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Thread Statistics | Show CCP posts - 16 post(s) |
Tesfa Alem
Death by Disassociation
181
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Posted - 2014.09.05 18:24:00 -
[61] - Quote
Breakin Stuff wrote: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. I blame others for my performance issues
Sure theres no risk at all, we just afterburn in a mad panic to get 400 meters away as soon as ONE swarm volley hits us because you know we feel like it.
Because as we all know, dropships never get shot down, ever.
Redline for Thee, but no Redline for Me.
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Adipem Nothi
Nos Nothi
4793
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Posted - 2014.09.05 18:31:00 -
[62] - 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.
Two proto swarmers don't qualify as "soloing". Operative word being two.
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2558
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Posted - 2014.09.05 18:44:00 -
[63] - Quote
Tesfa Alem wrote:Breakin Stuff wrote: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. I blame others for my performance issues Sure theres no risk at all, we just afterburn in a mad panic to get 400 meters away as soon as ONE swarm volley hits us because you know we feel like it. Because as we all know, dropships never get shot down, ever.
not by swarms they don't.
By me? all the time. Because forge gun. You're welcome. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
227
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Posted - 2014.09.05 18:51:00 -
[64] - Quote
MEDICO RITARDATO wrote:Repe Susi wrote:
Swarms are only AV option against dropships for light and medium frames as it is.
Plasma cannon?
You'd simply cannot expect people to hit a drop ship with a Plasma Cannon.
I'm REALLY good with one, and unless the drop ship is staying still, or making a really close fly-by, I can't hit them without being really, really, really lucky.
Most people couldn't hit a DS is it was only 30m away from them and staying still. Average Joe simply doesn't have the skills required to use the PLC in any meaningful way.
And you know what, I've only ever killed DSs that are already practically dead with my PLC before.
It takes 12 seconds, or 3 shots to kill a typical DS with one, that is more than enough time for the DS to activate their ABs to escape, return, kill the Cannon user, then activate their ABs to escape again.
As a aviation pilot, your going to have to get used to the idea of getting killed by lock-on weapons, because you have the ability to easily dodge anything else. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1699
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Posted - 2014.09.05 19:11:00 -
[65] - Quote
As long as the nerf to ab cooldown (which, speaking as a pilot, I don't have an issue with) is not insane, like 80 seconds, then this will be good improvements. I'll say between 15-25 second cooldown.
Shoot Scout with yes.
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Dustbunny Durrr
ReD or DeaD
269
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Posted - 2014.09.05 19:16:00 -
[66] - Quote
Alena Ventrallis wrote:As long as the nerf to ab cooldown (which, speaking as a pilot, I don't have an issue with) is not insane, like 80 seconds, then this will be good improvements. I'll say between 15-25 second cooldown.
As much as I think this will break ADS (it would be interesting to see graphs for usage before and after delta patch *looks in Rattati's direction*) I do love the idea of Afterburner's having a longer cooldown. The current (what is it, 10?) seconds is achieved by the time the dropship, which has afterburned away, flies back to its target for "act 2".
As for how to fix Swarm/ADS balance, giving a solution that already exists elsewhere in the game, see here. |
Finn Colman
Black Talon Company
38
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Posted - 2014.09.05 19:26:00 -
[67] - Quote
Evan Gotabor wrote: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 ! And what about starting pilots, like me? It's quite a steep price to pay to learn one role, and as you said it's not an easy thing to learn... My basic A/DS (that is a basic tier A/DS--due to the fact that A/DS are not really tiered--with basic modules and one militia turret) costs me just about 354,750 ISK
Perhaps an actual tiering system for A/DS is in order to define the new pilots, and the veterans as well as the price points of each. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
256
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Posted - 2014.09.05 19:41:00 -
[68] - Quote
I have mixed feelings about this proposed change,.. becasue I am not an ADS player (not even a reluctant one) and I'd like to see MORE divide of the ADS and DS (aka NDS) into their more distinct roles and strengths in the fight. I'd hate to see generic speed modules and generic hardening modules that give both ADS and NDS the same plain survivability odds against Swarms.
It's okay to introduce the STD version of a dropship as simply a blaster-turret armed platform with a weak shell. This encourages a player to skill up into higher teir DS chasis choices in the hopes of dealing with Swarms.
