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Thread Statistics | Show CCP posts - 16 post(s) |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.09.05 17:12:00 -
[1] - 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. Wrong, the only time an ADS can outrun swarms is when they're right on the max lock on range, then boost out immediately to avoid the swarm. They get hit if they're any closer and slower on the AB every single time.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. Yes, another way to help the lazy that don't know what teamwork means is to buff AV.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. [/b]They turn greater than 90 degrees, they go fully around 2 corners of a building.[/b] 4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes. That's actually surprising.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. Yes, reward lazy infantry behavior by nerfing vehicles, again.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 Of course, the answer isn't CCP's motto, "HTFU," which they seem to drop for Dust, but instead, to nerf vehicles and buff AV. Nevermind, that infantry want the easiest solution which combines the least amount of ISK, SP involved, and thinking. So many fools jump into the middle of the road where a tank is, get off one volley, get cut down, and continue to do the same thing the entire match. Then they get on the forums and complain that they can't destroy tanks, deliberately not mentioning they went after the tank solo, while the pilot was paying attention, in a trash suit, probably using Darkside CBRs.
I'm keeping it constructive, while also providing some critical analysis. Pilots for many months have been telling infantry how to destroy them. They don't take the advice, continue on their slow, lazy ways, then ask for vehicle nerfs and get them. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
|
Posted - 2014.09.05 17:14:00 -
[2] - Quote
Nirwanda Vaughns wrote:tbh the swarms shoudl also be equal armor/shield damage seeing as we don't have any valid arrial AV for shield tankers, all AV currently available is + vs armor, all except the plasma cannon and tbh its not like you're gonna be knockin pythions out the skies with plasma cannons.
i'd say remove the -20% to shields/+20% to armor and have it +/-0% and have the proficiency left as is. that would help greatly vs gunloggi and pythons.
i'd be interested to see how these changes work though, its deffinitly gonna be a step in teh right direction. the issue i've always had is i can fire 3 volleys off from my wiy SL, the first will hit and teh incubus/python will just accelerate up and forward and simply outrun the 2nd and third swarms, increasing their speed and increasing their flight time would be the closest to a true balance. they need to be able to harrass a talented ADS/DS pilot but destroy an useless/average DS/ADS pilot So you want reaction time nerfed, is that it? You want someone's brain drugged and slowed down to make it easier for you? |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
|
Posted - 2014.09.05 17:21:00 -
[3] - Quote
Adipem Nothi wrote:Soulja Ghostface wrote:Tbh. In this current build, If AVer/s forces a dropship to flee before or during the ads descent to get kills. Then they are fufilling their role as anti vehicle when the dropship has no value to it's team if it's not doing anything but running. In the event that a python/incubus is taken down (which is relatively easy if they don't flee or are to slow retreating) not only is the team hurt by missing a body. The pilots wallet is hurt for 2-4 matches if they run those matches in free suits, And that is just to break even let alone gaining a profit. Most smart pilots will fly to their mcc and recall their dropship to save isk when they feel that the AV is too strong. And that is also fulfilling the role of ANTI VEHICLE as well. A price reduction is needed on the account of assault dropships.
Also buff python shields along with the other shielded vehicles!!!
EDIT: May we look at ads controls with KB/M for legion...Soon TM A single ADS forcing multiple units into AV gear all but guarantees a steamrolling. I don't think that this is ok. I'd rather ADS be inexpensive and than be a push-button steamroll for proto stompsquads. You're trying to say a force multiplier is a bad thing. Maybe the US military should issue snipers only 10 rounds with no sidearms, to make it more fair for terrorists to kill them. We'll also give SAW gunners 30 round magazines and tell them to make do with what they're given. We should also tell the carriers to deploy their aircraft for CAP, instead of ground support. We'll also only use bombers to bring back the Cold War posture, instead of dropping 2000lb bombs on reinforced bunkers. And instead of building up bases in AOs, we'll just paradrop the troops, then extract them daily, not allowing operations at night. That would make life easier for terrorists.
