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Thread Statistics | Show CCP posts - 16 post(s) |
iKILLu osborne
Dead Man's Game
280
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Posted - 2014.09.05 13:40:00 -
[31] - Quote
fuel injector is this derp tanker's best friend please leave it be.
ads desrves a price reduction, but not a big one (7%?), cause you don't want people spammin it.
if no isk reduction for ads at least fix friendly rdv collision issue
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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a brackers
Molon Labe. General Tso's Alliance
37
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Posted - 2014.09.05 13:42:00 -
[32] - Quote
Ads and ds pilot here.
I don't really mind most of these changes as the swarm is more threatening to tanks than dropships, and forges and rails are worse for me, but as most forgers can quite easily kill an ads before they get killed, especially if they are close to cover, I would like to see a small buff to ads pg, cpu and ehp (no where near the 1000 to nds but around 200 -400) I would also hope for a reduction in collision damage as ramming mlt ships are a common enemy.
The main problem with why ads's are considered an instant win by any infantry is because of the price. The fact a adv fitted ads is ~410k and a proto is ~500k means the pilot needs to have no deaths for 2 - 3 matches. Currently a good pilot survives 1 - 1.2 matches per lost ship.
I therefore request a reduction in price such that an advanced ads fit costs around 200k. This means ads prices are 120k. I know this is a massive reduction, but we are much less survivable than tanks and tanks are still cheaper.
Final request is a slight change to afterburners. I agree you can increase the cooldown time, and the active time doesn't really need to be increased (I quite often turn off my enhanced afterburner before its fine because I'm going up too quick or I'm already at max ceiling) but I request a change to the way the afterburner works.
I want it to increase overall maneuverability so I can still go up more quickly with it on, but I can also go down more quickly and turn much more quickly to help me to duck into valleys and gaps in the terrain to avoid swarms/forges, so my only defence is not just going up to max ceiling.
Thanks for reading
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
37
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Posted - 2014.09.05 13:46:00 -
[33] - Quote
iKILLu osborne wrote:fuel injector is this derp tanker's best friend please leave it be.
ads desrves a price reduction, but not a big one (7%?), cause you don't want people spammin it.
if no isk reduction for ads at least fix friendly rdv collision issue
to anyone with ears rdv's aren't really a problem except when they first spawn, and to help with that id recommend making their blip appear on radar and their sound a couple of seconds before they spawn when they are invisible.
Read my post about the price, it's a huge decrease and it still only just makes them profitable, and there will be no where near as many of them as there are tanks
Proto dropship pilot
The sandbox shooter
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CCP Rattati
C C P C C P Alliance
6710
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Posted - 2014.09.05 14:09:00 -
[34] - Quote
Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Monkey MAC
Rough Riders..
3452
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Posted - 2014.09.05 14:13:00 -
[35] - Quote
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!
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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CCP Rattati
C C P C C P Alliance
6710
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Posted - 2014.09.05 14:18:00 -
[36] - 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.
Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2550
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Posted - 2014.09.05 14:27:00 -
[37] - Quote
As an AV gunner I would suggest 200,000 Rattati. In my experience a skilled forge gunner can consistently kill an ADS between 30-50% of the time. Once the swarm adjustments go hot we are going to see a brief spurt of ADS dropping like hailstones then enjoying a lower survival rate than they have now as the pilots adapt.
I would err on the side of a slightly larger price break as losing one in a match means a pilot breaks even at best if yhey use free dropsuits for the rest of the match. Only AV fits tend to have survival costs as bad as that on the infantry side. (Right around break even) assuming you run ADV. STD cant fight anything but MLT dropships. |
Francois Sanchez
What The French Red Whines.
102
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Posted - 2014.09.05 14:51:00 -
[38] - Quote
Hey Rattati that can work, but I have a completely different propositon : - Keep the swarm launcher as it is now - Make the useless assault variant effective against dropships, so faster with a slightly longer lock-on range but less agile and reduced damage (like 15%). - Don't touch ADS (except the cost) and maybe a slower recharge rate on the afterbunner. |
Vell0cet
Vengeance Unbound Dark Taboo
2238
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Posted - 2014.09.05 15:10:00 -
[39] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? Vehicle prices should be balanced around ISK efficiency. Total value of all assets destroyed by ADS / number of ADS destroyed. Do this over a reasonable timeframe and you should have a good idea of what they should cost.
Best PvE idea ever!
