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Thread Statistics | Show CCP posts - 10 post(s) |
Peregrinuus
5
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Posted - 2014.07.25 18:53:00 -
[91] - Quote
Atiim wrote:I fail to see how Swarm Launchers were overpowered, even with the Matari Commando. Since Proficiency Skills don't effect Anti-Shield Damage, the highest amount of damage against shields your volleys could reach is 1277HP. And to do that, you would need to Stack 2 Complex Damage Modifiers, which in turn removes any and all defenses your Dropsuit has, as your 'tank' came from your dual High-Slots. Assuming a Pilot plays defensively and runs Shield Hardener (like they should), that would lower the Volley to 776HP, making the TTK against Shielded Vehicles: Python = 4 Volleys (7.5s) Myron = 4 Volleys (7.5s) Gunnlogi = 6 Volleys (9.6s) This is already extremely generous given the amount of time vehicles have to evade a Swarm Launcher's lock range. With that in mind, I don't see why Swarm Launchers needed a nerf, or why Dropships needed a buff. Let alone both at the same time. Quit your yapping and whining! Swarms are anti-armor, not anti-shield. They should be worse at killing shield vehicles than armor. It's like asking for the LR or ScR to wreck armor as well as it wrecks shield.
And also, SL got buffed at standard and advanced levels. What more do you want? Kill everything in sight without reloading? I'm already having a good time using standard swarms and AV grenades against Sicas and Somas (and I can even pose a threat to Madrugars that are fitted properly). I don't expect to be able to take out Gunnlogis and Madrugars though because I only use standard, though I still try my best to pull some +75 damage points.
Hi.
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headbust
SVER True Blood Dark Taboo
100
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Posted - 2014.07.25 19:14:00 -
[92] - Quote
Peregrinuus wrote:Atiim wrote:I fail to see how Swarm Launchers were overpowered, even with the Matari Commando. Since Proficiency Skills don't effect Anti-Shield Damage, the highest amount of damage against shields your volleys could reach is 1277HP. And to do that, you would need to Stack 2 Complex Damage Modifiers, which in turn removes any and all defenses your Dropsuit has, as your 'tank' came from your dual High-Slots. Assuming a Pilot plays defensively and runs Shield Hardener (like they should), that would lower the Volley to 776HP, making the TTK against Shielded Vehicles: Python = 4 Volleys (7.5s) Myron = 4 Volleys (7.5s) Gunnlogi = 6 Volleys (9.6s) This is already extremely generous given the amount of time vehicles have to evade a Swarm Launcher's lock range. With that in mind, I don't see why Swarm Launchers needed a nerf, or why Dropships needed a buff. Let alone both at the same time. Quit your yapping and whining! Swarms are anti-armor, not anti-shield. They should be worse at killing shield vehicles than armor. It's like asking for the LR or ScR to wreck armor as well as it wrecks shield. And also, SL got buffed at standard and advanced levels. What more do you want? Kill everything in sight without reloading? I'm already having a good time using standard swarms and AV grenades against Sicas and Somas (and I can even pose a threat to Madrugars that are fitted properly). I don't expect to be able to take out Gunnlogis and Madrugars though because I only use standard, though I still try my best to pull some +75 damage points. y dont u quit using an alt an hop on ur main. if u would read there is no whining there it was just facts and him stating the obvious u dont nerf one thing then buff the thing it was against this is the problem we have always had . usually one gets over done. if u wanna reply to me then get on ur main coward.
a scout = once you turn your back on me you'll never be able to look back
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Monkey MAC
Rough Riders..
3136
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Posted - 2014.07.25 19:29:00 -
[93] - Quote
Looks good to me, the nerf at proto isn't much so I'm not gonna complain, especially when STD and ADV get much better. With a bit of luck this will encourage more people to actually use them when vehicles are on the field.
That said I don't believe the Dropship buffs are necessary. 600 EHP for Shield Dropships is a lot, especially when they already outperform Armour on
Speed Manoeuvrability Instantaneous Reps Resistance Passive Reps
Pair this with the ability to put a light armour repper and people are gonna start complainging about them. I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Stefan Stahl
Seituoda Taskforce Command
709
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Posted - 2014.07.25 20:55:00 -
[94] - Quote
Monkey MAC wrote:I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Be very careful about CPU/PG bonuses.
