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Thread Statistics | Show CCP posts - 16 post(s) |
bogeyman m
Minmatar Republic
398
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Posted - 2014.09.06 23:30:00 -
[91] - Quote
Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. THIS
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
398
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Posted - 2014.09.07 00:14:00 -
[92] - Quote
JudgeIsABadPilot wrote: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. Until vehicles require teams to operate them, all arguments claiming that teams should be required to kill them are invalid.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
400
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Posted - 2014.09.07 00:41:00 -
[93] - Quote
While making swarm missiles 'less bendy' is a fine idea versus derpships, I fear that it will break their effectiveness against land vehicles. Increasing missile 'smarts' (to hit fewer molehills and outhouses) should also be part of this fix to maintain balance against other vehicle types.
Duct tape 2.0 ... Have WD-40; will travel.
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Monkey MAC
Rough Riders..
3462
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Posted - 2014.09.07 00:42:00 -
[94] - Quote
Kallas Hallytyr wrote: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?
Isk is not a balancing factor. That is to say, 'my dropship/tank is expensive, therefore it should be powerful'. However you can say, 'my dropship/tank is powerful, therefore it should be expensive'
ADS should not be as common as tanks, nor will these changes allow them to be. You should expect no more than 1 dropship, per pilot to be lost per battle. Therefore the average price of a fully fitted dropship, should be about 220,000 ISK, this way you can afford to loose one but only if you win.
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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bogeyman m
Minmatar Republic
400
|
Posted - 2014.09.07 00:43:00 -
[95] - Quote
Lock time should be reviewed during this fix also. I see no reason why it should take the same amount of time to lock onto a target 50m away as it does to lock onto one 150m away.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
400
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Posted - 2014.09.07 00:44:00 -
[96] - Quote
Rendering issues need to be fixed for dropship pilots. It is only fair.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
401
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Posted - 2014.09.07 00:54:00 -
[97] - Quote
Adding a enter/exit delay (a reload animation?) would help reward (all) AV with a kill or assist when destroying a derpship. Currently if a DS hits zero eHP, the time for it to fall to the ground affords the immortal pilot plenty of time to bail out.
Duct tape 2.0 ... Have WD-40; will travel.
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Kallas Hallytyr
Skullbreakers
739
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Posted - 2014.09.07 00:56:00 -
[98] - Quote
Monkey MAC wrote:Kallas Hallytyr wrote:I'll ask again: is ISK a balancing factor or not? If it is, then ADSs should either remain expensive and remain powerful, or be brought down in power in line with an equal ISK reduction. If ISK is not a balancing factor, then why does price matter to you? Isk is not a balancing factor. That is to say, 'my dropship/tank is expensive, therefore it should be powerful'. However you can say, 'my dropship/tank is powerful, therefore it should be expensive' ADS should not be as common as tanks, nor will these changes allow them to be. You should expect no more than 1 dropship, per pilot to be lost per battle. Therefore the average price of a fully fitted dropship, should be about 220,000 ISK, this way you can afford to loose one but only if you win.
So, tell me if I understand you correctly: The ADS price point should be such that to lose a single ship is to go negative, ISK-wise, if the player does not win the battle and ISK is not a balancing factor. To me, this statement is somewhat contradictory: either ISK is a balancing factor, and the cost of something is relative to it's power; or it is not a balancing factor and we should be looking at a price point that allows wide spread usage of said thing. The quote above says that you do not feel that ISK is a balancing factor, yet you state that ISK efficiency (ie, if you're able to make ISK while using it) should be such that ADSs should remain difficult to be efficient with.
Honestly, 220,000, fitted, is about what I want after Swarms get buffed. If an ADS is supposed to be destroyed regularly, I should be able to lose multiple before going ISK negative, plain and simple.
Alt of Halla Murr.
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bogeyman m
Minmatar Republic
401
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Posted - 2014.09.07 00:58:00 -
[99] - Quote
Lock range needs to be increased for swarms. If an ADS can hit something from 200m, then swarms should at least be able to do the same. I think 175m/200m/225m for std/adv/pro would work just fine.
(No change to missile flight range.)
Duct tape 2.0 ... Have WD-40; will travel.
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Stile451
Red Star. EoN.
