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Thread Statistics | Show CCP posts - 16 post(s) |
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CCP Rattati
C C P C C P Alliance
6696
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Posted - 2014.09.05 09:01:00 -
[1] - Quote
Hello again,
we are proposing the following changes to reduce the high efficiency of the ADS and promote Normal Dropship viability as well.
In short, the ADS can function as a fast attack vehicle, with rapid redeployment and the NDS can function as a slower troop transport, able to withstand heavier fire while laying down supportive fire with missiles and blasters.
Currently the ADS is able to outrun swarms using afterburners, and return to the same spot within a few moments, fully repaired and fighting capable. We want to give swarms a better fighting chance against them, so proposing the following small changes.
1) A change so that Swarms actually outrun normal ADS speed, right now the speeds are equal, so the ADS just needs to boost away and the swarm will never catch it.
Swarm speed from 50m/s to 60m/s
2) Another change in that vein, is to increase Swarm accelaration from 10 m/s^2 to 12m/s^2, again to catch up with the ADS Afterburner.
3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain.
4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes.
5) We are also increasing the cooldown of Afterburners and Fuel injectors, so that Vehicles that choose to boost out of harms way can either wait out the cooldown period and fly to another engagement on the map, or return back to the prior enagement before it's fully restored and then at a higher risk to itself.
6) To keep things balanced, we are also proposing an increase to the duration of Afterburners and Fuel Injectors.
7) Finally, a healthy buff to NDS eHP, somewhere close to a full proto swarm dmg (1000 eHP) and an improvement to Small Blasters dmg output detailed here, including a PG/CPU reduction to them.
Let's really try to keep this constructive
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1731
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Posted - 2014.09.05 09:12:00 -
[2] - Quote
You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. |
Repe Susi
Rautaleijona
1409
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Posted - 2014.09.05 09:28:00 -
[3] - Quote
CCP Rattati wrote: 3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain.
From my experience the swarm missile turn speed is really not that great. More often than not, when the DS flies around/behind a building, the swarms (regardless of firing angle) try to follow straight path, hitting the obstacle which is, of course understandable. But frustrating.
Swarms seem only to turn fast at the last meters nearing the dropship if the ship itself makes the turn.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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anaboop
NECROM0NGERS
145
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Posted - 2014.09.05 09:32:00 -
[4] - Quote
Sounds good, cant wait for this :) tear bucket ready.
Fully sick Anaboop trading card
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Repe Susi
Rautaleijona
1409
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Posted - 2014.09.05 09:33:00 -
[5] - Quote
PS. As I have mostly used Wiyrkomi SL with Minmatar Commando, I seem to notice slower lock-on on CBR-7 SL when using it. Which is weird because I thought that my LVL 5 skill should account for the lock on regardless of the meta level of SL used.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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CCP Rattati
C C P C C P Alliance
6698
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Posted - 2014.09.05 09:37:00 -
[6] - Quote
Repe Susi wrote:PS. As I have mostly used Wiyrkomi SL with Minmatar Commando, I seem to notice slower lock-on on CBR-7 SL when using it. Which is weird because I thought that my LVL 5 skill should account for the lock on regardless of the meta level of SL used.
could be an anomaly in the database hierarchy, we can look it up
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Derrith Erador
2563
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Posted - 2014.09.05 09:48:00 -
[7] - Quote
Do you have a definitive number for the cooldown of the afterburners? If not, then may I suggest either a 15s or a 20s cooldown? These numbers I believe would keep it from being spammed, but will also allow the skill core grid management to be a skill worth investing into.
The preacher of Betty White, may her pimp hand guide me.
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medomai grey
warravens Capital Punishment.
963
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Posted - 2014.09.05 09:48:00 -
[8] - Quote
Sounds interesting. Will swarm volleys stop chasing if the dropship is outside their turn radius or do they continue chasing with wider arcs?
Edit: Part of the problem with swarm missile tracking is that the missile will follow the dropship's path instead of flying directly at the dropship; making cover pointless as the missiles will follow the dropship's path around cover.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Monkey MAC
Rough Riders..