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Evan Gotabor
Prima Gallicus
60
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Posted - 2014.09.05 15:10:00 -
[40] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
Why are you guys so obsessed with the ISK reduction ? While it is a real ISK sink when you train those and learn to fly, a fully prototype dropship is in league with the cost of prototype tanks. And if you reduce the ISK cost, ADS will be cheaper than a prototype tank while being a more tactical asset. This would make no-sense. Please, do NOT reduce the price of ADS ! This would be completely stupid !
CCP Rattati wrote:reduce the ADS K/D since they are longer out of engagement.
It is all what it is about ? Kill death ratio of pilots ? Look, I'm clearly not the best pilot ever. However I have done enough fights in pub/FW/PC to know my job. A good AV teamwork (I'm thinking in particular to forges in PC who are doing that for a very long time now) can prevent a dropship from doing massive kills. Otherwise, there would be 4 to 5 dropships in each side of every PC. Where we do massive kills is in pub and FW when whole teams are camping on buildings/towers (thanks the logistics guys in gorgon and viper for that). And seriously, these days, I do more kills with my dren sentinel and dragonfly scout than with a proto ADS (look at your numbers damn it ! Most of the dropships that are doing massives amont of kills are the ones with the gunner glitch). The only way my Incubus is surclassing my infantry gear, it is at taking down dropships. But that's 18.000.000 SP and hundreds of millions of ISK spent, and I don't even count the hours needed to master the dropship and evasive actions.
Anyway, I feel I spend to much time trying to suggest improvements to vehicles gameplay by writing logical things. In a way I should have expect that. I'm dropship pilot, I saw so much absurd things in a year and six month of game to be surprised by anything. Do whatever you want, but you can't take the sky from me.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
186
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Posted - 2014.09.05 15:38:00 -
[41] - Quote
CCP Rattati wrote:Hello again,
3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain.
Let's really try to keep this constructive
My concern with this change here is that one of my primary swarm techniques is to lock on and duck behind a wall and angle my launcher so the missiles fire around the wall and go after the target. This protects me more than you think, as I'm able to fire around corners, i can prevent taking more fire or even break contact and relocate while my swarms to their thing.
Unfortunately, most walls will be at 90 degree angles or more when i release the swarms. Will they still be able to turn decently enough to use this technique? Although, this technique is mainly against tankers but still I hate to think that the swarms will travel in a really wide arc thus, more likely to hit other obstructions than anticipated. Especially when fighting in close quarter areas with tanks in the streets.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Atiim
11859
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Posted - 2014.09.05 15:39:00 -
[42] - Quote
CCP Rattati wrote:Atiim wrote:Change #1 would put things into a position where since the AB can still allow ADSs to out-run Swarms, any Pilot who's caught by surprise will still be able to evade, despite his failure to be aware of the situation.
In short, that wouldn't solve anything. Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement. Neither do I, but if the AB can still allow ADSs to out-run them then there'd be no point in the speed buff.
DUST 514's 1st Matari Commando
-HAND
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Y-BLOCK
BioCyberDevelopment
15
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Posted - 2014.09.05 15:40:00 -
[43] - Quote
I agree to the increase in speed & acceleration to the swarm; however, the turn radius of the missiles I deem irrelevant.
I strongly disagree with any kind of buff to the dropship. Why? Because the issue is "skilled dropships" taking a bit of damage, flying away real quick, then returning shortly at full strength, only to pretty much do the same thing all game long & all while eating up infantry. If you're in the open air, you should be vulnerable. Now this does not seem to be such an unfair tactic, especially in a skirmish with multiple objectives: however, in domination it does seem a bit unfair. Now, an unskilled player in a dropship, in the same scenario, would get taken out due to Darwin's Law of Natural Selection. My point? Giving a buff to the dropships affects the natural order that already exist when it comes to dropship pilots because you ultimately are aiding the weak; whereas, the strong or skilled pilots will endure in any case.
If indeed a buff is granted for the dropships, then in addition to the increased speed of the swarms, please give the swarm an extra 50 meters of locking range. That is all. |
Soulja Ghostface
MCDUSTDONALDS Top Men.
2706
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Posted - 2014.09.05 16:08:00 -
[44] - Quote
Tbh. In this current build, If AVer/s forces a dropship to flee before or during the ads descent to get kills. Then they are fufilling their role as anti vehicle when the dropship has no value to it's team if it's not doing anything but running. In the event that a python/incubus is taken down (which is relatively easy if they don't flee or are to slow retreating) not only is the team hurt by missing a body. The pilots wallet is hurt for 2-4 matches if they run those matches in free suits, And that is just to break even let alone gaining a profit. Most smart pilots will fly to their mcc and recall their dropship to save isk when they feel that the AV is too strong. And that is also fulfilling the role of ANTI VEHICLE as well. A price reduction is needed on the account of assault dropships.
