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Thread Statistics | Show CCP posts - 16 post(s) |
Kallas Hallytyr
Skullbreakers
735
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Posted - 2014.09.05 18:06:00 -
[1] - Quote
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.
Have you flown A/DS at all?? "Failure to be aware" is an utterly ridiculous statement to anyone who has flown at least half the time Swarms don't render properly: the first time you know there is AV is when your ship lurches to one side and loses a big chunk of HP. Then, as you react you get hit by the second one. With the proposed changes, any ADS will be incredibly lucky or even more twitchy than previously if they want to survive.
As always Atiim, your posts show your utter lack of concern for a balanced debate. Quite simply,a dropship is lucky if Swarms render properly and to determine if a person I carrying AV weaponry requires the DS to be so low that someone could probably knife it to death.
Monkey MAC wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? 200? I want to be able to at least break even If I loose one and win the match!
Agreed.
Many times people have stated that ISK shouldn't be a balancing factor: if we're going to get humped every time a Swarm volley fails to render then I want to be able to break even...at all! Currently it's almost impossible (only possible if you perform exceptionally and get upwards of 450k ISK) if you lose a single ship. With the notion that a single Swarm user should have a good chance of knocking us out of the sky 1v1, then I want a freaking huge price drop.
200k for the hull should be the worst case scenario: 150k would be much more reasonable, considering the intention of this pass is to make ADSs die more.
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Kallas Hallytyr
Skullbreakers
739
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Posted - 2014.09.06 12:48:00 -
[2] - Quote
Celus Ivara wrote:I'd like to echo the concerns others have posted about DS's flat sitting outside lock-on range and doing battlefield actions free of risk.
As I said above, there are scenarios in which a pilot is effecting the battle while outside infantry engagement range, and since they are in the sky there's no way to close this range.
So instead, I'll suggest repurposing all those Swarm Launcher variants no one ever uses. ("I can split my missiles between multiple targets? Why would I ever want this?") Keep their low DPS, substantially increase their range, and we'll have our harrying option, and have found some use for dead items to boot. :)
At that kind of altitude an ADS is shooting at dots. For a solo pilot, it's pretty hard to maintain that height whilst firing vaguely effectively. Even with a side gunner they are aiming at specks. While they are out of range of Swarms they are not entirely safe: Forge Guns, Railguns, Missiles can all reach that dropship which is most likely holding pretty damn still to have any chance of landing useful shots.
However, I do agree with your notion of altering the Swarm variants. Personally, the current Swarms are fine, if there's an alternative option that allows a different mode of engagement. There's still a slight issue and that's the knock back: DSs of all stripes get buffeted about by every kind of AV weapon,and when one cannot be dodged (Swarms) it gets incredibly difficult to land shots of target if even one AV player is in the area. If that AV player is a Swarmer, you have to back off to regain control of your craft, let alone the damage it's doing.
I still think a longer ranged,lower damage Assault variant would help in the balance though.
Ryme Intrinseca wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? Ah yes, the awesome power+low cost approach to balance. Also used for 1.7 tanks with great results
Yes, because ADSs, even at 250k ISK would be sooooo spammable. Its not like pilots currently go ISK negative if they lose a single ship and 80k would make a huge difference. Going from ridiculously expensive to slightly less ridiculously expensive is still ridiculously expensive...
If the hull came down to 120-150k ISK, the most cheaply fitted ships could lose 1 before going negative. A second ship down would definitely be negative, even at that price point.
I'll ask again: is ISK a balancing factor or not? If it is, then ADSs should either remain expensive and remain powerful, or be brought down in power in line with an equal ISK reduction. If ISK is not a balancing factor, then why does price matter to you?
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Kallas Hallytyr
Skullbreakers
739
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Posted - 2014.09.07 00:56:00 -
[3] - Quote
Monkey MAC wrote:Kallas Hallytyr wrote:I'll ask again: is ISK a balancing factor or not? If it is, then ADSs should either remain expensive and remain powerful, or be brought down in power in line with an equal ISK reduction. If ISK is not a balancing factor, then why does price matter to you? Isk is not a balancing factor. That is to say, 'my dropship/tank is expensive, therefore it should be powerful'. However you can say, 'my dropship/tank is powerful, therefore it should be expensive' ADS should not be as common as tanks, nor will these changes allow them to be. You should expect no more than 1 dropship, per pilot to be lost per battle. Therefore the average price of a fully fitted dropship, should be about 220,000 ISK, this way you can afford to loose one but only if you win.
