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Thread Statistics | Show CCP posts - 10 post(s) |
Jadd Hatchen
Kinda New here
633
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Posted - 2014.07.24 20:20:00 -
[31] - Quote
Kevall Longstride wrote: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.
Yes this is the real issue with using swarms... they shouldn't be as slow as they are when used against air vehicles. I still believe in creating two types of swarm launchers:
Anti-Air - Very fast missiles with lower damage Anti-Ground - Slow missiles (like now) with higher damage
Both types would be able to lock onto and shoot at both air and ground vehicles, but the anti-air versions wouldn't do much damage versus tanks due to their lower volley damage and the anti-ground version wouldn't hit a dropship in most cases because the dropship could outrun them.
Stop trying to make one tool to fit them all and that sucks. Make the right tool for the right job.
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CCP Logibro
C C P C C P Alliance
8715
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Posted - 2014.07.24 20:22:00 -
[32] - Quote
We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships.
If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things.
Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread.
(And again, I'm not CCP Rattati! )
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Kevall Longstride
DUST University Ivy League
1484
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Posted - 2014.07.24 20:25:00 -
[33] - Quote
CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) would also be on the table if these changes improve things. (And again, I'm not CCP Rattati! )
Off topic but an EM AV grenade would be VERY welcome.
CPM1 Candidate
CEO of DUST University
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6416
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Posted - 2014.07.24 20:26:00 -
[34] - Quote
Kevall Longstride wrote:CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) would also be on the table if these changes improve things. (And again, I'm not CCP Rattati! ) Off topic but an EM AV grenade would be VERY welcome.
So a homing flux?
Useful Links
Aeon Amadi for CPM1
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Kevall Longstride
DUST University Ivy League
1484
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Posted - 2014.07.24 20:28:00 -
[35] - Quote
Basically yes..
CPM1 Candidate
CEO of DUST University
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The dark cloud
The Rainbow Effect
3685
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Posted - 2014.07.24 20:29:00 -
[36] - Quote
If you are allready at it could you please find a usable function for assault swarm launchers? Beeing aible to lock 2 targets is not really helpfull. Maybe faster lock on or better range or you could make it so that it is the only swarm launcher that has unguided missiles.
Basically a shotgun av which works only up close vs vehicles but not against infantry. That could make it a viable option for sneaky scouts that get up close to a tank and quickly unleash 3 swarm volleys. Like in the old days where you could dumbfire it. |
wripple
WarRavens Final Resolution.
193
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Posted - 2014.07.24 20:31:00 -
[37] - Quote
So any word on finally fixing the ADS bugs, ie. zoom glitch, illogical collision damage (Python insta-death at 10m/s and Incubus invincibility when ramming), or perhaps some stability and rendering fixes so that when my system lags from trying to render everything I don't loose half my thrust. |
JIMvc2
UNREAL WARRIORS
188
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Posted - 2014.07.24 20:33:00 -
[38] - 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. My python can take more than 3 shots. :p
MAG Raven vet 7 times. Favorite weapon F90 and Highest Kills 78 and 23 deaths.
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CCP Logibro
C C P C C P Alliance
8717
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Posted - 2014.07.24 20:35:00 -
[39] - Quote
The dark cloud wrote:If you are allready at it could you please find a usable function for assault swarm launchers? Beeing aible to lock 2 targets is not really helpfull. Maybe faster lock on or better range or you could make it so that it is the only swarm launcher that has unguided missiles.
Basically a shotgun av which works only up close vs vehicles but not against infantry. That could make it a viable option for sneaky scouts that get up close to a tank and quickly unleash 3 swarm volleys. Like in the old days where you could dumbfire it.
We're holding off making changes to the Assault Swarm Launcher while we wait to see what the changes we have lined up bring. Fixing them so that they're actually useful is on our to do list.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Constable Jones
3dge of D4rkness
26
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Posted - 2014.07.24 20:36:00 -
[40] - Quote
I am utterly sick of the suggestion that Swarm Launchers are getting nerfed.