When you buff ehp you know exactly what effects this will have. When you buff CPU/PG you may accidentally make a completely new fitting possible that is much more powerful than before. Literally seconds ago I pondered a Myron with three shield hardeners and thought it good that it wasn't possible.
So always double and triple check your CPU/PG buffs to vehicles. |
taxi bastard
jihad taxi co.
161
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Posted - 2014.07.25 21:09:00 -
[95] - Quote
really not too happy.
drop ships with a AB only need to face any direction and activate to evade swarms - atm swarms can be classed as area denial weapons for ADS unless the ADS piliot is a ******.
fire off 3 swarm salvo's and if the piliot hits AB after the first they will only take damage from one. if all 3 hit you still have reload, lock and travel time of the next one one or 2 shots to press the AB. assuming ofcourse you have not decided to leave the short lock on range of the swarm launcher.
with proto swarms i find that 95% of my ADS kills are due to the pilot just be too eager to kill me and taking too many risks. 1 missile splash shot and i am dead so i can see why they take the risk.
- if the changes are to stay, i.e. decreased DPS, same swarm speed and ADS EHP buff and price reduction you need to nerf the AB recharge time and speed by a reasonable amount.
i.e. speed 40% and recharge rate should take 3 times as long. |
Peregrinuus
5
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Posted - 2014.07.25 21:14:00 -
[96] - Quote
Monkey MAC wrote:Looks good to me, the nerf at proto isn't much so I'm not gonna complain, especially when STD and ADV get much better. With a bit of luck this will encourage more people to actually use them when vehicles are on the field.
That said I don't believe the Dropship buffs are necessary. 600 EHP for Shield Dropships is a lot, especially when they already outperform Armour on
Speed Manoeuvrability Instantaneous Reps Resistance Passive Reps
Pair this with the ability to put a light armour repper and people are gonna start complainging about them. I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Caldari dropships do not outperform Gallente dropships. Gallente dropships can stack on a lot more EHP and have constant reps, albeit them being less than the shield recharge rate of Caldari dropships (this is intended). I think that the 600 HP buff to Caldari dropships is perfectly fine. They get swatted out of the sky too easily otherwise.
I also don't see how you're getting the ability for Caldari dropships to put on light reps. Caldari dropships need to fit fitting enhancement modules to get the best performance out of their high slots. Armor on Caldari vehicles is not as useful as the shield on Gallente vehicles.
As far as resistance goes, Caldari dropships are no different than Gallente dropships. Just because your main forms of AV are explosive and kinetic doesn't make it a vehicle problem. You should instead ask for a complete set of AV weaponry. Also, need I point you to the plasma cannon, which has a bonus toward shield, if you're complaining about resistance that much? Stop trying to make the ScR shred armor as easily as it does shield.
Hi.
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RECON BY FIRE
Imperfects Negative-Feedback
412
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Posted - 2014.07.25 22:15:00 -
[97] - Quote
Demandred Moores wrote:RECON BY FIRE wrote:Demandred Moores wrote:Swarms are area denial for a dropship, and the best way to keep one at bay with a forge friend. Try using team work and see how fast a python goes down. It's like you scrubs think one person should be equal to one vehicle. Your suit and wepon can't do everything this is abteam based game. Its like you scrubs think one vehicle should be equal to an entire team. Have you flown in a pc vs a top five corp? A python is not op I'm sorry you have such a hard time.
When youre facing a top 5 corp, nothing is OP. If you and your corp cant send slayers to suppress the AV that's not my problem. It is neither the problem of 70% or more of the playerbase that dont participate in PC. The simple fact is that PC is likely the least played game mode, and being that this game is developmentally dead, the focus should be on the enjoyment of the majority of the playerbase and what they play most. Which would be the standard game modes where a dropship can annihilate the entire team without impunity. A proto swarm should at least be respected or feared, which it is currently neither by dropships. I have consistently shot at shield and armor dropships and watched them just sit there taking salvo after salvo of missiles and not caring, not even moving a bit. Until that forge gun comes and smacks them in the face, then they just fly straight up and come back after the slayers come and clear all the AV out.
Stuff....?
