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Thread Statistics | Show CCP posts - 16 post(s) |
ACT1ON BASTARD
Amarr Templars Amarr Empire
144
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Posted - 2014.09.12 16:34:00 -
[271] - Quote
Kallas Hallytyr wrote: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. Yeah i know, but i dont think anyone at ccp actually uses the assault dropships. They just go by numbers not actual gameplay, so expect excessive nerfs. CCP i say you give everyone 5 free assault dropships no skills required and let them see how it feels to be a tin can. |
Stefan Stahl
Seituoda Taskforce Command
730
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Posted - 2014.09.12 16:38:00 -
[272] - Quote
I like how in the video cites as evidence against these changes Judge then goes on to recommend a boost to Swarm acceleration and speed while reducing turn radius (at ~23:40).
Personally I endorse the changes both from an NDS and (my slightly limited) ADS perspective. I want Swarms to be able to slowly creep up on my python as I attempt to speed away while hitting the shield booster to gain more shields while I'm eeking out any additional speed I can get. |
ACT1ON BASTARD
Amarr Templars Amarr Empire
144
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Posted - 2014.09.12 16:43:00 -
[273] - Quote
Stefan Stahl wrote:I like how in the video cites as evidence against these changes Judge then goes on to recommend a boost to Swarm acceleration and speed while reducing turn radius (at ~23:40).
Personally I endorse the changes both from an NDS and (my slightly limited) ADS perspective. I want Swarms to be able to slowly creep up on my python as I attempt to speed away while hitting the shield booster to gain more shields while I'm eeking out any additional speed I can get. Yea but its another double nerf, swarms get buffed while afterburners get nerfed, it doesnt make sense. You cant balance like that. Ccp should either do the swarm buff or ab nerf and see how it plays out then change whatever after. |
Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
509
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Posted - 2014.09.12 16:50:00 -
[274] - Quote
Jadek Menaheim wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? On this point, are you considering adding ADS to the loyalty store? That might change the dynamic here a little.
THIS
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
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Stefan Stahl
Seituoda Taskforce Command
731
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Posted - 2014.09.12 18:36:00 -
[275] - Quote
I recently realized that once the changes to ABs hit all DSs will have to upgrade their AB to prototype level in order to become competitive. In that light I will of course retract my earlier statements about buffing the CPU/PG of dropships. I now officially support that both ADS and NDS receive a buff by enough CPU/PG to fit enhanced ABs at the least. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1728
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Posted - 2014.09.12 19:20:00 -
[276] - Quote
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 to 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.
Shoot Scout with yes.
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Cyrus Grevare
WarRavens Capital Punishment.
329
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Posted - 2014.09.12 20:05:00 -
[277] - Quote
The dark cloud wrote: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.
I had not noticed
Don't mind me, it's now fixed, carry on the debate
www.protofits.com - a Dust 514 fitting tool
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Nothing Certain
Bioshock Rejects
1124
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Posted - 2014.09.12 20:55:00 -
[278] - Quote
The dark cloud wrote: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.
I would know it if AB would increase top speed. Sadly they dont cause many times when i was flying my incubus the swarm volley where just merely like 5 meters away from my dropship and i only outran them because after a certain distance they simply explode. The 50% additional boost is for acceleration only. And that is the reason why ive sayd that with those swarm changes as soon 3 volleys from a proto swarmer are in the air your dropship is allready doomed to death. Cause they will fly faster and aswell get to their top speed of 60m/s sooner.
This is true if you have no AB, no hardener or booster and or at near 0 meters or flying towards the swarmer. That does not seem unfair to me.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1124
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Posted - 2014.09.12 21:09:00 -
[279] - Quote
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.
Because, that's why.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1730
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Posted - 2014.09.13 01:58:00 -
[280] - Quote
One big point I want addressed is the lack of awareness of AV players. A huge part of the issue is AV always getting the drop on us, whether because swarms did not render, or because the players did not render, or because we couldn't tell whether they were players or part of the terrain. If we had something indicating we were being locked, like a beep and a visual warning, I'd feel a lot better about the proposed changes.
