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Thread Statistics | Show CCP posts - 16 post(s) |
Temias Mercurial
Knights Of Ender RISE of LEGION
204
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Posted - 2014.09.08 03:34:00 -
[151] - Quote
Buwaro Draemon wrote:BL00DFART wrote:Swarms?
Oh you mean the only weapon in the game that takes zero skill to land hits with?
The one that all the scrubs skill into because they cant learn the art of the forge gun?
Press R1, get a cookie, rinse, repeat?
I hate ADSs as much as the next guy, but swarms are the answer here?
loldust
Lol, Forges require you to spec into heavy suits, which most people are not willing.
Most people are not willing to put a measly 25,000sp to get a STD dropsuit? Wow... that's excessively stubborn.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Mat'DeVrie
Bezimienni... Dark Taboo
7
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Posted - 2014.09.08 03:40:00 -
[152] - Quote
CCP Rattatai!
Let me catch up after you. You - devs -want to make those expensive ADSes even more VULNERABLE?
LIsten what we do nowadays:
- Enemy take a Python (2555 HP shield, 960 armor) - means, he might have Afterburner and LShieldBooster + gunner's ATMissileTurret; then he go with his gunner to search for any target - mostly over an objective/turret/respawn point
- I & two my sqdmated - 2 scouts with Wyirkomi SL + 1 Kaalakiota Forgegunner - we take LAV we go to a good spot - two of us wait in cloak - as soon as this Pilot is in lock-range we send 1st volley combo - our f gunner waits until there is direct hit and does finishi the job hard way! :DD
- OUTCOME: ADS crew is dead - they dont know what happend and they aren't even aware about our whereabouts - well we are long gone;
What - you want to f*** the ADS pilots life even harder? They wont be able to outrun swarm's volleys? They barely can outrun them now! Pilots cant see or pinpoint the location of SL users coz they do not RENDER for them!
Go on NERF everything! You gonna loose even more customers! |
The dark cloud
The Rainbow Effect
4071
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Posted - 2014.09.08 03:50:00 -
[153] - Quote
Hell if you are even that lazy to invest SP then you might want to get a militia 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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Adipem Nothi
Nos Nothi
4829
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Posted - 2014.09.08 05:00:00 -
[154] - Quote
Mat'DeVrie wrote:CCP Rattatai!
Let me catch up after you. You - devs -want to make those expensive ADSes even more VULNERABLE?
LIsten what we do nowadays:
- Enemy take a Python (2555 HP shield, 960 armor) - means, he might have Afterburner and LShieldBooster + gunner's ATMissileTurret; then he go with his gunner to search for any target - mostly over an objective/turret/respawn point
- I & two my sqdmated - 2 scouts with Wyirkomi SL + 1 Kaalakiota Forgegunner - we take LAV we go to a good spot - two of us wait in cloak - as soon as this Pilot is in lock-range we send 1st volley combo - our f gunner waits until there is direct hit and does finishi the job hard way! :DD
- OUTCOME: ADS crew is dead - they dont know what happend and they aren't even aware about our whereabouts - well we are long gone;
What - you want to f*** the ADS pilots life even harder? They wont be able to outrun swarm's volleys? They barely can outrun them now! Pilots cant see or pinpoint the location of SL users coz they do not RENDER for them!
Go on NERF everything! You gonna loose even more customers!
Thank you for the refreshingly honest scenario. Do you think it unreasonable to lower the Proto AV "teamwork quotient" by one merc?
Your Scenario: 3 infantry + proto AV + sync'd strike > 1 ADS New Scenario: 2 infantry + proto AV + sync'd strike > 1 ADS
Shoot scout with yes.
- Ripley Riley
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Mat'DeVrie
Bezimienni... Dark Taboo
7
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Posted - 2014.09.08 05:13:00 -
[155] - Quote
Adipem Nothi wrote:Mat'DeVrie wrote:CCP Rattatai!
Let me catch up after you. You - devs -want to make those expensive ADSes even more VULNERABLE?
