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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
|
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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Adipem Nothi
Nos Nothi
4395
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Posted - 2014.08.22 02:54:00 -
[31] - Quote
Derrith Erador wrote: @ 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.
124 Kills. You'd think a "purely AV weapon" would be better at AV. No?
Swarm performance is abysmal, even when the very best of us give it our all.
Shoot scout with yes.
- Ripley Riley
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Derrith Erador
Fatal Absolution
2464
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Posted - 2014.08.22 03:02:00 -
[32] - Quote
Adipem Nothi wrote:Derrith Erador wrote: @ 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.
124 Kills. You'd think a "purely AV weapon" would be better at AV. No? Swarm performance is abysmal, even when the very best of us give it our all. Not when it fires and practically aims for you, no. Also the fact that it curves around buildings following our flight pattern almost perfectly, and that I have yet to see a swarm user who doesn't camp a single area hoping I'll go looking for him. I admit, I do.
But I think the matter here is that no matter what you or I say to convince each other of our arguments, we're not going to agree with each other. I think it's a fire and forget weapon that noob tube users want to spam like it's ham on Christmas (that was a terrible analogy), you... I'm not sure what you think, but it clearly doesn't fall in tandem with what I think.
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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Atiim
11562
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Posted - 2014.08.22 03:04:00 -
[33] - Quote
I thoroughly enjoy seeing ADS pilots post as if surviving AV is difficult.
Getting a good laugh once in a while is very good for the mind, and soul.
DUST 514's 1st Matari Commando
-HAND
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Derrith Erador
Fatal Absolution
2464
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Posted - 2014.08.22 03:15:00 -
[34] - Quote
Atiim wrote:I thoroughly enjoy seeing ADS pilots post as if surviving AV is difficult.
Getting a good laugh once in a while is very good for the mind, and soul. Aren't you going to try to debunk why I think swarms are fine? You always seem to do that.
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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bamboo x
Eternal Beings Proficiency V.
1010
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Posted - 2014.08.22 03:23:00 -
[35] - Quote
yeah because it's a pain in the ass when a dropship survives 3 of my forge hits with barely any armor and on fire
you sure you want an Ishukone to 3-shot you, man?
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Atiim
11562
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Posted - 2014.08.22 03:29:00 -
[36] - Quote
Derrith Erador wrote: 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...
37HP*
Though it should be noted that nobody actually ran 2x Complex Damage Modifiers on the MinCom unless they had competent squad support, as you have no defensive capabilities whatsoever and are an EZ kill for anyone who shoots you in the back.
It's like putting 3 XT-1s on a Python. Sure you'll do some damage, but your just asking to get killed.
Derrith Erador wrote: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? Maybe we were watching a different Star Wars, but quickly tapping R1, flicking the joystick up, and running in a straight line is not "Yoda crap".
Derrith Erador wrote: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. All weapons includes the Swarm Launcher. You've literally admitted that the Swarm Launcher does require at least one skill to operate effectively, making your entire argument null. However I'll address the other points anyways.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. This is a Toup+¬e Fallacy. Just because you haven't seen it, doesn't mean it hasn't happened. For example, I'm sure there are plenty of players who've never seen the "Giant GEK of Doom", but you and I both know that it's happened before. 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. And this, is an Association Fallacy. You haven't played with or against every single Swarm Launcher user in DUST 514, so you cannot make a valid claim that's all-inclusive.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? That's what your supposed to do. I've yet to see any complaining about it, so I fail to see why you've mentioned it. Though using hit-and-run tactics does require a multitude of skills (stealth, situational awareness, etc, etc,) so once again you've nullified your argument.
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. Or just use a Commando. Though you shouldn't have to field 200% of the resources that the enemy fielded, especially with a weapon as lolworthy against ADSs as the SL.
If 1x = 2y, why would I use anything but Y?
DUST 514's 1st Matari Commando
-HAND
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Adipem Nothi
Nos Nothi
4398
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Posted - 2014.08.22 03:35:00 -
[37] - Quote
Derrith Erador wrote:Adipem Nothi wrote:Derrith Erador wrote: @ 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.