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Monkey MAC
Rough Riders..
3137
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Posted - 2014.07.25 22:59:00 -
[98] - Quote
Peregrinuus wrote:Monkey MAC wrote:Looks good to me, the nerf at proto isn't much so I'm not gonna complain, especially when STD and ADV get much better. With a bit of luck this will encourage more people to actually use them when vehicles are on the field.
That said I don't believe the Dropship buffs are necessary. 600 EHP for Shield Dropships is a lot, especially when they already outperform Armour on
Speed Manoeuvrability Instantaneous Reps Resistance Passive Reps
Pair this with the ability to put a light armour repper and people are gonna start complainging about them. I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Caldari dropships do not outperform Gallente dropships. Gallente dropships can stack on a lot more EHP and have constant reps, albeit them being less than the shield recharge rate of Caldari dropships (this is intended). I think that the 600 HP buff to Caldari dropships is perfectly fine. They get swatted out of the sky too easily otherwise. The python most certainly outclasses the Incubus in a number of important aspects, at the risk of imposing on the Incubus 'stand and deliver' territory. I think 600 is too much, especially when you consider a resistance mod drops swarm damage to just shy of 750. The Incubus however is getting a menial increase that will simply ensure that ADV swarms are no more of threat than before.I also don't see how you're getting the ability for Caldari dropships to put on light reps. Caldari dropships need to fit fitting enhancement modules to get the best performance out of their high slots. Armor on Caldari vehicles is not as useful as the shield on Gallente vehicles. Fair enough I shall redact that there statement, using an Armour Repper does indeed hamper your shields.As far as resistance goes, Caldari dropships are no different than Gallente dropships. Just because your main forms of AV are explosive and kinetic doesn't make it a vehicle problem. You should instead ask for a complete set of AV weaponry. Also, need I point you to the plasma cannon, which has a bonus toward shield, if you're complaining about resistance that much? Stop trying to make the ScR shred armor as easily as it does shield. I'm not trying to, HOWEVER, current AV DOES favour armour CONSIDERABLY. We know for a fact shield variants aren't going to be on the Table until probably hotfix Echo. The point to consider is that in the CURRENT climate making the dropship with a 10-20% resistance against the AV that can actually be used on it might not be a good idea, at least not right now.Further more your active hardener gives a much greater resistance, which may present a problem when the EHP between the two dropships becomes smaller still.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Monkey MAC
Rough Riders..
3137
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Posted - 2014.07.25 23:03:00 -
[99] - Quote
Stefan Stahl wrote:Monkey MAC wrote:I would suggest, just to start with you give Dropships a fitting power boost. Allow ADS's to be able to fit 2 'Heavy' Modules in their main tank.
I think your giving them too much, in my opinion as a ADS pilot myself. Be very careful about CPU/PG bonuses. When you buff ehp you know exactly what effects this will have. When you buff CPU/PG you may accidentally make a completely new fitting possible that is much more powerful than before. Literally seconds ago I pondered a Myron with three shield hardeners and thought it good that it wasn't possible. So always double and triple check your CPU/PG buffs to vehicles.
While this is true, I'm only talking a slight buff, proabaly not much more than 5%-10% enough to upgrade one more Mod from a light mod to a heavy.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1044
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Posted - 2014.07.26 02:00:00 -
[100] - Quote
boba's fetta wrote:JRleo jr wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced.
This would seal the deal.
Would also like to ask, is it really smart to reduce swarm damage AND increase dropship HP? In addition to reducing the amount of knockback they have?
To me it just seems like an unnecessary buff, Assault dropships already kick major arse, and only need a slight ISK cost reduction. A good dropship pilot cannot be taken down 1v1.
Edit: The Assault Dropship pilot is DUST Fiend. Every incubus has afterburnurs, doesn't get all wierd when hovering, looks better, and has constant regen... swarm user here. incubus are way easier to take down.
No dip smartbutt. You're using a armour damaging weapon on an armor tanking vehicle.
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medomai grey
WarRavens Final Resolution.
879
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Posted - 2014.07.26 10:00:00 -
[101] - Quote
I'm not sure why my python needs an EHP buff, but lower tier swarms definitely need a damage buff.
