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Monkey MAC
Rough Riders..
3190
|
Posted - 2014.07.31 15:12:00 -
[301] - 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.
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..
3190
|
Posted - 2014.07.31 15:33:00 -
[302] - 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.
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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Apothecary Za'ki
Biomass Positive
193
|
Posted - 2014.07.31 15:35:00 -
[303] - Quote
CCP Logibro wrote:Hey guys So for Hotfix Charlie, we'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. Difference at most between current prototype damage and new prototype damage is less than 100 damage (2x Complex Damage Mods, Minmatar Commando, max skills). Standard and Advanced both have an increase in base damage. 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 cant help but feel after swarms get buffed again PLC is going to be the red headed stepchild once more... Can you Address/balance PLC again after swarms.. some issues are..
ammo amount 1+5 seems low for a dumb fire non lock-on weapon.. maybe 1+6 to 1+8 before ammo skills would be better.
the arc of trajectory is a bit too steep
reload speed probably better on assault suits with reload speed but havnt tested there yet as i use plc with ar on commando
speed of which the projectile travels i think it needs to be doubled..
Logibro in training.
Weapon Damage Profiles Quick List
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JRleo jr
Xer Cloud Consortium
159
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Posted - 2014.07.31 20:44:00 -
[304] - Quote
Apothecary Za'ki wrote:CCP Logibro wrote:Hey guys So for Hotfix Charlie, we'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. Difference at most between current prototype damage and new prototype damage is less than 100 damage (2x Complex Damage Mods, Minmatar Commando, max skills). Standard and Advanced both have an increase in base damage. 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 cant help but feel after swarms get buffed again PLC is going to be the red headed stepchild once more... Can you Address/balance PLC again after swarms.. some issues are.. ammo amount 1+5 seems low for a dumb fire non lock-on weapon.. maybe 1+6 to 1+8 before ammo skills would be better. the arc of trajectory is a bit too steep reload speed probably better on assault suits with reload speed but havnt tested there yet as i use plc with ar on commando speed of which the projectile travels i think it needs to be doubled..
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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JRleo jr
Xer Cloud Consortium
159
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Posted - 2014.07.31 20:48:00 -
[305] - Quote
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?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Monkey MAC
Rough Riders..
3192
|
Posted - 2014.08.01 01:10:00 -
[306] - 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.
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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JRleo jr
Xer Cloud Consortium
161
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Posted - 2014.08.01 01:23:00 -
[307] - Quote
Monkey MACMonkey MAC wrote:JRleo jr wrote:Atiim wrote:[quote=JRleo jr wrote: 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.[/quote] 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.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Monkey MAC
Rough Riders..
3193
|
Posted - 2014.08.01 01:52:00 -
[308] - 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.
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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Stile451
Red Star. EoN.
349
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Posted - 2014.08.01 02:42:00 -
[309] - Quote
I have a few ideas - I'm not sure if they have merit and would like some input:
1. Make damage inversely proportional to flight time and double the flight time - if the swarm travels zero meters it does 1.25x damage, if it travels the current distance it does 1x damage(the distance it takes to blow up without hitting anything), if it travels double the distance it does 0.75x damage. Beyond this it loses thrust and drops to the ground becoming a bomb(not necessary except for the rare laugh at the totally random kill/death - similar to getting hit by the inter-mcc missiles or a null cannon missile while in a dropship - inertia will likely take most of these bombs outside the play area). I believe this will benefit sneak attacks and make low flying dropships think twice(it's existence would be a good deterrent).
2. I think the main problem people have with the Python buff is that there is no long range AV weapon with a bias toward shield damage. Creating a laser based swarm variant that fires a high damage low distance single shot laser at it's target when in range would work - basically a laser attached to the missile instead of a warhead(it would do +20% damage vs shields and -20% damage vs armor). I don't think it's in line with lore to switch profiles on a variant but we have to work with what we have. |
JRleo jr
Xer Cloud Consortium
163
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Posted - 2014.08.01 02:50:00 -
[310] - Quote
Monkey MAC wrote: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. 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.[/quote wrote:
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.