124 Kills. You'd think a "purely AV weapon" would be better at AV. No? Swarm performance is abysmal, even when the very best of us give it our all. Not when it fires and practically aims for you, no. Also the fact that it curves around buildings following our flight pattern almost perfectly, and that I have yet to see a swarm user who doesn't camp a single area hoping I'll go looking for him. I admit, I do. But I think the matter here is that no matter what you or I say to convince each other of our arguments, we're not going to agree with each other. I think it's a fire and forget weapon that noob tube users want to spam like it's ham on Christmas (that was a terrible analogy), you... I'm not sure what you think, but it clearly doesn't fall in tandem with what I think.
We can't hide behind past design decisions as justification for doing nothing about a present problem.
We may like how the Devs decided to design Swarms, but that doesn't grant us excuse to ignore their underperformance. If the item is in the game, and that item is broken, we should do what we can to try to fix that item. If we aren't willing or able to fix that item, then we should remove it from the game.
We point to skill requirement as justification for high-end performance (i.e. Scrambler Rifles, Nova Knives, ADS). But when have we ever pointed to skill requirement as justification for low-end performance? I am not conceding that swarms require no user skill, but even if they didn't, that isn't an excuse to leave them broken.
Shoot scout with yes.
- Ripley Riley
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Derrith Erador
Fatal Absolution
2464
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Posted - 2014.08.22 04:28:00 -
[38] - Quote
I had to cut the quotes, but this one is at you Atiim.
1)I did the math again, and it still shows 34 damage difference. But to be honest, it's three damage, one of us is off by three. Doesn't matter who. Is it really worth arguing over?
2)On your little technique on outrunning them, that's a terrible move, I wouldn't use that move to run from a hippo (again with these terrible analogies, I really should stop). You can be so much more useful to a team using Judge's technique (the flippy circle thing, screw it, we'll call it the rolling pig), it takes less time to get in back in the fight and clear reds off high ground and put links up so your blue chicks can camp the high and secure a letter.
3) So being wrong on one point nullifies nearly my whole argument? First off, I don't even think I'm wrong. And positioning isn't a skill thing, it's a common sense thing. I attribute skill to gun game, having good positioning with a weapon doesn't make you good at it, or skilled, hitting accurately all by yourself does, no matter where you are.
4) You have to remain undetected argument. Yes, that is what you're supposed to do, and I have seen people say this. Adipem Nothi said it himself in a thread similar to this (in that it was concerning ADS). Yes I have seen it, just don't remember where. I think features and ideas.
5) I have to admit I probably haven't played against every swarmer in the game, but I don't view the notion that this all becomes okay because one guy/girl out of 6000 (random number) does it right. It doesn't change the fact that nearly every time there is a hive, there is almost always a swarmer near. But who knows, you recently got a ammo buff, no? Maybe some swarmers may start doing it right for once, that will interesting for me. Besides, you don't become a swarmer by picking up a swarm launcher that you get for free, you become one by devoting yourself to it. Pilots, slayers, heavies and logis all have become who they are by devoting themselves to said role.
6) Minmando, to be honest, I thought that assaults should've gotten that bonus to weapons. They are the slayers after all. I think that commandos should have gotten a bonus to help their races weapons in it weak ranges. Galmando would have gotten a bonus to effective plasma range, calmando would have received a recoil bonus. Which would leave the min assault in a very interesting position, don't you think? They could start being mobile AV as their speed is greater than all medium frames and above, then they can follow the advice our great rapper Ludacris gave. I'd like to hear your thoughts on this, but I'm sleepy and I'm going to watch an episode of Wedding Peach to see if I can stomach it.
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
2464
|
Posted - 2014.08.22 04:32:00 -
[39] - Quote
One more thing, no ADS pilot I respect puts three xt-1s on a python. Three reasons:
1) expensive 2) not enough tank 3) having two gunners makes it to where you have to decide between gunners, in that period where he is deciding, he can easily get rammed. It doesn't take that long.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13008
|
Posted - 2014.08.22 04:33:00 -
[40] - Quote
Atiim wrote: If 1x = 2y, why would I use anything but Y?[/i]
[/quote]
Wait...... why wouldn't you want to use X? If you only need one of them to = 2y....... wouldn't it be all round simpler and generally more efficient to pick X?
