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Derrith Erador
Fatal Absolution
2451
|
Posted - 2014.08.21 13:37:00 -
[1] - Quote
I've been watching from the sidelines on this whole forum war on ADS vs, well everything. I've seen a lot of tin foil hat moments for both sides. I personally am not in favor of touching the ADS at all, many experienced pilots I've talked to are also agreeing with me on this (except for maybe pythons collision damage, fix this CCP).
Anyway, let's get to the main forms of AV we have out on the field, and what I think should be done. I'll be getting to swarms last as I have the most to say about them.
Rail tanks
Let's start off with rail tanks. First off, I feel your pain, I don't like the way you shout constantly over this and that, but I see where you're coming from. I've done the math on my ADS fit, and a triple damage modded rail takes about 2 shots to kill me, three if I can get my shield booster on in time. I do honestly think that rail tanks got screwed with the nerf they recieved, and I honestly think a 5% damage buff to rails (math could be off) would be enough for them to two shot any python worth a crap out of the sky. But an additional problem lies in this formula meant to take out derps, the fact that tankers can run this fit, and also have 4400 armor on a gunnlogi. Pardon me if I don't see why a tank that is more than likely in the red line than anywhere else strategic should have that much armor, that just encourages camping in the red, and it would take a fit exactly like the redline fit to fish you out. My proposal is to buff the PG of damage mods to where this fit can still be achieved, but at cost to your total armor, so people cant just sit in the red and farm WP and be nigh invincible. (not sure the exact numbers to PG upgrades)
Forge guns
Aside from being a pilot, I also like to forge quite a bit. Forge guns take quite a bit of skill to shoot down pilots and the like, but it's just not enough, even with it in the hands of a good forger. My proposal is to make the proficiencies on the forge a flat damage buff, but that would be rather OP in my opinion if it was at its 3% per level, so I'd say make it a 2% per damage on the forge gun. People would argue to use a PLC if you want to take out a python, but that is a tin foil hat argument.
Rail Incubus
On top of Pythons, I also fly these. Those who complain about it probably don't have the levels needed to take out a python or Incubus. I think they're working as intended, in the right hands they can prove quite deadly to us, you probably just haven't devoted enough time towards the incubus. There is the glitch where our rails don't shoot, or magically drain our clip for some ungodly reason, but that's a glitch, that's nobodies fault.
Ramming
To the pilots out there, there is a module you can fit on your low slots called a range amplifier, it works, trust me.
I think that's all of them, aside from the swarms, which I will now discuss.
Swarm launchers
I fail to see why you guys want a buff, you already got the buff of minus extra swarms with comparable damage, the extra two missiles hurt you as you had to wait 1/3 longer to lock on to your target. And what did you sacrifice for it? I just did the math on a double damage modded Minmando pre-charlie, and post-charlie. I assumed that the stacking penalty is affected per tier, so 5% would be 4% pre-charlie. You lost 34 damage...
Now onto my next point, why should a weapon that is fire and forget, can curve around buildings, and follow my flight pattern almost exactly unless I do some serious Yoda crap be buffed?
A lot of swarmers will say such things that will try to prove it takes skill to fire a swarm. The only three notable points I've ever noticed is:
1) It's about positioning 2) We have to remain undetected or we're dead. 3) You also have to deal with other infantry, and you're nearly unable to defend yourself
First off, all weapons are about positioning. You wouldn't ask someone with a rail rifle to take on an HMG in CQC and win, assuming they have equal skill in their fields.
Another problem I've noticed that works in debunking points one and two is a behavior I've noticed in all swarmers, Never seen an exception to this. I've flown in hundreds of PC's, pubs and FW's alike. The problem with this is that all swarmers tend to camp a single area, with no regard to stealth whatsoever. And all I have to do to find a swarm is to find his hive, it is almost always a guarantee that he/she is no less than 30 meters away from it.
On the remaining undetected issue, I believe a Ludacris song will explain my feelings on this. Swarms launch a volley with a smoke trail, making it easy to find you, wouldn't it make sense to get the hell out of there, and strike from a different angle?
Anyway, that's my two cents on that, sorry if I took too much time on the soap box.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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Takahiro Kashuken
Red Star. EoN.
3895
|
Posted - 2014.08.21 13:49:00 -
[2] - Quote
1. Rails - You played too much PC since you describe a gunlogi with 4400 armor and thats because the tank is used for 2 damage mods and a nitro, old vehicle days dmg mods were passive low slots so it was glass armor and not shield - Because of the change its why you see the gunlogi this way but only in PC generally, you could do the same on the maddy but you are gimped on PCU
2. FG already the go 2 weapon for ADS, its a 110%/90% split with doing more to armor, so with current damage profiles of prof shield gets off lightly but damage mods buff the damage overall by x amount so maybe it balance itself out
3. Rail incubus > everything else vehicle wise at least
4. Range amp? Is this a new module for vehicles, i know i havnt played in a bit but as far as i remember for low slots its CPU/PG/armor/armor hardner/plate and thats it
5. Pretty much spot on |
Joel II X
Dah Gods O Bacon
3113
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Posted - 2014.08.21 13:56:00 -
[3] - Quote
You forgot the Plasma Cannon.