LIsten what we do nowadays:
- Enemy take a Python (2555 HP shield, 960 armor) - means, he might have Afterburner and LShieldBooster + gunner's ATMissileTurret; then he go with his gunner to search for any target - mostly over an objective/turret/respawn point
- I & two my sqdmated - 2 scouts with Wyirkomi SL + 1 Kaalakiota Forgegunner - we take LAV we go to a good spot - two of us wait in cloak - as soon as this Pilot is in lock-range we send 1st volley combo - our f gunner waits until there is direct hit and does finishi the job hard way! :DD
- OUTCOME: ADS crew is dead - they dont know what happend and they aren't even aware about our whereabouts - well we are long gone;
What - you want to f*** the ADS pilots life even harder? They wont be able to outrun swarm's volleys? They barely can outrun them now! Pilots cant see or pinpoint the location of SL users coz they do not RENDER for them!
Go on NERF everything! You gonna loose even more customers! Thank you for the refreshingly honest scenario. Do you think it unreasonable to lower the Proto AV "teamwork quotient" by one merc? Your Scenario: 3 infantry + proto AV + sync'd strike > 1 ADS New Scenario: 2 infantry + proto AV + sync'd strike > 1 ADS
Dude - 3x AV infantry can easily fit to my blueprint BoodRider Saga - 0 ISK - disposable LAV that we can call one after another; if called properly - the RDV can destroy hovering ADS - good TROLoLLolo :DD
if we do it right and fast we go back to supply depo - refit and go back to killing :D
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Alilynn SilverShaper
Ekipa Remontowo Budowlana
2
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Posted - 2014.09.08 05:28:00 -
[156] - Quote
Yeee...
Do the math yourselves, guys :D
Imagine 3x Militia forgegun combo 'on three' + militia SL volley that will catch those bastards pilots anyway :D, done by post-academy noobs :D
ADS sqd costs - 500k ISK
AV sqd costs less than 30-50k ISK
WTF CCP? trollo us again and again? |
Adipem Nothi
Nos Nothi
4829
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Posted - 2014.09.08 09:59:00 -
[157] - Quote
So ... 3+ prototype units chasing around one wascally wabbit?
Every other unit in the game can be effectively solo'd. Except for this one. The most mobile one of all. This wascal requires focused fire from 3 or more. Let's decrease its price.
PS: I'm 100% in favor of ADS price decrease, and I'm 100% in favor of not being able to solo an ADS with one clip from my max proficiency Swarms. Two of me should do the trick provided we catch the wabbit off guard. Three of me is one too many.
Shoot scout with yes.
- Ripley Riley
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Kallas Hallytyr
Skullbreakers
741
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Posted - 2014.09.08 12:34:00 -
[158] - Quote
Adipem Nothi wrote:So ... Every other unit in the game can be effectively solo'd. Except for this one. The most mobile one of all. This wascal requires focused fire from 3 or more. Let's decrease its price.
Not true. An ADS can be solo'd and to say otherwise is disingenuous.
The matter is really how fair it is for an ADS to be able to escape relatively at will. Currently, a decent Swarmer (MinCom 3+ or using CBR7+) will kill an ADS in about 4 - 5 volleys (roughly 8-10 seconds?)
What defence does the ADS have: - Tank: an ADS has enough tank to survive roughly 3 volleys. The 4th will bring them down unless they are supremely tanked out (Python can reach 3244 shields/960 armour, or in Swarm terms: 3892.8/768 or 4660.8 EHP vs the explosive profile. 4x CBR7 volleys is 4576 damage; 84.8 away from dropping the most heavily tanked Python possible - Proficiency 3+ will make up that 84.8 difference. Incubi are worse off, due to the explosive profile/Proficiency applying against the primary tank.)
What this means: tanking an ADS is not the means by which the vehicle survives, it is merely the first line of defence.
- Range: an ADS has a gun with an effective range of 200m and has the advantage of speed to maintain whatever distance they need. This range is 25m more than the lock-on range of a Swarm Launcher and carries with it substantial issues with rendering. Range also has a great impact on accuracy, as even rendered infantry are tiny at ranges as low as 80m, let alone 200m. Combine that with the fact that hovering in one place to maintain that range advantage is a lot harder than ground-pounders would have you believe: Yawing to shoot at targets has a small amount of roll/pitch to it, requiring constant readjustment to keep the craft steady, while - due to no instrumentation - there is the great possibility of significant drift, due to very minor craft alignment errors, potentially bringing you into range of enemies.