So, tell me if I understand you correctly: The ADS price point should be such that to lose a single ship is to go negative, ISK-wise, if the player does not win the battle and ISK is not a balancing factor. To me, this statement is somewhat contradictory: either ISK is a balancing factor, and the cost of something is relative to it's power; or it is not a balancing factor and we should be looking at a price point that allows wide spread usage of said thing. The quote above says that you do not feel that ISK is a balancing factor, yet you state that ISK efficiency (ie, if you're able to make ISK while using it) should be such that ADSs should remain difficult to be efficient with.
Honestly, 220,000, fitted, is about what I want after Swarms get buffed. If an ADS is supposed to be destroyed regularly, I should be able to lose multiple before going ISK negative, plain and simple.
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Kallas Hallytyr
Skullbreakers
741
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Posted - 2014.09.08 12:34:00 -
[4] - Quote
Adipem Nothi wrote:So ... Every other unit in the game can be effectively solo'd. Except for this one. The most mobile one of all. This wascal requires focused fire from 3 or more. Let's decrease its price.
Not true. An ADS can be solo'd and to say otherwise is disingenuous.
The matter is really how fair it is for an ADS to be able to escape relatively at will. Currently, a decent Swarmer (MinCom 3+ or using CBR7+) will kill an ADS in about 4 - 5 volleys (roughly 8-10 seconds?)
What defence does the ADS have: - Tank: an ADS has enough tank to survive roughly 3 volleys. The 4th will bring them down unless they are supremely tanked out (Python can reach 3244 shields/960 armour, or in Swarm terms: 3892.8/768 or 4660.8 EHP vs the explosive profile. 4x CBR7 volleys is 4576 damage; 84.8 away from dropping the most heavily tanked Python possible - Proficiency 3+ will make up that 84.8 difference. Incubi are worse off, due to the explosive profile/Proficiency applying against the primary tank.)
What this means: tanking an ADS is not the means by which the vehicle survives, it is merely the first line of defence.
- Range: an ADS has a gun with an effective range of 200m and has the advantage of speed to maintain whatever distance they need. This range is 25m more than the lock-on range of a Swarm Launcher and carries with it substantial issues with rendering. Range also has a great impact on accuracy, as even rendered infantry are tiny at ranges as low as 80m, let alone 200m. Combine that with the fact that hovering in one place to maintain that range advantage is a lot harder than ground-pounders would have you believe: Yawing to shoot at targets has a small amount of roll/pitch to it, requiring constant readjustment to keep the craft steady, while - due to no instrumentation - there is the great possibility of significant drift, due to very minor craft alignment errors, potentially bringing you into range of enemies.
What this means: ADSs have a range advantage vs Swarm Launchers (not against other AV, such as Forge Guns and Large Turrets) and that advantage is small whilst also being difficult to maintain, not to mention difficult to fully utilise, even with a side gunner (which also reduces the tank capability.)
Speed: the ADSs primary defence. The sky has very little cover and an ADS is often exposed to anyone who has an AV weapon in the area. The ADSs main advantage is being able to engage/disengage at relative will. This is where the ADS gets the majority of its power, by dictating most engagements. The real jewel in the ADSs speed cap is the Afterburner which lets us accelerate to top speed almost immediately and gives us the speed necessary to avoid Swarms. Without an Afterburner, Swarms will catch an ADS unless certain specific circumstances are met: already traveling away, angling down for extra acceleration and have enough space to continue in a straight line: without an Afterburner, ADSs can be caught by Swarms readily.
What this means: any reduction to speed/increase in range/speed of AV will have a disproportionately high impact on ADS effectiveness.
Currently, a single ADV Swarmer (with 0 Proficiency or MinCom) will drop the most heavily tanked ADS in 5 shots. The likelihood of landing 5 shots is low, because of the ADSs speed, which it uses when in danger to defend itself. Add in MinCom and/or Proficiency 5 and an ADS is staring at 4-shot-death: with both MinCom 5/Prof 5, a Swarmer will be doing 1006.72 vs shields/1736.592 vs armour (Python: 3503.52/587.52 or a total of 4091.04 EHP vs a MinCom 5/Prof 5 CBR7: not even a Wiyrkomi, which is doing 1098.24/1894.464: 4 volleys will definitely kill a Python at max skills.)