I took down a Python with it, you know. |
Derpty Derp
Dead Man's Game
327
|
Posted - 2014.08.21 14:17:00 -
[4] - Quote
I'm level 3 with the bus RoF bonus... and it wrecks any shields, the militia variant can bone most shield based vehicles with little or no armour rep... vs armour with tons of rep it does litterally nothing... I would suggest lower damage to shields increase maybe a bit to armour, but not much. |
Derrith Erador
Fatal Absolution
2451
|
Posted - 2014.08.21 14:17:00 -
[5] - Quote
Takahiro Kashuken wrote:1. Rails - You played too much PC since you describe a gunlogi with 4400 armor and thats because the tank is used for 2 damage mods and a nitro, old vehicle days dmg mods were passive low slots so it was glass armor and not shield - Because of the change its why you see the gunlogi this way but only in PC generally, you could do the same on the maddy but you are gimped on PCU
2. FG already the go 2 weapon for ADS, its a 110%/90% split with doing more to armor, so with current damage profiles of prof shield gets off lightly but damage mods buff the damage overall by x amount so maybe it balance itself out
3. Rail incubus > everything else vehicle wise at least
4. Range amp? Is this a new module for vehicles, i know i havnt played in a bit but as far as i remember for low slots its CPU/PG/armor/armor hardner/plate and thats it
5. Pretty much spot on 1) That is interesting. I probably should've asked a PC tanker for their two cents on this, but with the number of tank QQ threads I've seen, you'll forgive me if I don't go to the first tanker I see and ask his opinion on it. It doesn't really change my argument on it, however, I still think that a shield based tank should not have more armor than shields.
3) A fun tip that I may have left out for engaging rail incubus. Most novice pilots make the mistake of flying straight to the redline when one of these guys is on you, flying straight above them and staying above seems to work best. It all comes down to catching him off guard.
4) No, they're an infantry module on the low slot. I use it on my flying suit, works wonders when trying to find swarms and forges, along with those pesky rammers. This one module has save my bacon more times than XXwarlord97xX.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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Derrith Erador
Fatal Absolution
2451
|
Posted - 2014.08.21 14:18:00 -
[6] - Quote
Derpty Derp wrote:I'm level 3 with the bus RoF bonus... and it wrecks any shields, the militia variant can bone most shield based vehicles with little or no armour rep... vs armour with tons of rep it does litterally nothing... I would suggest lower damage to shields increase maybe a bit to armour, but not much. I actually like this idea, makes the triple rep incubus dead.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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Takahiro Kashuken
Red Star. EoN.
3895
|
Posted - 2014.08.21 14:42:00 -
[7] - Quote
Derrith Erador wrote:Takahiro Kashuken wrote:1. Rails - You played too much PC since you describe a gunlogi with 4400 armor and thats because the tank is used for 2 damage mods and a nitro, old vehicle days dmg mods were passive low slots so it was glass armor and not shield - Because of the change its why you see the gunlogi this way but only in PC generally, you could do the same on the maddy but you are gimped on PCU
2. FG already the go 2 weapon for ADS, its a 110%/90% split with doing more to armor, so with current damage profiles of prof shield gets off lightly but damage mods buff the damage overall by x amount so maybe it balance itself out
3. Rail incubus > everything else vehicle wise at least
4. Range amp? Is this a new module for vehicles, i know i havnt played in a bit but as far as i remember for low slots its CPU/PG/armor/armor hardner/plate and thats it
5. Pretty much spot on 1) That is interesting. I probably should've asked a PC tanker for their two cents on this, but with the number of tank QQ threads I've seen, you'll forgive me if I don't go to the first tanker I see and ask his opinion on it. It doesn't really change my argument on it, however, I still think that a shield based tank should not have more armor than shields. 3) A fun tip that I may have left out for engaging rail incubus. Most novice pilots make the mistake of flying straight to the redline when one of these guys is on you, flying straight above them and staying above seems to work best. It all comes down to catching him off guard. 4) No, they're an infantry module on the low slot. I use it on my flying suit, works wonders when trying to find swarms and forges, along with those pesky rammers. This one module has save my bacon more times than XXwarlord97xX.
1. I agree with shield tank should have shield but in PC its the opposite and its whatever gets rid of the other tank quickest atm which leads to crap tank battles
3. It can do but if that rail gets a shot it can fire a lot of shots very quickly which will hit instantly and go through shield where as a python pilot has missiles with travel time and also require the leading of shots so the incubus is well made for taking out vehicles and frankly its hard to do so as a python because the incubus can also hit you too
4. Ah right |
Scheneighnay McBob
Cult of Gasai
5801
|
Posted - 2014.08.21 15:41:00 -
[8] - Quote
All I have to say: this is what happens when CCP listens to its community. CCP knew ADSs would cause issues with game balance, and they wanted to remove them with the rest of the vehicle variants. The community bitched about it, so CCP kept them in game. Lo and behold, the ADS is still ******* up game balance.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Derrith Erador
Fatal Absolution
2453
|
Posted - 2014.08.21 15:47:00 -
[9] - Quote
Scheneighnay McBob wrote:All I have to say: this is what happens when CCP listens to its community. CCP knew ADSs would cause issues with game balance, and they wanted to remove them with the rest of the vehicle variants. The community bitched about it, so CCP kept them in game. Lo and behold, the ADS is still ******* up game balance. So you whining about it instead of offering a solution is going to help?
