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DDx77
Legacy of Kain
0
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Posted - 2014.09.03 16:38:00 -
[1] - Quote
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.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1468
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Posted - 2014.09.03 16:53:00 -
[2] - Quote
Just reading now, first fallacy: we do not have infinite ammo, haven't for a long time. We may have a lot, but, that requires decent chunk of SP (about 3.5 mil just on the two skills, not including the pre-req skills).
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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TechMechMeds
KILL-EM-QUICK RISE of LEGION
5430
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Posted - 2014.09.03 16:57:00 -
[3] - Quote
Only has to push triangle to check anything he wants in the game.
Instead assumes stuff and comes on the forums to share his assumptions with us.
My hometown beat Manchester united.
Git gud man utd.
4-0
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Atiim
11825
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Posted - 2014.09.03 16:58:00 -
[4] - Quote
Assault Dropships will be dealt with in Hotfix Bravo.
Keep your head high 'till then my friend.
DUST 514's 1st Matari Commando
-HAND
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Thumb Green
Raymond James Corp
1378
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Posted - 2014.09.03 17:01:00 -
[5] - Quote
Atiim wrote:Assault Dropships will be dealt with in Hotfix Bravo.
Keep your head high 'till then my friend. Are we time traveling?
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1468
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Posted - 2014.09.03 17:04:00 -
[6] - Quote
Thumb Green wrote:Atiim wrote:Assault Dropships will be dealt with in Hotfix Bravo.
Keep your head high 'till then my friend. Are we time traveling?
Atiim is magical.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Thumb Green
Raymond James Corp
1378
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Posted - 2014.09.03 17:19:00 -
[7] - Quote
Honestly vehicles aren't usually a problem on their own; it's either a combination of vehicle + their team being better than yours which keeps AV in check so the vehicle has free reign or it's multiple vehicles tag teaming so when one takes enough damage to flee the other one(s) hop in its place.
As for the FG, it doesn't need more range, 300 meters is plenty. What it does need though is for the charge times to be reduced. It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot and that's not just because of the skill stacking bug ADS' have.
ResistanceGTA wrote:Thumb Green wrote:Atiim wrote:Assault Dropships will be dealt with in Hotfix Bravo.
Keep your head high 'till then my friend. Are we time traveling? Atiim is magical. I knew it! Atiim, how much would it cost for you to craft me a module of +10 fall damage resistance?
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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Dust User
KILL-EM-QUICK RISE of LEGION
546
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Posted - 2014.09.03 17:33:00 -
[8] - Quote
Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot
What suit you running that does this? I can survive several blasts.
Also: Ishukone Assault Forge Gun > everything else
If you're using the regular forge you're doing it wrong. |
Stefan Stahl
Seituoda Taskforce Command
715
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Posted - 2014.09.03 17:51:00 -
[9] - Quote
Dust User wrote:Also: Ishukone Assault Forge Gun > everything else With my vehicle alt I enjoy hovering my Myron in front of lone forgegunners and eat their whole clip without twitching. 8000 ehp. Just to show'em what's up. (Works *most* of the time. )
@OP: An ADS will generally have to flee as soon as any sort of AV above MLT level comes into play. If you are really super-annoyed with a particular ADS, switch to a commando suit with a STD SL. That will be enough to keep the ADS away from you. If anyone else chips in the dropship will go down quickly. |
Thumb Green
Raymond James Corp
1378
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Posted - 2014.09.03 17:52:00 -
[10] - Quote
Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG.
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1981
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Posted - 2014.09.03 18:05:00 -
[11] - Quote
Atiim wrote:Assault Dropships will be dealt with in Hotfix Delta
Keep your head high 'till then my friend. There's nothing to be dealt with. The balance is fine.
Want to fend off an ADS? Use AV. Don't expect a single AVer to reliable kill an ADS.
Want to reliably kill an ADS? Use teamwork, it's OP.
Imagine if a single AVer could easily kill ADSs. Now add another, and another. That would make AV completely OP. (And before you counter, multiple ADSs are usually more of a threat to themselves and a hinderance to their team than compounding their effectiveness).