Just killed a mlt swarm launcher user head on in my python. The damage his/her mlt swarms did was pitiful. [ :( ]
Medium frame EHP is not medium
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Monkey MAC
Rough Riders..
3145
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Posted - 2014.07.26 10:51:00 -
[102] - Quote
IgniteableAura wrote:I don't see the logic behind nerfing swarms. Dropships are so incredibly hard to kill with swarms its not even worth bringing them out. The only AV weapon that is slightly useful to dropships are proto assault forge guns with three complex damage mods; and you only kill the dropship if you empty your entire clip, reload and get another shot or two off. Any dropship pilot worth his salt will be long gone before the third shot connects.
Not to mention dropship pilots easily outrun swarms that have already been fired. The lock-on distance is so close the bird is nearly on top of you and all they have to do is climb straight up to avoid another barrage.
We should not be "forcing" people to utilize a commando in order to utilize swarms
The difference between now and what will be is 97 EHP at proto level. It's really not that bad especially when STD and ADV are getting buffed. You'll barely notice the difference on PRO, but I'm sure as hell gonna have to bug out faster even against MLT swarms.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Nirwanda Vaughns
426th Infantry
655
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Posted - 2014.07.26 13:00:00 -
[103] - Quote
since the changes its never really been so much the damage of swarms but the lock range. as soon as you hit a tank or dropship then just hit the throttle and go up/back and before the next lock they'r eout of range.
some corp mates and myself came up with a couple of options to change things either with specialization skills or a hislot module or introducing lv4 upwards swarms designed to combat dropships/LAVs with a longer lock range but lower damage. or introduce a swarm range amp so for swarm v tanks you go short range high damage with damage mods and for lav/ds use lock range mods for further lock but lower dmaage to compensate.
or, specialization skills. 10% lock range per level. make it a 4x skill training so its fo rus guys who want to specialize. also perhaps ones which increase swarm missile flight time and swarm missile velocity by 10% per level again. this allows the swarms to keep up with and catch faster moving vehicles and chase them for a little longer and its enough of an SP sink to not be too op but those of us who like chasing vehicles can have a bit of somehtign to help out a bit
Rolling with the punches
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ladwar
HEARTS OF PHOENIX
2016
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Posted - 2014.07.26 14:03:00 -
[104] - Quote
finally!!!!!
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Dalmont Legrand
RUST 415 RUST415
490
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Posted - 2014.07.26 15:40:00 -
[105] - 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
So why not increasing speed of missiles?
Impossible to get assault dropships unless you tackle with grenades as well, as far as I know I am the only one throwing grenades at assault drops that are way to confident about their ehp and skills and fly above your head, and then i might kill it unless it turns on reps and escapes the area and missiles following it are useless because their speed and range of flight are small.
Now Kane Spero suggested that increasing aim distance from 175 to 200 would be ok since you can shoot more before first pack of missiles gets to drop, but as first gets there, pilot runs away as far as he can (never forget reps) from the area and other missiles will just selfdestruct running out of range. Increasing missile range is not an option as well since you can hide behind a building or a rock and there is end of story.
You need at least two proto swarmers with 3 dmg mods each to get one dropship before he knows it is coming and as all good pilots know never stay in same place or you die(well you don't because jumping out time you have-more about that lower).
So three conditions must be seen: 1. Aim range: Won't help 2. Missile flight range: Won't be effective considering obstacles 3. Missile speed: fast movement in 175 radius, pilots should be aware as well and not just have zero deaths.
175 meters is a ok aim, swarmers working in area of 175^2pi will cover active zone where dropship must fly to play, but speed missiles is crucial in this area, pilot should know as enters he must pay attention or will be shot and has seconds to none to flee or to eject. He can hide behind something in this area so increasing flight range won't help it, and even with speed he can simply hide from other launches.
So all I ask is speed high enough to hit drops so they wouldn't escape missiles that were shot just by flying away.
Of course increasing all three will make it new OP.
You can pick two of them to make a great deal, and in that case I would choose slight speed increase of missiles and substantial range of flight. This will enable pilots to be more accurate than ever entering action zone.