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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DontChimpOut
Kang Lo Directorate Gallente Federation
87
|
Posted - 2014.08.21 15:48:00 -
[10] - Quote
Joel II X wrote:You forgot the Plasma Cannon.
I took down a Python with it, you know. It probably had no HP left and was continuing to fly at a snail's pace.
We can add new LP items, but we need to see FW participation numbers go up to make it worth our time. - CCP Dev
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Dust User
KILL-EM-QUICK RISE of LEGION
462
|
Posted - 2014.08.21 15:52:00 -
[11] - Quote
I only see 2 OP things in this thread, Derrith and myself. |
Scheneighnay McBob
Cult of Gasai
5801
|
Posted - 2014.08.21 16:48:00 -
[12] - Quote
Derrith Erador wrote:Scheneighnay McBob wrote:All I have to say: this is what happens when CCP listens to its community. CCP knew ADSs would cause issues with game balance, and they wanted to remove them with the rest of the vehicle variants. The community bitched about it, so CCP kept them in game. Lo and behold, the ADS is still ******* up game balance. So you whining about it instead of offering a solution is going to help? I'm saying CCP should go ahead and remove assault dropships like they wanted to in the first place.
They aren't consistent enough with the rest of the game to balance properly.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Takahiro Kashuken
Red Star. EoN.
3900
|
Posted - 2014.08.21 17:29:00 -
[13] - Quote
Scheneighnay McBob wrote:Derrith Erador wrote:Scheneighnay McBob wrote:All I have to say: this is what happens when CCP listens to its community. CCP knew ADSs would cause issues with game balance, and they wanted to remove them with the rest of the vehicle variants. The community bitched about it, so CCP kept them in game. Lo and behold, the ADS is still ******* up game balance. So you whining about it instead of offering a solution is going to help? I'm saying CCP should go ahead and remove assault dropships like they wanted to in the first place. They aren't consistent enough with the rest of the game to balance properly.
Vehicles arent consistent enough now |
Operative 1125 Lokaas
True Companion Planetary Requisitions
370
|
Posted - 2014.08.21 17:38:00 -
[14] - Quote
Takahiro Kashuken wrote:Derrith Erador wrote:Takahiro Kashuken wrote:1. Rails - You played too much PC since you describe a gunlogi with 4400 armor and thats because the tank is used for 2 damage mods and a nitro, old vehicle days dmg mods were passive low slots so it was glass armor and not shield - Because of the change its why you see the gunlogi this way but only in PC generally, you could do the same on the maddy but you are gimped on PCU
2. FG already the go 2 weapon for ADS, its a 110%/90% split with doing more to armor, so with current damage profiles of prof shield gets off lightly but damage mods buff the damage overall by x amount so maybe it balance itself out
3. Rail incubus > everything else vehicle wise at least
4. Range amp? Is this a new module for vehicles, i know i havnt played in a bit but as far as i remember for low slots its CPU/PG/armor/armor hardner/plate and thats it
5. Pretty much spot on 1) That is interesting. I probably should've asked a PC tanker for their two cents on this, but with the number of tank QQ threads I've seen, you'll forgive me if I don't go to the first tanker I see and ask his opinion on it. It doesn't really change my argument on it, however, I still think that a shield based tank should not have more armor than shields. 3) A fun tip that I may have left out for engaging rail incubus. Most novice pilots make the mistake of flying straight to the redline when one of these guys is on you, flying straight above them and staying above seems to work best. It all comes down to catching him off guard. 4) No, they're an infantry module on the low slot. I use it on my flying suit, works wonders when trying to find swarms and forges, along with those pesky rammers. This one module has save my bacon more times than XXwarlord97xX. 1. I agree with shield tank should have shield but in PC its the opposite and its whatever gets rid of the other tank quickest atm which leads to crap tank battles 3. It can do but if that rail gets a shot it can fire a lot of shots very quickly which will hit instantly and go through shield where as a python pilot has missiles with travel time and also require the leading of shots so the incubus is well made for taking out vehicles and frankly its hard to do so as a python because the incubus can also hit you too 4. Ah right
Do the dropsuit scan modules work while in a vehicle? I didn't know that.
THIS IS THE VOICE OF RÁN
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Takahiro Kashuken
Red Star. EoN.