What this means: ADSs have a range advantage vs Swarm Launchers (not against other AV, such as Forge Guns and Large Turrets) and that advantage is small whilst also being difficult to maintain, not to mention difficult to fully utilise, even with a side gunner (which also reduces the tank capability.)
Speed: the ADSs primary defence. The sky has very little cover and an ADS is often exposed to anyone who has an AV weapon in the area. The ADSs main advantage is being able to engage/disengage at relative will. This is where the ADS gets the majority of its power, by dictating most engagements. The real jewel in the ADSs speed cap is the Afterburner which lets us accelerate to top speed almost immediately and gives us the speed necessary to avoid Swarms. Without an Afterburner, Swarms will catch an ADS unless certain specific circumstances are met: already traveling away, angling down for extra acceleration and have enough space to continue in a straight line: without an Afterburner, ADSs can be caught by Swarms readily.
What this means: any reduction to speed/increase in range/speed of AV will have a disproportionately high impact on ADS effectiveness.
Currently, a single ADV Swarmer (with 0 Proficiency or MinCom) will drop the most heavily tanked ADS in 5 shots. The likelihood of landing 5 shots is low, because of the ADSs speed, which it uses when in danger to defend itself. Add in MinCom and/or Proficiency 5 and an ADS is staring at 4-shot-death: with both MinCom 5/Prof 5, a Swarmer will be doing 1006.72 vs shields/1736.592 vs armour (Python: 3503.52/587.52 or a total of 4091.04 EHP vs a MinCom 5/Prof 5 CBR7: not even a Wiyrkomi, which is doing 1098.24/1894.464: 4 volleys will definitely kill a Python at max skills.)
Essentially, the reason why Swarms do not kill every ADS is because of Afterburners, which is news to no one. But any change to Afterburners will have a huge impact on ADS survival rates: something which is very important since wee are flying the most expensive item in the game and since we do have ISK in the game which actually does restrict what is available to players.
Since ISK is present and essentially a **** in the ointment of any balance, a change to Swarms to increase the rate at which ADSs are destroyed much come with a more than small price reduction.
Adipem Nothing wrote:PS: I'm 100% in favor of ADS price decrease, and I'm 100% in favor of not being able to solo an ADS with one clip of proto Swarms. Two of guys like me should do the trick, provided we catch the wabbit off guard and time our strikes right. Three of me is one too many.
I agree. Requiring 3 protofits vs 1 anything should never be the situation.
Things is (this isn't really to do with the above quote) that one Swarm can do the job in a reasonable amount of time/ammo (4 shots, essentially) but due to the massive cost of flying an ADS, pilots have found the best way (Afterburners) and have learned to run at the first sign of trouble because getting an extra kill or two just simply isn't worth losing ISK for two matches in a row. Retreating and returning to fight once recharged is completely fine: but the rate at which damage is dealt to us (4000ish damage in about 5/6 seconds) is still faster that the ADS replenishes its tank. A Python dropped from 2500 shields down to 1500 takes roughly 8-9 seconds (4 second delay; 224/second recharge = 1000hp in 4.6 seconds/8.46 including delay): if dropped into armour, it takes that long for shields to begin recharging, and longer to get back to full: 20 odd seconds for 2500 shields from armour.
That kind of recharge rate seems fine, considering that recharge is always inferior to damage application speed: but there are many comments and opinions floating about that ADSs recharge too fast, yet a Swarm will drop any ADS in about 9/10 seconds unless they flee.
Alt of Halla Murr.
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Cody Sietz
Evzones Public.Disorder.
3987
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Posted - 2014.09.08 13:31:00 -
[159] - Quote
jace silencerww wrote:lol it is not fair a dropship can hover at 200 meters and pound you with rail or missiles while you are helpless we should have the same range as small missiles 200 meter lock on No it's pretty fair, they have a limited engagement window and to stick to it.
What's not fair is when they can drop below their engagement, take a few hits, then return to normal with no drawback.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
|
Posted - 2014.09.08 16:53:00 -
[160] - Quote
hey your invited to board my Python so you can see whats wrong with it. fair enough?
