| Pages: 1 [2]  :: one page | 
      
      
      
        | Author | 
        Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
      
          
          LEHON Xeon 
          Ahrendee Mercenaries
  689
  
          
                | 
        Posted - 2014.09.03 23:28:00 -
          [31] - Quote 
          
           
          DDx77 wrote:At least in almost every match I see it deployed. I am not asking for any kind of nerf ( nerfing has been ruining this game) but I'd like to add suggestions to improve some gameplay if possible.
  I didn't spec into one but it looks like Pilots have infinite ammo of a one shot splash damage weapon that can just hover over anything and kill it. Maybe changing that is all that is needed? A limited ammo count for Missles and Rails? ( This should include those annoying missle tanks) Having infinite ammo just seems like lazy game design, it makes no sense in this game
  We have two options to deal with them forge guns and Swarms correct? My beef is mainly with Swarms as Forge gunners could probably use a bit more range but are generally decent AV
  & before you say swarms - they are terrible. Waiting for a lock while this thing is either shooting at me or flying around too fast or high up to even get a lock? And they don't do enough damage anyway, I have to hit an ADS two or three times just to get it to retreat. Yes I am using mil swarms but I have three damg mods on this fit 2 complex, 1 enhanced.
  Lock on range should be vastly increased...orrrrr (wait for it) why not have the option to lock on AND fire manually?
  & yes if we have multiple clones with swarms you MAY be able to kill one. To this I say so I need two or three guys with AV not attacking and not capturing points to deal with one vehicle? I supposed the answer is " Yes that's the way you kill a dropship" but it just seem a boring way to play which is why you don't see many squads doing it. The alternative is perhaps just using a Commando fit but that seems too limiting.
  I would suggest allowing swarms to be a sidearm weapon or a sidearm AV variant.
  The best way to deal with one it seems is to have an Assault Dropship yourself. This is just seems counter-intuitive to the game. Why should I grind 2mil SP just to kill one guy/dropship?  Instead of grinding for two+ months we need Militia Assault dropships. It takes actual skill to pilot a dropship well. It takes no skill to shoot a missle somewhere near a player to kill them.  Give everyone to option to have this weapon....or are you afraid that because it is so grossly imbalanced that this will ruin the game?
  That's it.  I see ADS dominating matches. It used to be tanks ( still kinda is) but it looks like the people that got sick of tanks being dominant spec'd into ADS to kill them. Now they are killing everything and with all this kool technology in the EVE universe it is kinda embarrassing that there are still only two mediocre AV options.
 
 
 
 
   
  I wouldn't mind a return to the old forge gun ranges   I used to love shooting stuff across the map. All you had to do was just look for the red crosshairs and fire away. But seriously, I always find the biggest problem to be the huge afterburner surge. Any truly competent pilot it seems is nigh impossible to shoot down, although I have gotten a few with the FG from covered elevated positions like the mushroom building.
 Why am I still here yet? 
 | 
      
      
      