But once a choice is made to go either DS or ADS, let each TYPE of dropship rely on a DIFFERENT strength in combatting Smarmers.
If it's an ADS's "role" to dash in and aggressively attack specific targets, give them higher enate speed, so that shorter-duration Afterburners and Injectors help ADS players way better than they can help Transport-DS players. (Do NOT increase the ADS's cpacity for gaining better speed boosters during higher tiers or SP---reward an ADS with better GUNS as you progress).
If the TRANSPORT-DS or NDS has the "role" of loitering longer and managing troop interaction, give it default help that benefits its shield/armour, not speed. Keep the duration of Afterburners/Injectors so short they can't help the NDS much, and make players aware that choosing an NDS means your ambition should be to skill into sheild/armour upgrades as you progress.
In both these examples, I'm suggesting we keep the "on-period" of all speed boosters SHORT.
The intent in a DS-vs-Swarms match, should be to encourage short-term speed bonus modules that work better on ADS models... and shield/armour modules that favor the NDS models more than ADS.
Perhaps in the future, if Logistics models are reintroduced, the advantage of going Logi might be to have enough extra slots to start harnessing modules for BOTH protection and speed in the same fitting. (where ADS or NDS players must pick either-or).
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Denchlad 7
Dead Man's Game
509
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Posted - 2014.09.05 19:54:00 -
[69] - Quote
In the 200k region for ADS' and making incoming swarms visible 100% of the time, not 10%.
Then I'll agree to this. Its just simply too expensive to fly ADS regularly if something thats invisible 90% of time can keep hitting me and be unable to escape from it without ridiculously evasive action. Forge Guns I have no issue with as I can see the shot. Until that rendering bug is fixed this change is not a good idea.
However once the rendering bug is fixed and the price is lowered, then this change is welcomed.
(Pilot for over a year, L5 Swarms and L5 Forge, so yes I do know how to use AV.)
The only person in Dust stupid enough to Proto every single god-damn weapon. 19/19.
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Nirwanda Vaughns
426th Infantry
749
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Posted - 2014.09.05 20:12:00 -
[70] - Quote
JudgeIsABadPilot wrote: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?
nooo i mean someone who is a capable ADS pilot should be abel to avoid swarms and just be harrased by them. some bluedot who never flew a ship shouldn't just be able to instantly be invicible in an ADS.
the turning curve and flight speed of swarms is a good move but also the flight time needs increasing so in open spaces they cant just hit AB and fly straigh tout. it'll take some manouvering on the pilots behalf to avoid swarms
Never argue with an idiot. they bring you down to their level and beat you through experience
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
873
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Posted - 2014.09.05 21:13:00 -
[71] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
So you reduce the price about 70-80k isk and you cut our survive ability by half. I do not agree. I think proto small turrets need a price nerf and a CPU/PG nerf. Also think the ADS needs a PG buff. I have 200+ free CPU but always have to fit a complex Pg extender.
Price should be about 150k isk.
Sagaris lover!!!
Commando <3
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medomai grey
warravens Capital Punishment.
963
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Posted - 2014.09.05 21:35:00 -
[72] - Quote
CCP Rattati wrote: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. I'm going to elaborate on my previous unanswered question.
The way swarm missile volley track first involves flying towards a target and then switching to following it's trail. It is by following a dropship's trail that allows the swarm missiles to follow the dropship behind cover. Unless this is changed, reducing the turn radius of a swarm missile will increase the swarms travel distance and only make it slightly worse at hitting a dropship behind cover.
Swarm missile will still be able to do 180 degree turns with a wider turning radius. If a dropship successfully manages to doge a swarm missile, because that swarm missile does not lose track of its target outside of its turning radius, the missile will simply turn around and continue to chase its target.
So my question is: Are the way swarm missiles track staying the same? Because a decrease in turn radius alone will not be enough to achieve allowing skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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a brackers
Molon Labe. General Tso's Alliance
38
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Posted - 2014.09.05 21:46:00 -
[73] - Quote
Anmol Singh wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? So you reduce the price about 70-80k isk and you cut our survive ability by half. I do not agree. I think proto small turrets need a price nerf and a CPU/PG nerf. Also think the ADS needs a PG buff. I have 200+ free CPU but always have to fit a complex Pg extender. Price should be about 150k isk.