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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ACT1ON BASTARD
Amarr Templars Amarr Empire
70
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Posted - 2014.08.22 05:57:00 -
[41] - Quote
Derrith Erador wrote: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 wasnt aware dropsuit mods applied to vehicles.Can i get a dev to confirm this |
Riptalis
Horizons' Edge Proficiency V.
49
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Posted - 2014.08.22 09:15:00 -
[42] - Quote
Collision damage is my biggest concern. That's one issue that hasn't been given a thought by CCP. Yes, ADS are faster but simply love-tapping a Python with a MLT dropship and making it go boom is non negotiable. Needs fix! Delta?
Logistics ak.0
ADS Pilot
PSN: Riptalis
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Atiim
11566
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Posted - 2014.08.22 11:27:00 -
[43] - Quote
True Adamance wrote:Atiim wrote: If 1x = 2y, why would I use anything but Y?[/i]
Wait...... why wouldn't you want to use X? If you only need one of them to = 2y....... wouldn't it be all round simpler and generally more efficient to pick X? I mean to say X.
DUST 514's 1st Matari Commando
-HAND
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2289
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Posted - 2014.08.22 11:33:00 -
[44] - 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.
My theory is that they used to be useful, therefore they had to be nerfed into the ground.
I miss the days when having a STD or militia LAV untanked meant death if there was a decent gunner on the field. |
Takahiro Kashuken
Red Star. EoN.
3917
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Posted - 2014.08.22 13:04:00 -
[45] - Quote
Adipem Nothi wrote:Derrith Erador wrote: @ 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.
124 Kills. You'd think a "purely AV weapon" would be better at killing vehicles. No? Swarm performance is abysmal, even when the very best of us give it our all.
Looks like we have some grade A bullshit here
Kills 124
What is a kill? Its when the player dies and has to respawn
Can you not die in a vehicle? Yes
Can you not die in a vehicle even when it blows up? Yes, you just exit the vehicle before it actually blows up
124 kills means 124 ppl stayed in there vehicle until it blew up while everyone else jumped out
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Adipem Nothi
Nos Nothi
4403
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Posted - 2014.08.22 14:28:00 -
[46] - Quote
Pray tell, Taki: What other statistics are available for our reference?
Some statistics I'd be interested in seeing ...
# of ADS wrecked by Swarms alone # of Swarmers killed by ADS
Total value of ADS killed by infantry Total value of all infantry killed by ADS
Shoot scout with yes.
- Ripley Riley
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Takahiro Kashuken
Red Star. EoN.
3925
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Posted - 2014.08.22 14:59:00 -
[47] - Quote
Adipem Nothi wrote:Pray tell, Taki: What other statistics are available for our reference?
Some statistics I'd be interested in seeing ...
# of ADS wrecked by Swarms alone # of Swarmers killed by ADS
Total value of ADS killed by infantry Total value of all infantry killed by ADS
Go ask ccp but a kill implies the player died and with a swarm launcher the only way it kills is if the player stays inside the vehicle or is next to it with low enough health since you cant target infantry |
Adipem Nothi
Nos Nothi
4408
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Posted - 2014.08.22 16:00:00 -
[48] - Quote
Takahiro Kashuken wrote:Adipem Nothi wrote:Pray tell, Taki: What other statistics are available for our reference?
Some statistics I'd be interested in seeing ...
# of ADS wrecked by Swarms alone # of Swarmers killed by ADS
Total value of ADS killed by infantry Total value of all infantry killed by ADS Go ask ccp but a kill implies the player died and with a swarm launcher the only way it kills is if the player stays inside the vehicle or is next to it with low enough health since you cant target infantry
Fun as they'd be to discuss, those statistics won't be made available to we plebes. What is readily available (in addition to the expert challenge results) is the demeanor of pilots as it relates to this supposed counter ...
Following 1.7, most pilots -- yourself included -- expressed approval with the state of swarms. They insisted that Swarms were fine. They insisted that swarmers were doing it wrong. They insisted that no improvements be made to Swarms.