Take forges for example: a single skilled forge gunner can easily down virtually any ADS within one clip (or about 7.5 seconds). Now, with some fancy flying and a bit of luck, I can usually take one forge myself, but add another and it's far more difficult.
Now imagine 2 swarmers have it guaranteed that all 3 shots will hit (since currently, and under typical battle scenarios, you're guaranteed 2 swarm hits, increasing this would inevitably lead to 3 guaranteed hits). That's 6 volleys of missiles that are GUARANTEED to connect. With the forge, it at least takes some skill to land blows, swarms are just fire and forget.
The only rebalance I would accept as fair would be an increase in AB cool down time from 10/10/10sec to 25/20/15sec. |
rithu
Freek Coalition Freek Alliance
114
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Posted - 2014.09.03 18:08:00 -
[12] - Quote
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. |
Atiim
11828
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Posted - 2014.09.03 18:28:00 -
[13] - Quote
Vulpes Dolosus wrote:Atiim wrote:Assault Dropships will be dealt with in Hotfix Delta
Keep your head high 'till then my friend. There's nothing to be dealt with. The balance is fine. Want to fend off an ADS? Use AV. Don't expect a single AVer to reliable kill an ADS. Then why would I even bother using AV if he's guaranteed to escape?
Want to reliably kill an ADS? Use teamwork, it's OP.
Imagine if a single AVer could easily kill ADSs. Now add another, and another. That would make AV completely OP. (And before you counter, multiple ADSs are usually more of a threat to themselves and a hinderance to their team than compounding their effectiveness). This paragraph right here is extremely biased.
First off, you can't use 2/3v1 scenarios when balancing an item, because it assumes that there will always be a single unit against 2/3 of it's counters, which is unrealistic. Not only that, but requiring more resources than what you've fieldied (1 player) to destroy another player automatically makes that item superior, thus negating the point of using the other item.
Basically, why would I use Y if 1x GëÑ 2y? Though what you said about multipule ADSs is not false (to an extent). 2 ADSs can easily destroy an entire team if they're good, and in open areas (which is a good amount of the maps in DUST) they're in no way a hinderance to anyone other than the enemy team.
Multiple AV units on the other hand, reduce the Anti-Infantry capabilities of your team, as well as the ability to hack/push objectives; all of which are deciding factors in whether or not a team will win the match.
Take forges for example: a single skilled forge gunner can easily down virtually any ADS within one clip (or about 7.5 seconds). Now, with some fancy flying and a bit of luck, I can usually take one forge myself, but add another and it's far more difficult. [i]And any ADS with an Afterburner can easily escape before 7.2s (Incubi in 4s, Pythons in 2.6s). Honestly if you're dumb enough to stand there for 7.5s you deserve to dieThe only rebalance I would accept as fair would be an increase in AB cool down time from 10/10/10sec to 25/20/15sec. So basically a 5s increase in the Afterburner? That's won't suffice. You and I both know that your ADSs will be getting nerfed in Delta, so I'd get in as much fun as you still can.
DUST 514's 1st Matari Commando
-HAND
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Atiim
11828
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Posted - 2014.09.03 18:29:00 -
[14] - 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. Rounds or Clips?
I've theroycrafted the Swarm Launcher's TTK with just about every HAV/ADS build out there, and not a single one can be 2HK'd by even a maxed Swarm Launcher.
DUST 514's 1st Matari Commando
-HAND
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Adipem Nothi
Nos Nothi
4722
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Posted - 2014.09.03 18:41:00 -
[15] - 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.
You must mean two full clips of Proto Swarms. Two rounds won't wreck a LAV.
@ OP If you want to pose a meaningful threat to dropships, spec into Forge Guns. Do not waste your SP on Swarms.
Shoot scout with yes.
- Ripley Riley
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Dust User
KILL-EM-QUICK RISE of LEGION
549
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Posted - 2014.09.03 18:54:00 -
[16] - Quote
Thumb Green wrote:Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG.
Using Amarr to forge is your first mistake. Caldari is where it's at.
If you land the first shot it will knock the ADS around giving you time to land the second shot before he can adjust to hit you again. I rarely lose 1v1 encounters to an ADS unless I miss that first shot.