+1
Proto dropship pilot
The sandbox shooter
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Shooter Somewhere
Molon Labe. General Tso's Alliance
79
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Posted - 2014.09.05 22:13:00 -
[74] - Quote
Yup this did it this was the post that was going to kill tankers.
So what your telling me is another SWL buff for speed so that the swarms can get to me and kill me faster? (the tank)
Dropships main argument here was Dropships could run away and return in a few moments in prime fighting conditions oh well guess whos still there trying to get points? Those two forge gunners and 3 swarms launchers.
Man I wish my rail ADS could stand still and get his by a breach forge gun and pick off infantry at the same time while also not worrying about armor based swarms -_-
Rattai does relieaze no one tanks right and no one on the fourms wants people tanking? it would be nice if he only asked us tankers what needs to be done not ever one is a duna2002 the difference between 1 more high or low for gunnlogi could bring tanks back in the game buuuut noooope.
AV be like IT ISNT FAIRRRR!!! lol
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Jadek Menaheim
Xer Cloud Consortium
3638
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Posted - 2014.09.05 22:39:00 -
[75] - Quote
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.
Try the new Planetary Conquest Mode!
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2713
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Posted - 2014.09.05 22:44:00 -
[76] - 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. Would give me a reason to stop curb stomping minmatrash and aid the caldari. Is Z platoon still open for buisness?
Also this is a good way to get pilots/more people out of pubs and into fw
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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Temias Mercurial
Knights Of Ender RISE of LEGION
201
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Posted - 2014.09.05 22:48:00 -
[77] - Quote
Okay, if you're going to buff swarms considerably, could the price reduction for the ADS be considered once again? I wouldn't mind if were reduced to at least 120k. 323k is a tad ridiculous for a STD dropship... regardless of it being an ADS.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1485
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Posted - 2014.09.06 00:02:00 -
[78] - Quote
Could we at least work on the Swarm rendering? I mean, I truthfully just get hit by swarms without any indication that they're there. I just get hit. Maybe its just me though.
Or, work on the rendering of infantry?
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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Dustbunny Durrr
ReD or DeaD
271
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Posted - 2014.09.06 00:17:00 -
[79] - Quote
Temias Mercurial wrote:Okay, if you're going to buff swarms considerably, could the price reduction for the ADS be considered once again? I wouldn't mind if were reduced to at least 120k. 323k is a tad ridiculous for a STD dropship... regardless of it being an ADS.
EDIT: It's not so much that the regular dropship isn't viable, but why even use it? Every other role can easily supply itself with WP, but you simply can't even do that much in a regular dropship... mCRUs don't offer WP, and you're fully dependent upon gunners. There's very little you can do with that kind of a role...
The problem with regular dropships isn't that they aren't useful, they are, very much so, for their purpose of troop transport, which they do, very well. It's the fact that you get jack $#!@ WPs for something that is very beneficial to the team. Add on top of that, that the NDS' role of troop transport, is typically a one-time thing, you're not ferrying troops back and forth between locations constantly, so after dropping them off, you need to recall/sacrifice your dropship and then be in a suit. |
The dark cloud
The Rainbow Effect
4058
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Posted - 2014.09.06 02:09:00 -
[80] - Quote
Dustbunny Durrr wrote:Temias Mercurial wrote:Okay, if you're going to buff swarms considerably, could the price reduction for the ADS be considered once again? I wouldn't mind if were reduced to at least 120k. 323k is a tad ridiculous for a STD dropship... regardless of it being an ADS.
EDIT: It's not so much that the regular dropship isn't viable, but why even use it? Every other role can easily supply itself with WP, but you simply can't even do that much in a regular dropship... mCRUs don't offer WP, and you're fully dependent upon gunners. There's very little you can do with that kind of a role... The problem with regular dropships isn't that they aren't useful, they are, very much so, for their purpose of troop transport, which they do, very well. It's the fact that you get jack $#!@ WPs for something that is very beneficial to the team. Add on top of that, that the NDS' role of troop transport, is typically a one-time thing, you're not ferrying troops back and forth between locations constantly, so after dropping them off, you need to recall/sacrifice your dropship and then be in a suit. It would be more benificial if mobile CRU's would give WP for spawns on the dropship. There are multiple ways to earn WP with a vehicle like these: -kills -damaging vehicles -vehicle kill assist (gunner gets a kill and recieves 35WP) -transport WP (when you picked a guy up, move it at least 200m and if he scores WP you get like 10%) -scanning with a vehicle scanner
I have no idea why you cannot receive WP for spawns on the vehicle. Oh and if we are at it there is a bug with MCRU. It only becomes avaible as spawnpoint if you bleed out (proper dead no revive possible). As long you can be revived the MCRU on any vehicle just simply wont show up on your map. Both needs to be fixed. I think 15WP per spawn for the pilot/driver would be enough.