Essentially, the reason why Swarms do not kill every ADS is because of Afterburners, which is news to no one. But any change to Afterburners will have a huge impact on ADS survival rates: something which is very important since wee are flying the most expensive item in the game and since we do have ISK in the game which actually does restrict what is available to players.
Since ISK is present and essentially a **** in the ointment of any balance, a change to Swarms to increase the rate at which ADSs are destroyed much come with a more than small price reduction.
Adipem Nothing wrote:PS: I'm 100% in favor of ADS price decrease, and I'm 100% in favor of not being able to solo an ADS with one clip of proto Swarms. Two of guys like me should do the trick, provided we catch the wabbit off guard and time our strikes right. Three of me is one too many.
I agree. Requiring 3 protofits vs 1 anything should never be the situation.
Things is (this isn't really to do with the above quote) that one Swarm can do the job in a reasonable amount of time/ammo (4 shots, essentially) but due to the massive cost of flying an ADS, pilots have found the best way (Afterburners) and have learned to run at the first sign of trouble because getting an extra kill or two just simply isn't worth losing ISK for two matches in a row. Retreating and returning to fight once recharged is completely fine: but the rate at which damage is dealt to us (4000ish damage in about 5/6 seconds) is still faster that the ADS replenishes its tank. A Python dropped from 2500 shields down to 1500 takes roughly 8-9 seconds (4 second delay; 224/second recharge = 1000hp in 4.6 seconds/8.46 including delay): if dropped into armour, it takes that long for shields to begin recharging, and longer to get back to full: 20 odd seconds for 2500 shields from armour.
That kind of recharge rate seems fine, considering that recharge is always inferior to damage application speed: but there are many comments and opinions floating about that ADSs recharge too fast, yet a Swarm will drop any ADS in about 9/10 seconds unless they flee.
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Kallas Hallytyr
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745
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Posted - 2014.09.08 18:36:00 -
[5] - Quote
DROPSHIP CAPTAIN: putting the 'Derp' in Dropship...
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Kallas Hallytyr
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748
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Posted - 2014.09.08 19:11:00 -
[6] - Quote
Tebu Gan wrote:I don't know how many times swarms have denied an ADS an area. I don't really know what the problem with the swarm and ADS balance is. Right now swarms are the BEST thing against an ADS, due to the fire and forget nature of them.
Indeed. The entire point of introducing vehicle damage points was to reward AV for suppressing and driving vehicles off without necessarily killing them, though they still get WP for that (which is entirely reasonable) yet that is not enough apparently.
Personally, if Swarms and AV is supposed to be able to kill a vehicle 1-on-1 and at least 50% of the time (as it appears to be the goal) then two things must happen to remain balanced: - price reductions of vehicles (primarily the ridiculous ADS hull cost, but also large turret costs, etc) - removal or a severe reduction in vehicle damage WP, since they will be getting many more destruction points more commonly if these changes are going to pass muster.
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Kallas Hallytyr
Skullbreakers
751
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Posted - 2014.09.08 20:33:00 -
[7] - Quote
Breakin Stuff wrote:so... you're saying that swarms shouldn't have a chance to kill your dropship and the gunners should be thankful for the +75s your generosity showers upon them?
That's not even close to what I said.
WP for vehicle damage was introduced because a lot of effort could be put into repelling vehicles, yet it wasn't rewarded. Now it is, and handsomely so. For firing two volleys of Swarms at an ADS you get more points than for killing another clone, hacking a non-NULL Cannon installation or for destroying a CRU.
The current bent of V/AV 'balancing' is essentially looking at ADSs and going, "We should totally be able to kill those more easily, even though we get a ton of points (and thus payout) for just driving them off, let alone when we actually do bring them down we get more points still."
If Swarms (AV in general really) is capable of dropping an ADS out of the sky easily, then there is pretty much no reason for vehicle damage points to exist in the form they currently inhabit: which is a ****-ton of points. If ADSs are to die easily, then why should you get rewarded with roughly 300 WP just just firing a Swarm Launcher 3/4 times when the ADS has to struggle through bad target identification (tiny infantry targets), coming under attack with zero warning (ie, Swarms impacting on your ship without any indication of them being fired) and with the insane cost of minimum 340,000 ISK per dropship (assuming entirely militia fitting) when were looking at making Swarms more effective.
Swarms are not incapable of destroying ADSs, even solo or paired. But the ADS has significant hurdles to overcome to actually be effective, not least of which is the enormous cost of maintaining the role.