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 16:54:00 -
[161] - Quote
so 1 person can take out a 42 million sp ads? i paid money for a scrub to kill me and not allow me to get away as is IM LOOSING SO MUCH ******* ISK FROM ADS GIVE ME A RESPEC
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 16:56:00 -
[162] - Quote
YES AND TAKE HIT ESPECIALLY THE PYTHON SINCE SWARMS ARE OP MAKE THE PYTHON OVER POWER OVER AND OVER DAMAGE WITH NO FLAWS. THAT FAIR I PAID MONEY NO ONE HAS A SAY.
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 16:56:00 -
[163] - Quote
NO NO NO MAKE MY SHIP AT 43 MIL SP HARDEST THING FOR YOU TO KILL!
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 16:58:00 -
[164] - Quote
WRONG! MAKE THE PYTHON A SHIP YOU NEED 42 to 50 Million SP OPERATE LIKE A TITAN AS FAR AS HEATH AND DAMAGE CHECK YOU MY SKILL TREE I AM OP BUT I GET KILLED ALOT BY SCUBS LOOK AND TE MATH OF MY SHIP LOOK @ IT! I WANT A FULL RESPEC GO BIG OR GO HOME!
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:00:00 -
[165] - Quote
BUT THAT IS HOW ADS WORKS RIGHT? OR IS THE PYTHON SUPPOSED TO BE AN ISK PINATA?!
DROPSHIP CAPTAIN
|
DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:01:00 -
[166] - Quote
DUH ITS AN ADS NOT SOME ***** PACK FROM CALL OF DUTY LOL I WANT A LP Python since your ******* EVERYTHING UP!
DROPSHIP CAPTAIN
|
DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:02:00 -
[167] - Quote
I KNOW RIGHT IF I HAD THE MONEY TO BUY EVE & DUST the FORUMS WOULD BE GONE AND I WOULD MAKE THE GAME HOW I SEE FIT AND CLOSED ALL FORUMS, YOU PEOPLE ***** TOO MUCH AND RUIN **** OVER NIGHT.
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:04:00 -
[168] - Quote
NO you only want some people to use thing and others to not your ruined my ads at 43 sp i want a respec but you dont give a rats ass your rattati of C C P for people to shoot the messenger. hey DEVs do you even play dust514 to even see what it needs? apparently not.
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:06:00 -
[169] - Quote
Im just going to crash ships into people since that is what people do to me from now on friendly or foe, this game is trashed by people who have no life, no family, no soul.
i hope you get hurt for all this stealing and theft by deception. I can write what ever but you pissed me and ads pilots alike~
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:08:00 -
[170] - Quote
no crap the python is a missile ship but the no life nerds want me to be up-close to my tv screen killing them on dot and on point.
aim bot time
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:10:00 -
[171] - Quote
At 200m, infantry is invisible. [/quote]
AHHHHH MAKE MY 43 Mill SP PYTHON BETTER I WANT MORE HEATH ARMOR AND AGILITY
DROPSHIP CAPTAIN
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DROPSHIP CAPTAIN
ICE-9 PROJECT
48
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Posted - 2014.09.08 17:11:00 -
[172] - Quote
Tesfa Alem 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. Its true the top 100 killers in dust are only dropship pilots....and every match i've ever flown in or seen an ADs its usually no less than 30 kills I'll never understand the attitude that says "if anything escapes death its OP." I've got 2 adv Logi and a proto logi. I got ammar minmatar and caldari assault. Gallente and minmatar scout. All of the basic heavy medium and light suits suits.Ammar setinel and minmat commando Madrugars and gunlogis. All the lavs, every turret at ADV except large missiles. And of course my beloved Incubus. All of the light weapons and side arms. And i have never on a consistent basis seen dropships at the top of the kill board no matter who i fly with, gun for or see fly against me (whether on the ground or in the air). As in more than one match a day. Maybe a week. I do squad up with Judge and Evo 7, and i've seen some really good dropship pilots in my time. Heavies and scouts dominate each match kill wise, with the odd assault suit in there and perhaps a really good blaster tank. That mythical KD ratio of dropships is only apparent in the fact that since i dont want to loose my ship i might get, lets say ten kills in one match and maybe 7 in another. Because i'll come in take out a few troops and then spend the rest of the match afterburning away from any AV. Or i'll recal and fight it out on the ground because theres too much AV up right now. The third macth when i do lose my ship my dropship went 17 and 1 but over several matches strung out over a long period of time. Which is what you would expect of anyone risking 500,000 isk, you should "git gud" at keeping it alive, otherwise you would not be able to afford bringing them out. Ratattis response to me keeping my very expensive asset alive over long period of time is that 'well it should die more often" The most popular way to do this is to make sure the only fire and forget weapon in the game is ensured a kill. Make sure our only counter measure to any AV the afterburner is nerfed. I can dance and try to make a forge gunner or rail tank or another dropship miss, which is already hard to do seeing as the incubus is physically larger than tanks. I cannot make a swarm launcer miss unless i afterburn the hell out of dodge. 