Max level brony.
Pink fluffy unicorns
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Best song evar.
|
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Kratek Heshan
United Colonial Empire Army Freek Alliance
70
|
Posted - 2014.08.01 06:01:00 -
[311] - Quote
finally swarm are ripping galdari tanks and dropships |
Monkey MAC
Rough Riders..
3196
|
Posted - 2014.08.01 12:30:00 -
[312] - 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.
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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Adipem Nothi
Nos Nothi
3484
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Posted - 2014.08.01 13:59:00 -
[313] - Quote
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.
2. We simply sacrifice too much for that kind of power.
3. 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 a dedicated AVer. If my tools don't work, I will not use them. There's nothing fun about chasing an HAV or ADS around the map for an entire match.
2. If a vehicle is farming my teammates, I will sacrifice everything to chase it away. Or I'll back out of the match.
3. Bullsh*t. No ADS has ever been wrecked by two volleys.
Shoot scout with yes...
- Ripley Riley
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Hawkin P
Molon Labe. General Tso's Alliance
445
|
Posted - 2014.08.01 14:49:00 -
[314] - Quote
Just when you thought Swarm Launchers couldn't be more Sh*t
Why don't you spend you time fixing the broken assault suits, and stop breaking more weapons. I hear the Plasma cannon and Flaylock the are way too OP why don't you nerf them some more. |
Monkey MAC
Rough Riders..
3205
|
Posted - 2014.08.01 16:56:00 -
[315] - 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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Atiim
Onslaught Inc RISE of LEGION
11162
|
Posted - 2014.08.01 17:03:00 -
[316] - Quote
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.
Amarrians have Fashion Sense, Matari have Common Sense.
But in DUST Caldari have all the things!
-HAND
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Monkey MAC
Rough Riders..
3205
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Posted - 2014.08.01 17:51:00 -
[317] - 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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Temias Mercurial
Knights Of Ender RISE of LEGION
142
|
Posted - 2014.08.01 20:38:00 -
[318] - Quote
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 flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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JRleo jr
Xer Cloud Consortium
165
|
Posted - 2014.08.01 20:48:00 -
[319] - Quote
Monkey MACMonkey MAC wrote:JRleo jr wrote:Monkey MAC wrote:[quote=JRleo jr wrote: 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.[/quote] Well, swarms aren't the only av...so forges and rails wreck pythons...and incubus has some shields to cover them and no dekay to regen, helps a tad. And even with a hardener, trust me the python will be far from invincible.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Jace Silencerwolf
Outcasts For Hire
5
|
Posted - 2014.08.01 20:56:00 -
[320] - Quote
lol I have seen a lot of armor ads running with 3500-3850 armor so do your math again with those numbers |
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Echo 1991
WarRavens Final Resolution.
386
|
Posted - 2014.08.01 21:38:00 -
[321] - Quote
Temias Mercurial 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 flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player. I have done both. All an ads needs is an afterburner and it can get clear of AV in seconds. If you decide to stay in an area where av is you deserve to be blown up. |
Temias Mercurial
Knights Of Ender RISE of LEGION
142
|
Posted - 2014.08.01 21:47:00 -
[322] - Quote
Jace Silencerwolf wrote:lol I have seen a lot of armor ads running with 3500-3850 armor so do your math again with those numbers
By that point you're slow as sh*t and probably don't have a rep, or if they do, it's only about 25 rep a second.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Zindorak
1.U.P
217
|
Posted - 2014.08.01 21:47:00 -
[323] - Quote
Echo 1991 wrote:Temias Mercurial 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 flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player. I have done both. All an ads needs is an afterburner and it can get clear of AV in seconds. If you decide to stay in an area where av is you deserve to be blown up. Thats what i like there is a safe zone for us to recooperate
Master of the Scrambler Pistol. Carthum Assault ScP <3
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JRleo jr
Xer Cloud Consortium
165
|
Posted - 2014.08.01 22:03:00 -
[324] - Quote
Echo 1991 wrote:Temias Mercurial 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 flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player. I have done both. All an ads needs is an afterburner and it can get clear of AV in seconds. If you decide to stay in an area where av is you deserve to be blown up. Every tim people bring up an afterburner I'm just going to ignore thier posts, so stop saying "but afterburner herp derp"
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Echo 1991
WarRavens Final Resolution.