357
|
Posted - 2014.09.07 02:16:00 -
[100] - Quote
bogeyman m wrote:Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. THIS Weapon range means nothing if you can't see the target until you're within 75m or less, well within any AV or turret attack range. |
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nelo kazuma
Da Short Buss Driving School
37
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Posted - 2014.09.07 02:29:00 -
[101] - 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
i know this is kinda a repeated request but i would like to see the logi dropship returned mostly due to the fact it was meant for that purpose.
but besides that an slight increase in speed in NDS mostly due to inability to escape tank or Av.
another idea would be to release higher lvl mobile cru's to allow faster spawn time on dropships to allow infantry to enter battle field with more ease for hot drop offs and maybe a 15 warpoint per spawn makiing it worth more to run this besides transport assist which is nice dont get me wrong but people dont tend to leave dropship once in( mostly new people but still). ALSO FOR THE LOVE OF JESUS AN EJECT BUTTON lol
i think any of these coupled with what u have in mind so far would be great additions |
Stile451
Red Star. EoN.
357
|
Posted - 2014.09.07 02:36:00 -
[102] - Quote
Speaking of mobile CRUs can anyone explain when a player will be able to spawn on them in regards to altitude. What about any bugs like the one mentioned earlier in the thread about having to be completely bled out before it will appear? |
The dark cloud
The Rainbow Effect
4068
|
Posted - 2014.09.07 03:32:00 -
[103] - Quote
Stile451 wrote:Speaking of mobile CRUs can anyone explain when a player will be able to spawn on them in regards to altitude. What about any bugs like the one mentioned earlier in the thread about having to be completely bled out before it will appear? It doesnt matter if you landed the dropship or are flying at max altitude. As long some 1 is in the pilot seat people can spawn on it. But only if they are proper dead and cant be revived.
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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wripple
warravens Capital Punishment.
206
|
Posted - 2014.09.07 09:57:00 -
[104] - Quote
Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. This guy, this guy has clearly never flown an ADS. |
wripple
warravens Capital Punishment.
206
|
Posted - 2014.09.07 10:23:00 -
[105] - Quote
So what you are proposing is to bring back the guaranteed hit for the no-skill weapon such as the swarm launcher. CCP, I slow clap with such sarcasm. Let me play out a scenario for you: I call out a full proto Python costing more ISK than most of these AV crybabies will ever make in 2 matches combined. If any scrub puts a wyrkomi swarm launcher on a dinky little scout, he is 100% going to kill me in one clip, and 100% going to hit every shot that successfully locks and comes out of that weapon regardless of my initial distance from him or my reaction times. I'm finally hanging up the ADS build. I'm already fed up with loosing half a million ISK to BS rendering and BS collision damage from the environment, this just puts the nail in the coffin for me. I have it on good authority to know that none of the Devs actually know how to pilot an ADS proficiently enough to know what the pilot knows, and this just clearly demonstrates that.
If you continue to price this vehicle so expensively then I'm done with flying. I've piloted dropships since the beta and have used ADSs since their first appearance, and forcing me to scurry like a rat with my tail down every time a starter fit AV suit stands within 120 meters of where I need to go just makes a mockery of the role altogether. A veteran pilot is already easily killable by a competitive player, we can easily loose 5 Pythons in a single PC battle to a single swarmer. These changes only further reward clumsy swarmers and untactical play styles for AV users, pushing the role into a mediocre point and click role. |
The dark cloud
The Rainbow Effect
4068
|
Posted - 2014.09.07 11:54:00 -
[106] - Quote
This whole concept is moronic. Some scrub with a standard swarm launcher will be a ridicoulus threat considering that each volley can deal over 1000HP damage. The python will just be dead meat while the incubus maybe gets away if it is lucky. And like 70k price reduction is just a drop in the bucket. a fully proto fitted incubus can easy cost over 600k ISK. So instead risking 600k im allmost granted to loose 530k ISK every time i call in my ADS. There are no counter measures for swarms and the afterburner is the only tool to make those things remotely work.
in all honestly every 1 here who agrees to the swarm changes should man up and get a forgegun. If you are half decent shot then you will destroy any ads and that solo. Most ADS take somewhere around 2-3 hits with a ishukone assault forgegun. Swarms are the all around and easy to use AV weapon. It should not be better then a damn forgegun.