Tanks and jeeps are as well get affected but for them hiding is easier then for dropships and having greater speeds they easily can hide fast before I aim at them for the next shot. It can get long to explain why but I know that you should know what I am speaking about. Tanks and jeeps overall killing rate won't increase drmatically for swarmers, at least less crying about world of tanks in dust and taxi jeeps that still exist.
What about falling dropship? When i hit tank or jeep it explodes and kills everyone, when i shoot dropship it falls on fire and then explodes and everyone jumps out before happy and alive, hard to draw air wreck?
The best is yet to come
No longer candidate
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Nirwanda Vaughns
426th Infantry
655
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Posted - 2014.07.26 17:22:00 -
[106] - Quote
Dalmont Legrand 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 So why not increasing speed of missiles? Impossible to get assault dropships unless you tackle with grenades as well, as far as I know I am the only one throwing grenades at assault drops that are way to confident about their ehp and skills and fly above your head, and then i might kill it unless it turns on reps and escapes the area and missiles following it are useless because their speed and range of flight are small. Now Kane Spero suggested that increasing aim distance from 175 to 200 would be ok since you can shoot more before first pack of missiles gets to drop, but as first gets there, pilot runs away as far as he can (never forget reps) from the area and other missiles will just selfdestruct running out of range. Increasing missile range is not an option as well since you can hide behind a building or a rock and there is end of story. You need at least two proto swarmers with 3 dmg mods each to get one dropship before he knows it is coming and as all good pilots know never stay in same place or you die(well you don't because jumping out time you have-more about that lower). So three conditions must be seen: 1. Aim range: Won't help 2. Missile flight range: Won't be effective considering obstacles 3. Missile speed: fast movement in 175 radius, pilots should be aware as well and not just have zero deaths. 175 meters is a ok aim, swarmers working in area of 175^2pi will cover active zone where dropship must fly to play, but speed missiles is crucial in this area, pilot should know as enters he must pay attention or will be shot and has seconds to none to flee or to eject. He can hide behind something in this area so increasing flight range won't help it, and even with speed he can simply hide from other launches. So all I ask is speed high enough to hit drops so they wouldn't escape missiles that were shot just by flying away. Of course increasing all three will make it new OP. You can pick two of them to make a great deal, and in that case I would choose slight speed increase of missiles and substantial range of flight. This will enable pilots to be more accurate than ever entering action zone. Tanks and jeeps are as well get affected but for them hiding is easier then for dropships and having greater speeds they easily can hide fast before I aim at them for the next shot. It can get long to explain why but I know that you should know what I am speaking about. Tanks and jeeps overall killing rate won't increase drmatically for swarmers, at least less crying about world of tanks in dust and taxi jeeps that still exist. What about falling dropship? When i hit tank or jeep it explodes and kills everyone, when i shoot dropship it falls on fire and then explodes and everyone jumps out before happy and alive, hard to draw air wreck? New stats will fit perfectly into combination of to buffs to speed and range of missiles without creating OP against any vehicles.
missile velocity is deffinitly something. even if you do get a lock and fire a volley off the DS just blasts out of range before a second lock and outruns the swarms. i mean yeah you want a good pilot to be able to out manouver a swarm with skill but its far far too easy to do so at the moment.
Rolling with the punches
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dogmanpig
black market bank
136
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Posted - 2014.07.26 20:15:00 -
[107] - Quote
so whats going to happen to my two other missiles? do i still get that animation? because its about the looks
You hate me, I hate you. Lets keep it that way.
Level 11 2/10 Forum alt.
"Its worth half a penny and a reach around"
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Greiv Rabbah
KiLo.
14
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Posted - 2014.07.26 21:08:00 -
[108] - Quote
seriously interdiction modules could work in the same way as armor reppers with a negative bonus to vehicle speed to debuff afterburners while in range. also please please logibro dont let vehicle subtypes go out the window. my calisto fit is still waiting to become valid again. but really... i think interdiction would be a better alternative to messing with av weapons more |
KEROSIINI-TERO
The Rainbow Effect
1182
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Posted - 2014.07.26 22:59:00 -
[109] - Quote
Fremder V1 wrote:Might be too much too soon, Logibro. A price reduction alone will increase the commonness of ADS and thus their available data, and (at this point even more important) should broaden the perspective of some of the pilots... Balance is achieved when both sides die regularly.