          
          Derpty Derp 
          Dead Man's Game
  386
  
          
                | 
        Posted - 2014.09.03 23:32:00 -
          [32] - Quote 
          
           
          DDx77 wrote:At least in almost every match I see it deployed. I am not asking for any kind of nerf ( nerfing has been ruining this game) but I'd like to add suggestions to improve some gameplay if possible.
  I didn't spec into one but it looks like Pilots have infinite ammo of a one shot splash damage weapon that can just hover over anything and kill it. Maybe changing that is all that is needed? A limited ammo count for Missles and Rails? ( This should include those annoying missle tanks) Having infinite ammo just seems like lazy game design, it makes no sense in this game
  We have two options to deal with them forge guns and Swarms correct? My beef is mainly with Swarms as Forge gunners could probably use a bit more range but are generally decent AV
  & before you say swarms - they are terrible. Waiting for a lock while this thing is either shooting at me or flying around too fast or high up to even get a lock? And they don't do enough damage anyway, I have to hit an ADS two or three times just to get it to retreat. Yes I am using mil swarms but I have three damg mods on this fit 2 complex, 1 enhanced.
  Lock on range should be vastly increased...orrrrr (wait for it) why not have the option to lock on AND fire manually?
  & yes if we have multiple clones with swarms you MAY be able to kill one. To this I say so I need two or three guys with AV not attacking and not capturing points to deal with one vehicle? I supposed the answer is " Yes that's the way you kill a dropship" but it just seem a boring way to play which is why you don't see many squads doing it. The alternative is perhaps just using a Commando fit but that seems too limiting.
  I would suggest allowing swarms to be a sidearm weapon or a sidearm AV variant.
  The best way to deal with one it seems is to have an Assault Dropship yourself. This is just seems counter-intuitive to the game. Why should I grind 2mil SP just to kill one guy/dropship?  Instead of grinding for two+ months we need Militia Assault dropships. It takes actual skill to pilot a dropship well. It takes no skill to shoot a missle somewhere near a player to kill them.  Give everyone to option to have this weapon....or are you afraid that because it is so grossly imbalanced that this will ruin the game?
  That's it.  I see ADS dominating matches. It used to be tanks ( still kinda is) but it looks like the people that got sick of tanks being dominant spec'd into ADS to kill them. Now they are killing everything and with all this kool technology in the EVE universe it is kinda embarrassing that there are still only two mediocre AV options.
 
   
  I'd like to ask that all complaints about ads be specific as to which ads the problem occurs... I have a feeling swarmers only complain about the Python, yet everything just gets aimed at both, while the Bus can be easily downed by swarms.
 
 David Mustane wrote:lower the ceiling, ads should not be allowed to use that as a means to grief as they do now.   
  Or put a redzone there... I rarely fly to the ceiling, it's more fun to fly close to the ground, where (once every blue moon) a swarm can hit something other than me. | 
      
      
      
          
          taxi bastard 
          Vengeance Unbound Dark Taboo
  251
  
          
                | 
        Posted - 2014.09.03 23:32:00 -
          [33] - Quote 
          
           
          rithu wrote:meh, It only takes 2 full round of my proto swarms to kill an ads. Most of the time i ll have help, so will kill shoot one full round before he can hit the burners.  
  i call bull on your 2 rounds of proto swarms to kill an ADS - make most retreat maybe but to kill BS. i don't think you can get much more swarm damage than minimando 5 with 2 complex damage mods and proto swarms profficency 4 and i have never killed a an ADS with 2 launches. 
  if its a badly fit 
  incubus 3 rounds 
  python 4 rounds. 
  normal 
  incubus 4 rounds 
  python 4-5 rounds. | 
      
      
      
          
          Derpty Derp 
          Dead Man's Game
  386
  
          
                | 
        Posted - 2014.09.03 23:36:00 -
          [34] - Quote 
          
           
          taxi bastard wrote:rithu wrote:meh, It only takes 2 full round of my proto swarms to kill an ads. Most of the time i ll have help, so will kill shoot one full round before he can hit the burners.  i call bull on your 2 rounds of proto swarms to kill an ADS - make most retreat maybe but to kill BS. i don't think you can get much more swarm damage than minimando 5 with 2 complex damage mods and proto swarms profficency 4 and i have never killed a an ADS with 2 launches.  if its a badly fit  incubus 3 rounds  python 4 rounds.  normal  incubus 4 rounds  python 4-5 rounds.   
  Is this with or without the hardener up? | 
      
      
      
          
          hold that 
          Krusual Covert Operators Minmatar Republic
  225
  
          
                | 
        Posted - 2014.09.04 00:23:00 -
          [35] - Quote 
          
           
          ADS is eaziest of ez mode in pubs Number 2 is cloak scout (scrubs) A not to distant 3rd = heavy (OK with this)
  | 
      
      
      
