a nitro you can zoom away enough that you only have to tank the second shot, but alright. Not everyone uses afterburner on a python, which makes it weaker than a armor lav and weak as a shield lav, and I 3 shot pythons easy because I'm good.
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Pink fluffy unicorns
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Kevall Longstride
DUST University Ivy League
1483
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Posted - 2014.07.24 19:59:00 -
[25] - Quote
Swarms are and will continue to pretty much useless untill one thing is sorted.
Speed.
I've no problem with Dropships outmaneuvering a missile or using cover to protect themselves. That requires some skill from the pilots.
But outrunning them in a straight line race.... that is so moronicly stupid and pretty much is against all laws of aerodynamics and flight. And is really a pretty big immersion breaker.
Make them be able to tank a missile salvo by all means, make them more nimble to dodge 'em but out run them? No way.
If the Dropships really did have a greater power to weight ratio than a bleeding missile then the acceleration G-Forces would be spreading the pilots like a chunky salsa dip all over the back wall of the cockpit!!!!!!
Sort that out and most swarm users will be happy. I know I will.
CPM1 Candidate
CEO of DUST University
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 20:00:00 -
[26] - Quote
Cat Merc wrote:Killar-12 wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. I agree Nerf Pythons, *flies away in Incubus* DUST fiend can keep doing whatever, Incubuses tank is better than pythons' gank When it comes to dropships, speed tank is best tank. No amount of tank you can get will allow you to survive for more than a few volleys. So the Python's higher speed and agility makes it ideal. Uh huh, while every incubus fitting has afterburner and it's more stable.
Max level brony.
Pink fluffy unicorns
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Dustbunny Durrr
ReD or DeaD
246
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Posted - 2014.07.24 20:05:00 -
[27] - Quote
Benjamin Ciscko wrote:Can their be a slight color difference between tiers so that a pilot recognizes when PRO swarms are coming and not militia, we could previously tell by missile count but now you will not be able to.
That's actually a very good point. Different color missile trails? |
Dustbunny Durrr
ReD or DeaD
246
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Posted - 2014.07.24 20:08:00 -
[28] - Quote
lowering ADS cost, + AV nerf (slight swarms) + DS HP buff.
It seems like you have too many moving parts at once. Any one of these change, may be fine, but combining them all at once seems like it COULD lead to an overpowered FOTM.
Just my $.02 |
Kevall Longstride
DUST University Ivy League
1484
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Posted - 2014.07.24 20:14:00 -
[29] - Quote
Dustbunny Durrr wrote:lowering ADS cost, + AV nerf (slight swarms) + DS HP buff.
It seems like you have too many moving parts at once. Any one of these change, may be fine, but combining them all at once seems like it COULD lead to an overpowered FOTM.
Just my $.02
I agree. There are too many variables being altered in one go here and I've been around long enough to know that doing that has never, ever worked out well in Dust.
CPM1 Candidate
CEO of DUST University
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Evan Gotabor
Prima Gallicus
47
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Posted - 2014.07.24 20:18:00 -
[30] - Quote
WHAT ? Reduce the swarm proto ? Give a buff to ADS ?
For the moment, python and incubus reflect two kind of fight style : Python : - powerful DPS against both infantry and vehicles (with skills point) BUT as a counterpart, it can't camp a position too long to provide cover and support. Except if the pilot want to be destroyed Incubus : - powerful DPS against vehicles only and master of dogfight, - flying an incubus with a missile launcher can provide support and cover for infantry over the time, but don't have a good DPS.
With the modifications, the main problem I see is that the python would be allow a greater time to hover over a position and fire at will. Making the less harmfull incubus loose it's position as heavy close range support. Which leave us with a problem. For a player that is full skilled in incubus. Will it be completely unable to do support work except by killing vehicles (which is it's main speciality). While a python would be able to fulfill both tasks ?
I have begin to play with python, and a shield buff is clearly needed, but in order to give the incubus the possibility to support infantry, would it be possible for the rail turret to become like the plasma cannon ? By that, I mean heavy damages for the main hit, but with a SLIGHT area damages ; not enough to kill infantry without a precise shot, but effective enough to quickly destroy equipments ? As a counterpart for those area damages, a nerf of the main damages would be needed so it would not become more effective against vehicles than it is already.
Another thing, why are proto swarm being inferior than they are already ? Except if you intend to increase their range to at least 200m, why do you nerf the damages when a forge gun deal more damages AND have twice the range of the current swarm. Yeah, I know, the swarm have an auto aim yes, but remember that the missiles often hit buildings, and because dropships with afterburners can outrange missiles where a forge gun projectile can't be outspeed (except in case of bad aim).
Incubus pilot
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