Also buff python shields along with the other shielded vehicles!!!
EDIT: May we look at ads controls with KB/M for legion...Soon TM
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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Adipem Nothi
Nos Nothi
4786
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Posted - 2014.09.05 16:10:00 -
[45] - Quote
CCP Rattati wrote:Atiim wrote:Change #1 would put things into a position where since the AB can still allow ADSs to out-run Swarms, any Pilot who's caught by surprise will still be able to evade, despite his failure to be aware of the situation.
In short, that wouldn't solve anything. Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement. My two cents: Two proto swarmers working together should crash an ADS caught offguard, afterburner or not. Having multiple troops trapped in AV gear affords the opponent too great an advantage.
Current: One Swarmer repels. Focused fire repels with enthusiasm. Afterburner, FTW.
Proposed: One Swarmer repels. Focused fire overwhelms and destroys. Teamwork, FTW.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
4786
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Posted - 2014.09.05 16:25:00 -
[46] - Quote
Soulja Ghostface wrote:Tbh. In this current build, If AVer/s forces a dropship to flee before or during the ads descent to get kills. Then they are fufilling their role as anti vehicle when the dropship has no value to it's team if it's not doing anything but running. In the event that a python/incubus is taken down (which is relatively easy if they don't flee or are to slow retreating) not only is the team hurt by missing a body. The pilots wallet is hurt for 2-4 matches if they run those matches in free suits, And that is just to break even let alone gaining a profit. Most smart pilots will fly to their mcc and recall their dropship to save isk when they feel that the AV is too strong. And that is also fulfilling the role of ANTI VEHICLE as well. A price reduction is needed on the account of assault dropships.
Also buff python shields along with the other shielded vehicles!!!
EDIT: May we look at ads controls with KB/M for legion...Soon TM A single ADS forcing multiple units into AV gear all but guarantees a steamrolling.
I don't think that this is ok. I'd rather ADS be inexpensive and than be a push-button steamroll for proto stompsquads.
Shoot scout with yes.
- Ripley Riley
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2706
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Posted - 2014.09.05 16:37:00 -
[47] - Quote
Adipem Nothi wrote:Soulja Ghostface wrote:Tbh. In this current build, If AVer/s forces a dropship to flee before or during the ads descent to get kills. Then they are fufilling their role as anti vehicle when the dropship has no value to it's team if it's not doing anything but running. In the event that a python/incubus is taken down (which is relatively easy if they don't flee or are to slow retreating) not only is the team hurt by missing a body. The pilots wallet is hurt for 2-4 matches if they run those matches in free suits, And that is just to break even let alone gaining a profit. Most smart pilots will fly to their mcc and recall their dropship to save isk when they feel that the AV is too strong. And that is also fulfilling the role of ANTI VEHICLE as well. A price reduction is needed on the account of assault dropships.
Also buff python shields along with the other shielded vehicles!!!
EDIT: May we look at ads controls with KB/M for legion...Soon TM A single ADS forcing multiple units into AV gear all but guarantees a steamrolling. I don't think that this is ok. I'd rather ADS be inexpensive and than be a push-button steamroll for proto stompsquads. https://www.youtube.com/watch?v=2KNSdD8PYgY
That would be true if vehicles were a "Push to stomp button". but as seen in the video, No matter how much they kill and how much AV the other team switches to. The team with the "unkillable death machine" (similar to an ads) loses.
Why is that? Because until vehicles can hack stuff (Which will thankfully never happen...Soon TM) They will be always be a force multiplier. And if you take a horrible team and double it's effectivness you get a okay team. But that okay team will never compare to a good team.
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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a brackers
Molon Labe. General Tso's Alliance
37
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Posted - 2014.09.05 16:40:00 -
[48] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
The problem is if a fully fitted ads fitted with advanced gear (adds~80k) costs any more than 250k it becomes unprofitable. 90% of ads pilots are in the air less than half the time at the moment, or they get funds from a rich friend
Proto dropship pilot
The sandbox shooter
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Nirwanda Vaughns
426th Infantry
749
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Posted - 2014.09.05 16:43:00 -
[49] - Quote
tbh the swarms shoudl also be equal armor/shield damage seeing as we don't have any valid arrial AV for shield tankers, all AV currently available is + vs armor, all except the plasma cannon and tbh its not like you're gonna be knockin pythions out the skies with plasma cannons.