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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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
194
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Posted - 2014.09.07 13:00:00 -
[107] - Quote
The dark cloud wrote:This whole concept is moronic. Some scrub with a standard swarm launcher will be a ridicoulus threat considering that each volley can deal over 1000HP damage. The python will just be dead meat while the incubus maybe gets away if it is lucky. And like 70k price reduction is just a drop in the bucket. a fully proto fitted incubus can easy cost over 600k ISK. So instead risking 600k im allmost granted to loose 530k ISK every time i call in my ADS. There are no counter measures for swarms and the afterburner is the only tool to make those things remotely work.
in all honestly every 1 here who agrees to the swarm changes should man up and get a forgegun. If you are half decent shot then you will destroy any ads and that solo. Most ADS take somewhere around 2-3 hits with a ishukone assault forgegun. Swarms are the all around and easy to use AV weapon. It should not be better then a damn forgegun.
It should not be mandatory to wear a heavy suit to do anti-vehicle work. Some basic fundamentals of dust is you can wear any suit and fulfill any role. Snipers aren't relegated to wearing a light scout suit, you can use a heavy or a medium suit, all while still being a sniper. Anyway before i get off topic.
Not everyone wants to skill into a heavy suit. Some because they don't like the lack of speed or perhaps not their play style, Nor, should you be forced into that SP sink if you want to do AV work. Of course, step in the light weapon slot that has 2 av weapons albeit both poor but they should still be effective to fulfill an av role and should be capable of destroying or at least able to engage vehicles enough to warrant tactics change by the drivers. The 2 weapons for AV duty are the swarms and plasma cannon.
Now lets be real. Can you use a plasma cannon for av? Sure, but anyone in their right mind that have used that weapon has too many weaknesses to be effective av. The swarms are your next candidate and they can be easy to use for you average user especially for newcomers who don't have developed aim. However, both need to be at a point where a dropship pilot cannot just easily rush av users because the damage application is so weak you can brush it off while killing him.
If you don't like swarms that much, perhaps we could petition for their removal and give the SP back. However, i want the plasma cannon to be buffed to be 3000hp MINIMUM direct damage because face it. IF SOMEONE IS GOOD ENOUGH TO HIT A VEHICLE WITH THAT THING. They should get that kill and the pilot should lose money if he is that reckless.
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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BL00DFART
warravens Capital Punishment.
7
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Posted - 2014.09.07 13:30:00 -
[108] - Quote
Chief-Shotty wrote:
Some basic fundamentals of dust is you can wear any suit and fulfill any role.
Ummmm, What?
Is it opposite day today?
Or did I read this wrong?
You min commandos crack me up lmao
Check out the description on a sentinel suit. I know no-one ever reads those walls of text, so just read the final sentence, any sentinel suit will do.
If one suit could do it all, everyone would spec into said suit.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
885
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Posted - 2014.09.07 13:45:00 -
[109] - 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.
Dude, enough with the K/D bull crap. The only reason we have good K/D is because we don't die a lot. The reason we don't die a lot is because we flee at the first sight of danger. 500k isk isn't worth one kill.
Sagaris lover!!!
Commando <3
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Evan Gotabor
Prima Gallicus
69
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Posted - 2014.09.07 14:35:00 -
[110] - Quote
Finn Colman wrote: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.
Learning to fly ADS is... well problematic. And it has been so ever since the ADS were introduced. The problematic is : At proto level an ADS cost more or less the same than proto tanks (average 500.000 isk) However at standard level it cost almost 400.000 isk for the lower fits (lower mean less survivability, so more ISK sink).
And there is no way in my mind to have less costly dropships without unbalancing the proto price. I like the idea of tiered ADS that you can unlock with the gallente/caldari dropship skill.
Tier 1 : 100.000 isk with 3 modules, limited PG/CPU capability (just enough for an advanced turret and 2 advanced modules) Tier 2 : 300.000 isk with 4 modules, the same dropship as we have know Tier 3 : 500.000 isk with 5 modules, the cutting edge dropship which need to have a lot of proto modules and equipment. High risks (700.000 to 800.000 isk), but high rewards.