Today, most pilots -- yourself included -- express approval with the state of swarms. They insist that Swarms are fine. They insist that swarmers are doing it wrong. They insist that no improvements be made to Swarms.
What -- if anything -- does pilot demeanor tell is about the state of swarms?
Shoot scout with yes.
- Ripley Riley
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Takahiro Kashuken
Red Star. EoN.
3929
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Posted - 2014.08.22 16:08:00 -
[49] - Quote
Adipem Nothi wrote:Takahiro Kashuken wrote:Adipem Nothi wrote:Pray tell, Taki: What other statistics are available for our reference?
Some statistics I'd be interested in seeing ...
# of ADS wrecked by Swarms alone # of Swarmers killed by ADS
Total value of ADS killed by infantry Total value of all infantry killed by ADS Go ask ccp but a kill implies the player died and with a swarm launcher the only way it kills is if the player stays inside the vehicle or is next to it with low enough health since you cant target infantry Fun as they'd be to discuss, those statistics won't be made available to we plebes. What is readily available (in addition to the expert challenge results) is the demeanor of pilots as it relates to this supposed counter ... Following 1.7, most pilots -- yourself included -- expressed approval with the state of swarms. They insisted that Swarms were fine. They insisted that swarmers were doing it wrong. They insisted that no improvements be made to Swarms. Today, most pilots -- yourself included -- express approval with the state of swarms. They insist that Swarms are fine. They insist that swarmers are doing it wrong. They insist that no improvements be made to Swarms. What -- if anything -- does pilot demeanor tell is about the state of swarms?
Swarms can still be fired invisible Swarms can still track around cover and corners Swarms can stop on a dime and do a 180 turn and then go back to full speed
Swarms are still buggy as ****, not 1.0 buggy but still annoying
Also 1.0 swarm users insisted that swarms were fine and pilots were doing it wrong
Still doesnt mean ****, swarms do not lock onto infantry, pilots have a chance to jump out of the vehicle before it explodes and your going away from your point
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Adipem Nothi
Nos Nothi
4408
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Posted - 2014.08.22 16:14:00 -
[50] - Quote
Takahiro Kashuken wrote: Excuses Excuses Excuses
I see you're having trouble following ... let's add context:
If Scouts get hot-and-bothered about Heavies ... And Heavies get hot-and-bothered about Scouts ... How is it that Pilots can be happy with the state of Swarms?
Shoot scout with yes.
- Ripley Riley
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Scheneighnay McBob
Cult of Gasai
5806
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Posted - 2014.08.22 16:31:00 -
[51] - Quote
Takahiro Kashuken wrote: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 what I'm saying is the assault dropships are essentially Tech 2 vehicles, when the rest of the vehicles are Tech 0. We need to build our way up to them, and balance on the way up.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Cass Caul
822
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Posted - 2014.08.22 16:37:00 -
[52] - Quote
XT-1 Missiles have a base of 500 HP worth of Splash Damage.
That's why ADSs are OP as hell.
I blame her for nova knife kills on tanks
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Soraya Xel
Abandoned Privilege Top Men.
3176
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Posted - 2014.08.22 17:51:00 -
[53] - Quote
Riptalis wrote:Collision damage is my biggest concern. That's one issue that hasn't been given a thought by CCP. Yes, ADS are faster but simply love-tapping a Python with a MLT dropship and making it go boom is non negotiable. Needs fix! Delta?
Don't collide with crud, dude. I'd love if my RAV4 just bounced off other cars on the highway, but it doesn't work like that. And on the ridiculous end, dropships don't blow up like they should, leaving lots of dropship pilots and passengers plenty of time to abandon ship and avoid death.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Derrith Erador
Fatal Absolution
2472
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Posted - 2014.08.22 17:57:00 -
[54] - Quote
Cass Caul wrote:XT-1 Missiles have a base of 500 HP worth of Splash Damage.
That's why ADSs are OP as hell. *358 splash, and that isn't putting into account the damage buff skill we get.
358+ 35= 393 is our max splash raw, if your concern is that it may be possible to reach nearly 500 splash damage, use shields.