Price chang does nothing for battlefield balance.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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KEROSIINI-TERO
The Rainbow Effect
1182
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Posted - 2014.07.26 23:02:00 -
[110] - Quote
The dark cloud wrote:The 600HP buff wont help the python to not get 3 shoted by a proto assault forge. Espacially if the guy is using a CK.0 sentinel with tripple damage mods. The swarm buff however is going to spice things up for alot of pilots. Lets say for a example there are 2 swarm launcher guys. One is your average blueberry scrub with militia swarms and the other guy is using proto swarms. You have no way to identify which 1 is the bigger thread cause both swarms shot the same amount of missiles.
Its even better cause the low end launchers getting buffed means that pilots will panic when they see the swarms coming for them. Its psychological warfare of the finest like with forgeguns. No pilot in their mind is going to figure out if the guy on the ground is using a militia forge or a proto. Both hurt and can screw you over and you have no way to tell what the hell just hit you.
And in 1vs1 fights vs a incubus that 600 shields allows it to take less then 2 additional small rail hits.
^
A quality post. Read this.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Cat Merc
Onslaught Inc RISE of LEGION
11323
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Posted - 2014.07.27 15:30:00 -
[111] - Quote
Just my 2 ISK: It is literally impossible to take down an ADS solo with swarms.
If the pilot is worth his salt, he can "lol" at the swarms by outrunning them, and even as a deterant they can often fail since he will just attempt to kill me before I can get 4 volleys out.
This is especially true with 3000 shields Pythons, who just omnomnom swarms for breakfast.
Solo swarming an ADS is just asking to lose ISK, that's all it does.
P.S: Prof IV, triple complex damage mods = My proto swarm fit
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11323
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Posted - 2014.07.27 15:33:00 -
[112] - Quote
Peregrinuus wrote:Cat Merc wrote:I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi.
The extra HP they gain isn't worth the mobility loss at all, couple that with how the only AV that can reliably hit a dropship is anti armor and that Pythons get the best turret, and Incubi are already quite bad. The only good part is that they don't get knocked around as much from swarms but that's being reduced. Dude, the Incubus is very deadly with its railgun. So what, that missiles are better for anti-infantry? Railguns absolutely wreck vehicles. An Incubus can easily wreck my Python before I can even have time to react. The Incubus has a much easier time wrecking vehicles than the Python. 4 railgun shots at 430-something damage within a second is deadly for any vehicle. All I'm seeing is QQ. "My Incubus can't kill infantry as well as the Python, even though the Incubus is deadly against vehicles. QQ I want to be able to wreck everything!" Missiles are just as deadly against infantry as railguns are against vehicles. As a bonus, missiles can easily kill vehicles too.
Not as effectively as railguns, but definitely a huge threat for any HAV.
So basically, Pythons can kill everything, Incubi can kill vehicles and pythons. This is why in my opinion an Incubus should completely wreck a Python, unless Incubi get a decent anti infantry tool.
Feline overlord of all humans - CAT MERC
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Judge Rhadamanthus
Amarr Templar One
2595
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Posted - 2014.07.27 15:39:00 -
[113] - Quote
If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
Email Me [email protected]
Twitter @Judge_EVELegion
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Cat Merc
Onslaught Inc RISE of LEGION
11323
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Posted - 2014.07.27 17:33:00 -
[114] - Quote
Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie? I think it's fair to not give pilots that information. Pilots can survive longer and kill faster than the AV, so I think it's fair that only the AV person knows what he is engaging.
Feline overlord of all humans - CAT MERC
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S-PANZA
Expert Intervention Caldari State
20
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Posted - 2014.07.27 18:46:00 -
[115] - Quote
Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie?
Realistically an AVer can see an aircraft way before the aircraft sees him, and it should be that way. I agree that if your close enough to land on rooftop you should be able to see the redberry.. As you know thats a rendition problem,shouldnt be the reason for buffering something.
If ADS doesnt anticipate an AVer being there, it may take a surprise first hit to identify what your dealing with. As it is now you can survive more than one hit and run. If the ADS spots infantry first, infantry wont survive the first hit and can only run if cover is nearby.
When an ADS pilots sees swarms coming or takes a swarm hit, they should assume its a proto with prof . and take evasive action until proven otherwise. Its the prudent thing to do.