3 hits will kill my ship dead. currently 2 swam hits are gaurnteed. Rattati's efforts at makeing sure the third gets me is akin to buffing the shotgun so that instead of three or four shots to kill a proto heavy it should be one shot, because heavies dont die as often as scout suits. Its only apparent how often dropships die to those who fly them. You can't balance off of lack of kniwledge, the numbers being used to quantify how dropship are used only tell half the story. If you dont factor in the time, effort, sp and skill requred to fly the damn things let alone 'git gud' how can you tell whether it balanced or not? Ask yourself this, should we balancy the infantry suits around the kill board? Should we balance the game soley around the KD ratio top 100 players? Or should we use numbers and experience of in equal measure? Truth be told swarms are extremely dangerous thats why pilots run away, in the same vien that snipers are dangerous and that when under sniper fire everybody in every suits uses cover. Yet i don't see snipers calling for a reduction in infantry sprint speed to make sure you can't get to cover in time. Because it wouldnt be balanced. Some of the ideas i can get behind, such as assault swarm variants with more range, high speed but less DPS. I cannot get behind 3 wyrokamis volleys being garunteed hits.
I hope one beats his head in with a ball-peen hammer if you think you can get away with ruining the ship **** you too!
DROPSHIP CAPTAIN
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
27
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Posted - 2014.09.08 17:18:00 -
[173] - Quote
CCP Rattati wrote:Actually, I forgot to write the ISK reduction, we are thinking 250k ISK?
I am an ADS and NDS pilot (depending on situation and how many gunners I have).
I honestly do not want ADS to become cheaper, I don't want to see them everywhere. The choice to call one in, during a match, has to be about upping the ante. In other words, youre arming your team with a great weapon in order to win or accomplish a specific goal. Even as a dropship pilot, i do NOT think I should be allowed to call in a ship every match without thought or question or purpose.
Calling in a dropship should remain a tough choice to help turn the tide of a fight, not be an automatic reaction to the start of any match. |
Kallas Hallytyr
Skullbreakers
745
|
Posted - 2014.09.08 18:36:00 -
[174] - Quote
DROPSHIP CAPTAIN: putting the 'Derp' in Dropship...
Alt of Halla Murr.
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Re3F
Hellstorm Inc General Tso's Alliance
4
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Posted - 2014.09.08 18:41:00 -
[175] - Quote
devs please take a look, as this ties to the hotfix
https://forums.dust514.com/default.aspx?g=posts&m=2350569#post2350569 |
Tebu Gan
Molon Labe. General Tso's Alliance
1196
|
Posted - 2014.09.08 19:03:00 -
[176] - 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 don't know how many times swarms have denied an ADS an area. I don't really know what the problem with the swarm and ADS balance is. Right now swarms are the BEST thing against an ADS, due to the fire and forget nature of them.
I've been forcing myself to fly the ADS most every match (now that I got my python to level 5) and I really do not fully understand your reasoning for this. What are you doing??? I find it incredibly foolish to say that swarms are having a terrible time against an ADS.
Often times, the ability to outrun swarms is the ONLY defense against swarms. It's that or die to the 3 volleys comin your way. And there is another factor, knockback, that makes it VERY difficult to engage someone swarming your ADS, even if you are able to tank the damage for a limited time (often this is only the case when the swarms are less than proto).
Hell there were numerous times in my games yesterday where I over extended my engagement with a swarm, barely outrunning the last volley, and STILL NOT KILLING THE SWARMER. And I'm not half bad with an ADS. Yes I did rack up a decent kill count in my games, between 7 - 14, but this is due to me avoiding or blocking a swarmer's LOS as I engage his friends. And sure I downed some swarmers (low level ones in scout suits), but when it comes to a minmando or just 2 swarmers bangin away, it's best to not even bother with that area.