          
          TYCHUS MAXWELL 
          The Fun Police
  580
  
          
                | 
        Posted - 2014.09.04 01:20:00 -
          [36] - Quote 
          
           
          If everyone would learn to fire a forge gun at barn sized targets than all vehicles would be shut down 24/7. Until then, people will continue to think vehicles are OP.
  Being someone who uses both however, this has been the closest balance AV and vehicles have had that I've ever seen and I fear vehicles are going to get over nerfed in Delta.
  A nerf to tanks and dropships ability to escape alongside swarm speed buff will mean AV will chew them up until people just quit spawning vehicles.
  To me it goes alongside the why issue? Speeding up PLC and swarms sure... but why also nerf tank/dropship speed boosters at the same time?
  It's almost as nonsensical as the proposed AOE nerf to forge sniping. I hate to break it to you folks, but that measily 200 something damage doesn't even kill frontline suits in one shot. If you are dying to forge snipers, they are most likely direct hitting you. If you feel that's unfair that a weapon that is super slow and hard to aim is one shotting you, may I propose we nerf everything? Or you know, git gud and learn to serpentine when a forge sniper is trying to hit you. Or better yet git gud and forge snipe the forge snipers. All of them have 300m range including the militia, so grab a 2.7kish heavy militia with a milita forge gun and counter forge snipe. Or better yet just counter snipe them while being outside of 300m. All it takes to miss a forge is for a target to move in an unpredictable way, it's a very fickle weapon, a slight side step will make it miss. Hell I've missed a lined up shot just because the target turned.
  That said, I'm cool with the forge gun AOE nerf, just means it will be more inaccessible to scrubs. | 
      
      
      
          
          taxi bastard 
          Vengeance Unbound Dark Taboo
  253
  
          
                | 
        Posted - 2014.09.04 02:04:00 -
          [37] - Quote 
          
           
          Derpty Derp wrote:taxi bastard wrote:rithu wrote:meh, It only takes 2 full round of my proto swarms to kill an ads. Most of the time i ll have help, so will kill shoot one full round before he can hit the burners.  i call bull on your 2 rounds of proto swarms to kill an ADS - make most retreat maybe but to kill BS. i don't think you can get much more swarm damage than minimando 5 with 2 complex damage mods and proto swarms profficency 4 and i have never killed a an ADS with 2 launches.  if its a badly fit  incubus 3 rounds  python 4 rounds.  normal  incubus 4 rounds  python 4-5 rounds.   Is this with or without the hardener up?  
  incubus base ehp
  950 shields 2362 Armour 
  python base EHP 
  1548 shields  960 Armor
  my swarms vs shields (1248 +23% comando 5 + 2 damage mods) x's .8 explosive damage = 1228
  my swarms vs armour = 1248 + 35% comando 5 + 2 damage mods + proficiency 4) x's 1.2 explosive damage =2021
  launches to kill unfitted incubus 
  shields  950/1228 = 0.77 launches  Armor  2362/2021= 1.16 launches 
  total launches 1.93 aka 2 launches 
  launches to kill unfitted python
  shields 1548/1228 = 1.26 launches  Armor  960/2021 = 0.48 launches 
  total launches 1.74 aka 2 launches
 
  launches to kill incubus large basic plate - hardener + small rep + AB 
  shields  950/1228 = 0.77 launches  armor unhardened  3371/2021 = 1.67 armor hardened 4213/2021= 2.08
  so 3 either way or with 3.2 seconds of armor repping 4 shots with hardeners which is probable with evasion and lock/fire time
 
  launches to kill a python sheild hardener + enhanced large extender + complex PG upgrade + AB
  sheilds unhardened  2555/ 1228 = 2.08  sheilds hardened  3577/1228 = 2.91  Armor  960/2021 = 0.48 launches 
  launches to kill hardened = 4  launches to kill unhardened = 3 launches to kill after putting hardener on after first volley = 4 
  4 volleys to kill a double shield booster python as well so i am slightly off.
  not using a mini commando but with 2 complex damage mods and proficiency 4 those figures go to 
  unfitted 
  python 2 shot 
  incubus 3 shot 
  fitted 
  python 4 
  incubus 4
  ok i was a bit off but there are the numbers under ideal conditions which the battlefield is not always. 
 