If you're having trouble hitting them with the AFG the only thing I can tell you is practice makes perfect. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
1981
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Posted - 2014.09.03 18:55:00 -
[17] - Quote
Atiim wrote:Vulpes Dolosus wrote:Atiim wrote:Assault Dropships will be dealt with in Hotfix Delta
Keep your head high 'till then my friend. There's nothing to be dealt with. The balance is fine. Want to fend off an ADS? Use AV. Don't expect a single AVer to reliable kill an ADS. Then why would I even bother using AV if he's guaranteed to escape?Because by driving him away, you're taking him out of the battle for a time. Don't be so myopic.Want to reliably kill an ADS? Use teamwork, it's OP. Imagine if a single AVer could easily kill ADSs. Now add another, and another. That would make AV completely OP. (And before you counter, multiple ADSs are usually more of a threat to themselves and a hinderance to their team than compounding their effectiveness). This paragraph right here is extremely biased.Basically, why would I use Y if 1x GëÑ 2y? Though what you said about multipule ADSs is not false (to an extent). 2 ADSs can easily destroy an entire team if they're good, and in open areas (which is a good amount of the maps in DUST) they're in no way a hinderance to anyone other than the enemy team. Multiple AV units on the other hand, reduce the Anti-Infantry capabilities of your team, as well as the ability to hack/push objectives; all of which are deciding factors in whether or not a team will win the match.[/i] If you mean that I find it unfair that my +500k proto ADS can now be easily be killed (with no hope of escape or retaliation) by 2-3 <50k suits that I may never see, hear, or know about before hand, if that's what you call biased, then yeah, it's biased. What it actually is is an accurate description of what you and other swarmers want. If I am wrong, then stop being vague and tell me what you actually want, I've said what I want.
I have already said what should happen when you are a solo AVer: the dropships has either the ability to flee or if he stays, dies. That is the current reality of EVERY viable solo AV set up: either the ADS retreats, fights and kills it, or dies. Swarms are no different from forges in this respect. With more AVers working together, they have a higher chance of killing an ADS, even if one of them are killed.
But what you want is a single AVer to RELIABLY KILL and ADS, and I said that that will be unbalanced if multiple AVers work together.
As for reduction to AI, your trading countering vehicles for countering infantry, and since the enemy vehicles cannot operate fully, they are now a reduction to the enemies AI potential, as well, and as an Infantry with a side arm, you have more AI potential than a tank in the redline or ADS high in the sky. Besides, if you're a commando you can just use another light weapon, so that point doesn't really hold well.Take forges for example: a single skilled forge gunner can easily down virtually any ADS within one clip (or about 7.5 seconds). Now, with some fancy flying and a bit of luck, I can usually take one forge myself, but add another and it's far more difficult. And any ADS with an Afterburner can easily escape before 7.2s (Incubi in 4s, Pythons in 2.6s). Honestly if you're dumb enough to stand there for 7.5s you deserve to dieYou're ignoring the fact that the first hit is shot and second shot is charging before the pilot has time to react, activate mods, and accelerate to full speed. What you're suggesting is that a full speed ADS is flying over the head of the forge and the forge is trying to shoot it. Realistically, a forge should have not trouble getting off at least 3 shots on a preoccupied ADS that has a decent reaction time and flees immediately. This accomplishes the goal of a solo AVer to drive off vehicles, but since the forge actually takes skill to aim and fire, it has the bonus of being more reliable in actually killing them.The only rebalance I would accept as fair would be an increase in AB cool down time from 10/10/10sec to 25/20/15sec. So basically a 5s increase in the Afterburner? That's won't suffice. You and I both know that your ADSs will be getting nerfed in Delta, so I'd get in as much fun as you still can. My responses in bold. |
Derrith Erador
2553
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Posted - 2014.09.03 19:03:00 -
[18] - Quote
Thumb Green wrote:Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG. First off, let's explain everything wrong with using an Amarrican suit as a forge.
It is armor based, so it's only natural I'm going to have my way with you as a rocket ADS.
Second, I specced at least 15-20 mil SP into this, that includes ROF, which I skilled into wholeheartedly.