I've been running Caldari Commando since day one, never run anything more than an ADV Swarm, but have run them on 95% of my clones. Never felt they were underpowered. (Sure, they may not kill dropships, but they regularly net me 150+ WP from damage in an encounter, whilst driving them off and keeping my teammates alive.)
And now they are BETTER. Assuming these changes stick, I'll be able to drop my Damage Modifier and be causing more damage than I am currently, which means even faster shield regen for my all-comers suit.
Anyway, back on-topic of responding to the OP suggestions:
Great ideas, Logibro! (See, some of us can tell you aren't Rattati :-P) Normalising the Swarm damage around the ADV tier is a definite first step- the progression is far too high currently, but balancing STD and ADV to be closer to current PRO would render Swarms overpowered due to the sheer mass of low-level attacks able to be pulled out by players barely skilled into Swarm Launchers.
As for the extra spare capacity, THANK YOU OH SO MUCH! Simple, yet effective. No direct difference to the Vehicle/Swarm kill ratio, but it allows me a chance at pushing off multiple DSs before having to drop a hive or go in search of ammo. |
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S-PANZA
Expert Intervention Caldari State
6
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Posted - 2014.07.24 20:37:00 -
[41] - 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
A decent pilot will bolt / duck behind structures or both after the first hit. Its when more than 1 AVer focusing on the same dropship that AV becomes a problem for ADS. The only easy AV kills are when ADS hover and take whatever comes without evading. Flying an ADS shouldnt be worry free.
I agree that if changes are coming , its best not to nerf one and buff the other in one shot. Do the swarm changes and see what the effect will be. Reduce ADS prices if need be. |
Doc DDD
TeamPlayers
248
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Posted - 2014.07.24 21:00:00 -
[42] - Quote
the changes look good, more likely to get killed by standard or advanced swarms now
i'm guessing incubus will still be able to ram a python and fly away sustaining little damage itself.
closer ehp values willl really help |
Cat Merc
Onslaught Inc RISE of LEGION
11247
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Posted - 2014.07.24 21:25:00 -
[43] - Quote
CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) WHY are you reducing the HP gap? Their mobility is hugely better, and they have a killing machine for a weapon.
Best anti infantry weapon by far.
Feline overlord of all humans - CAT MERC
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MINA Longstrike
1055
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Posted - 2014.07.24 21:33:00 -
[44] - Quote
CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! )
Swarms are already *insanely fast* rattati. Half the reason that people complain about dropships is because swarms are so fast that most pilots feel the only consistently viable option to get away from swarms or forges is an afterburner, it makes the need for an afterburner a completely ubiquitous thing - you must have one to either accelerate out of swarm range or break your relatively linear momentum vs forges or you will be throwing your isk investment away.
There are a few changes that need to be made here (and I imagine I'm going to get some flames for this) but swarms need to be slowed down slightly: Yes I know this sounds completely crazy, but I pose the question "How many MLT / STD dropships have you seen escape from swarms without an afterburner? It's not easy to do without an afterburner even on an assault dropship", this first change makes the 'need' for an afterburner less ubiquitous, to compensate maybe swarms can have higher lock ranges or travel distances.
The second change is that afterburner cooldown times need to be increased to about 40 seconds for basic, 35 for advanced and 30 seconds at proto, this means that while using your afterburner to break linear travel vs forges or accelerate from swarms is still a valid choice it becomes an actual choice you can engage this module to get away, but it will be on cooldown for a while - you can fit one with less cooldown but it will take more fitting space.
The third thing is some serious changes need to be made to ground vehicle propulsion modules, in far too many cases I see tanks hit that button and just drive back and forth as fast as possible to dodge tons of fire, or simply drive away as fast as possible, these things shouldn't affect momentum so much.