 
  | 
      
      
      
          
          Gavr1lo Pr1nc1p 
          Fatal Absolution General Tso's Alliance
  2249
  
          
                | 
        Posted - 2014.09.04 02:28:00 -
          [38] - Quote 
          
           
          Im just gonna say that Derrith is always right about ADS's...he knows what he's talking about  
  And he's also legitimately relatively unbiased, so listen to him lol
 "Minmitar Scout" and "Masochist" are synonyms. 
FA's Shotgunning T-Dome Champ 
Give the Minja active dampening!--By Bor 
 | 
      
      
      
          
          Kin Cat 
          Another Clone in the Wall
  19
  
          
                | 
        Posted - 2014.09.04 03:18:00 -
          [39] - Quote 
          
           
          OP thinks missile tanks have ammo
  lol | 
      
      
      
          
          Ydubbs81 RND 
          Ahrendee Mercenaries
  3367
  
          
                | 
        Posted - 2014.09.04 03:32:00 -
          [40] - Quote 
          
           
          DDx77 wrote:At least in almost every match I see it deployed. I am not asking for any kind of nerf ( nerfing has been ruining this game) but I'd like to add suggestions to improve some gameplay if possible.
  I didn't spec into one but it looks like Pilots have infinite ammo of a one shot splash damage weapon that can just hover over anything and kill it. Maybe changing that is all that is needed? A limited ammo count for Missles and Rails? ( This should include those annoying missle tanks) Having infinite ammo just seems like lazy game design, it makes no sense in this game
  We have two options to deal with them forge guns and Swarms correct? My beef is mainly with Swarms as Forge gunners could probably use a bit more range but are generally decent AV
  & before you say swarms - they are terrible. Waiting for a lock while this thing is either shooting at me or flying around too fast or high up to even get a lock? And they don't do enough damage anyway, I have to hit an ADS two or three times just to get it to retreat. Yes I am using mil swarms but I have three damg mods on this fit 2 complex, 1 enhanced.
  Lock on range should be vastly increased...orrrrr (wait for it) why not have the option to lock on AND fire manually?
  & yes if we have multiple clones with swarms you MAY be able to kill one. To this I say so I need two or three guys with AV not attacking and not capturing points to deal with one vehicle? I supposed the answer is " Yes that's the way you kill a dropship" but it just seem a boring way to play which is why you don't see many squads doing it. The alternative is perhaps just using a Commando fit but that seems too limiting.
  I would suggest allowing swarms to be a sidearm weapon or a sidearm AV variant.
  The best way to deal with one it seems is to have an Assault Dropship yourself. This is just seems counter-intuitive to the game. Why should I grind 2mil SP just to kill one guy/dropship?  Instead of grinding for two+ months we need Militia Assault dropships. It takes actual skill to pilot a dropship well. It takes no skill to shoot a missle somewhere near a player to kill them.  Give everyone to option to have this weapon....or are you afraid that because it is so grossly imbalanced that this will ruin the game?
  That's it.  I see ADS dominating matches. It used to be tanks ( still kinda is) but it looks like the people that got sick of tanks being dominant spec'd into ADS to kill them. Now they are killing everything and with all this kool technology in the EVE universe it is kinda embarrassing that there are still only two mediocre AV options.
 