Third, some pilots miss, you have to put into account some people are just good at what they do.
Forth, it takes six to eight shots average to kill a sentinel. I don't see what you're complaining about.
Fifth, ADS pilots are supposed to use evasion tactics, most novice pilots sit there and hover when fighting AV and that is the dumbest mistake you could make. If flying about like a drunk hillbilly causes you to miss a few shots yourself, but causes him to miss a few, then so be it.
The preacher of Betty White, may her pimp hand guide me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1981
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Posted - 2014.09.03 19:09:00 -
[19] - Quote
Derrith Erador wrote:Thumb Green wrote:Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG. First off, let's explain everything wrong with using an Amarrican suit as a forge. It is armor based, so it's only natural I'm going to have my way with you as a rocket ADS. Second, I specced at least 15-20 mil SP into this, that includes ROF, which I skilled into wholeheartedly. Third, some pilots miss, you have to put into account some people are just good at what they do. Forth, it takes six to eight shots average to kill a sentinel. I don't see what you're complaining about. Fifth, ADS pilots are supposed to use evasion tactics, most novice pilots sit there and hover when fighting AV and that is the dumbest mistake you could make. If flying about like a drunk hillbilly causes you to miss a few shots yourself, but causes him to miss a few, then so be it. Another reason is because some pilots (myself especially) will make several passes to kill a forge if they seem skilled. This is because my health regens far faster than yours does, so I can get 2 shots off, fly away, come back for another two shots or so, retreat, and then finish you off.
This is why I prefer a rep-tanked Cal when I forge, because the repair rate is just about the same (i.e. I usually repair shields before the ADS comes back). Not to mention you're more resistant to damage and more agile if you need to move.
EDIT: And before someone replies and calls this OP, let me assure you it's not. First, it takes a ton of time to kill even a single forger this way. Second, incredibly dangerous, putting myself in the line of fire repeatedly. Third, it's incredibly predictable, making it even more dangerous. Third, it doesn't work nearly as well on Cal sents, as I explained above. And fourth, it take a fair amount of piloting skill to do right and effectively. |
Rusty Shallows
Caldari State
2085
|
Posted - 2014.09.03 19:37:00 -
[20] - Quote
DDx77 wrote:ADS appears dominate Your statement humorously feeds my inner anthropologist. Well said, thank you.
A lot of good people tried figuring out options for the whole vehicles issue last year. When December came around all we got was a vast one-sided shift in the game. CCP listens to destructive complaints while dismissing thoughtful discourse. The salt in the wound is one Dev had stated in these forums they were going to be more careful with nerfing.
Although things have improved this year in comparison. Now the biggest problem seems to be ignoring issues.
In conclusion don't bother trying to help. Odds are any specifics you share will be ignored. What you can do is register complaints. If enough people complain continuously something will eventually be done. I'm sorry for being so negative but these observations are based on CCPs behavior since Closed Beta. Pragmatism > Idealism
Likes are my candy and in these forums every day is Halloween. XD
Sweets for everyone!
Forums > Game
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David Mustane
D3M3NT3D M1NDZ
68
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Posted - 2014.09.03 19:40:00 -
[21] - Quote
lower the ceiling, ads should not be allowed to use that as a means to grief as they do now. |
DDx77
Legacy of Kain
3
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Posted - 2014.09.03 20:13:00 -
[22] - Quote
ResistanceGTA wrote:Just reading now, first fallacy: we do not have infinite ammo, haven't for a long time. We may have a lot, but, that requires a decent chunk of SP (about 3.5 mil just on the two skills, not including the pre-req skills).
Using Militia Swarms to kill an ADS.. That's on you dude. You're handicapping yourself, at least get Basic, its super cheap.
"Oh look, an ADS pilot defending his crutch," you may be saying to yourself.
I have Prof. 4 Swarms, Auxillary Swarm skills to 4, Minmando to 5, Prof 3 Forge, I'm pretty big into AV, more points into it than my ADS (well, probably not anymore).
Swarms are actually very good against ADSs if you approach the fight correctly. Also, Swarms still have horrible rendering. I'll shoot swarms, but my buddies standing right next to me won't see my Swarms flying. When I fly, I'd say only about half the swarms that hit me render at all. That's just a random guess, I haven't been keeping track of rendering/non-rendering swarms as of late...