Shoot Scout with yes.
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CCP Rattati
C C P C C P Alliance
6999
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Posted - 2014.09.13 09:47:00 -
[281] - 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.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6999
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Posted - 2014.09.13 09:48:00 -
[282] - Quote
Kallas Hallytyr wrote: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.
Not before you get out of swarm max range.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6999
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Posted - 2014.09.13 09:49:00 -
[283] - 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. Manoeuver out of sight so the third lock doesn't happen.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
774
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Posted - 2014.09.13 13:27:00 -
[284] - 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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Tesfa Alem
Death by Disassociation
194
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Posted - 2014.09.13 13:29:00 -
[285] - 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.
Not before you get out of swarm max range.
Manoeuver out of sight so the third lock doesn't happen.
I look forward to the charts. To boil things down, everything we are debating over is under what circumstances swarms should land the third volley. I haven' seen it disputed that dropships cant tank it or harden against it. Its either a race or utilize cover. As you say, we wont be able to out manouver them either.
Sorry but in terms of a race to get to 400 meters since 60>50 yes it will get anywhere we are heading towards, (cover or redline) faster than we can. Correct me if i'm wrong but swarms do not explode at 400 meters, 400 meters is how far a swarm can travel in a straight line in the 9 seconds that they are in the air. Which does make me wonder if we are incidentally increasing the swarms max range? 9 x 50 = 400, so wouldnt it become 540M in 9 seconds? If true, then good luck pilots.
In terms of cover, yes dropships can use buildings ascover to approach a swarmer on top of a tower but not if they are on on the ground. If its a socket where there are many buildings (i.e map with the rings) around then only at high risk to ships themselves due to collision damage with the buildings themselves.
I haven't seen any dispute that the first swarm hit is (in the majority of cases) the first indication of swarmers targeting your ship. With swarm lock on time being 1.4 seconds this gives the dropship a window of 2.8 seconds between the second and the third volle being fired at you. This gives a dropship a window of 2.8 seconds to find something to hide behind before the swarmer loses his 3rd lock. Losing the lock is not going to happen.
If we take missile travel time into consideration,it is practical only if the swamer ison the ground behind some sort of building, crate, or object and only if the the swarmer is at the base of tall tower socket or under a socket (the barns in tower harvest). Ashland is a good example of this, because the giant rocketship in the middle of a map can afford you some protection. Unless AV is on top of a tower, then there is nothing between you and the swarmer at all. Thats why forge gunners always go for the highest points because there is little or no cover for a dropship. We can dodge forge rounds, but we cannot dodge a tracking missile.
The majority of maps and sockets in dust however are not designed with air cover in mind. Certainly not terrain, if it were (as everybody knows??? very curious as to who said that?) then pilots wouldn't need an afterburner in the first place. Most sockets are low hanging and spread out over a wide open areas and especially in the case of maps with taller sockets there is nothing between AV and dropships except lots and lots of sky.I would like to know which maps affords terrain other than the bride map in ambush for dropship to not only hide behind but to reach before missiles hit at either 50 or 60. They are giant bowls, isn't that what enables redline sniping? The fact that the only terrain high enough to afford shots as high as the tallest sockets are at the edges of the map? Tanks manage it but I yet to see dropships flying from place to place as low as tanks.
TL;DR
We use cover to aproach AV and rarley to escape it. And never will use cover to escape Av if AV are on top of a building.Almost never in terms of swarms.
Nearly all of the maps dust do not have terrain to escape behind. Dropships dont do this because it geting flying lower affords AV a better shot at us, swarms knock us about making it easier to crash into the ground.
You may be inadverdently increasing the swarm range by boosting its speed, which i hope you look into.
I'll fly anyone all day, you can tell me where to go what cover to use we're under fire without an afterburner (to prevent my insticnt of boosting away), and we'll see what happens. Inbox me in game, its only 400,000 per ship lost. I'm going to post the same offer in the CPM1 forum.