The same thing can be applied to tanks.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Finn Colman
Immortal Guides
41
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Posted - 2014.09.07 15:03:00 -
[111] - Quote
bogeyman m wrote:Adding a enter/exit delay (a reload animation?) would help reward (all) AV with a kill or assist when destroying a derpship. Currently if a DS hits zero eHP, the time for it to fall to the ground affords the immortal pilot plenty of time to bail out. The main problem is if we jump out while its falling and die (either becuase we end up unable to use our dampeners or we just get crushed by the ship), it counts as a suicide, and you don't get credit for any of it, aside from just taking down the DS. |
Adipem Nothi
Nos Nothi
4822
|
Posted - 2014.09.07 15:56:00 -
[112] - Quote
The dark cloud wrote:This whole concept is moronic. Some scrub with a standard swarm launcher will be a ridicoulus threat considering that each volley can deal over 1000HP damage. The python will just be dead meat while the incubus maybe gets away if it is lucky. And like 70k price reduction is just a drop in the bucket. a fully proto fitted incubus can easy cost over 600k ISK. So instead risking 600k im allmost granted to loose 530k ISK every time i call in my ADS. There are no counter measures for swarms and the afterburner is the only tool to make those things remotely work.
in all honestly every 1 here who agrees to the swarm changes should man up and get a forgegun. If you are half decent shot then you will destroy any ads and that solo. Most ADS take somewhere around 2-3 hits with a ishukone assault forgegun. Swarms are the all around and easy to use AV weapon. It should not be better then a damn forgegun. I disagree wholeheartedly.
If swarms can't be balanced, then they should be removed and our SP refunded. Otherwise, their underperformance should be addressed in as fair and reasonable a manner as possible.
"Ease of use" is not a factor by which to balance. 1) Consider the HMG Heavy. 2) Swarms aren't at all easy to use.
Shoot scout with yes.
- Ripley Riley
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Benjamin Ciscko
Fatal Absolution
3110
|
Posted - 2014.09.07 16:17:00 -
[113] - Quote
Anmol Singh 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. Dude, enough with the K/D bull crap. The only reason we have good K/D is because we don't die a lot. The reason we don't die a lot is because we flee at the first sight of danger. 500k isk isn't worth one kill. It's perfectly balanced then that you don't die a lot and manage to get massive amounts of kills.
Tanker/Logi/Assault
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1749
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Posted - 2014.09.07 17:19:00 -
[114] - Quote
Stile451 wrote:The proposed changes by CCP Rattati should be enough of a change to swarms to make them viable - I will be getting far more ADS kills. I think the price of the ADS should be lower than what has been proposed - it's going to be raining ADS. bogeyman m wrote:Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. THIS Weapon range means nothing if you can't see the target until you're within 75m or less, well within any AV or turret attack range. Total bull ****, I have been killed by small rail DS from over 150m on several occasions. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1801
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Posted - 2014.09.07 17:35:00 -
[115] - Quote
Gabriella Grey wrote:501st Headstrong wrote:Is is possible for normal dropships to have built in CRUS? One's that don't need to activate at a specific altitude? As it is currently, few people fly NDS because they need to take away troops from the ground to do so and an Ads can do just as well why have it's own gun. If NDS had a CRU that was activated no matter the height, it could be it's own bunker at objectives, allowing mercs to fire on the guns and spawn in if there are no uplinks. he increased Hp would encourage AV to try and take it down, in which case a pilot could just get in and fly away.
In the context of Planetary Conquest however, I only use NDS when flying to enemy home point or crash landing someplace because of the added troop capacity.
Loving the other adjustments however, my Commando MK.o feels so sad no being able to kill things sometimes Those were called Logistics dropships. No clue if we will get them back anytime soon however. But I have never had an issue with height with the mobile CRU, the issue with it is the dead clone has to bleed completely out first before someone can spawn on it.
Sometimes it disappears from the map as well. We experimented with using mobile CRU's in PC but that plan was ruined when half the players assigned to spawn on said DS couldn't see it on the map.