Either costs plummet, and AV gets to shoot down the WP pi+Ķatas, or costs stay the same and we get to keep our relative resilience (which consists of running away and not contributing whenever AV is brought out at all.)
Breakin Stuff wrote:all the warpoints for hammering on vehicles means is that gunners aren't going to max out at 600 WP for a match because they spent all their time chasing YOUR ass around the map along with your two tank buddies and finally scoring kills. I don't think most gunners want the farmed warpoints more than they want to see you explode.
After all, patiently watching you yo-yo back and forth to and from safety denies us the pretty flames and outraged screams.
So, you don't want the huge WP, and you do want to see us explode more? Then why is a price reduction that means we don't run ISK negative for two games minimum because we lost a single ship unreasonable? If we are to lose multiple ships to one AVer each match, why should we be paying more than 3 Proto suits worth of ISK each time? Surely if an ADS is to be so vulnerable to AV, it's cheap to manufacture - or why ******* bother!?
You want more explosions. We want to be able to bring out more ships that you will be able to shoot down. Where's the issue? Especially since if were easy to shoot down like you want, then we will not be 'stomping' like everyone complains about.
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Kallas Hallytyr
Skullbreakers
752
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Posted - 2014.09.08 22:55:00 -
[8] - Quote
Breakin Stuff wrote:I want them to be able to threaten ADS with death.
You seem to be mightily offended by the very concept of a filthy infantry pud damaging your Precious ISK sink. If an AV weapon cannot kill a vehicle then it is imbalanced. If an AV weapon cannot fail to kill a vehicle it is imbalanced.
You cannot kill an ADS with swarms without a half squad alpha strike. All to kill a solitary person. Tanks are soloable, what makes you special?
I want the ADS price reduction because i want more targets to make fall from the sky like 20 ton hailstones.
Swarms do threaten ADSs, which is why they invariably GTFO of dodge the moment they get hit by the first volley of Swarms.
I am offended by the way that certain people think that a Swarm should be able to drop my extremely expensive vehicle while also naysaying any price reduction. As I've said, if my ADS is to be shot down often to a single AVer, it needs to be substantially cheaper (ie, less than 200k) but if it is to remain expensive then a single Swarmer should not be able to shoot me down trivially just because they decided to pull out their 30k ISK AV Commando suit.
I'm fine with my ADS dropping out of the sky every time I pull it out. I am not OK with it costing 10 times the cost of an AV suit each time.
Either: - ADS is cheap and easily shot down Or - ADS stays expensive and is difficult to shoot down.
Honestly, I'd rather we have some medium in the middle: the current state of V/AV balance is such that this is the case, especially since WP for vehicle damage is a factor (ie,rewarding AV for repelling and not outright destroying.) V/AV is about more than Swarms and ADSs: Forge Guns kill ADSs and are difficult to both use against an ADS (due to an ADSs speed/mobility) and counter by an ADS (due to the FGs power and requirement to stay mobile making shots difficult) making the FG/ADS balance excellent. The Swarm/ADS balance is not too far off: Swarms kick out a lot of power with relatively little expertise required (that is to say, a relative newbie to swarms will be able to perform adequately at repelling an ADS, while a veteran Swarmer will be able to chase and position much more effectively) and have advantages due to poor game optimisation (ie,non-rendering Swarms) and other intangibles (infantry being very small targets for ADSs, for example.)
A lot of the talks about 'balancing' ADSs seems to come from the notion that ADSs need to get shot down more frequently. Why do ADSs need to be shot down more frequently? I ask that as a genuine question. A good ADS pilot is one who is alert constantly while they are anywhere near the danger zone and will retreat when hit (due to the fact that lacking cover and having relatively low tanking maximums requires retreat and reevaluation of the situation each time) - this means that whenever they retreat they have been suppressed from actively affecting the battle for between 10-30 seconds at a time: and this kind of suppression can be performed in about 5/6 seconds by a single Swarm user.
Really, the question is, why is an ADSs survivability an issue when suppression is rewarded? If suppression is not enough, such that a nerf to ADSs/buff to swarms is required,why would the reward for suppression remain, and why would the price point for ADSs remain exorbitantly high?