Redline for Thee, but no Redline for Me.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
899
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Posted - 2014.09.13 13:33:00 -
[286] - Quote
CCP Rattati wrote: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. Manoeuver out of sight so the third lock doesn't happen.
I don't know if you know this but there aren't walls in the air we can hid behind. These proposals are stupid especially with the Afterburner cool downs. There is no point in having an Afterburner that last for like 40 seconds while it only takes like 5 seconds to get out of the attack zone.
Also Cooldown times are stupidly long. What do you want me to do? Fly around in the redline for 45 seconds to cool down my AB and head back into the fight only to turn it on and run from a swarms 2.5 seconds later?
The radius thing doesn't seem any good either. TBH, I'm losing your faith in you. You always listen to these swarm scrubs that can't kill my shiled tanked python with their armor damaging weapon that is a skill-less fire and forget cheap weapon.
Oh you reduced the price of ADS? Who the F cares.. Now even militia swarms gonna be able to drop us out of the sky like flies.
Sagaris lover!!!
Commando <3
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
210
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Posted - 2014.09.13 13:35:00 -
[287] - Quote
You do play the game right? Have you even bought and flown an ADS? If you have then you know that anything can hit it 3x, no matter what you put on it, and kill it right? Well,. the incubus anyway. Kind of stupid both the main anti-ADS weapons have armor damage bonus. If you really want to make it even, have something do bonus to shields and drop the price of the ADS's.
Kind of sucks when you spend half a mil and tons of SP into something, for you guys to make it ineffective and pointless. I also speak not only from flying them, but also from smiting them with my forge gun ALL THE TIME. So you want to make them slower? Running away was kind of the only chance an ADS has.
The point of something costing so much, requiring a lot of SP, and skills to use, is that it's supposed to be good and hard to kill right? Just make it so newer people, who don't have to aim mind you, can just lock on and kill you at their leisure?
.... Do you guys look at the things we want and just want to do the opposite based on all the masses of newer players whining because they are getting stomped, not even a month into the game, or what? >.>
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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Stefan Stahl
Seituoda Taskforce Command
736
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Posted - 2014.09.13 13:36:00 -
[288] - Quote
Anmol Singh wrote:The radius thing doesn't seem any good either. TBH, I'm losing your faith in you. You always listen to these swarm scrubs that can't kill my shiled tanked python with their armor damaging weapon that is a skill-less fire and forget cheap weapon.
Oh you reduced the price of ADS? Who the F cares.. Now even militia swarms gonna be able to drop us out of the sky like flies.
Just wait how it's going to work out. The math says it's going to be fine. If that doesn't come true we can always make another change for hotfix echo. |
Right-wing Extremist
Nos Nothi
1107
|
Posted - 2014.09.13 13:41:00 -
[289] - Quote
ACT1ON BASTARD wrote:Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Yes it exists ive been hit head on and lost about 2000 hp on my incubus once. They usually do random damage. 2000hp from swarms that you didn't see?
More like 2000hp from a Rail tank with a damage mod that you didn't see.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Right-wing Extremist
Nos Nothi
1107
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Posted - 2014.09.13 13:47:00 -
[290] - Quote
Alena Ventrallis wrote:Right-wing Extremist wrote:Alena Ventrallis wrote:Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Here you go. Throughout that vid, I did not see a volley of invisible swarms in the air. The first time, on Line Harvest, his nose was swinging back toward them as they landed - and they exploded visibly. The second volley, already in the air, was also clearly visible. Every other instance of swarms shown in that video was either visible or from behind/below where it would not have been seen. I DID see where a forge gunner did damage but there was no flash of forge shot impact nor knock away effect on the dropship as it was hovering over that rail tank. But no, there were no invisible swarms flying and magically doing hitting. You wouldn't see invisible swarms because they are invisible. The swarms are launched as he swoops by the building, connecting right after he pauses. The second swarm renders, but theswarmer himself does not. Nope. The timing of the damage taken while the barn was out of view entirely, compared to how long it took the second volley of swarms to hit when the barn (and the volley) was in view, doesn't support your claim of "invisible swarms". The first volley wasn't visible because the camera wasn't facing that way when it was fired nor while it was in flight, and the explosions on impact (which are distinct from the impact of a forge shot - which is further distinct from the impact of a rail tank's shot) were quite clearly visible. You see that effect as you take damage, you know it was swarms.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
899
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Posted - 2014.09.13 14:19:00 -
[291] - Quote
Stefan Stahl wrote:Anmol Singh wrote:The radius thing doesn't seem any good either. TBH, I'm losing your faith in you. You always listen to these swarm scrubs that can't kill my shiled tanked python with their armor damaging weapon that is a skill-less fire and forget cheap weapon.