3902
|
Posted - 2014.08.21 17:49:00 -
[15] - Quote
Operative 1125 Lokaas wrote:Takahiro Kashuken wrote:Derrith Erador wrote:Takahiro Kashuken wrote:1. Rails - You played too much PC since you describe a gunlogi with 4400 armor and thats because the tank is used for 2 damage mods and a nitro, old vehicle days dmg mods were passive low slots so it was glass armor and not shield - Because of the change its why you see the gunlogi this way but only in PC generally, you could do the same on the maddy but you are gimped on PCU
2. FG already the go 2 weapon for ADS, its a 110%/90% split with doing more to armor, so with current damage profiles of prof shield gets off lightly but damage mods buff the damage overall by x amount so maybe it balance itself out
3. Rail incubus > everything else vehicle wise at least
4. Range amp? Is this a new module for vehicles, i know i havnt played in a bit but as far as i remember for low slots its CPU/PG/armor/armor hardner/plate and thats it
5. Pretty much spot on 1) That is interesting. I probably should've asked a PC tanker for their two cents on this, but with the number of tank QQ threads I've seen, you'll forgive me if I don't go to the first tanker I see and ask his opinion on it. It doesn't really change my argument on it, however, I still think that a shield based tank should not have more armor than shields. 3) A fun tip that I may have left out for engaging rail incubus. Most novice pilots make the mistake of flying straight to the redline when one of these guys is on you, flying straight above them and staying above seems to work best. It all comes down to catching him off guard. 4) No, they're an infantry module on the low slot. I use it on my flying suit, works wonders when trying to find swarms and forges, along with those pesky rammers. This one module has save my bacon more times than XXwarlord97xX. 1. I agree with shield tank should have shield but in PC its the opposite and its whatever gets rid of the other tank quickest atm which leads to crap tank battles 3. It can do but if that rail gets a shot it can fire a lot of shots very quickly which will hit instantly and go through shield where as a python pilot has missiles with travel time and also require the leading of shots so the incubus is well made for taking out vehicles and frankly its hard to do so as a python because the incubus can also hit you too 4. Ah right Do the dropsuit scan modules work while in a vehicle? I didn't know that.
Still a poor mans pilot suit, but we wont ever get one now so make do until ccp nerf it |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1883
|
Posted - 2014.08.21 19:01:00 -
[16] - Quote
Wow, I was going to make a forum post saying the exact same things about using the swarm launcher.
Seriously, they ALWAYS stay in the same place they fire from, or hang around their hives like moths to a lamp. Even when I'm looking right at them they insist on getting the last volley off like it will do something.
I've recently picked up my swarm again and have been having decent success with it. Perhaps we pilots should pick up AV and show them how it's done.
Edit: I still think the Python needs that 500hp buff to keep it in line with the Incubus defense-wise. The gap it too far between and it will still be balanced if you ask me. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2284
|
Posted - 2014.08.21 19:06:00 -
[17] - Quote
Vulpes Dolosus wrote:Wow, I was going to make a forum post saying the exact same things about using the swarm launcher.
Seriously, they ALWAYS stay in the same place they fire from, or hang around their hives like moths to a lamp. Even when I'm looking right at them they insist on getting the last volley off like it will do something.
I've recently picked up my swarm again and have been having decent success with it. Perhaps we pilots should pick up AV and show them how it's done.
Edit: I still think the Python needs that 500hp buff to keep it in line with the Incubus defense-wise. The gap it too far between and it will still be balanced if you ask me. Damn you for this post. Now I have to go and crank swarms to prof 4-5 and my minsent 5 to see if this statement is accurate.
I chase people with my FG and never allow them peace or safety. Standing in one place like a jackass only drives the targets off. Doesnt help killshots |
Joel II X
Dah Gods O Bacon
3120
|
Posted - 2014.08.21 19:10:00 -
[18] - Quote
DontChimpOut wrote:Joel II X wrote:You forgot the Plasma Cannon.
I took down a Python with it, you know. It probably had no HP left and was continuing to fly at a snail's pace. Actually, it had full health, but thought "lol this guy is in a Gallente Commando with a Plasma Cannon. Free kill!"