Fun > Realism
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Finn Colman
Immortal Guides
41
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Posted - 2014.09.07 18:24:00 -
[116] - Quote
Ryme Intrinseca wrote:Stile451 wrote:The proposed changes by CCP Rattati should be enough of a change to swarms to make them viable - I will be getting far more ADS kills. I think the price of the ADS should be lower than what has been proposed - it's going to be raining ADS. bogeyman m wrote:Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. THIS Weapon range means nothing if you can't see the target until you're within 75m or less, well within any AV or turret attack range. Total bull ****, I have been killed by small rail DS from over 150m on several occasions. Quick note, the splash from rails is being removed, so anyone who is capable of doing such a thing after this change would need to have near impossible accuracy. |
Temias Mercurial
Knights Of Ender RISE of LEGION
203
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Posted - 2014.09.07 19:05:00 -
[117] - Quote
Finn Colman wrote:Ryme Intrinseca wrote:Stile451 wrote:The proposed changes by CCP Rattati should be enough of a change to swarms to make them viable - I will be getting far more ADS kills. I think the price of the ADS should be lower than what has been proposed - it's going to be raining ADS. bogeyman m wrote:Ryme Intrinseca wrote:You can increase swarm speed to 60m/s or 600m/s, doesn't change the fact that a small rail dropship can hover at 200m, picking off infantry with impunity from outside swarm range. THIS Weapon range means nothing if you can't see the target until you're within 75m or less, well within any AV or turret attack range. Total bull ****, I have been killed by small rail DS from over 150m on several occasions. Quick note, the splash from rails is being removed, so anyone who is capable of doing such a thing after this change would need to have near impossible accuracy.
Saying it's nearly impossible to kill someone at 150m with a small rail turret is like saying it's impossible to kill someone at 150m with a sniper...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
886
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Posted - 2014.09.07 19:32:00 -
[118] - Quote
Benjamin Ciscko wrote:Anmol Singh 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. Dude, enough with the K/D bull crap. The only reason we have good K/D is because we don't die a lot. The reason we don't die a lot is because we flee at the first sight of danger. 500k isk isn't worth one kill. It's perfectly balanced then that you don't die a lot and manage to get massive amounts of kills.
The max kills I've ever gotten with a ADS is like 24 and that was vs fresh out the academy players vs 500k isk python. I've gone 44-3 with a militia heavy with a STD HMG std mods vs. Proto users. ADS in no way is OP.
Sagaris lover!!!
Commando <3
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Finn Colman
Immortal Guides
41
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Posted - 2014.09.07 19:40:00 -
[119] - Quote
Temias Mercurial wrote:Finn Colman wrote:Ryme Intrinseca wrote:Stile451 wrote:The proposed changes by CCP Rattati should be enough of a change to swarms to make them viable - I will be getting far more ADS kills. I think the price of the ADS should be lower than what has been proposed - it's going to be raining ADS.
Weapon range means nothing if you can't see the target until you're within 75m or less, well within any AV or turret attack range. Total bull ****, I have been killed by small rail DS from over 150m on several occasions. Quick note, the splash from rails is being removed, so anyone who is capable of doing such a thing after this change would need to have near impossible accuracy. Saying it's nearly impossible to kill someone at 150m with a small rail turret is like saying it's impossible to kill someone at 150m with a sniper... except the sniper has a scope, and is on stable ground...
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Benjamin Ciscko
Fatal Absolution
3111
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Posted - 2014.09.07 19:44:00 -
[120] - Quote
Anmol Singh wrote:Benjamin Ciscko wrote:Anmol Singh 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. Dude, enough with the K/D bull crap. The only reason we have good K/D is because we don't die a lot. The reason we don't die a lot is because we flee at the first sight of danger. 500k isk isn't worth one kill. It's perfectly balanced then that you don't die a lot and manage to get massive amounts of kills. The max kills I've ever gotten with a ADS is like 24 and that was vs fresh out the academy players vs 500k isk python. I've gone 44-3 with a militia heavy with a STD HMG std mods vs. Proto users. ADS in no way is OP. Heavies are easy mode http://imgur.com/Ijc5Um7 I've seen players like PARTHOK and Derrtih get close to 20 kills and under 2 deaths in PC in Pub's if the other team pushes enough a good ADS pilot could get 30+ kills, I've seen Snugglez go 36-0 and I think 41-0.
Tanker/Logi/Assault
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