3451
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Posted - 2014.09.05 10:07:00 -
[9] - Quote
CCP Rattati wrote:Hello again, we are proposing the following changes to reduce the high efficiency of the ADS and promote Normal Dropship viability as well. In short, the ADS can function as a fast attack vehicle, with rapid redeployment and the NDS can function as a slower troop transport, able to withstand heavier fire while laying down supportive fire with missiles and blasters. Currently the ADS is able to outrun swarms using afterburners, and return to the same spot within a few moments, fully repaired and fighting capable. We want to give swarms a better fighting chance against them, so proposing the following small changes. 1) A change so that Swarms actually outrun normal ADS speed, right now the speeds are equal, so the ADS just needs to boost away and the swarm will never catch it. Swarm speed from 50m/s to 60m/s 2) Another change in that vein, is to increase Swarm accelaration from 10 m/s^2 to 12m/s^2, again to catch up with the ADS Afterburner. 3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain. 4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes. 5) We are also increasing the cooldown of Afterburners and Fuel injectors, so that Vehicles that choose to boost out of harms way can either wait out the cooldown period and fly to another engagement on the map, or return back to the prior enagement before it's fully restored and then at a higher risk to itself. 6) To keep things balanced, we are also proposing an increase to the duration of Afterburners and Fuel Injectors. 7) Finally, a healthy buff to NDS eHP, somewhere close to a full proto swarm dmg (1000 eHP) and an improvement to Small Blasters dmg output detailed here, including a PG/CPU reduction to them. Let's really try to keep this constructive
Can't wait to give these a try. I will however point out so long as uplinks can be spammed to high heavean, basic dropships will never be used for their intended role.
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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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
540
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Posted - 2014.09.05 10:15:00 -
[10] - Quote
Is is possible for normal dropships to have built in CRUS? One's that don't need to activate at a specific altitude? As it is currently, few people fly NDS because they need to take away troops from the ground to do so and an Ads can do just as well why have it's own gun. If NDS had a CRU that was activated no matter the height, it could be it's own bunker at objectives, allowing mercs to fire on the guns and spawn in if there are no uplinks. he increased Hp would encourage AV to try and take it down, in which case a pilot could just get in and fly away.
In the context of Planetary Conquest however, I only use NDS when flying to enemy home point or crash landing someplace because of the added troop capacity.
Loving the other adjustments however, my Commando MK.o feels so sad no being able to kill things sometimes
RESPEC PLEASE After Delta
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
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Jebus McKing
Legio DXIV
601
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Posted - 2014.09.05 10:29:00 -
[11] - Quote
I guess you are fixing rendering range problems aswell then?
It's really awesome being shot at by a couple of swarmers/forgers and you will never know their location because they won't render if you are not within 10m of their location.
And being knocked around like crazy when being hit by anything in the wrong spot.
And that bug that makes you zoom in while in 3rd person view so you can't see anything except the butt of your ADS.
And Incubus surviving when ramming a Python?
And ADS ISK costs?
I still question the usefulness of ADS and I don't think making it easier to fight them while keeping their high costs is fair. Losing an ADS is too expensive to justify reducing their effectiveness, IMO.
So if you make it easier to fight them, please, reduce their costs aswell.