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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Darth-Carbonite GIO
Abandoned Privilege Top Men.
779
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Posted - 2014.09.06 06:23:00 -
[81] - Quote
CCP Rattati wrote:Foundation Seldon wrote:I'm fine with Swarm changes. They need to be able to catch up to the extremely agile ADS in their current format.
Afterburner stuff :
A duration bonus doesn't particularly help here. You mentioned it yourself, the ADS with an Afterburner can get out of dodge extremely quickly and that fact isn't going to change regardless of whether or not the Afterburner has a duration of 10 seconds or 20 seconds. They'll be far removed from Swarm range in the first 5 in most cases and they'll need to slow down in order to effectively take on infantry in a different location. Actually, that might work, increased boost speed rather than increased duration.
This all the way. Increased duration is nearly pointless, but speed encourages technical evasive maneuvers and mobility.
Living proof that the Amarr can't do anything without the Caldari
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Celus Ivara
DUST University Ivy League
234
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Posted - 2014.09.06 09:11:00 -
[82] - Quote
I'd like to echo the concerns others have posted about DS's flat sitting outside lock-on range and doing battlefield actions free of risk.
To be clear though, I think Vehicle/AV balance is mostly in a very good state right now, and the present SL lock-on range is a big part of that. In most battlefield situations, I'd never want to see the SL changed. But that's "most" situations; what about the rest?
As I said above, there are scenarios in which a pilot is effecting the battle while outside infantry engagement range, and since they are in the sky there's no way to close this range.
From my perspective, this problem isn't about an inability to kill a distant dropship, but a lack of a harrying option. When you can poke at a distant enemy, you force them to either engage you, or to leave the zone entirely. We don't need DPS; we need the ability to poke.
My ideal solution would be to keep most SL behavior as-is within their present range, but then add-on the functionality to lock-on beyond normal range at a DPS cost (longer lock-on time, or fewer missiles, or etc...).
But that would likely require extra code, which we probably can't hotfix to the client.
So instead, I'll suggest repurposing all those Swarm Launcher variants no one ever uses. ("I can split my missiles between multiple targets? Why would I ever want this?") Keep their low DPS, substantially increase their range, and we'll have our harrying option, and have found some use for dead items to boot. :) |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1741
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Posted - 2014.09.06 11:28:00 -
[83] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? Ah yes, the awesome power+low cost approach to balance. Also used for 1.7 tanks with great results |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2581
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Posted - 2014.09.06 11:35:00 -
[84] - Quote
Ryme Intrinseca wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? Ah yes, the awesome power+low cost approach to balance. Also used for 1.7 tanks with great results Works extremely well for me.
Target rich environment is utterly hilarious.
Especially since most vehicle drivers are idiots. |
Kallas Hallytyr
Skullbreakers
739
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Posted - 2014.09.06 12:48:00 -
[85] - Quote
Celus Ivara wrote:I'd like to echo the concerns others have posted about DS's flat sitting outside lock-on range and doing battlefield actions free of risk.
As I said above, there are scenarios in which a pilot is effecting the battle while outside infantry engagement range, and since they are in the sky there's no way to close this range.
So instead, I'll suggest repurposing all those Swarm Launcher variants no one ever uses. ("I can split my missiles between multiple targets? Why would I ever want this?") Keep their low DPS, substantially increase their range, and we'll have our harrying option, and have found some use for dead items to boot. :)
At that kind of altitude an ADS is shooting at dots. For a solo pilot, it's pretty hard to maintain that height whilst firing vaguely effectively. Even with a side gunner they are aiming at specks. While they are out of range of Swarms they are not entirely safe: Forge Guns, Railguns, Missiles can all reach that dropship which is most likely holding pretty damn still to have any chance of landing useful shots.
