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Thread Statistics | Show CCP posts - 16 post(s) |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1723
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Posted - 2014.09.11 21:11:00 -
[241] - Quote
CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Because swarms do not render reliably for us. A lot of the time we don't even know the threat is there until we are hit. Swarms have the first hit advantage. If we could see them, or have some way to know we are being locked, or flares and other countermeasures, things would be different.
Shoot Scout with yes.
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KEROSIINI-TERO
The Rainbow Effect
1277
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Posted - 2014.09.11 22:35:00 -
[242] - Quote
Alena Ventrallis wrote: Because swarms do not render reliably for us. A lot of the time we don't even know the threat is there until we are hit. Swarms have the first hit advantage. If we could see them, or have some way to know we are being locked, or flares and other countermeasures, things would be different.
Confirming that the invisible swarms bug is back, however not in the scale it used to be. Cause may be different.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Atiim
12063
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Posted - 2014.09.11 22:52:00 -
[243] - Quote
And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways).
DUST 514's 1st Matari Commando
-HAND
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ACT1ON BASTARD
Amarr Templars Amarr Empire
141
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Posted - 2014.09.11 23:10:00 -
[244] - Quote
Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Yes it exists ive been hit head on and lost about 2000 hp on my incubus once. They usually do random damage. |
Tesfa Alem
Death by Disassociation
188
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Posted - 2014.09.11 23:38:00 -
[245] - Quote
quote=CCP Rattati]The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it.
All right, I will bite. How does this happen, with numbers?[/quote]
My take.
I can only use my personal incubs fit for comparision. Other fits vary bu t this is how the changes will directly impact me, and pretty much anyone who doesnt have a fully kitted out proto ship.
With the maxed out tank of either an incubus or a python at Proto level, it is still inferior to a the HP of a sica or asoma with MILITIA armor or shield modiules.
My incubes with all advanced modules has 950 shield 3812 armor. heavy armor plate, light armor repair and power grid module and a basic afterburner. 4362 total. A volley from a wyrokami swarm launcher will do 1248 damage, or within 1.4 seconds if a second hits it does 2456 damage. When you factor in ten percent to armor damage bonus for the second volley (1248 +124=1372 ) it will be about 2,620 damage. A third volley makes damage dealt 3992. add 15% for profficiency 5 thats 4391 damage, and my incubus is now dead. That is without damage mods.
A Soma by comparison without any modules whatsoever has 1200 shiels and 4000 armor. Tanking the damage to stay and slug it out in an area that has AV present simply isnt an option.
Okay what about out repping the damage? There are no armor reps that can withstand that damage in 1.4 seconds.
Hardener? This requires sacrificing a significant amount of HP. replacing the heavy plate for a light plate (not enough PG) means my HP will roughly be around 3862. 40% resistance to damage to armor, which equates to 30% comapred to the swarm launchers 10% bonus. 1248 - 30% = 874. Two volleys will do 2122 damage and reduce my HP in two volleys to 1740. More than half my HP will be gone by the time i activate it. I can tank another two volleys from swarms which sounds great. Untill you factor in damage mods and profciency which reduces the hardners effectiveness.
enh dmg mod + complex dmg mod + Prof 5 or 5% +7% + 15% = 27% meaning my hardner will only have a 3% resistance to a specced out swarm launcher in a standard suit. 1248 - 37.44 =1210 damage. 2 volleys in this case do 2458 damage and my HP will be down to 1404. 3 volleys will do 3668 damage leaving me at 194 HP, anything else that hits me will kill my incubs with a hardner dead.
So tanking damage is not an option and hardeners are barely viable against a SINGLE player. Two players are garunteed a kill if they can land 4 out of thier six volleys fired at me.
The only option left is to utilize the speed of the dropship and escape before the missiles can hit. But now you want the swarms to accellerate faster than a ship on full afterburn. so we cant run, we cant tank, and we cant harden.
Turn radius doesnt matter if missile tracking stays the same. Unless we can make them miss like we try to do with forge guns swarmers especially those of rooftops will have the advantage of seeing us first, firing first, landing 1 shot for sure, a second as we start to run away, and the third hit (the one we used to escape from with our burners)will be the final killing blow. How do you use a bulding for cover when they're on top of the thing?
Judge made an excellent vido with numbers and stats discussing how dropships utilize this speed to escape and how dropships do not escape getting hit even though they seem too. Also explains the swarm - dropship conflict very clearly. His numbers are from the DUST SDE.
http://www.youtube.com/watch?v=967QvZ5PPT4&list=UUy11xToip47aIW0M9TSOKrQ
Feel free to correct my math, it's a bit rough.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
188
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Posted - 2014.09.11 23:40:00 -
[246] - Quote
Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways).
Heres an entire channel.
http://www.youtube.com/user/JudgeRhadamanthus/videos
Redline for Thee, but no Redline for Me.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1726
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Posted - 2014.09.12 01:45:00 -
[247] - Quote
Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Here you go.