i'd say remove the -20% to shields/+20% to armor and have it +/-0% and have the proficiency left as is. that would help greatly vs gunloggi and pythons.
i'd be interested to see how these changes work though, its deffinitly gonna be a step in teh right direction. the issue i've always had is i can fire 3 volleys off from my wiy SL, the first will hit and teh incubus/python will just accelerate up and forward and simply outrun the 2nd and third swarms, increasing their speed and increasing their flight time would be the closest to a true balance. they need to be able to harrass a talented ADS/DS pilot but destroy an useless/average DS/ADS pilot
Never argue with an idiot. they bring you down to their level and beat you through experience
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JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.09.05 17:12:00 -
[50] - Quote
CCP Rattati wrote:Hello again, we are proposing the following changes to reduce the high efficiency of the ADS and promote Normal Dropship viability as well. In short, the ADS can function as a fast attack vehicle, with rapid redeployment and the NDS can function as a slower troop transport, able to withstand heavier fire while laying down supportive fire with missiles and blasters. Currently the ADS is able to outrun swarms using afterburners, and return to the same spot within a few moments, fully repaired and fighting capable. We want to give swarms a better fighting chance against them, so proposing the following small changes. 1) A change so that Swarms actually outrun normal ADS speed, right now the speeds are equal, so the ADS just needs to boost away and the swarm will never catch it. Wrong, the only time an ADS can outrun swarms is when they're right on the max lock on range, then boost out immediately to avoid the swarm. They get hit if they're any closer and slower on the AB every single time.Swarm speed from 50m/s to 60m/s 2) Another change in that vein, is to increase Swarm accelaration from 10 m/s^2 to 12m/s^2, again to catch up with the ADS Afterburner. Yes, another way to help the lazy that don't know what teamwork means is to buff AV.3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain. [/b]They turn greater than 90 degrees, they go fully around 2 corners of a building.[/b] 4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes. That's actually surprising.5) We are also increasing the cooldown of Afterburners and Fuel injectors, so that Vehicles that choose to boost out of harms way can either wait out the cooldown period and fly to another engagement on the map, or return back to the prior enagement before it's fully restored and then at a higher risk to itself. Yes, reward lazy infantry behavior by nerfing vehicles, again.6) To keep things balanced, we are also proposing an increase to the duration of Afterburners and Fuel Injectors. 7) Finally, a healthy buff to NDS eHP, somewhere close to a full proto swarm dmg (1000 eHP) and an improvement to Small Blasters dmg output detailed here, including a PG/CPU reduction to them. Let's really try to keep this constructive Of course, the answer isn't CCP's motto, "HTFU," which they seem to drop for Dust, but instead, to nerf vehicles and buff AV. Nevermind, that infantry want the easiest solution which combines the least amount of ISK, SP involved, and thinking. So many fools jump into the middle of the road where a tank is, get off one volley, get cut down, and continue to do the same thing the entire match. Then they get on the forums and complain that they can't destroy tanks, deliberately not mentioning they went after the tank solo, while the pilot was paying attention, in a trash suit, probably using Darkside CBRs.
I'm keeping it constructive, while also providing some critical analysis. Pilots for many months have been telling infantry how to destroy them. They don't take the advice, continue on their slow, lazy ways, then ask for vehicle nerfs and get them. |
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JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.09.05 17:14:00 -
[51] - Quote
Nirwanda Vaughns wrote:tbh the swarms shoudl also be equal armor/shield damage seeing as we don't have any valid arrial AV for shield tankers, all AV currently available is + vs armor, all except the plasma cannon and tbh its not like you're gonna be knockin pythions out the skies with plasma cannons.
i'd say remove the -20% to shields/+20% to armor and have it +/-0% and have the proficiency left as is. that would help greatly vs gunloggi and pythons.
i'd be interested to see how these changes work though, its deffinitly gonna be a step in teh right direction. the issue i've always had is i can fire 3 volleys off from my wiy SL, the first will hit and teh incubus/python will just accelerate up and forward and simply outrun the 2nd and third swarms, increasing their speed and increasing their flight time would be the closest to a true balance. they need to be able to harrass a talented ADS/DS pilot but destroy an useless/average DS/ADS pilot So you want reaction time nerfed, is that it? You want someone's brain drugged and slowed down to make it easier for you? |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.09.05 17:21:00 -
[52] - Quote
Adipem Nothi wrote:Soulja Ghostface wrote:Tbh. In this current build, If AVer/s forces a dropship to flee before or during the ads descent to get kills. Then they are fufilling their role as anti vehicle when the dropship has no value to it's team if it's not doing anything but running. In the event that a python/incubus is taken down (which is relatively easy if they don't flee or are to slow retreating) not only is the team hurt by missing a body. The pilots wallet is hurt for 2-4 matches if they run those matches in free suits, And that is just to break even let alone gaining a profit. Most smart pilots will fly to their mcc and recall their dropship to save isk when they feel that the AV is too strong. And that is also fulfilling the role of ANTI VEHICLE as well. A price reduction is needed on the account of assault dropships.