(That turned into a longer post than originally intended :P)
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Kallas Hallytyr
Skullbreakers
758
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Posted - 2014.09.09 14:23:00 -
[9] - Quote
Breakin Stuff wrote:You lose 500k isk for losing an ADS. If you run AV proto is the only way to threaten most vehicles. When you run dedicated AV and encounter hostile infantry. Losing three to four proto AV suits is not uncommon trying tokill a good ADS or HAV driver so the cost achieves parity.
PRO AV is most definitely not the only way to threaten vehicles. I'm at MinCom 3/SwarmOp 3 and I can threaten all vehicles with death: do I kill every ADS I come across? No, but nor should I. Quite simply, even with the 30,000ish ISK MinCom suit I run, I can kill an ADS that lingers, during which time I am almost certainly surviving the 1-on-1 due to knock back throwing off their aim and my own ability to judge their aiming capabilities.
PRO AV is not necessary to threaten vehicles. That is, very plainly, a bare faced lie.
Reducing price down to 200k for the hull is a good start and will be a big break to every pilot. (My standard Python fit costs 420,00ish, so that brings it down to 320k: my Incubus is 518,000, so 418,000 will be welcome.) I think the proposed 30% ISK reduction for small turrets may be a little too much, particularly at PRO. A PRO small turret is about 100k, I think 80k for a PRO small turret wouldn't be unreasonable and would fit the baby steps approach!
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Kallas Hallytyr
Skullbreakers
768
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Posted - 2014.09.11 18:41:00 -
[10] - Quote
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?
It doesn't. In short, it will take 4 volleys from the most powerful Swarm (Wiyrkomi, MinCom 5, Prof 5 and 2x PRO Damage Mods) in the game to kill the toughest ADS.
Python Fit: STD Afterburner; ADV Heavy Extender; STD Heavy Extender; PRO PG Extension; ADV AT-1 Missile. 3244 shields/960 armour.
CBR-7 (No Proficiency): Kills on the 5th volley (10.45 seconds plus travel time)
Wiyrkomi (Proficiency 5, Rapid Reload 5): Kills on the 5th volley (9.275 seconds plus travel time)
Wiyrkomi (Proficiency 5, RR 5, MinCom 5, 2x PRO Damage Mod): Kills on the 4th volley (8.185 seconds plus travel time)
I did have the maths all here, but I lost the post and can't be bothered again, but I can provide the numbers if necessary (though I'm sure people like Atiim have already crunched them sufficiently.)
Honestly, I don't know how ok I am with this, looking at it from both sides: on the one hand, the ADS does have ample opportunity to disengage; on the other hand, reducing the TTK to being 4 volleys from most/3 from the top makes the ADS very iffy on viability. Although it is very much worth noting that the above Python example is [I]the toughest possible fit[/].
I think right now, the lack of +10/-10 or other shield-bonused AV weapons is an enormous hole in the balancing mechanism. If we buff the Swarms further, Incubi will be driven out of usefulness, since they will take even more of a hit than Pythons yet at the same time Pythons are primarily resistant to Swarms because of the damage profile. Changes to Swarm kill efficacy versus Pythons is not the way to balance ADSs: the solution is in additional AV weaponry balancing the various profiles against one another.
In other words, I think the buffs to Swarms right now (missile speed) is pretty reasonable and even the Afterburner change will be reasonable given time to adjust. I think any increases to Swarm damage would have a massive impact that would negatively impact V/AV balance overall and that only the introduction of anti-shield AV weaponry can solve any imbalances present in the system.
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Kallas Hallytyr
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769
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Posted - 2014.09.11 20:31:00 -
[11] - Quote
Kaeru Nayiri wrote:I will state again, that I disagree with lowering the price of the assault dropship. Bringing one into a fight is a decision made based on the fight. We all need to be ground infantry first, pilots second. Not every single fight needs a dropship, the argument of going 4 matches without losing a ship to break even is invalid, you should be able to call in a dropship to perform a task and retreat or recall when said task is done. I agree with the current price of assault dropships, I am happy to pay them.
Even using your example of Call In - Fight - Recall: what happens when two or more battles in a row require/would be enormously improved by the presence of an ADS? Losing a single one means going ISK negative for several battles, even running on the ground, and if you're looking at calling in more to support your team even with the intention of recalling, what happens when you lose multiple?
You're trying to help your team, but by doing so you personally are potentially losing millions of ISK. All of the risk is on you, with next to no reward.
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Kallas Hallytyr
Skullbreakers
770
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Posted - 2014.09.12 05:36:00 -
[12] - Quote
CCP Rattati wrote: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.