The same parallels can be drawn here. Let's remove vehicles so infantry doesn't have to worry about them. Let's have a completely 2D game that is separated from Call of Duty merely by 50,000 years of lore. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
|
Posted - 2014.09.05 17:23:00 -
[4] - Quote
Adipem Nothi wrote:CCP Rattati wrote:Atiim wrote: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. Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement. My two cents: Two proto swarmers working together should crash an ADS caught offguard, afterburner or not. Having multiple troops trapped in AV gear affords the opponent too great an advantage. Current: One Swarmer repels. Focused fire repels with enthusiasm. Afterburner, FTW. Proposed: One Swarmer repels. Focused fire overwhelms and destroys. Teamwork, FTW. And there it is, the ideal goal is to solo the best pilots in the game, the ones that have been in their preferred roles for over a year.
And ultimately, they want the removal of vehicles so this is merely Call of Duty in space. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
|
Posted - 2014.09.13 15:32:00 -
[5] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance. Watch the video that Tesfa and I linked to in the above posts: that video will demonstrate how and why Swarms aren't actually outrun by ADS, rather that ADSs reach their top speed quicker. The only thing to be said for Swarm/ADS speed is that the ADS can scale lock-on range quickly, but this has very little to do with the Afterburner anyway: most engagements take place at a range of about 60-80m, meaning the dropship only has to travel 100m or so to escape lock-on range. That distance is covered very quickly, usually regardless of vehicle (HAVs and LAVs both also run this distance in a very short time), which means that an ADS that runs is usually facing only the volleys launched before it runs, which is almost always two but mstill fairly often three. Essentially, ADSs don't out run Swarms, they outrange them (ie, get ahead of them and stay ahead until they run out of fuel) which is a key difference. With the proposed changes to swarm speed/acceleration, an ADS will almost never escape a swarm volley, because Afterburners do not increase top speed, meaning that they will get hit by two volleys and almost certainly by three. Breakin Stuff wrote:A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable. If price shouldn't be an issue, then a much greater price drop should not be an issue. 200-300k for a fully fitted (solo) ADS is still expensive, but it would mean that pilots are not getting shafted for several battles by losing a single ship. Price not being factor cuts both ways: if price doesn't make something better, then why is it more expensive? Plain and simple, why is that question so difficult for some people to answer? Now, tell me what can a pilot do against a lock-on, auto-tracking weapon that they cannot outrun? We have speed as an advantage, which we are losing from the proposal; we have resilience, which is essentially sufficient to survive the first two hits and give us the opportunity to react, but then we still have to absorb more damage before we even acquire our enemy and we have very little to no cover depending on the map/how well the Swarmer has positioned. What can a pilot do if: there's nowhere to hide and we cannot escape using speed? Breakin Stuff wrote:Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you. Tell me, what manoeuvres will help? The Swarms will still track you, they fly faster than you and then you still have an enemy to deal with who has exactly the same advantage next time (assuming you survive somehow) if you try and engage. But see, they don't care. They want everything handed to them on a silver platter, including wins. Vehicles? They don't want vehicles, they'd prefer this to be much more like Call of Duty. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
|
Posted - 2014.09.13 15:41:00 -
[6] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit. Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently. Some math. Currently, swarms go 50m/s. ADS top speed (both Python and Incubus) is 200km/h according to the game stats info when I hit triangle in the market. So let's change that number into m/s so we can effectively compare. Easiest part is changing kilometers to meters. 200 x 1000 meters to the kilometer nets us 200,000 meters per hour. Now, there are 3600 seconds in an hour (60 minutes in an hour times 60 seconds in a minute) so by dividing 200,000 by 3600 we get 55.556 m/s (rounded to the nearest thousandths place) top speed for dropships. Afterburners do not increase top speed; they simply increase acceleration greatly, meaning we can hit this top speed much easier. Video of how afterburner does not increase top speed. Also to Atiim, here is undeniable proof of the invisible swarms. Changing swarms to 60m/s will mean dropships can never outrun them; there top speed, afterburner or not, is 55.556 m/s. We need that speed to escape the killing blow. We can point out how the most tanked Python or Incubus can take this many hits, but should those be the only viable fits? And notice how none of them have gunners, which means less teamwork and more people being solo, which is