kthx |
Gabriella Grey
Onslaught Inc RISE of LEGION
143
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Posted - 2014.09.05 10:36:00 -
[12] - Quote
CCP Rattati wrote:Hello again, we are proposing the following changes to reduce the high efficiency of the ADS and promote Normal Dropship viability as well. In short, the ADS can function as a fast attack vehicle, with rapid redeployment and the NDS can function as a slower troop transport, able to withstand heavier fire while laying down supportive fire with missiles and blasters. Currently the ADS is able to outrun swarms using afterburners, and return to the same spot within a few moments, fully repaired and fighting capable. We want to give swarms a better fighting chance against them, so proposing the following small changes. 1) A change so that Swarms actually outrun normal ADS speed, right now the speeds are equal, so the ADS just needs to boost away and the swarm will never catch it. Swarm speed from 50m/s to 60m/s 2) Another change in that vein, is to increase Swarm accelaration from 10 m/s^2 to 12m/s^2, again to catch up with the ADS Afterburner. 3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain. 4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes. 5) We are also increasing the cooldown of Afterburners and Fuel injectors, so that Vehicles that choose to boost out of harms way can either wait out the cooldown period and fly to another engagement on the map, or return back to the prior enagement before it's fully restored and then at a higher risk to itself. 6) To keep things balanced, we are also proposing an increase to the duration of Afterburners and Fuel Injectors. 7) Finally, a healthy buff to NDS eHP, somewhere close to a full proto swarm dmg (1000 eHP) and an improvement to Small Blasters dmg output detailed here, including a PG/CPU reduction to them. Let's really try to keep this constructive
I am a little skeptical on how this is all going to work out, given swarms current damage against ADS and standard dropships as is. I am more than ok with longer cool downs on the afterburner module, but with increased afterburner module duration. I think that is a great change. I am just hoping swarms aren't going to be still remotely same at their tracking to turn at short angles by something homing. Also a big question mark on how will a dropship now be able to fight back in range and speed. Rattati can we get some video of you trying these new dropship changes out kinda like when cloaks were being introduced?
Always Grey Skies
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BL00DFART
warravens Capital Punishment.
2
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Posted - 2014.09.05 10:37:00 -
[13] - Quote
Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
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Gabriella Grey
Onslaught Inc RISE of LEGION
143
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Posted - 2014.09.05 10:40:00 -
[14] - Quote
501st Headstrong wrote:Is is possible for normal dropships to have built in CRUS? One's that don't need to activate at a specific altitude? As it is currently, few people fly NDS because they need to take away troops from the ground to do so and an Ads can do just as well why have it's own gun. If NDS had a CRU that was activated no matter the height, it could be it's own bunker at objectives, allowing mercs to fire on the guns and spawn in if there are no uplinks. he increased Hp would encourage AV to try and take it down, in which case a pilot could just get in and fly away.
In the context of Planetary Conquest however, I only use NDS when flying to enemy home point or crash landing someplace because of the added troop capacity.
Loving the other adjustments however, my Commando MK.o feels so sad no being able to kill things sometimes
Those were called Logistics dropships. No clue if we will get them back anytime soon however. But I have never had an issue with height with the mobile CRU, the issue with it is the dead clone has to bleed completely out first before someone can spawn on it.
Always Grey Skies
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Repe Susi
Rautaleijona
1410
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Posted - 2014.09.05 10:42:00 -
[15] - Quote
BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Swarms are only AV option against dropships for light and medium frames as it is. And as it is, they are lacking against every vehicle except LAVs. Well, fitted Methanas and Sagas can escape swarms easily enough too.
Press R1, get lit up by infantry and that's it.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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Evan Gotabor
Prima Gallicus
59
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Posted - 2014.09.05 10:51:00 -
[16] - Quote
That's going to be interesting, but I'm a bit afraid of what minmatar commandos will be able to inflict to dropships / ADS. Once again, you come from the fact that afterburners are the most equiped modules. But remember that the afterburner SHOULD NOT be a standardise module. I would gladly use that complex scanner of mine. However we are in the OBLIGATION to fit them in order to survive (and not to lost 500.000 isk). Which limit considerably the ADS fitting capability (I will once more talk about the lack of modules for vehicles. I post about that too many time already, but I guess it's the only way for you devs can understand where is lying your AV problem You set that on your own (with that damn 1.7), at the time you said something like "we reduce the number of modules to balance AV". Now, 9 month later AV aren't still in good shape AND dropships fitting have become as standardised as the roof camping in public.