He thought wrong, apparently. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
70
|
Posted - 2014.08.21 21:05:00 -
[19] - Quote
Derrith Erador wrote:I've been watching from the sidelines on this whole forum war on ADS vs, well everything. I've seen a lot of tin foil hat moments for both sides. I personally am not in favor of touching the ADS at all, many experienced pilots I've talked to are also agreeing with me on this (except for maybe pythons collision damage, fix this CCP). Anyway, let's get to the main forms of AV we have out on the field, and what I think should be done. I'll be getting to swarms last as I have the most to say about them. Rail tanksLet's start off with rail tanks. First off, I feel your pain, I don't like the way you shout constantly over this and that, but I see where you're coming from. I've done the math on my ADS fit, and a triple damage modded rail takes about 2 shots to kill me, three if I can get my shield booster on in time. I do honestly think that rail tanks got screwed with the nerf they recieved, and I honestly think a 5% damage buff to rails (math could be off) would be enough for them to two shot any python worth a crap out of the sky. But an additional problem lies in this formula meant to take out derps, the fact that tankers can run this fit, and also have 4400 armor on a gunnlogi. Pardon me if I don't see why a tank that is more than likely in the red line than anywhere else strategic should have that much armor, that just encourages camping in the red, and it would take a fit exactly like the redline fit to fish you out. My proposal is to buff the PG of damage mods to where this fit can still be achieved, but at cost to your total armor, so people cant just sit in the red and farm WP and be nigh invincible. (not sure the exact numbers to PG upgrades) Forge gunsAside from being a pilot, I also like to forge quite a bit. Forge guns take quite a bit of skill to shoot down pilots and the like, but it's just not enough, even with it in the hands of a good forger. My proposal is to make the proficiencies on the forge a flat damage buff, but that would be rather OP in my opinion if it was at its 3% per level, so I'd say make it a 2% per damage on the forge gun. People would argue to use a PLC if you want to take out a python, but that is a tin foil hat argument. Rail IncubusOn top of Pythons, I also fly these. Those who complain about it probably don't have the levels needed to take out a python or Incubus. I think they're working as intended, in the right hands they can prove quite deadly to us, you probably just haven't devoted enough time towards the incubus. There is the glitch where our rails don't shoot, or magically drain our clip for some ungodly reason, but that's a glitch, that's nobodies fault. RammingTo the pilots out there, there is a module you can fit on your low slots called a range amplifier, it works, trust me. I think that's all of them, aside from the swarms, which I will now discuss. Swarm launchersI fail to see why you guys want a buff, you already got the buff of minus extra swarms with comparable damage, the extra two missiles hurt you as you had to wait 1/3 longer to lock on to your target. And what did you sacrifice for it? I just did the math on a double damage modded Minmando pre-charlie, and post-charlie. I assumed that the stacking penalty is affected per tier, so 5% would be 4% pre-charlie. You lost 34 damage... Now onto my next point, why should a weapon that is fire and forget, can curve around buildings, and follow my flight pattern almost exactly unless I do some serious Yoda crap be buffed? A lot of swarmers will say such things that will try to prove it takes skill to fire a swarm. The only three notable points I've ever noticed is: 1) It's about positioning 2) We have to remain undetected or we're dead. 3) You also have to deal with other infantry, and you're nearly unable to defend yourself First off, all weapons are about positioning. You wouldn't ask someone with a rail rifle to take on an HMG in CQC and win, assuming they have equal skill in their fields. Another problem I've noticed that works in debunking points one and two is a behavior I've noticed in all swarmers, Never seen an exception to this. I've flown in hundreds of PC's, pubs and FW's alike. The problem with this is that all swarmers tend to camp a single area, with no regard to stealth whatsoever. And all I have to do to find a swarm is to find his hive, it is almost always a guarantee that he/she is no less than 30 meters away from it. On the remaining undetected issue, I believe a Ludacris song will explain my feelings on this. Swarms launch a volley with a smoke trail, making it easy to find you, wouldn't it make sense to get the hell out of there, and strike from a different angle? on fighting infantry and being nigh defenseless. Isn't that the way it's supposed to be? If you're that concerned about it, bring a friend. Anyway, that's my two cents on that, sorry if I took too much time on the soap box. You obviously dont dropship range amp isnt a thing. |
Soraya Xel
Abandoned Privilege Top Men.
3169
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Posted - 2014.08.21 21:59:00 -
[20] - Quote
Swarms are pretty solidly inferior to every other weapon in the game. Particularly when you consider than yes, while swarms arc around buildings, they also hit those buildings more often than not, and that forge gunners can near insta-hit you with ease. Additionally, when you consider the fact that swarms are the only weapon in the game that can't fire at infantry, and also happens to suck at AV, you wonder why they exist at all.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
70
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Posted - 2014.08.21 22:33:00 -
[21] - Quote