Apologies for not pressing triangle to see that there are ammo limitations ( Thank you TechMechMeds you **** )
I still don't see a huge difference in basic or militia swarms on paper. Almost same damage and rockets fired. Spec'ing into swarms & prof is exactly what I would like to avoid simply (selfishly) b/c I have other things I'd like to put SP into.
I don't think AV should be an after thought, I just think it needs to be more versatile.
The majority of matches that I have been in that were crushing losses or wins ( the enemy or our MCC had almost no damage ) there was a ADS patrolling all corners of the map with many kills for that pilot. Yes definitely a very good pilot working with a very good squad. When I luck out and get in a squad or match and we have an ADS I notice we cruise to a win. It just makes the match very boring and I think the ADS has a lot to do with it.
I'm not the only one who feels this way but I'd like to add things to the game rather than take away or nerf it if possible.
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Nothing Certain
Bioshock Rejects
1102
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Posted - 2014.09.03 20:47:00 -
[23] - Quote
That ADS rules the sky because guys don't run decent AV and/or protect the guy run decent AV. If you don't want to run it yourself watch out for the guy shooting swarms with his eyes up in the the air and don't let him be a free kill for any passing infantry.
Because, that's why.
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Thumb Green
Raymond James Corp
1380
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Posted - 2014.09.03 21:26:00 -
[24] - Quote
Dust User wrote:Thumb Green wrote:Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG. Using Amarr to forge is your first mistake. Caldari is where it's at. If you land the first shot it will knock the ADS around giving you time to land the second shot before he can adjust to hit you again. I rarely lose 1v1 encounters to an ADS unless I miss that first shot. If you're having trouble hitting them with the AFG the only thing I can tell you is practice makes perfect. When I skilled into it Amarr was the half-way between AV and AI. It still works well enough and I've got other SP priorities besides completely skilling into a new dropsuit tree. 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.
Still all of what you said is irrelevant to the point I made. If you're not going to address the point I made then why are you even arguing with me?
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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Derrith Erador
2554
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Posted - 2014.09.03 21:33:00 -
[25] - Quote
Thumb Green wrote:Dust User wrote:Thumb Green wrote:Dust User wrote:Thumb Green wrote:It's fcking ridiculous that a small missile turret can kill a sentinel in the time it takes the regular FG to charge a single shot What suit you running that does this? I can survive several blasts. Also: Ishukone Assault Forge Gun > everything else If you're using the regular forge you're doing it wrong. I use the Amarr, I use mostly reps on it to keep it light so it's easier to avoid direct hits as well as to rep up quickly so I'm not just a sitting duck with low health; AV with extremely poor mobility dies quicker than AV with just poor mobility. I do use the IAFG but that's irrelevant to the point that small missiles can kill a sentinel in the time it takes for the regular FG to charge. Some people don't like the AFG and I don't blame them; getting the timing right on an evasive ADS can be quite hard with the AFG. Using Amarr to forge is your first mistake. Caldari is where it's at. If you land the first shot it will knock the ADS around giving you time to land the second shot before he can adjust to hit you again. I rarely lose 1v1 encounters to an ADS unless I miss that first shot. If you're having trouble hitting them with the AFG the only thing I can tell you is practice makes perfect. When I skilled into it Amarr was the half-way between AV and AI. It still works well enough and I've got other SP priorities besides completely skilling into a new dropsuit tree. 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. Still all of what you said is irrelevant to the point I made. If you're not going to address the point I made then why are you even arguing with me?
Actually, of all the forgers in dust, Dust User is one of three I'm scared to face solo. Himself, Funkmaster Whale, and Senator Snipe are hands down the most accurate forgers I've seen, and they all use AFG's (along with Cal sentinels), and have rarely missed me, I actually have to use cover and buildings to take them on, they're the forgers I learned the hard way to use buildings as cover.
The preacher of Betty White, may her pimp hand guide me.
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Thumb Green
Raymond James Corp
1380
|
Posted - 2014.09.03 21:37:00 -
[26] - Quote
Vulpes Dolosus wrote:
Want to fend off an ADS? Use AV. Don't expect a single AVer to reliable kill an ADS.