Guaranteed three hits? Not really. Two hits? Almost certainly.
Have you watched any of the linked videos that Judge made? They highlight exactly why dropships use Afterburners the way they do: because AV is invisible about half the time, and even when visible it will still always get the first hour in because of terrible rendering and/or incredibly poor perception from the ADS point of view.
What you're proposing with the Afterburner changes is this, in a nutshell: ADSs should be punished for not sticking around after getting hit twice before they can even locate their assailant.
The current scenario: Swarm launches volley one. Swarm launches volley two, usually just as volley one arrives and knocks the ADS about. By the time the ADS has found the AV player - if at all - then the third volley has been released and the Swarmer will be mid-reload. At this point the ADS is in critical health and any attempt to fight at this point will result in one of two things: (1) the ADS gets lucky and kills the Swarmer, or is a very good shot, or hits the Afterburner to run (experienced pilots do so earlier, because there is little reason to hang around risking your neck when you can come back healthy and unsurprised); or (2) the ADS fails to find and kill the Swarmer and activates the Afterburner too late and dies.
At this point, the Swarmer has gained between 75-150 WP from the three volleys. The ADS is forced to retreat or die; currently it takes about 15-20 seconds for an ADS to run, regenerate HP and then return from a decent angle ready to fight. The proposal takes the 15-20 seconds and ramps it up by two or three times: 40-60 seconds out of the fight because an invisible, unidentifiable dark splotch on the ground fired invisible (50% of the time) Swarms and we have no way of knowing anything is happening until the first volley impacts on our shields.
Quite frankly, the only issue Swarms have with ADSs is that Swarmers want more besides the huge WP reward for driving has off repeatedly. Even when an ADS returns to the fight the Swarmer has the first strike advantage: the ADS is much more obvious, the Swarmer is still unidentifiable from map splotches or other red-dots and has plenty of time to relocate and utilise cover.
What is the intention behind the increased cool down? Is it because Swarmers don't kill ADSs often enough? Then why are vehicle damage points rewarded? They were specifically introduced to reward players for driving vehicles away without killing them necessarily.
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Kallas Hallytyr
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772
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Posted - 2014.09.12 14:31:00 -
[13] - Quote
CCP Rattati wrote:speed to 60, vs ads of 50. AB bpost is 50%, meaning ads is 75 while boosting. Dally, yes get hit, get the hell out or kill the swarmer, but getting insta hit by 3 is avoidable.
Airborne DUST - The Circle Of Hate: http://youtu.be/967QvZ5PPT4
That's Judge's latest video about Swarm/ADS balance. Skip to 9 minutes and you will see Judge disprove your point. The Afterburner does not increase top speed.
If it is meant to: great, bug to get fixed! If not: Swarms are unavoidable.
As is, the Afterburner let's an ADS hit top speed before the Swarm missiles do, which means that, since they have the same top speed pre-Delta, Swarms cannot catch up. With Swarm top speed buff, an ADS without an Afterburner will be incapable of escaping Swarms, period; unless the changes to Swarm turn radius are significant enough to stop them just following you right around the buildings that we are supposed to be dodging around.
Honestly, increasing Swarm speed is pretty reasonable, but the whole of that video needs studying Mr Rattati, because it contains so much information about how the ADS side of the engagement looks/feels that, no offence, but you really need to experience. If you have already studied it, please just look at the 9 minute -> 10 minute bit where Judge debunks the AB = more top speed notion.
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Kallas Hallytyr
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773
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Posted - 2014.09.12 16:07:00 -
[14] - Quote
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 outrun 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.
Alt of Halla Murr.
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Kallas Hallytyr
Skullbreakers
773
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Posted - 2014.09.12 16:20:00 -
[15] - Quote
ACT1ON BASTARD wrote:Theres maneuvers to dodge forges but dodging swarms is tricky and it usually doesnt work if youre caught by suprise. You go full speed then abruptly turn your nose towards the swarm rockets while flying backwards and they usually explode beforehand wo touching you. With the new swarm speed buff i doubt itll be possible, its already hard enough as is to pull it off.
Except in Delta, the Swarms will catch you. That's kinda my point. Unless the tracking nerf is sufficient to make evading a real possibility, we're just going to get hosed whenever a Swarmer pos up.
Alt of Halla Murr.