Soraya Xel wrote:Swarms are pretty solidly inferior to every other weapon in the game. Particularly when you consider than yes, while swarms arc around buildings, they also hit those buildings more often than not, and that forge gunners can near insta-hit you with ease. Additionally, when you consider the fact that swarms are the only weapon in the game that can't fire at infantry, and also happens to suck at AV, you wonder why they exist at all. Do you even use swarms. I set some up on my min commando yesterday and took out a madrugar in 3 shots. They were the basic swarms but i have min commando lv 4 and i put complex damage mods. 2 shots for lavs, 3-6 for tanks, and 4 for dropships, but the dropships always fly away before i get the last shot on. |
Everything Dies
BIKINI BOTTOM BRIGADE
910
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Posted - 2014.08.21 22:39:00 -
[22] - Quote
Derrith Erador wrote:I've been watching from the sidelines on this whole forum war on ADS vs, well everything. I've seen a lot of tin foil hat moments for both sides. I personally am not in favor of touching the ADS at all, many experienced pilots I've talked to are also agreeing with me on this (except for maybe pythons collision damage, fix this CCP). Anyway, let's get to the main forms of AV we have out on the field, and what I think should be done. I'll be getting to swarms last as I have the most to say about them. Rail tanksLet's start off with rail tanks. First off, I feel your pain, I don't like the way you shout constantly over this and that, but I see where you're coming from. I've done the math on my ADS fit, and a triple damage modded rail takes about 2 shots to kill me, three if I can get my shield booster on in time. I do honestly think that rail tanks got screwed with the nerf they recieved, and I honestly think a 5% damage buff to rails (math could be off) would be enough for them to two shot any python worth a crap out of the sky. But an additional problem lies in this formula meant to take out derps, the fact that tankers can run this fit, and also have 4400 armor on a gunnlogi. Pardon me if I don't see why a tank that is more than likely in the red line than anywhere else strategic should have that much armor, that just encourages camping in the red, and it would take a fit exactly like the redline fit to fish you out. My proposal is to buff the PG of damage mods to where this fit can still be achieved, but at cost to your total armor, so people cant just sit in the red and farm WP and be nigh invincible. (not sure the exact numbers to PG upgrades) Forge gunsAside from being a pilot, I also like to forge quite a bit. Forge guns take quite a bit of skill to shoot down pilots and the like, but it's just not enough, even with it in the hands of a good forger. My proposal is to make the proficiencies on the forge a flat damage buff, but that would be rather OP in my opinion if it was at its 3% per level, so I'd say make it a 2% per damage on the forge gun. People would argue to use a PLC if you want to take out a python, but that is a tin foil hat argument. Rail IncubusOn top of Pythons, I also fly these. Those who complain about it probably don't have the levels needed to take out a python or Incubus. I think they're working as intended, in the right hands they can prove quite deadly to us, you probably just haven't devoted enough time towards the incubus. There is the glitch where our rails don't shoot, or magically drain our clip for some ungodly reason, but that's a glitch, that's nobodies fault. RammingTo the pilots out there, there is a module you can fit on your low slots called a range amplifier, it works, trust me. I think that's all of them, aside from the swarms, which I will now discuss. Swarm launchersI fail to see why you guys want a buff, you already got the buff of minus extra swarms with comparable damage, the extra two missiles hurt you as you had to wait 1/3 longer to lock on to your target. And what did you sacrifice for it? I just did the math on a double damage modded Minmando pre-charlie, and post-charlie. I assumed that the stacking penalty is affected per tier, so 5% would be 4% pre-charlie. You lost 34 damage... Now onto my next point, why should a weapon that is fire and forget, can curve around buildings, and follow my flight pattern almost exactly unless I do some serious Yoda crap be buffed? A lot of swarmers will say such things that will try to prove it takes skill to fire a swarm. The only three notable points I've ever noticed is: 1) It's about positioning 2) We have to remain undetected or we're dead. 3) You also have to deal with other infantry, and you're nearly unable to defend yourself First off, all weapons are about positioning. You wouldn't ask someone with a rail rifle to take on an HMG in CQC and win, assuming they have equal skill in their fields. Another problem I've noticed that works in debunking points one and two is a behavior I've noticed in all swarmers, Never seen an exception to this. I've flown in hundreds of PC's, pubs and FW's alike. The problem with this is that all swarmers tend to camp a single area, with no regard to stealth whatsoever. And all I have to do to find a swarm is to find his hive, it is almost always a guarantee that he/she is no less than 30 meters away from it. On the remaining undetected issue, I believe a Ludacris song will explain my feelings on this. Swarms launch a volley with a smoke trail, making it easy to find you, wouldn't it make sense to get the hell out of there, and strike from a different angle? on fighting infantry and being nigh defenseless. Isn't that the way it's supposed to be? If you're that concerned about it, bring a friend. Anyway, that's my two cents on that, sorry if I took too much time on the soap box.
Much simpler would be to tweak afterburners; there's nothing more annoying than facing a dropship (particularly the Incubus) that not only has more HP than a tank, but the ability to dart out of danger at a moment's notice.