Also buff python shields along with the other shielded vehicles!!!
EDIT: May we look at ads controls with KB/M for legion...Soon TM A single ADS forcing multiple units into AV gear all but guarantees a steamrolling. I don't think that this is ok. I'd rather ADS be inexpensive and than be a push-button steamroll for proto stompsquads. You're trying to say a force multiplier is a bad thing. Maybe the US military should issue snipers only 10 rounds with no sidearms, to make it more fair for terrorists to kill them. We'll also give SAW gunners 30 round magazines and tell them to make do with what they're given. We should also tell the carriers to deploy their aircraft for CAP, instead of ground support. We'll also only use bombers to bring back the Cold War posture, instead of dropping 2000lb bombs on reinforced bunkers. And instead of building up bases in AOs, we'll just paradrop the troops, then extract them daily, not allowing operations at night. That would make life easier for terrorists.
The same parallels can be drawn here. Let's remove vehicles so infantry doesn't have to worry about them. Let's have a completely 2D game that is separated from Call of Duty merely by 50,000 years of lore. |
JudgeIsABadPilot
Circle of Huskarl Minmatar Republic
11
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Posted - 2014.09.05 17:23:00 -
[53] - Quote
Adipem Nothi wrote:CCP Rattati wrote:Atiim wrote:Change #1 would put things into a position where since the AB can still allow ADSs to out-run Swarms, any Pilot who's caught by surprise will still be able to evade, despite his failure to be aware of the situation.
In short, that wouldn't solve anything. Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement. My two cents: Two proto swarmers working together should crash an ADS caught offguard, afterburner or not. Having multiple troops trapped in AV gear affords the opponent too great an advantage. Current: One Swarmer repels. Focused fire repels with enthusiasm. Afterburner, FTW. Proposed: One Swarmer repels. Focused fire overwhelms and destroys. Teamwork, FTW. And there it is, the ideal goal is to solo the best pilots in the game, the ones that have been in their preferred roles for over a year.
And ultimately, they want the removal of vehicles so this is merely Call of Duty in space. |
Titus Stryker
Ancient Exiles.
429
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Posted - 2014.09.05 17:25:00 -
[54] - Quote
CCP Rattati wrote:Hello again, we are proposing the following changes to reduce the high efficiency of the ADS and promote Normal Dropship viability as well. In short, the ADS can function as a fast attack vehicle, with rapid redeployment and the NDS can function as a slower troop transport, able to withstand heavier fire while laying down supportive fire with missiles and blasters. Currently the ADS is able to outrun swarms using afterburners, and return to the same spot within a few moments, fully repaired and fighting capable. We want to give swarms a better fighting chance against them, so proposing the following small changes. 1) A change so that Swarms actually outrun normal ADS speed, right now the speeds are equal, so the ADS just needs to boost away and the swarm will never catch it. Swarm speed from 50m/s to 60m/s 2) Another change in that vein, is to increase Swarm accelaration from 10 m/s^2 to 12m/s^2, again to catch up with the ADS Afterburner. 3) To keep things balanced, we will also reduce the turn radius of a swarm missile, so it can't bend around 90 degree corners. This will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain. 4) We will not be changing the lock on timer nor the lock on range at this stage, and see how it goes. 5) We are also increasing the cooldown of Afterburners and Fuel injectors, so that Vehicles that choose to boost out of harms way can either wait out the cooldown period and fly to another engagement on the map, or return back to the prior enagement before it's fully restored and then at a higher risk to itself. 6) To keep things balanced, we are also proposing an increase to the duration of Afterburners and Fuel Injectors. 7) Finally, a healthy buff to NDS eHP, somewhere close to a full proto swarm dmg (1000 eHP) and an improvement to Small Blasters dmg output detailed here, including a PG/CPU reduction to them. Let's really try to keep this constructive
Like all the suggestions, hope this works out well...