tl;dr Swarms need to be slowed down so that fitting an afterburner isn't a complete necessity, afterburners need increased cooldowns.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Dustbunny Durrr
ReD or DeaD
248
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Posted - 2014.07.24 21:39:00 -
[45] - Quote
MINA Longstrike wrote:CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) Swarms are already *insanely fast* rattati. Half the reason that people complain about dropships is because swarms are so fast that most pilots feel the only consistently viable option to get away from swarms or forges is an afterburner, it makes the need for an afterburner a completely ubiquitous thing - you must have one to either accelerate out of swarm range or break your relatively linear momentum vs forges or you will be throwing your isk investment away. There are a few changes that need to be made here (and I imagine I'm going to get some flames for this) but swarms need to be slowed down slightly: Yes I know this sounds completely crazy, but I pose the question "How many MLT / STD dropships have you seen escape from swarms without an afterburner? It's not easy to do without an afterburner even on an assault dropship", this first change makes the 'need' for an afterburner less ubiquitous, to compensate maybe swarms can have higher lock ranges or travel distances. The second change is that afterburner cooldown times need to be increased to about 40 seconds for basic, 35 for advanced and 30 seconds at proto, this means that while using your afterburner to break linear travel vs forges or accelerate from swarms is still a valid choice it becomes an actual choice you can engage this module to get away, but it will be on cooldown for a while - you can fit one with less cooldown but it will take more fitting space. The third thing is some serious changes need to be made to ground vehicle propulsion modules, in far too many cases I see tanks hit that button and just drive back and forth as fast as possible to dodge tons of fire, or simply drive away as fast as possible, these things shouldn't affect momentum so much. tl;dr Swarms need to be slowed down so that fitting an afterburner isn't a complete necessity, afterburners need increased cooldowns.
I agree that the afterburner recharges too quickly, and there is no real 'choice' when using it. Currently, the answer is "of course you use it, it will be available again soon".
As for tank propulsion mods, I have no problem with them gaining forward momentum, their max momentum backwards should be limited however. Therefore, you would have tactics when positioning a tank, or tactics of flanking a tank. |
Adipem Nothi
Nos Nothi
3271
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Posted - 2014.07.24 22:19:00 -
[46] - Quote
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 is 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
Shoot scout with yes...
- Ripley Riley
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The dark cloud
The Rainbow Effect
3685
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Posted - 2014.07.24 22:33:00 -
[47] - Quote
MINA Longstrike wrote:CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) Swarms are already *insanely fast* rattati. Half the reason that people complain about dropships is because swarms are so fast that most pilots feel the only consistently viable option to get away from swarms or forges is an afterburner, it makes the need for an afterburner a completely ubiquitous thing - you must have one to either accelerate out of swarm range or break your relatively linear momentum vs forges or you will be throwing your isk investment away. There are a few changes that need to be made here (and I imagine I'm going to get some flames for this) but swarms need to be slowed down slightly: Yes I know this sounds completely crazy, but I pose the question "How many MLT / STD dropships have you seen escape from swarms without an afterburner? It's not easy to do without an afterburner even on an assault dropship", this first change makes the 'need' for an afterburner less ubiquitous, to compensate maybe swarms can have higher lock ranges or travel distances. The second change is that afterburner cooldown times need to be increased to about 40 seconds for basic, 35 for advanced and 30 seconds at proto, this means that while using your afterburner to break linear travel vs forges or accelerate from swarms is still a valid choice it becomes an actual choice you can engage this module to get away, but it will be on cooldown for a while - you can fit one with less cooldown but it will take more fitting space. The third thing is some serious changes need to be made to ground vehicle propulsion modules, in far too many cases I see tanks hit that button and just drive back and forth as fast as possible to dodge tons of fire, or simply drive away as fast as possible, these things shouldn't affect momentum so much. tl;dr Swarms need to be slowed down so that fitting an afterburner isn't a complete necessity, afterburners need increased cooldowns. You are so going to burn in hell for that. |
Baal Omniscient
Onslaught Inc RISE of LEGION
2000
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Posted - 2014.07.24 22:38:00 -
[48] - 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 I'm all for buffing the ADS's a bit in order to make them more survivable against all AV (since all AV is a bit OP v an ADS atm). However.... swarms v tanks and LAV's are in a really good place right now on normal suits. Pulling the damage back might make the commando the ONLY suit worth running swarms on, and no-one wants that.
Is there no way to reduce the damage bonus the Commando gets to swarms without messing up it's other weapons? As a Minmando user, I would rather my entire explosive bonus be dropped to 1%-1.5% rather than making the swarms unusable on my non-commando suits.