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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Dust User
KILL-EM-QUICK RISE of LEGION
466
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Posted - 2014.08.22 18:14:00 -
[55] - Quote
Derrith Erador wrote:Cass Caul wrote:XT-1 Missiles have a base of 500 HP worth of Splash Damage.
That's why ADSs are OP as hell. *358 splash, and that isn't putting into account the damage buff skill we get. 358+ 35= 393 is our max splash raw, if your concern is that it may be possible to reach nearly 500 splash damage, use shields.
This.
It takes alot of shots to kill my CalHeavy and that's if they don't let me regen which happens quickly. |
Monkey MAC
Rough Riders..
3355
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Posted - 2014.08.22 18:31:00 -
[56] - Quote
Forge guns are fine, if you can lime up all 3 shots that Pilot is dead in the water. That's all I'm saying on that matter.
As for the Swarm vs Afterburner argument. Both sides have perfectly valid points which the other can only reply with 'tin foil hats' or whining.
I think it's perfectly fair, that a dropship shouldn't be capable of staight up out running a swarm volley, especially if said volley is launched less than 50m from you, or is already in the air. Too many times can pilots just outrun the 2 volleys in the air, of which only 1 is required, that is simply not fair, I have outmanoeuvred and outclassed that pilot, he should be laid to rites. But he isn't as such I believe a Swarm Launcher speed buff and/or an afterburner nerf is entirely justified.
Secondly I think the current tracking ability of swarms is absurd, no matter what you do you simply can't outmanoeuvre them, it would bring more skill to both roles, if the swarm launcher can be dodged. As such I believe a turning circle nerf is also perfectly justified.
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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Derrith Erador
Fatal Absolution
2475
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Posted - 2014.08.22 19:00:00 -
[57] - Quote
Monkey MAC wrote: As for the Swarm vs Afterburner argument. Both sides have perfectly valid points which the other can only reply with 'tin foil hats' or whining.
I think it's perfectly fair, that a dropship shouldn't be capable of staight up out running a swarm volley, especially if said volley is launched less than 50m from you, or is already in the air. Too many times can pilots just outrun the 2 volleys in the air, of which only 1 is required, that is simply not fair, I have outmanoeuvred and outclassed that pilot, he should be laid to rites. But he isn't as such I believe a Swarm Launcher speed buff and/or an afterburner nerf is entirely justified.
Secondly I think the current tracking ability of swarms is absurd, no matter what you do you simply can't outmanoeuvre them, it would bring more skill to both roles, if the swarm launcher can be dodged. As such I believe a turning circle nerf is also perfectly justified.
You know, our fair princess Zatata said much the same to me over Skype. And to be fair, he raised a valid point with the acceleration of swarms, and I just tested Atiims avoidance move, it's sadly possible this can happen, lets noob pilots have an easy way out, and be less useful, padding their KD.
Anyway, long story short, I guess an acceleration boost is fine to swarms, but I see no point in buffing anything else.
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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MassiveNine
Sinq Laison Gendarmes Gallente Federation
897
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Posted - 2014.08.22 19:35:00 -
[58] - Quote
ACT1ON BASTARD wrote:Derrith Erador wrote: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 wasnt aware dropsuit mods applied to vehicles.Can i get a dev to confirm this
They don't. Dropsuit mods also don't just become useless once you get into the seat of a vehicle though. If he equips all proto range enhancements on his dropsuit, it's ridiculous to think they wouldn't work while he's flying through the air. It's not being applied to the vehicle, they are working in tandem.
Official DUST514 LAV Mechanic
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Temias Mercurial
Knights Of Ender RISE of LEGION
179
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Posted - 2014.08.22 19:44:00 -
[59] - 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.
I fail to see how the Logistics dropship caused enough balance issues to warrant removal...
Rather than fixing anything, they took the easy way out and removed content from the game...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
179
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Posted - 2014.08.22 19:48:00 -
[60] - Quote
Cass Caul wrote:XT-1 Missiles have a base of 500 HP worth of Splash Damage.
That's why ADSs are OP as hell.
So... it's not the ADS that is overpowered...
Why are we trying to nerf the ADS again? When the turret is possibly the issue?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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