 
 
 
   
  Nerf it.....so much simpler. ADS is out of control
 > Check RND out here 
 | 
      
      
      
          
          medomai grey 
          warravens Capital Punishment.
  953
  
          
                | 
        Posted - 2014.09.04 03:36:00 -
          [41] - Quote 
          
           
          So much BS being made up by both sides of the argument.
 What percentile of Dust514's infantry arsenal belongs to the category of machine guns? 
 | 
      
      
      
          
          LEHON Xeon 
          Ahrendee Mercenaries
  689
  
          
                | 
        Posted - 2014.09.04 03:36:00 -
          [42] - Quote 
          
           
          Ydubbs81 RND wrote:DDx77 wrote:At least in almost every match I see it deployed. I am not asking for any kind of nerf ( nerfing has been ruining this game) but I'd like to add suggestions to improve some gameplay if possible.
  I didn't spec into one but it looks like Pilots have infinite ammo of a one shot splash damage weapon that can just hover over anything and kill it. Maybe changing that is all that is needed? A limited ammo count for Missles and Rails? ( This should include those annoying missle tanks) Having infinite ammo just seems like lazy game design, it makes no sense in this game
  We have two options to deal with them forge guns and Swarms correct? My beef is mainly with Swarms as Forge gunners could probably use a bit more range but are generally decent AV
  & before you say swarms - they are terrible. Waiting for a lock while this thing is either shooting at me or flying around too fast or high up to even get a lock? And they don't do enough damage anyway, I have to hit an ADS two or three times just to get it to retreat. Yes I am using mil swarms but I have three damg mods on this fit 2 complex, 1 enhanced.
  Lock on range should be vastly increased...orrrrr (wait for it) why not have the option to lock on AND fire manually?
  & yes if we have multiple clones with swarms you MAY be able to kill one. To this I say so I need two or three guys with AV not attacking and not capturing points to deal with one vehicle? I supposed the answer is " Yes that's the way you kill a dropship" but it just seem a boring way to play which is why you don't see many squads doing it. The alternative is perhaps just using a Commando fit but that seems too limiting.
  I would suggest allowing swarms to be a sidearm weapon or a sidearm AV variant.
  The best way to deal with one it seems is to have an Assault Dropship yourself. This is just seems counter-intuitive to the game. Why should I grind 2mil SP just to kill one guy/dropship?  Instead of grinding for two+ months we need Militia Assault dropships. It takes actual skill to pilot a dropship well. It takes no skill to shoot a missle somewhere near a player to kill them.  Give everyone to option to have this weapon....or are you afraid that because it is so grossly imbalanced that this will ruin the game?
  That's it.  I see ADS dominating matches. It used to be tanks ( still kinda is) but it looks like the people that got sick of tanks being dominant spec'd into ADS to kill them. Now they are killing everything and with all this kool technology in the EVE universe it is kinda embarrassing that there are still only two mediocre AV options.
 
 
 
 
   Nerf it.....so much simpler. ADS is out of control  
 
  Yes it is. I can get rid of a lot of them with the forge gun if they have bad fittings or can't fly well, but if they're quite skilled pilots, there's no way you can get rid of them. I run scout most of the time, so I never pay much attention to them.
 Why am I still here yet? 
 | 
      
      
      
          
          Dust User 
          KILL-EM-QUICK RISE of LEGION
  552
  
          
                | 
        Posted - 2014.09.04 13:22:00 -
          [43] - Quote 
          
           
          Thumb Green wrote:Talk all the smack you want to (it's about all KeQ is good for) but if you think it's easy to hit evasive ADS' with the AFG then you haven't shot at an evasive ADS. I've been doing this for about a year now so don't talk to me about practice.  
  Talking smack? lol I was actually trying to help you by giving you some advice. If that's all KEQ is good for then attack one of our districts and let's throw down.
  Haven't shot at an evasive ADS? lol I battle the top ADS pilots in this game on a daily basis and do just fine.  
  In conclusion, listen to Derrith, he is the most knowledgable ADS'r out there. | 
      
      
      
          
          Derpty Derp 
          Dead Man's Game
  392
  
          
                | 
        Posted - 2014.09.04 13:32:00 -
          [44] - Quote 
          
           
          taxi bastard wrote:ok i was a bit off but there are the numbers under ideal conditions which the battlefield is not always. if you put into consideration that any piliot will have a good amount of time to flee before the 4th shot that makes it unlikely to die  
  Well if you wanna be able to 3 shot all dropships, & get the ability to hit even vs afterburners... Then we're gonna need the price to drop around the same as a dropsuit.
  In your calculations you also forgot the weak point, which covers about half of the incubus, you're always going to land a few as it can be shot even from the front. | 
      