Additionally, is there any way we can see all commando's getting a bonus to all light AV weapons? Might make the skill easier to adjust if the swarms stop being counted as explosive and started counting as AV, would also lend a lot more utility to the other commando suits..
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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JRleo jr
Xer Cloud Consortium
115
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Posted - 2014.07.24 23:06:00 -
[49] - Quote
Baal Omniscient wrote: Edit: would it be possible to instead add a second high to the Incubus and an additional high to the python with a suitable increase to pg/cpu? This would allow pilots an extra slot for their afterburner without having to sacrifice their survivability for it, or allow them to tank some additional eHP.
http://fc06.deviantart.net/fs70/f/2012/147/f/3/we__ll_bang__okay__by_emeraldyuna123-d5190ya.jpg
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Will Driver
Horizons' Edge Proficiency V.
186
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Posted - 2014.07.24 23:13:00 -
[50] - Quote
I think re-tiering swarm damage is a good thing, but ultimately swarms are so under powered it will make little difference.
Buffs to dropships at the same time are totally unnecessary and uncalled for, not to mention the idea of making them dirt cheap. Did you learn nothing from militia tanks, do you consider that a success? Nobody else does.
Nerf to Minmando is uncalled for. Even with Minmando, swarms are mostly just for show. What difference does the extra ammo make, you can't stay alive in one (ineffective) swarm suit long enough to make use of it. Are all the other Commando suits losing their weapon bonuses?
Derpship514. Good luck with that.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
76
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Posted - 2014.07.24 23:14:00 -
[51] - Quote
CommanderBolt wrote: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. HE'S LOGIBRO. GIVE THE MAN SOME CREDIT.
"AHAHAHAHAA, I TELEPORTED BREAD!!!"
-Soldier 2014
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CCP Logibro
C C P C C P Alliance
8723
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Posted - 2014.07.24 23:22:00 -
[52] - Quote
Will Driver wrote:I think re-tiering swarm damage is a good thing, but ultimately swarms are so under powered it will make little difference.
Buffs to dropships at the same time are totally unnecessary and uncalled for, not to mention the idea of making them dirt cheap. Did you learn nothing from militia tanks, do you consider that a success? Nobody else does.
Nerf to Minmando is uncalled for. Even with Minmando, swarms are mostly just for show. What difference does the extra ammo make, you can't stay alive in one (ineffective) swarm suit long enough to make use of it. Are all the other Commando suits losing their weapon bonuses?
Derpship514. Good luck with that.
There's no change to the Commando suit bonuses as part of this change.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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KEROSIINI-TERO
The Rainbow Effect
1173
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Posted - 2014.07.24 23:40:00 -
[53] - Quote
CCP Logibro wrote:
OP POST
All sounds good!
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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The dark cloud
The Rainbow Effect
3685
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Posted - 2014.07.24 23:59:00 -
[54] - Quote
Swarms do work and can take out vehicles of all sorts. I for example use them on a gallente scout to avoid infantry and start AV'ing when im out sight of hostiles. |
CHANCEtheChAn
0uter.Heaven
614
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Posted - 2014.07.25 00:08:00 -
[55] - 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 My main problem with this is that the Basic/Adv swarm damage may have been buffed a little too well (Not saying they didnt need a buff to begin with)
Basically you can run a Basic swarm launcher with lv5 proficiency and do almost as well as a proto swarm launcher with 0 efficiency, basically making it so that you can run the much cheaper basic variant, and with high skills, can perform very well anti-AV with minimum ISK loss
Also I fear for the loss of Armor tanks and ADS in pubs, as they are already a dying breed due to swarm launcher damage
Now even more so with increased damage at lower tiers
I think armor reps are gonna have to go back up to near Pre-Alpha/Bravo levels for Armor vehicles to be effective again after this...
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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Baal Omniscient
Onslaught Inc RISE of LEGION
2008
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Posted - 2014.07.25 00:42:00 -
[56] - Quote
CHANCEtheChAn wrote:I think armor reps are gonna have to go back up to near Pre-Alpha/Bravo levels for Armor vehicles to be effective again after this...