To represent you the lack of modules, I will take something everyone hate : scouts In their current state, scouts are able to obtain good HP, good speed, good firepower and good electronics capabilites, and that's OP. Why do I talk about scouts ? Because the great variety of modules make that they can have at least 5 different fitting each one with a different combat philosphy (scan specialist, kill, hack, deployment and mix of those speciality). Now, what would you think of being a scout if in order not to loose a lot of ISK, you were in the OBLIGATION to fit the cloak permanently and only access to shotguns and nova knives as your weapons ? Even with their great amont of PG/CPU, fitting them would become difficult, and only a dozen of fitting option would become battle proven.
However, that's what ADS pilots are enduring... since 1.7, and I will even show you how we fit dropships : choose the target : infantry (missiles)/vehicules (rail) choose your HP/Repair ratio (the only thing we can more or less play with) choose how to give a chance to your 500.000 isk asset to survive (or die trying) : Afterburner Congratulations, your dropship is ready !
The price of a proto vehicle is NOT a problem. However, the time it takes to destroy it is totally wrong. And I'm not talking about collision with textures that appear from nowhere. We need more defensive modules such as specialised hardener or damage control units. I'm talking about them because I play a bit to Eve and there are a lot of ideas to take from there. As an exemple, why don't you add a STRUCTURE to vehicules ? The structure would give more HP (300 for LAV, 600 for dropships, 1000 for tanks), while as a counterpart, you could only repair it on a supply depot. Specialised hardener could also be interesting, keep the generic hardener with a low bonus against everything, and add an anti-explosive hardener that can reduce the damages of 70%. However, it would work only against swarms and missiles. Of course, some of these changes would require client upgrades, but vehicles clearly need a new breath after 9 MONTH without a single addition (no pilot dropsuit, no modules, no return of old vehicles).
I know some of the old vehicles and modules are still in the client, otherwise, my Sagaris wouldn't be here, same thing for the overload module.
The AV disparity is also horrible (pub and FW), sometime you can slaughter infantry and have no AV answer, and sometime, you just want a dogfight and half the enemy team is already in AV. I see more and more pubs with an important AV threat (and that's good). However, most of the time, those AV guys are ROOF campers with forge-gun and commando swarms who are happy (or idiots), sitting there. To be honest, I have better time using my Incubus on PC against the major corporations which are fielding pilots that are among the best and forge-gun that must be bewitched to obtain such an accuracy.
Otherwise, you could add WP for mobile CRU to promote the transport/teamply side of the dropships and change the plates weight see more here.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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CommanderBolt
Osmon Surveillance Caldari State
1476
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Posted - 2014.09.05 10:53:00 -
[17] - Quote
Any chance we could make it so in Dropship VS Dropship fights, there is more involved than just Rails winning? Missiles and Blasters do not stand a chance VS a Rail Incubus in dropship combat.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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MEDICO RITARDATO
Dead Man's Game
272
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Posted - 2014.09.05 11:07:00 -
[18] - Quote
Repe Susi wrote:
Swarms are only AV option against dropships for light and medium frames as it is.
Plasma cannon?
CCP why do you hate shield?
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BL00DFART
warravens Capital Punishment.
2
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Posted - 2014.09.05 11:39:00 -
[19] - Quote
Repe Susi wrote:BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Swarms are only AV option against dropships for light and medium frames as it is. And as it is, they are lacking against every vehicle except LAVs. Well, fitted Methanas and Sagas can escape swarms easily enough too. Press R1, get lit up by infantry and that's it.
Wait, you mean us medium frames cant counter everything else other players can throw at us?
We need blues with diverse suits/roles to do that?
Well, I for one demand a respec right meow!
Some people enjoy chess, others checkers. I'm guessing your the latter |
Repe Susi
Rautaleijona
1412
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Posted - 2014.09.05 11:54:00 -
[20] - Quote
BL00DFART wrote:Repe Susi wrote:BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Swarms are only AV option against dropships for light and medium frames as it is. And as it is, they are lacking against every vehicle except LAVs. Well, fitted Methanas and Sagas can escape swarms easily enough too. Press R1, get lit up by infantry and that's it. Wait, you mean us medium frames cant counter everything else other players can throw at us? We need blues with diverse suits/roles to do that? Well, I for one demand a respec right meow! Some people enjoy chess, others checkers. I'm guessing your the latter
It really shows you haven't touched the no-skill swarms then. They are in the game, they are a counter to dropships, or at least should be. Hope we'll get them working in the Delta update.