Mike Patton is the greatest singer in music. Proof:
Listen
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Cat Merc
Onslaught Inc RISE of LEGION
11835
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Posted - 2014.08.21 22:44:00 -
[23] - Quote
Flying in a straight line to avoid swarms is just lol
Feline overlord of all humans - CAT MERC
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ACT1ON BASTARD
Amarr Templars Amarr Empire
70
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Posted - 2014.08.21 23:01:00 -
[24] - Quote
Everything Dies wrote:Derrith Erador wrote:I've been watching from the sidelines on this whole forum war on ADS vs, well everything. I've seen a lot of tin foil hat moments for both sides. I personally am not in favor of touching the ADS at all, many experienced pilots I've talked to are also agreeing with me on this (except for maybe pythons collision damage, fix this CCP). Anyway, let's get to the main forms of AV we have out on the field, and what I think should be done. I'll be getting to swarms last as I have the most to say about them. Rail tanksLet's start off with rail tanks. First off, I feel your pain, I don't like the way you shout constantly over this and that, but I see where you're coming from. I've done the math on my ADS fit, and a triple damage modded rail takes about 2 shots to kill me, three if I can get my shield booster on in time. I do honestly think that rail tanks got screwed with the nerf they recieved, and I honestly think a 5% damage buff to rails (math could be off) would be enough for them to two shot any python worth a crap out of the sky. But an additional problem lies in this formula meant to take out derps, the fact that tankers can run this fit, and also have 4400 armor on a gunnlogi. Pardon me if I don't see why a tank that is more than likely in the red line than anywhere else strategic should have that much armor, that just encourages camping in the red, and it would take a fit exactly like the redline fit to fish you out. My proposal is to buff the PG of damage mods to where this fit can still be achieved, but at cost to your total armor, so people cant just sit in the red and farm WP and be nigh invincible. (not sure the exact numbers to PG upgrades) Forge gunsAside from being a pilot, I also like to forge quite a bit. Forge guns take quite a bit of skill to shoot down pilots and the like, but it's just not enough, even with it in the hands of a good forger. My proposal is to make the proficiencies on the forge a flat damage buff, but that would be rather OP in my opinion if it was at its 3% per level, so I'd say make it a 2% per damage on the forge gun. People would argue to use a PLC if you want to take out a python, but that is a tin foil hat argument. Rail IncubusOn top of Pythons, I also fly these. Those who complain about it probably don't have the levels needed to take out a python or Incubus. I think they're working as intended, in the right hands they can prove quite deadly to us, you probably just haven't devoted enough time towards the incubus. There is the glitch where our rails don't shoot, or magically drain our clip for some ungodly reason, but that's a glitch, that's nobodies fault. RammingTo the pilots out there, there is a module you can fit on your low slots called a range amplifier, it works, trust me. I think that's all of them, aside from the swarms, which I will now discuss. Swarm launchersI fail to see why you guys want a buff, you already got the buff of minus extra swarms with comparable damage, the extra two missiles hurt you as you had to wait 1/3 longer to lock on to your target. And what did you sacrifice for it? I just did the math on a double damage modded Minmando pre-charlie, and post-charlie. I assumed that the stacking penalty is affected per tier, so 5% would be 4% pre-charlie. You lost 34 damage... Now onto my next point, why should a weapon that is fire and forget, can curve around buildings, and follow my flight pattern almost exactly unless I do some serious Yoda crap be buffed? A lot of swarmers will say such things that will try to prove it takes skill to fire a swarm. The only three notable points I've ever noticed is: 1) It's about positioning 2) We have to remain undetected or we're dead. 3) You also have to deal with other infantry, and you're nearly unable to defend yourself First off, all weapons are about positioning. You wouldn't ask someone with a rail rifle to take on an HMG in CQC and win, assuming they have equal skill in their fields. Another problem I've noticed that works in debunking points one and two is a behavior I've noticed in all swarmers, Never seen an exception to this. I've flown in hundreds of PC's, pubs and FW's alike. The problem with this is that all swarmers tend to camp a single area, with no regard to stealth whatsoever. And all I have to do to find a swarm is to find his hive, it is almost always a guarantee that he/she is no less than 30 meters away from it. On the remaining undetected issue, I believe a Ludacris song will explain my feelings on this. Swarms launch a volley with a smoke trail, making it easy to find you, wouldn't it make sense to get the hell out of there, and strike from a different angle? on fighting infantry and being nigh defenseless. Isn't that the way it's supposed to be? If you're that concerned about it, bring a friend. Anyway, that's my two cents on that, sorry if I took too much time on the soap box. Much simpler would be to tweak afterburners; there's nothing more annoying than facing a dropship (particularly the Incubus) that not only has more HP than a tank, but the ability to dart out of danger at a moment's notice. What do you know about afterburners, do you even dropship? |
MassiveNine
Sinq Laison Gendarmes Gallente Federation
896
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Posted - 2014.08.21 23:58:00 -
[25] - Quote
Derrith I gotta say, whenever I see you on the battlefield I know I'm going to have a hard fight ahead of me. I completely respect you as a dropship pilot, you do some stuff and I'm just like "ok wtf how am I even supposed to follow that." Lol. But in all seriousness I agree with you on pretty much everything.
Official DUST514 LAV Mechanic
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Adipem Nothi
Nos Nothi
4392
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Posted - 2014.08.22 00:13:00 -
[26] - Quote
If Swarms are fine and oh-so-easy, how is it they performed so poorly in the Expert Challenge?
Shoot scout with yes.
- Ripley Riley
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Nothing Certain
Bioshock Rejects
1056
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Posted - 2014.08.22 00:37:00 -
[27] - Quote
Swarms seem pretty good to me. I have been running swarms instead of a forge for a couple of weeks and find them to be fun. Conventional wisdom says to use the Minmando but I don't like it. It hits harder but you give up mobility and grenades and my playstyle requires both.
As far as swarmers staying in one spot and being predictable, I use a fast suit so I can run where the vehicles aren't expecting me. The problem is you get one volley free, after that everyone knows where you are. The dropship pilots see me dancing on my hives because there are always lots of vehicles and I use up swarms fast, so I drop them when necessary, not because I like sticking a glowing beacon on my butt. I usually make one attack, run like hell and wait for them to look for me where I was, but even at 8 meters a second, they are back before I get far and even if they don't see me, they will see me fire. I need grenades because the heavy assholes in the LAV and Calscouts in their tanks like to drive right up to me, without grenades I am helpless, with them I might die but their vehicle is dying with me.