part of the complaints as well. Also notice how they cannot even make there single turret proto, meaning that they are gimped in PC where everyone is running proto modules, and especially so against anything that isn't a scout. Also note how they assume one swarmer. One swarmer against the maximum possible tanked ADS can almost down it solo as is. Now, anything not the fits listed will go down to that 3rd swarm. The nerf to afterburner cooldown is justified. I can return to the fight far more quickly than I should be able to. But as the video shows, swarms pop in and out of rendering, as do the swarm users themselves. Hiding behind structures is mentioned as a means to avoid the new swarms, but not all maps have structures we can reach in time before that third volley hits. The afterburner is our only means of surviving. Invisible swarms, invisible swarmers and forgers, lack of things to hide behind, our only way to save our dropships is to outrange the AV and come back at a better angle or have infantry push them off for us. We need that speed. I ask you to change the afterburner cooldown, as that is completely justified. But I also ask you wait on the swarm speed changes until you see how the afterburner nerf pans out. Small, incremental changes like you said. I like this a lot. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
|
Posted - 2014.09.13 15:46:00 -
[7] - Quote
Nothing Certain wrote:poison Diego wrote:Try to fly an ADS in a domination and kill someone. After the first kill I guarantee that you will be instaganked either by a ramming gorgon or 3-12 AVers depending on if you are loosing or winning, more AVers if they are loosing (because they tend to blame you for it ) This is true, which is how and why vehicles are force multipliers. If one team dedicates 4 players to deal with one then you have managed to skew the odds in your favor, if they don't then you can kill with the advantages the vehicle gives you. How many times have you seen a team getting beat, pull out an ADS or a tank and turn it completely around? A lot is the answer. How many times have you seen a team pull out a swarmer and turn it around? Only when vehicles are controlling the field. A swarmer is not a force multiplier, its sole function is to prevent the vehicles from dominating. I have to agree though that it is a very delicate balance and smaller changes are better than large ones, the AB cooldown increase shouldn't be so large. Judge had the graphs I wanted to see, I'm pretty sure these have been looked at and made with the proposed numbers as well. You're assuming competent teams on both sides, 100% of the time. This is true maybe 5% of the time, in my experience. The rest of the 95% of the time, it's either my team or the enemy with an overwhelming victory. Usually it's the enemy team with an overwhelming victory. Half the enemy team can take out AV to deal with just 2 vehicles, and my team just doesn't recognize it and doesn't push up to take A.
Why again are we pushing to balance things for pubs, when FW is still a little viable even with a long wait for a match? PC is dead due to the blue donut and CCP's lack of care on that end. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
|
Posted - 2014.09.13 15:52:00 -
[8] - Quote
CCP Rattati wrote:
The afterburner nerf has "nothing" to do with the swarm speed buff. They target two completely different things. One is purely lowering engagement (the AB) so they do not affect K/D at all. The other is making it possible to actually kill ADS's.
Second, noone has demonstrated that the ADS will get hit by 3 swarms, mathematically. Just anecdotal theories.
I am working on a few charts to demonstrate why 1) the current situation is completely unacceptable, and 2) the proposal is the minimum acceptable change.
I also see that the most common complaint is that because of speed, there is no escape. Everyone knows that the best way to avoid the third swarm is to put terrain and buildings between you and the Swarm Launcher to avoid the lock, not to actually twist and turn to "fool" the missiles themselves, Top Gun style. Second of all, the lock on time and acceleration, coupled with AB is a nonlinear problem. It is not enough to say 60 is bigger than 55, thus 3 swarms hit.
Maybe if, I don't know, you actually play the game, and play it with pilots, not crybaby infantry/AV that have the ability to take out half a vehicle's total HP in one shot, you can get some real visual data on what the problem is, instead of fiddling around with a bunch of numbers to satisfy one section of the community and completely shaft the other section.
An example, the Manhattan Project didn't fiddle around with numbers then drop 2 nukes on Japan. They tested the nukes to get the best yields, fiddled around with numbers when they had some actual data, then built up the 2 ready nukes and dropped them. They didn't bomb Japan blindly.
Aircraft manufacturers don't design, build then sell aircraft. They design, build mockups, test test test, fiddle with numbers to get a good balance between efficiency and generating cost, test again, then build a prototype and test that.
It seems like CCP wants to go at this half cocked and damn what comes out the other end. |
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