386
|
Posted - 2014.08.01 22:49:00 -
[325] - Quote
JRleo jr wrote:Echo 1991 wrote:Temias Mercurial 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 flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player. I have done both. All an ads needs is an afterburner and it can get clear of AV in seconds. If you decide to stay in an area where av is you deserve to be blown up. Every tim people bring up an afterburner I'm just going to ignore thier posts, so stop saying "but afterburner herp derp" Why? because you think a DS should be able to tank as much as a tank? It can fly for heavens sake, you can go anywhere on the map and avoid any AV so easily. |
JRleo jr
Xer Cloud Consortium
167
|
Posted - 2014.08.01 22:55:00 -
[326] - Quote
Echo 1991 wrote:Echo 1991 wrote:Temias Mercurial wrote:Atiim wrote:JRleo jr wrote: May I see the video and statistics behind this conclusion, or are we trying to use invalid anecdotes again?
How about flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player. I have done both. All an ads needs is an afterburner and it can get clear of AV in seconds. If you decide to stay in an area where av is you deserve to be blown up. Every tim people bring up an afterburner I'm just going to ignore thier posts, so stop saying "but afterburner herp derp" Why? because you think a DS should be able to tank as much as a tank? It can fly for heavens sake, you can go anywhere on the map and avoid any AV so easily. Dropships can't tank like an hav, thier weak spot is easier to hit and an incubus weakspot is so easy to hit, not all dropships use an ab, nor should you balance av based on 1 module.
And av can attack us anytime before we have our hardeners up if we have one fitted.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Echo 1991
WarRavens Final Resolution.
387
|
Posted - 2014.08.01 23:00:00 -
[327] - Quote
AV cant hit you whenever though, the furthest away any AV weapon can reach is 300m and thats just the forge gun. and AV isnt balanced around one module, fit a booster/extender, hardener and afterburner and see how often you die if get the hell out of an area when AV shoots you. |
Atiim
Onslaught Inc RISE of LEGION
11170
|
Posted - 2014.08.01 23:00:00 -
[328] - Quote
Temias Mercurial wrote: How about flying a Python yourself and seeing the other side of the coin... the argument of AV and dropships is getting so annoying when people are not aware of the perspective of the other player.
I've been operating Pythons and Incubi for months now, and I'm well aware of the V/AV scene from the pilot's perspective.
And from my experience, I can honestly tell you that the Python's ability to easily evade AV within a very short period of time, coupled with the RoF and DPS the turrets have with ADS Operation means that it needs no HP buff.
No role in the game should ever have all 3 attributes of combat (being 'Tank', Speed, and DPS).
-HAND
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JRleo jr
Xer Cloud Consortium
167
|
Posted - 2014.08.01 23:04:00 -
[329] - Quote
Echo 1991 wrote:AV cant hit you whenever though, the furthest away any AV weapon can reach is 300m and thats just the forge gun. and AV isnt balanced around one module, fit a booster/extender, hardener and afterburner and see how often you die if get the hell out of an area when AV shoots you. Um you do realize that we can't see av unless it's around 75m, right? They can easily surprise any airborne vehicle, and swarms and forges knock around the python so damm much.
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
|
Echo 1991
WarRavens Final Resolution.
387
|
Posted - 2014.08.01 23:06:00 -
[330] - Quote
JRleo jr wrote:Echo 1991 wrote:AV cant hit you whenever though, the furthest away any AV weapon can reach is 300m and thats just the forge gun. and AV isnt balanced around one module, fit a booster/extender, hardener and afterburner and see how often you die if get the hell out of an area when AV shoots you. Um you do realize that we can't see av unless it's around 75m, right? They can easily surprise any airborne vehicle, and swarms and forges knock around the python so damm much. Dont talk crap because yes you can see it, i know you can. If they are firing behind you thats a different story and maybe why you cant see it |
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