However, I do agree with your notion of altering the Swarm variants. Personally, the current Swarms are fine, if there's an alternative option that allows a different mode of engagement. There's still a slight issue and that's the knock back: DSs of all stripes get buffeted about by every kind of AV weapon,and when one cannot be dodged (Swarms) it gets incredibly difficult to land shots of target if even one AV player is in the area. If that AV player is a Swarmer, you have to back off to regain control of your craft, let alone the damage it's doing.
I still think a longer ranged,lower damage Assault variant would help in the balance though.
Ryme Intrinseca wrote:CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK? Ah yes, the awesome power+low cost approach to balance. Also used for 1.7 tanks with great results
Yes, because ADSs, even at 250k ISK would be sooooo spammable. Its not like pilots currently go ISK negative if they lose a single ship and 80k would make a huge difference. Going from ridiculously expensive to slightly less ridiculously expensive is still ridiculously expensive...
If the hull came down to 120-150k ISK, the most cheaply fitted ships could lose 1 before going negative. A second ship down would definitely be negative, even at that price point.
I'll ask again: is ISK a balancing factor or not? If it is, then ADSs should either remain expensive and remain powerful, or be brought down in power in line with an equal ISK reduction. If ISK is not a balancing factor, then why does price matter to you?
Alt of Halla Murr.
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
56
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Posted - 2014.09.06 19:00:00 -
[86] - Quote
I can live with this however seeing as most of this here is to increase the capability of destroying the ads I propose in finally going through with the ads price reduction.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Temias Mercurial
Knights Of Ender RISE of LEGION
202
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Posted - 2014.09.06 19:44:00 -
[87] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
Only an approximate 70k isk cheaper? You still can't benefit from using an ADS of that price...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Pvt Numnutz
Prophets of the Velocirapture
1859
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Posted - 2014.09.06 20:57:00 -
[88] - Quote
Looks good rattati! Only two things I'd like to add on to the discussion,
1.) Can we have numbers for the afterburner changes? 20-25 second cool down seems reasonable, please don't go overboard and put it up to a minute. If at all possible I'd love to see the return of those low slot structure mods that increased maneuverability in exchange for armor.
2.) A price reduction would be really nice, I think that dropping the price on small turrets would be a good avenue of approach for this. My 3xt fit runs me 700k isk, as you can imagine this puts quite the strain on my wallet. It would be nice to be able to turn a profit in my chosen career as currently if a dropship survives long enough for me to pay it off I loose it shortly after starting the grind with my newly bought dropship and if I loose that on the first game......I manage to break even mostly, sometimes I loose quite a lot, I almost never turn a profit. If my 3xt fit was 500k I might stand a better chance at making monies.
Otherwise the changes seem fair and reasonable, I'm going to try out a Myron fit with a cru and see if the extra HP has brought it back to date with the current battlefields in delta.
Please keep us posted with numbers mmmm numbers.....
Master Skyshark rider
Kaalaka dakka tamer
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Pvt Numnutz
Prophets of the Velocirapture
1859
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Posted - 2014.09.06 21:04:00 -
[89] - Quote
One thing I would like clarification on too, with the changes to swarms speed and acceleration we won't be able to outrun a swarm volley so we will loose that way of mitigating the damage, but you are changing the turn radius for swarms meaning they can't cut corners around buildings. Will we be able to dodge swarms with flying skillz without buildings? (As on most maps there often isn't a convenient building for cover) or will we have to find a building or hill to use? Thanks
Master Skyshark rider
Kaalaka dakka tamer
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medomai grey
warravens Capital Punishment.
966
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Posted - 2014.09.06 23:26:00 -
[90] - Quote
Pvt Numnutz wrote:One thing I would like clarification on too, with the changes to swarms speed and acceleration we won't be able to outrun a swarm volley so we will loose that way of mitigating the damage, but you are changing the turn radius for swarms meaning they can't cut corners around buildings. Will we be able to dodge swarms with flying skillz without buildings? (As on most maps there often isn't a convenient building for cover) or will we have to find a building or hill to use? Thanks Reduced turn radius just means the swarm missiles will be able to turn quicker. But I don't think CCP Rattati realized he used the term wrong. He meant to say was increase turn radius.
To answer your question, a wider turn radius alone will still allow swarm missiles to hit you behind buildings and will still continue to pursue even after the targeted dropship evades it. I explain it in my previous post (link).
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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