Want to reliably kill an ADS? Use teamwork, it's OP.
That's some straight up "Teamwork for thee but not for me" bullsh!t. I can admit it was a realistic view for tanks when they used it but it didn't work for game balance; for aircraft however, it just flat out doesn't work. Nothing in this game should require teamwork to reliably kill one person, least of all aircraft.
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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Thumb Green
Raymond James Corp
1380
|
Posted - 2014.09.03 21:43:00 -
[27] - Quote
Whatever, I'm not going to argue with you when can't even comprehend what I said.
We don't kick ass, we kick dick and we kick it hard.
Join us in our Pumpkin Crushing
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1986
|
Posted - 2014.09.03 22:47:00 -
[28] - Quote
Thumb Green wrote:Vulpes Dolosus wrote:
Want to fend off an ADS? Use AV. Don't expect a single AVer to reliable kill an ADS.
Want to reliably kill an ADS? Use teamwork, it's OP.
That's some straight up "Teamwork for thee but not for me" bullsh!t. I can admit it was a realistic view for tanks when they used it but it didn't work for game balance; for aircraft however, it just flat out doesn't work. Nothing in this game should require teamwork to reliably kill one person, least of all aircraft. Again, myopic. You're only thinking, "If I can't kill it, I'm useless." You don't see that fending off or occupying dropship's is just as useful and not imbalanced either way. You're not powerless against me! In fact, you're so disruptive and threatening that you go straight to my #1 on my "threats to deal with" list whenever I see you.
Currently, one ADV swarmer can disrupt and damage a dropship enough to force it to fly away and/or fight the AVer. Both of these pull the ADS away from actually fighting and essentially make it useless to the team for the moment.
Now put yourself in my shoes. Why the hell would I bring out a half a mill ISK vehicle if 1 swarmer, 1 <75k suit, stood a very likely chance of killing me every time I got in range? And God forbid there were 2 of them or a forge!
AND THIS IS NOT TO SAY I'M AGAINST SOME NERFS!
I have said above that I'm for an AB cooldown nerf. They are too potent across the board, I agree. I'm also willing to have a moderate missile splash-damage nerf as to make ADSs less effective against infantry (keep direct damage though for anti-vehicle). But as far as AV/ADS symbiosis, it's about as balanced as it can get right now. |
Derrith Erador
2554
|
Posted - 2014.09.03 23:04:00 -
[29] - Quote
Thumb Green wrote:Whatever, I'm not going to argue with you when can't even comprehend what I said. I'm going to assume you're talking to Vulpses on this issue, but I'll respond anyway.
1) I perfectly comprehend what you're saying, you're saying that it's hard for forges to hit an ADS. It's supposed to be that way, we're supposed to make it that way. Do you shoot bullets at random reds and expect them to stand still and NOT try to evade your shots? It's the same principle, you wouldn't want to die from bullets, so you'd strafe, or take cover. Just because you said it's hard doesn't mean I'm obligated to make it easy.
2) On the teamwork issue, as I see it, you run a sentinel suit, more than likely running an HMG on this suit, correct? If so, have you ever seen a medium frame come at you in a CQC engagement, and you completely mowed him down? Most people I know who heavy with HMG would call this medium frame an idiot, and rightly so, TBH. But what if he brought a friend to flank you in another medium suit? You'd have two people to worry about at that stage, thus evening the odds seeing as you're a fat kid.
3) I've fought you in a pub against your forge suit, don't take this the wrong way when I say this. You're not a bad forger, but the above mentioned forgers I've talked about are on a whole other level than you, they're far more accurate than you were. Again, don't take this the wrong way. You've also failed to take personal skill into account on this endeavor, I've killed multiple forges solo because they failed to react properly to my evasions, why should we be more forgiving to them?
The preacher of Betty White, may her pimp hand guide me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1986
|
Posted - 2014.09.03 23:24:00 -
[30] - Quote
Why does everyone get my name wrong? |
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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?
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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)
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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.
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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
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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
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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?
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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?
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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)
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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!
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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. |
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