Dalton Smithe
OSG Planetary Operations Covert Intervention
104
|
Posted - 2014.08.09 01:17:00 -
[1] - Quote
CCP Rattati wrote:Dear players, the final numbers have gone into QA testing and eventual deployment. As per usual, a Devblog will be posted after the hotfix has been successfully deployed. You can find them here: Hotfix Charlie - Final NumbersFor those that have been following the Hotfix Charlie discussions and thread, there should be no surprises. Thanks everyone for your feedback and your enthusiasm Feel free to discuss Hotfix Charlie here, in a constructive and polite manner
Not gonna lie, I was hoping for something along the lines of ADS getting an adjustment. Instead, I see the proto-swarms are getting a damage nerf. If you were going to reduce the number of missiles, then you should have increased the damage accordingly, not stepping it up half assed..... |
Dalton Smithe
OSG Planetary Operations Covert Intervention
104
|
Posted - 2014.08.11 14:48:00 -
[2] - Quote
Temias Mercurial wrote:Dalton Smithe wrote:CCP Rattati wrote:Dear players, the final numbers have gone into QA testing and eventual deployment. As per usual, a Devblog will be posted after the hotfix has been successfully deployed. You can find them here: Hotfix Charlie - Final NumbersFor those that have been following the Hotfix Charlie discussions and thread, there should be no surprises. Thanks everyone for your feedback and your enthusiasm Feel free to discuss Hotfix Charlie here, in a constructive and polite manner Not gonna lie, I was hoping for something along the lines of ADS getting an adjustment. Instead, I see the proto-swarms are getting a damage nerf. If you were going to reduce the number of missiles, then you should have increased the damage accordingly, not stepping it up half assed..... The 'nerf' is less than 100 damage (not that big of a deal...), and for proto swarms, they did increase the total damage of 4 missiles to be near equivalent to the current total 6 missiles. Old damage total: 1,320 New damage total: 1,248 Please read the post before commenting.
I did read the post, I also voiced my opinion. Reducing the "overall" damage is a bad move. 100 damage, regardless of what you think can mean the difference between a dead ADS or dead infantry. If you like all the changes great, but there is still an issue with the ADS.
As it sits right now, you have to hit an ADS 4 times with swarms(they usually run away by then, but sometimes you get lucky) the damage dealt by the current swarms(4 volleys) 5280, with the new numbers your looking at 4992. Couple that with regen and the ADS will be able to shrug it off as it's flying away. Yes, 100 damage matters here....
Please think before posting |
Dalton Smithe
OSG Planetary Operations Covert Intervention
106
|
Posted - 2014.08.12 18:26:00 -
[3] - Quote
Temias Mercurial wrote: Rather than telling be to think before posting, you should be working on wording your voice correctly and define it. If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction? Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS. You can tank an Incubus, but it's not worth the immense speed reduction, and will often get you killed.
Believe me though, without the ability to run away, swarms would utterly dominate the ADS. It would be boring for swarmers, and enraging for the ADS when a role is completely invalidated.
My initial comment did not require a breakdown of why I felt the way I did, your quoting me did. I voiced a quick opinion, not a breakdown of how it will affect the dynamic of the game.
Let's refresh your memory on why I chose to end my comment as I did.....
Temias Mercurial wrote: Please read the post before commenting.
Your closing statement was an implication that I didn't take the time to read the original post.
And on to the rest.....
Your argument:
Temias Mercurial wrote: If ADS usually run away, and rarely are they possible to destroy with swarms, then why are you concerned about a slight damage reduction?
Here is why:
If you have an ADS in your sights, you have hit them twice, your third volley is away, and you are lining up your forth. The ADS pilot is beginning to climb and you unleash your final volley.-- Now in the current setting, the fourth volley will possibly take the ADS down and all will be right in the world, in the new setting, your volley can hit and the pilot will fly away....only to return a few moments later to attack again.
Your argument
Temias Mercurial wrote: Also, 5,280 and 4992 damage exceeds or is near the total health of the average ADS.
I underlined the flaw in your argument. There aren't many people who fly average ADS. Not only that, but ADS pilots get to stack their skills, which is idiotic.
You say that it would be boring to swarm launcher infantry? I completely disagree, there isn't one person who uses swarm launchers against ADS that would get bored, if it kept ADS pilots from being able to kill them before they got their shot off. Also, they didn't even increase the range of the swarms, another handicap they face.
ADS are extremely hard to take down alone. Even if you are running a commando suit, you can use a rifle and launcher(which will make you less effective in your roll), or you can go full swarm(this is just stupid, as it makes you completely ineffective against infantry), the ADS pilot will simply fly away, lick their wounds until they are back to full health and make another run. This is a severely broken mechanic and needs to be addressed.
From your post, I surmise you are an ADS pilot and want to make sure that you maintain your dominance on the battlefield, but as a player who has ran almost everything in the game, I can tell you that the ADS is severely over powered and needs to be adjusted. |