      
      
          
          Symbioticforks 
          Pure Evil.
  793
  
          
                | 
        Posted - 2014.09.04 13:52:00 -
          [45] - Quote 
          
           
          ultra hard counter to snipers... kinda blows.....
 Sniping Dust 514 (video series) 
 | 
      
      
      
          
          Funkmaster Whale 
          Seituoda Taskforce Command
  2388
  
          
                | 
        Posted - 2014.09.04 17:31:00 -
          [46] - Quote 
          
           
          I think Forge vs ADS is probably as balanced as it's ever been. As in I can't manage to solo kill a good ADS pilot like Derrith or Sir Snugglez, but at the same time I can pester them long enough to keep them out of commission for a while. I don't think I've ever really been troubled by them shooting back at me. In fact, it makes it a lot easier to hit them.
  My only issue with ADSs right now is how incredibly fast they can get out of max range of the FG. It's one thing to be fast and maneuverable to dodge shots, which I'm all for, it's another thing for them to be out of max range by flying to the ceiling in like 2 seconds flat.
  The other issue is that most blueberries have no idea how to counter them, which I can totally understand. I mean, I have all my Forge Gun skills maxed out using a Sentintel ck.0 with 2x Complex Damage mods and it's incredibly hard for me to kill one even if I land all my shots. It takes about 3 consecutive shots for me to kill a Python and that's counting on them not using any hardeners or rechargers. In theory that sounds easy but with how fast ADS are nowadays it's pretty tough since any pilot with half a brain will look to get out as soon as that first shot hits. I can't even imagine some blueberry trying to use some AV he's not skilled into trying to take down an ADS. It's pretty much like ringing a dinner bell.
 Follow me on Twitch.tv! 
 | 
      
      
      
          
          Dust User 
          KILL-EM-QUICK RISE of LEGION
  560
  
          
                | 
        Posted - 2014.09.04 18:49:00 -
          [47] - Quote 
          
           
          Funkmaster Whale wrote:I think Forge vs ADS is probably as balanced as it's ever been. As in I can't manage to solo kill a good ADS pilot like Derrith or Sir Snugglez, but at the same time I can pester them long enough to keep them out of commission for a while. I don't think I've ever really been troubled by them shooting back at me. In fact, it makes it a lot easier to hit them.
  My only issue with ADSs right now is how incredibly fast they can get out of max range of the FG. It's one thing to be fast and maneuverable to dodge shots, which I'm all for, it's another thing for them to be out of max range by flying to the ceiling in like 2 seconds flat.
  The other issue is that most blueberries have no idea how to counter them, which I can totally understand. I mean, I have all my Forge Gun skills maxed out using a Sentintel ck.0 with 2x Complex Damage mods and it's incredibly hard for me to kill one even if I land all my shots. It takes about 3 consecutive shots for me to kill a Python and that's counting on them not using any hardeners or rechargers. In theory that sounds easy but with how fast ADS are nowadays it's pretty tough since any pilot with half a brain will look to get out as soon as that first shot hits. I can't even imagine some blueberry trying to use some AV he's not skilled into trying to take down an ADS. It's pretty much like ringing a dinner bell.
  And as a side note, I respect any skilled ADS pilot 100x more now that I put some points into them and tried to see what the fuss is about. Maybe it's the fact that I use M / KB but I don't think I managed to hit a single shot using a STD Missile Launcher on a Python. The aiming system on the ADS is probably the most unintuitive piece of crap I've ever experienced.  
  As a forger and noob ADS pilot, I agree with everything in this post. If i could give more than 1 like I certainly would. | 
      
      
        |   | 
          | 
      
      
      
        | Pages: 1 [2]  :: one page | 
      
      
      
        | First page | Previous page | Next page | Last page |