I just don't understand man, I really wish you would look at it through our eyes for a change. Try flying one of those things and then tell us it's too easy for an ADS pilot. You might find it FAR easier from the swarmers POV.
Tanks - Balancing Turrets
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Kallas Hallytyr
Skullbreakers
748
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Posted - 2014.09.08 19:11:00 -
[177] - Quote
Tebu Gan wrote:I don't know how many times swarms have denied an ADS an area. I don't really know what the problem with the swarm and ADS balance is. Right now swarms are the BEST thing against an ADS, due to the fire and forget nature of them.
Indeed. The entire point of introducing vehicle damage points was to reward AV for suppressing and driving vehicles off without necessarily killing them, though they still get WP for that (which is entirely reasonable) yet that is not enough apparently.
Personally, if Swarms and AV is supposed to be able to kill a vehicle 1-on-1 and at least 50% of the time (as it appears to be the goal) then two things must happen to remain balanced: - price reductions of vehicles (primarily the ridiculous ADS hull cost, but also large turret costs, etc) - removal or a severe reduction in vehicle damage WP, since they will be getting many more destruction points more commonly if these changes are going to pass muster.
Alt of Halla Murr.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
27
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Posted - 2014.09.08 19:32:00 -
[178] - Quote
Kallas Hallytyr wrote:Tebu Gan wrote:I don't know how many times swarms have denied an ADS an area. I don't really know what the problem with the swarm and ADS balance is. Right now swarms are the BEST thing against an ADS, due to the fire and forget nature of them. Indeed. The entire point of introducing vehicle damage points was to reward AV for suppressing and driving vehicles off without necessarily killing them, though they still get WP for that (which is entirely reasonable) yet that is not enough apparently. Personally, if Swarms and AV is supposed to be able to kill a vehicle 1-on-1 and at least 50% of the time (as it appears to be the goal) then two things must happen to remain balanced: - price reductions of vehicles (primarily the ridiculous ADS hull cost, but also large turret costs, etc) - removal or a severe reduction in vehicle damage WP, since they will be getting many more destruction points more commonly if these changes are going to pass muster.
Despite what I said earlier, I must admit these are very valid points. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2669
|
Posted - 2014.09.08 19:44:00 -
[179] - Quote
Kallas Hallytyr wrote:Tebu Gan wrote:I don't know how many times swarms have denied an ADS an area. I don't really know what the problem with the swarm and ADS balance is. Right now swarms are the BEST thing against an ADS, due to the fire and forget nature of them. Indeed. The entire point of introducing vehicle damage points was to reward AV for suppressing and driving vehicles off without necessarily killing them, though they still get WP for that (which is entirely reasonable) yet that is not enough apparently. Personally, if Swarms and AV is supposed to be able to kill a vehicle 1-on-1 and at least 50% of the time (as it appears to be the goal) then two things must happen to remain balanced: - price reductions of vehicles (primarily the ridiculous ADS hull cost, but also large turret costs, etc) - removal or a severe reduction in vehicle damage WP, since they will be getting many more destruction points more commonly if these changes are going to pass muster.
so... you're saying that swarms shouldn't have a chance to kill your dropship and the gunners should be thankful for the +75s your generosity showers upon them?
Funny, I don't really notice the +75s at all... I do notice the pretty flames and entertaining crash animations when the hulks hit the ground and roll over a couple red (and blue) dots.
all the warpoints for hammering on vehicles means is that gunners aren't going to max out at 600 WP for a match because they spent all their time chasing YOUR ass around the map along with your two tank buddies and finally scoring kills. I don't think most gunners want the farmed warpoints more than they want to see you explode.
After all, patiently watching you yo-yo back and forth to and from safety denies us the pretty flames and outraged screams. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2670
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Posted - 2014.09.08 19:50:00 -
[180] - Quote
Mat'DeVrie wrote:
You are WRONG!
You DO NOT need to spec into Heavy suits !!
You can fit a forgegun into MILITIA heavy dropsuit! ---- It does NOT require ANY skillpoints investment!
Hilariously correct.
Except for the fact that the militia forge gun is only slightly more effective as an AV weapon than militia swarms.
Prototype weapons (forge guns) kill ADS in three shots. Swarms are basically 4th of July firecracker lauchers we use to celebrate Impotence Day! |
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