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Thread Statistics | Show CCP posts - 16 post(s) |
Foundation Seldon
Molon Labe. General Tso's Alliance
730
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Posted - 2014.09.05 12:06:00 -
[1] - 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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Foundation Seldon
Molon Labe. General Tso's Alliance
730
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Posted - 2014.09.05 12:27:00 -
[2] - 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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Foundation Seldon
Molon Labe. General Tso's Alliance
740
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Posted - 2014.09.09 12:11:00 -
[3] - Quote
CCP Rattati wrote:These are the numbers on AFterburners and Injectors, in seconds
Cooldownprop Cooldown MIL 1045 STD 1045 ADV 1040 PRO 1035
The prices we are looking at for the ADS is 200k ISK, and also a reduction in the cost of small turrets, TBD
Cooldown numbers seem fair. Are there still plans to make it so that each tier gives more of a speed boost? Because I'll reiterate what I said before hand, a cooldown reduction (especially of only 10 seconds between STD and PRO) alone won't justify the increased cost both in ISK and in the hit you'll take on your fitting. There needs to be a more tangible difference in the tiers of these modules (... and Vehicle Active Scanners) or else the fitting requirements for these modules need to be rebalanced.
In any case the price looks good. This combined with the small turret price reduction will easily cut my ADS fits in half and will undoubtedly incentivize my use of PRO small turrets in LAVs as well.
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