Twitch &
YouTube
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2555
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Posted - 2014.09.05 17:46:00 -
[55] - Quote
JudgeIsABadPilot wrote:Adipem Nothi wrote:CCP Rattati wrote:Atiim wrote:Change #1 would put things into a position where since the AB can still allow ADSs to out-run Swarms, any Pilot who's caught by surprise will still be able to evade, despite his failure to be aware of the situation.
In short, that wouldn't solve anything. Well, we don't want every pilot caught by surprise to just be dead, this will deter them more and reduce the ADS K/D since they are longer out of engagement. My two cents: Two proto swarmers working together should crash an ADS caught offguard, afterburner or not. Having multiple troops trapped in AV gear affords the opponent too great an advantage. Current: One Swarmer repels. Focused fire repels with enthusiasm. Afterburner, FTW. Proposed: One Swarmer repels. Focused fire overwhelms and destroys. Teamwork, FTW. And there it is, the ideal goal is to solo the best pilots in the game, the ones that have been in their preferred roles for over a year. And ultimately, they want the removal of vehicles so this is merely Call of Duty in space.
I do believe the proposed scenario there would require two swarms in tandem. Not horribly unreasonable given that a forge gun can solo crash an ADS. Plasma cannon is a joke. I managed to kill an ADS once with it because the pilot horribly screwed up coupled with a one-in-a-million lucky pair of shots.
I haven't even come close to repeating that trick since
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Tesfa Alem
Death by Disassociation
181
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Posted - 2014.09.05 17:58:00 -
[56] - Quote
1) & 2) Swarm speed increas, it only makes sense if your goal is to have every single volley from every single swarm launcher fired within 175 meters to land. regardless of distance and where they were aiming and how fast or which direction you were flying.
3) It doesn't matter whether or not swarms can turn at 90 degrees, if they are more manuerverable than a drop ship then they will still hit. You don't avoid swarms by flying behind buildings, you fly behind buildings to break the line of sight, so they cant lock on in the first place. Tanks only manage this by hugging the building or the edge of the terrain they engage behind.
By the way i wont have time to get behind a buidling because the missiles are flying faster than i am no matter what i do. So this 'balanceing move" is redundant.
4)Okay.
5) Don't have a problem with this.
6) Useless. The only counter measure to swarm launchers was speed. It doesnt matter if i'm traveling for slower longer as long as its still to slow to get away from missiles then whats the point.
7) Still useless. If swarms are being designed to take down a Assault Dropship, what makes you think a much slower ship will stand a chance. Also, the other ships are only used as elavators to get ontop of towers and rarely as transport because the WP rewards are ridiculously low. unless you get 90 % or more of your squads WPs in the minute since you dropped them off there no point in being a dedicated transport pilot. Now i got to worry about kamikazee ships with more eHP than me.
ISk price reduction. 150,000 for a fully fit ship. It seems you want the ships to be much easier to kill and much more disposable to the point where you feel every AV players has the right to shoot you down regardless of how you play. Three rounds from 1 wyrokami launcher is near certain death, heaven forbid the opossing team brings out a second one. Your trying to turn the dropship into a glorified LAV. Hell you can tank out a lav with nearly as much HP asa python. The price should reflect that.
TL;DR Still pissing on pilots and telling us its rain
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2556
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Posted - 2014.09.05 18:03:00 -
[57] - Quote
Tesfa Alem wrote:I'm mad because you are buffing an underperforming weapon that couldn't do anything more than tickle me.
If there's no risk, then it's overpowered. currently, there's no ADS risk vs. swarms. They're adding risk, not instawin. Your survivability drops slightly. get over it. |
Kallas Hallytyr
Skullbreakers
735
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Posted - 2014.09.05 18:06:00 -
[58] - 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.
Alt of Halla Murr.
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Cass Caul
1122
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Posted - 2014.09.05 18:09:00 -
[59] - Quote
The impotence of the Swarm Launcher also has a lot to do with its very low range. It needs to have its range doubled. At present, after the first volley a DS can back away. The mobility of Infantry with swarms is very little. The DS can look for the location of the Swarmer, and rush back in to them. The ADS can get within firing range of the Swarm Launcher before the lock on is complete.
On Hiatus.
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2708
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Posted - 2014.09.05 18:14:00 -
[60] - Quote
I like 150k for the hull as xt missilles will bring it to around 250 (Not looking at the numbers right now) and the modules will bring the fitted ads cost to what the hull used to be. Around 320k
1 match without dying will get you close to almost breaking even. 2 matches without dying gains a profit.
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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