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Judge Rhadamanthus
Amarr Templar One
2595
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Posted - 2014.07.27 18:47:00 -
[116] - Quote
For your fit then CatMerc how many vollys to kill a stationary Python with the best fit you can think of? In bravo and then compared to Charile? And do you think this is too high or too low?
Email Me [email protected]
Twitter @Judge_EVELegion
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CCP Rattati
C C P C C P Alliance
4912
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Posted - 2014.07.27 20:51:00 -
[117] - Quote
Judge Rhadamanthus wrote:If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalance into the engagement. The swarm player can see my vehicle type just by looking. He can see my HP with a target lock. He knows exactly what he is engaging.
I on the other hand have no idea at all Until after I am hit. Which is stupid. Infantry can see the color of a suit and a gun and gauge, before combat begins, the nature of the combat. As a pilot I fly at an empty roof that then shoots swarms at me. The shooter then renders and is a little dot. After he hits me I know what sort of weapon he is using. My ability to engage is reduced.
Ill put up some charts for you later to show the charlie changes over the Bravo. In summary though Its a decent buff to the swarm player as a class.
I have a question for those saying it is a buff or a nerf. If a python, the best build you can imagine, was sat landed with no pilot. How many militia swarm vollys would it take to kill it? how about proto swarms? assume bothe swarmers have no swarm kills, just the weapon damage?
For example how many militia swarm hits in Bravo how many in Charlie?
Sorry, but I do not agree at all with the informational disparity you claim, and that there is a dropship specific negative bias, Driving around in a HAV and getting forged does not tell you whether it's a militia or prototype forge. If you know your dropship well, you will know exactly what you are getting hit by, by the HP reduction of the hit.
Also, engaging another Infantry tells you what about the weapon he has? I run away if I'm stripped down to armor in an engagement, or not. Same with being sniped, if he is going to kill me in the second shot, he probably has a Thales and I hide, if it's a militia sniper I shrug it off. He doesn't have differently colored bullet trails by tier nor is the color of his suit.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
3319
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Posted - 2014.07.27 21:13:00 -
[118] - Quote
Judge Rhadamanthus wrote:For your fit then CatMerc how many vollys to kill a stationary Python with the best fit you can think of? In bravo and then compared to Charile? And do you think this is too high or too low? Proto Swarms + 2 cpm dmg amps + proficiency 5 vs Competently equipped python (position fixed in range)
Alpha - Presumed Infinite Bravo - Presumed 6 or 7 Charlie - Presumed Greater than 6 or 7
Shoot scout with yes...
- Ripley Riley
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Cat Merc
Onslaught Inc RISE of LEGION
11333
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Posted - 2014.07.27 21:41:00 -
[119] - Quote
Judge Rhadamanthus wrote:For your fit then CatMerc how many vollys to kill a stationary Python with the best fit you can think of? In bravo and then compared to Charile? And do you think this is too high or too low? Depends on the python. 4 volleys for most pythons, 5-6 on the heavily tanked pythons.
I believe it's too high considering the ease at which they evade missiles. In charlie I believe it will rise to 5 and 7-8.
I know you made that video talking about how swarms are difficult to evade, but I don't believe that's the case, considering I see pythons evade my volleys all the time. And I do mean ALL the time, the only time it hits is when I catch them by surprise (firing from behind), however once they realize I am a threat, not a single volley can hit.
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
3320
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Posted - 2014.07.27 21:59:00 -
[120] - Quote
Cat Merc wrote:Judge Rhadamanthus wrote:For your fit then CatMerc how many vollys to kill a stationary Python with the best fit you can think of? In bravo and then compared to Charile? And do you think this is too high or too low? Depends on the python. 4 volleys for most pythons, 5-6 on the heavily tanked pythons.
Cmdr Marquess and I sync'd proto clips (his 3 volleys + my 3 volleys) into shield-hardened Python last week. Each volley connected; the bird got away with a sliver of armor remaining. This is the closest I've come since Bravo to downing a Python with swarms alone (hence my estimate of seven consecutive volleys).
Your figure of four seems really low; are you assuming no HP modules / hardeners?
Shoot scout with yes...
- Ripley Riley
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