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Kallas Hallytyr
Skullbreakers
774
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Posted - 2014.09.13 13:27:00 -
[16] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:Except in Delta, the Swarms will catch you. That's kinda my point. Unless the tracking nerf is sufficient to make evading a real possibility, we're just going to get hosed whenever a Swarmer pos up. Not before you get out of swarm max range.
I am incredibly shaky on this kind of maths, so I'll accept this since Judge has his charts made up so clearly. From what I understand, it's the low acceleration of Swarms that give ADSs (with Afterburner) the advantage: so why increase the top speed? If the Swarms get an acceleration increase, surely that is the solution to get more hits with a Swarm Launcher?
But bear in mind that Swarms have the first mover advantage, which in this situation is meaning that the first volley hits, with no reaction from the ADS and the second will have travel to time/acceleration behind it already. Though honestly, if Swarms had a 5ms initial velocity then a 25ms/s acceleration, would that not mean that an ADS with Afterburner will definitely get hit twice and have a great likelihood of getting hit the third time? Wouldn't increasing acceleration be a much better move?
ADSs need a little reining in, but little is the operative word.
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.
Both changes are targeting the issue: that ADSs are too effective, one by increasing the out-of-combat window (reasonable) and the other by increasing the effectiveness of the most common and most simple to use weapon in the game.
Again Rattati, have you piloted an ADS? Actually, have you piloted a NDS? I implore you to try it: hell, if you're online at any time today, I'll happily drop in ADSs for you, fit however you like, so you can try flying one. I'll happily spend all of my (measly) ISK and stockpiled dropships so you can see this how we (ADS pilots) do. I don't say this because Swarm speed increases will null and void dropships like the old 400m lock-on ones did, but with the proposed changes we're looking at ADSs that will have to be twitchier than ever (ie, run at the first sign of trouble or die) and any ADS that comes under fire will be forced to retreat for around 3x or more the length they used to, essentially marginalising the presence of any ADS if one or two people have a Swarm Launcher on them.
CCP Rattati wrote:Kallas Hallytyr wrote: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. Manoeuver out of sight so the third lock doesn't happen.
No offence, but that shows some serious naivety. Anecdotally, a Swarm user will have fired one volley certainly; have likely fired the second; and there's a good likelihood of the Swarmer locking-on with the third by the time the ADS pilot can react to the threat.
With Operation 5, locking-on three times takes 3.15s (1.4 base x 0.75 + any user delay): so it takes around 4s to have locked and fired three volleys (except the first lock-on timer is irrelevant since we do not know there is a Swarmer until launch/hit - so we're looking at 2.1 lock-on time, so probably about 2.5s to launch all three volleys once the first has established lock-on), in which time an ADS is supposed to comprehend the threat (human reaction time, so roughly .25s), know where the AV is positioned (which, as established, has many problems thanks to rendering) from this first hit, then move behind the appropriate building/obstruction, assuming that there is one.
Then there is the factor of the AV player's skill: how did they position? Are they on a building that negates the available cover? How hard are they hitting? All of this together is pretty much why ADSs immediately run when under fire: you have a hard time seeing the threat, you have a hard time reacting appropriately to the threat and you have a limited window in which to react before you die, so just GTFO and see if another pass will yield better information to work with.
Sorry that's so anecdotal, but numbers cannot tell you whether the Swarms/Swarmer rendered, or whether the impact of the first volley tipped you on your nose/knocked you into the building that you want to take cover behind.
Alt of Halla Murr.
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Kallas Hallytyr
Skullbreakers
774
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Posted - 2014.09.13 15:05:00 -
[17] - Quote
CCP Rattati wrote:I see dropships dip behind structures all the time to break line of sight. I must be playing another game.
If swarms do not have greater speed, then they cannot catch a dropship, because acceleration does not increase top speed. They just hit their max speed and stay there.
Dip behinds buildings? Sure. Do that to avoid lock-on? Hardly. Seriously, have you ever flown a dropship or an ADS?
I can understand that Swarms getting extra speed increases the threat and brings the balance closer overall, but you seem to think that ADSs can just nip behind a building at will easily,which simply isn't true. Buildings are good for blocking line of sight, but to do so between the second and third volley is a pretty tall order.
Are you on DUST at the moment? I'll happily give you as many dropships as I can afford and you can try it yourself. I've literally just finished a battle where I was getting swarmed and the buildings were useful, but not because of lock-on blocking!
Alt of Halla Murr.
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