I can see possibly plates getting a buff, but reps? A wyrikomi prof. 5 can still JUST keep up with a triple rep stacked maddy's regen as it is, we don't need to break the rep cycle balance again.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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KEROSIINI-TERO
The Rainbow Effect
1173
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Posted - 2014.07.25 00:45:00 -
[57] - Quote
MINA Longstrike wrote:CCP Logibro wrote:We're of half a mind to hold back a little bit on the Dropship HP buff, but there will be at least some extra HP for the Caldari dropships to help close the gap in EHP between them and the Gallente dropships. If swarm vs dropship combat looks better after this change, we can look into things like increasing swarm speed and reducing swarm maneuverability. Just don't want to change too many moving parts at once. Things like an EM swarm launcher (same damage, flipped damage profile) and the anti-dropship (faster missiles) would also be on the table if these changes improve things. Weapons for dropships are a bit of a different topic, though we are making changes to the small blaster. Details for that will come in another topic, so I would ask you put your discussion there or in a new thread. (And again, I'm not CCP Rattati! ) Swarms are already *insanely fast* rattati. Half the reason that people complain about dropships is because swarms are so fast that most pilots feel the only consistently viable option to get away from swarms or forges is an afterburner, it makes the need for an afterburner a completely ubiquitous thing - you must have one to either accelerate out of swarm range or break your relatively linear momentum vs forges or you will be throwing your isk investment away. There are a few changes that need to be made here (and I imagine I'm going to get some flames for this) but swarms need to be slowed down slightly: Yes I know this sounds completely crazy, but I pose the question "How many MLT / STD dropships have you seen escape from swarms without an afterburner? It's not easy to do without an afterburner even on an assault dropship", this first change makes the 'need' for an afterburner less ubiquitous, to compensate maybe swarms can have higher lock ranges or travel distances. The second change is that afterburner cooldown times need to be increased to about 40 seconds for basic, 35 for advanced and 30 seconds at proto, this means that while using your afterburner to break linear travel vs forges or accelerate from swarms is still a valid choice it becomes an actual choice you can engage this module to get away, but it will be on cooldown for a while - you can fit one with less cooldown but it will take more fitting space. The third thing is some serious changes need to be made to ground vehicle propulsion modules, in far too many cases I see tanks hit that button and just drive back and forth as fast as possible to dodge tons of fire, or simply drive away as fast as possible, these things shouldn't affect momentum so much. tl;dr Swarms need to be slowed down so that fitting an afterburner isn't a complete necessity, afterburners need increased cooldowns.
-1 for this post. We need to have the swarms fast AND clumsy - so that with skillful maneuvering they can overshoot and therefore maybe miss.
Also, currently swarms can be evaded by terrain and buildings. Only bad thing is that sometimes swarms still bend around corners...
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
48
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Posted - 2014.07.25 00:46:00 -
[58] - Quote
YASSSSSS!!!
SPAWN.KILL.DIE.RESPAWN.
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Cody Sietz
SVER True Blood Dark Taboo
3688
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Posted - 2014.07.25 00:54:00 -
[59] - Quote
I like the new changes(SL user since Crome with prof )
The std will actually be usable and the advanced looks pretty good, it's a shame the Proto had to lose some dmg but if it's for balance I can understand. Now can we make assault swarms less useless? Maybe give them 10 missiles per volley with lower dmg? Or just lower the dmg and give them a longer range then current SLs.
Also, why buff base health for Assault dropships? It seems...unneeded, that's just my opinion.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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JRleo jr
Xer Cloud Consortium
118
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Posted - 2014.07.25 01:28:00 -
[60] - Quote
Cody Sietz wrote:I like the new changes(SL user since Crome with prof )
The std will actually be usable and the advanced looks pretty good, it's a shame the Proto had to lose some dmg but if it's for balance I can understand. Now can we make assault swarms less useless? Maybe give them 10 missiles per volley with lower dmg? Or just lower the dmg and give them a longer range then current SLs.
Also, why buff base health for Assault dropships? It seems...unneeded, that's just my opinion. Ever use a python?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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