As for you, continue your merry forging, it's not away from me. I'm sure there's a forge vs. ds thread somewhere where you can contribute.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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Zindorak
1.U.P
814
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Posted - 2014.09.05 12:00:00 -
[21] - Quote
Im not really happy as an ADS user but i guess its all for balance. But that being said what do you think is an appropriate cooldown time for Afterburners. Also whats the current cooldown for Afterburners and Fuel Injectors
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Foundation Seldon
Molon Labe. General Tso's Alliance
730
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Posted - 2014.09.05 12:06:00 -
[22] - Quote
I'm fine with Swarm changes. They need to be able to catch up to the extremely agile ADS in their current format.
Afterburner stuff :
A duration bonus doesn't particularly help here. You mentioned it yourself, the ADS with an Afterburner can get out of dodge extremely quickly and that fact isn't going to change regardless of whether or not the Afterburner has a duration of 10 seconds or 20 seconds. They'll be far removed from Swarm range in the first 5 in most cases and they'll need to slow down in order to effectively take on infantry in a different location.
Fuel Injector :
I'm not sure what the motivation for changing this module is. The reasoning for the Afterburner stuff is clear, the ADS is an extremely mobile weapons platform that becomes even more so when afterburners are added to the mix. The cooldown for the Afterburner is such that one never really has to worry about "wasting" its use because, with a 10 second cooldown, you're almost always ready to boost again at a moment's notice. The fuel injector though? Its cooldown is already triple that of the Afterburners at 30 seconds and, unlike the Afterburners, one isn't avoiding guided AV with the fuel injectors activated, they can still be targeted and hit fairly easily. And again, I feel like a duration bonus isn't all that helpful for the situations in which one will actually activate these modules. More likely you'll find that people will turn them on, get away from whomever is firing on them, and then immediately turn them off to start the cooldown timer again.
Afterburner/Fuel Injector Tiers :
The same issue I brought up in my Vehicle Scanner thread is present with the Afterburner and Fuel Injector modules. Namely that there's still very little incentive in going out and using the higher tiered variants of these modules due to a combination of prohibitive fitting costs and a lack of substantial gain for what they pay in having a weaker fit or a more expensive vehicle. I hope that this is addressed in future hotfixes.
Some ideas for addressing this off the top of my head include ... Fuel Injectors or Afterburners giving a noticeably more substantial boosting effect across tiers ... that's all I got.
NDS eHP :
No complaints from me. They needed something.
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Atiim
11856
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Posted - 2014.09.05 12:18:00 -
[23] - Quote
BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Actually, I won't even bother arguing with you.
Let's keep this constructive.
DUST 514's 1st Matari Commando
-HAND
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CCP Rattati
C C P C C P Alliance
6705
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Posted - 2014.09.05 12:21:00 -
[24] - Quote
Foundation Seldon wrote:I'm fine with Swarm changes. They need to be able to catch up to the extremely agile ADS in their current format. Afterburner stuff : A duration bonus doesn't particularly help here. You mentioned it yourself, the ADS with an Afterburner can get out of dodge extremely quickly and that fact isn't going to change regardless of whether or not the Afterburner has a duration of 10 seconds or 20 seconds. They'll be far removed from Swarm range in the first 5 in most cases and they'll need to slow down in order to effectively take on infantry in a different location. Fuel Injector : I'm not sure what the motivation for changing this module is. The reasoning for the Afterburner stuff is clear, the ADS is an extremely mobile weapons platform that becomes even more so when afterburners are added to the mix. The cooldown for the Afterburner is such that one never really has to worry about "wasting" its use because, with a 10 second cooldown, you're almost always ready to boost again at a moment's notice. The fuel injector though? Its cooldown is already triple that of the Afterburners at 30 seconds and, unlike the Afterburners, one isn't avoiding guided AV with the fuel injectors activated, they can still be targeted and hit fairly easily. And again, I feel like a duration bonus isn't all that helpful for the situations in which one will actually activate these modules. More likely you'll find that people will turn them on, get away from whomever is firing on them, and then immediately turn them off to start the cooldown timer again. Afterburner/Fuel Injector Tiers :
The same issue I brought up in my Vehicle Scanner thread is present with the Afterburner and Fuel Injector modules. Namely that there's still very little incentive in going out and using the higher tiered variants of these modules due to a combination of prohibitive fitting costs and a lack of substantial gain for what they pay in having a weaker fit or a more expensive vehicle. I hope that this is addressed in future hotfixes. Some ideas for addressing this off the top of my head include ... Fuel Injectors or Afterburners giving a noticeably more substantial boosting effect across tiers ... that's all I got. NDS eHP : No complaints from me. They needed something.