Oh you reduced the price of ADS? Who the F cares.. Now even militia swarms gonna be able to drop us out of the sky like flies.
Just wait how it's going to work out. The math says it's going to be fine. If that doesn't come true we can always make another change for hotfix echo.
The reason we lose players is because broken things that aren't fixed. Say we gained 1000 players after charlie. We're going to lose them all because they are getting slaughter by Six Kin HMGS and can't do sh*t. If I was new, I would only give this game one chance to prove itself and then leave it alone. or uninstall it If I dislike it. If CCP leaves Swarms/ ADS in delta like this and it doesn't work out. Guess what, they just lost a bunch of ADS pilots for that period of time.
Sagaris lover!!!
Commando <3
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CCP Rattati
C C P C C P Alliance
7005
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Posted - 2014.09.13 14:23:00 -
[292] - Quote
Kallas Hallytyr wrote: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.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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hfderrtgvcd
386
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Posted - 2014.09.13 14:34:00 -
[293] - Quote
I 100% agree with the swarm buffs. Out of the last three pc matches I played, each one was decided by an ADS on the other team. They were pulling 20+ kills with higher than 6 kdrs. Thats insane for pc. BTW Rattati, if you are interested in seeing what the competitive level is like, I am sure some corp would let you in a pc if you post about it in the war room.
You can't fight in here! This is the war room.
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Kallas Hallytyr
Skullbreakers
774
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Posted - 2014.09.13 15:05:00 -
[294] - 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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JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
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Posted - 2014.09.13 15:32:00 -
[295] - 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. |
The dark cloud
The Rainbow Effect
4090
|
Posted - 2014.09.13 15:36:00 -
[296] - Quote
CCP Rattati wrote: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. Manoeuver out of sight so the third lock doesn't happen. Thats just comical. Most of the time when the 1st volley hits the dropship the 2nd is allready in air and the 3rd is beeing locked on allready. And that swarms dont render in alot of situations make this even harder.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
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Posted - 2014.09.13 15:41:00 -
[297] - 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
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Posted - 2014.09.13 15:46:00 -
[298] - 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. |
Derrith Erador
2609
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Posted - 2014.09.13 15:48:00 -
[299] - Quote
Why are the ADS pilots shouting that an acceleration buff is the end of the world? It's not that big a deal unless it gets a damage buff with it.
And on that note, I may as well bust a few myths here.
1) any proto swarm can 3 shot an ADS regardless of fit. Well, that is just plain false, the number is actually four. Here is my ADS fit which can tank 3 swarm shots and live to tell the tale.
1 xt missile 1 complex heavy extender 1 enhanced light shield booster 1 basic afterburner 1 complex PG upgrade This fit also requires level two minimum into missile optimization, but I don't think that's important. This fit can survive a tango with a minmando swarm provided the booster is unused and ready for use, or it can at least survive the first clip. Which, to be frank, I believe to be fair, swarms lock on and aim for you, the only skill required for using a swarm is making the fit.
2) the new proposed buff and nerf to ADS and swarms will kill most pilots. Well, that is true, for the bad ones. (the ones who slam the flight ceiling at the first sign of trouble)
I've wrote a larger guide on how to properly balance the ADS without killing it, you'll find it here, Rattati. If you could give it a read, and give me your opinion on it, that would be great.
The preacher of Betty White, may her pimp hand guide me.
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JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
38
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Posted - 2014.09.13 15:52:00 -
[300] - 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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