The scrubbiest tactic is jumping out of your tank to kill me. Being able to pop out is a broken, unfair mechanic that allow a tanker all the advantages of a tank AND a dropsuit with none of the disadvantages.
I like AV/vehicle balance now, Pythons need some tweaking so they can't always get away but they need a price drop and collision damage fixed to compensate.
Because, that's why.
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Derrith Erador
Fatal Absolution
2463
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Posted - 2014.08.22 01:13:00 -
[28] - Quote
@ action: I've used the range amp, it works fine for me. And if you're so certain that I've never flown before, ask me a derp question that is at least chrome build and beyond. I was flying when damage mods were passive, when blaster turrets were the greatest thing since sliced bread, and during that era ironically, rockets were very underrated, as rockets in that day were still awesome. I was around when rockets didn't count as explosive damage, and you could still be revived after being shot by it. Long story short, range amps work for me, I guess they don't work for you. If that's how you roll, fine.
@ massive, I thank you for the compliment. You're a pretty scary forger yourself. But in truth, there are pilots out there that can probably do the things I do better than I can. heck, I've even been trying to teach some people to fly recently, and to be honest, I don't think that good of a job, not a bad job mind you, but I could do better.
@ that one kitty: Show me an ADS pilot that flies in a straight line to avoid swarms. I never said that this should be a good way to dodge them, in fact, any pilot that does that deserves to die.
@ adipem Nothi: The swarm is a pure AV weapon. If you look at the stats and damage towards infantry, it was never meant to kill infantry by design. That is why it didn't fare so well in kills, as it wasn't supposed to kill anything but vehicles. I still maintain that swarms having a lock on feature make me think that it shouldn't get anything buffed, at least damage wise. I will still view it as fire and forget.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
70
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Posted - 2014.08.22 02:01:00 -
[29] - Quote
Derrith Erador wrote:@ action: I've used the range amp, it works fine for me. And if you're so certain that I've never flown before, ask me a derp question that is at least chrome build and beyond. I was flying when damage mods were passive, when blaster turrets were the greatest thing since sliced bread, and during that era ironically, rockets were very underrated, as rockets in that day were still awesome. I was around when rockets didn't count as explosive damage, and you could still be revived after being shot by it. Long story short, range amps work for me, I guess they don't work for you. If that's how you roll, fine.
@ massive, I thank you for the compliment. You're a pretty scary forger yourself. But in truth, there are pilots out there that can probably do the things I do better than I can. heck, I've even been trying to teach some people to fly recently, and to be honest, I don't think that good of a job, not a bad job mind you, but I could do better.
@ that one kitty: Show me an ADS pilot that flies in a straight line to avoid swarms. I never said that this should be a good way to dodge them, in fact, any pilot that does that deserves to die.
@ adipem Nothi: The swarm is a pure AV weapon. If you look at the stats and damage towards infantry, it was never meant to kill infantry by design. That is why it didn't fare so well in kills, as it wasn't supposed to kill anything but vehicles. I still maintain that swarms having a lock on feature make me think that it shouldn't get anything buffed, at least damage wise. I will still view it as fire and forget. Range amps arent for dropships. |
Derrith Erador
Fatal Absolution
2464
|
Posted - 2014.08.22 02:04:00 -
[30] - Quote
ACT1ON BASTARD wrote:Derrith Erador wrote:@ action: I've used the range amp, it works fine for me. And if you're so certain that I've never flown before, ask me a derp question that is at least chrome build and beyond. I was flying when damage mods were passive, when blaster turrets were the greatest thing since sliced bread, and during that era ironically, rockets were very underrated, as rockets in that day were still awesome. I was around when rockets didn't count as explosive damage, and you could still be revived after being shot by it. Long story short, range amps work for me, I guess they don't work for you. If that's how you roll, fine.
@ massive, I thank you for the compliment. You're a pretty scary forger yourself. But in truth, there are pilots out there that can probably do the things I do better than I can. heck, I've even been trying to teach some people to fly recently, and to be honest, I don't think that good of a job, not a bad job mind you, but I could do better.
@ that one kitty: Show me an ADS pilot that flies in a straight line to avoid swarms. I never said that this should be a good way to dodge them, in fact, any pilot that does that deserves to die.
@ adipem Nothi: The swarm is a pure AV weapon. If you look at the stats and damage towards infantry, it was never meant to kill infantry by design. That is why it didn't fare so well in kills, as it wasn't supposed to kill anything but vehicles. I still maintain that swarms having a lock on feature make me think that it shouldn't get anything buffed, at least damage wise. I will still view it as fire and forget. Range amps arent for dropships. I use them on my Amarr logi. Which is my main pilot suit. I thought that would've been common sense, you and Takahiro got it wrong too. My mistake.
I am the skybound warrior, you will know to run when you hear the music from above that make panties disappear.
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