Actually, that might work, increased boost speed rather than increased duration.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Atiim
11856
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Posted - 2014.09.05 12:24:00 -
[25] - Quote
Change #1 would put things into a position where since the AB can still allow ADSs to out-run Swarms, any Pilot who's caught by surprise will still be able to evade, despite his failure to be aware of the situation.
In short, that wouldn't solve anything.
DUST 514's 1st Matari Commando
-HAND
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Foundation Seldon
Molon Labe. General Tso's Alliance
730
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Posted - 2014.09.05 12:27:00 -
[26] - Quote
CCP Rattati wrote:
Actually, that might work, increased boost speed rather than increased duration.
Well that was easy. Thanks for responding.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2004
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Posted - 2014.09.05 12:31:00 -
[27] - Quote
Please don't touch fuel injectors, they already have stupid long cooldowns even with core skills, are a pain to fit on most vehicles, and longer duration won't help much as you only really need it long enough to escape then you turn it off.
Only change that should happen is nerfing them on Madrugars since they seem twice as potent on them than on Gunnlogies or, heck, even my LAVs. |
BL00DFART
warravens Capital Punishment.
2
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Posted - 2014.09.05 12:37:00 -
[28] - Quote
Repe Susi wrote:BL00DFART wrote:Repe Susi wrote:BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Swarms are only AV option against dropships for light and medium frames as it is. And as it is, they are lacking against every vehicle except LAVs. Well, fitted Methanas and Sagas can escape swarms easily enough too. Press R1, get lit up by infantry and that's it. Wait, you mean us medium frames cant counter everything else other players can throw at us? We need blues with diverse suits/roles to do that? Well, I for one demand a respec right meow! Some people enjoy chess, others checkers. I'm guessing your the latter It really shows you haven't touched the no-skill swarms then. They are in the game, they are a counter to dropships, or at least should be. Hope we'll get them working in the Delta update. As for you, continue your merry forging, it's not away from me. I'm sure there's a forge vs. ds thread somewhere where you can contribute.
Awww, you caught me. I've never used swarms past STD level, when I saw how EZ it was to hit a target I never thought it was meant as a hard counter for anything. More of a nuisance, or to provide aid to the real AV (heavys and tanks) when it became too much for them to handle on their own.
But I guess I was wrong, and soon scrubs like yourself will rejoice with these changes.
P.S. I don't forge gun, but I like it when someone in my squad can. Teamwork is OP
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2004
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Posted - 2014.09.05 12:38:00 -
[29] - Quote
Also, any word on buffing CPU/PG on the STD DSs? The hp buff is fine but it's still hard to fit them with decent turrets and a viable tank.
Also, will the +1000 hp be to the vehicle's specific tank or spread to both shield and armor? |
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CCP Rattati
C C P C C P Alliance
6706
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Posted - 2014.09.05 13:06:00 -
[30] - Quote
Vulpes Dolosus wrote:Also, any word on buffing CPU/PG on the STD DSs? The hp buff is fine but it's still hard to fit them with decent turrets and a viable tank.
Also, will the +1000 hp be to the vehicle's specific tank or spread to both shield and armor?
not entirely decided yet. Probably in the same ratio the current ehp is.
A CPU/PG buff is not out of the question.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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