Shoot Scout with yes.
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bogeyman m
Minmatar Republic
407
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Posted - 2014.09.12 03:46:00 -
[248] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Because swarms do not render reliably for us. A lot of the time we don't even know the threat is there until we are hit. Swarms have the first hit advantage. If we could see them, or have some way to know we are being locked, or flares and other countermeasures, things would be different. And derpships do not show up on TacNet... Fix one, fix both.
Duct tape 2.0 ... Have WD-40; will travel.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
141
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Posted - 2014.09.12 03:58:00 -
[249] - Quote
Tesfa Alem wrote:quote=CCP Rattati] The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers?
My take.
I can only use my personal incubs fit for comparision. Other fits vary bu t this is how the changes will directly impact me, and pretty much anyone who doesnt have a fully kitted out proto ship.
With the maxed out tank of either an incubus or a python at Proto level, it is still inferior to a the HP of a sica or asoma with MILITIA armor or shield modiules.
My incubes with all advanced modules has 950 shield 3812 armor. heavy armor plate, light armor repair and power grid module and a basic afterburner. 4362 total. A volley from a wyrokami swarm launcher will do 1248 damage, or within 1.4 seconds if a second hits it does 2456 damage. When you factor in ten percent to armor damage bonus for the second volley (1248 +124=1372 ) it will be about 2,620 damage. A third volley makes damage dealt 3992. add 15% for profficiency 5 thats 4391 damage, and my incubus is now dead. That is without damage mods.
A Soma by comparison without any modules whatsoever has 1200 shiels and 4000 armor. Tanking the damage to stay and slug it out in an area that has AV present simply isnt an option.
Okay what about out repping the damage? There are no armor reps that can withstand that damage in 1.4 seconds.
Hardener? This requires sacrificing a significant amount of HP. replacing the heavy plate for a light plate (not enough PG) means my HP will roughly be around 3862. 40% resistance to damage to armor, which equates to 30% comapred to the swarm launchers 10% bonus. 1248 - 30% = 874. Two volleys will do 2122 damage and reduce my HP in two volleys to 1740. More than half my HP will be gone by the time i activate it. I can tank another two volleys from swarms which sounds great. Untill you factor in damage mods and profciency which reduces the hardners effectiveness.
enh dmg mod + complex dmg mod + Prof 5 or 5% +7% + 15% = 27% meaning my hardner will only have a 3% resistance to a specced out swarm launcher in a standard suit. 1248 - 37.44 =1210 damage. 2 volleys in this case do 2458 damage and my HP will be down to 1404. 3 volleys will do 3668 damage leaving me at 194 HP, anything else that hits me will kill my incubs with a hardner dead.
So tanking damage is not an option and hardeners are barely viable against a SINGLE player. Two players are garunteed a kill if they can land 4 out of thier six volleys fired at me.
The only option left is to utilize the speed of the dropship and escape before the missiles can hit. But now you want the swarms to accellerate faster than a ship on full afterburn. so we cant run, we cant tank, and we cant harden.
Turn radius doesnt matter if missile tracking stays the same. Unless we can make them miss like we try to do with forge guns swarmers especially those of rooftops will have the advantage of seeing us first, firing first, landing 1 shot for sure, a second as we start to run away, and the third hit (the one we used to escape from with our burners)will be the final killing blow. How do you use a bulding for cover when they're on top of the thing?
Judge made an excellent vido with numbers and stats discussing how dropships utilize this speed to escape and how dropships do not escape getting hit even though they seem too. Also explains the swarm - dropship conflict very clearly. His numbers are from the DUST SDE.
http://www.youtube.com/watch?v=967QvZ5PPT4&list=UUy11xToip47aIW0M9TSOKrQ
Feel free to correct my math, it's a bit rough. [/quote] Please copy and paste your comment,on a new thread, you hit about everything. |
The dark cloud
The Rainbow Effect
4081
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Posted - 2014.09.12 04:53:00 -
[250] - Quote
CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank).
Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys
So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fit Python
The Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp
The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit.
So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit.
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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CCP Rattati
C C P C C P Alliance
6964
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Posted - 2014.09.12 05:00:00 -
[251] - Quote
The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit.
Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Right-wing Extremist
Nos Nothi
1097
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Posted - 2014.09.12 05:35:00 -
[252] - Quote
Alena Ventrallis wrote:Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Here you go. Throughout that vid, I did not see a volley of invisible swarms in the air. The first time, on Line Harvest, his nose was swinging back toward them as they landed - and they exploded visibly. The second volley, already in the air, was also clearly visible. Every other instance of swarms shown in that video was either visible or from behind/below where it would not have been seen.
I DID see where a forge gunner did damage but there was no flash of forge shot impact nor knock away effect on the dropship as it was hovering over that rail tank.
But no, there were no invisible swarms flying and magically doing hitting.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Kallas Hallytyr
Skullbreakers
770
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Posted - 2014.09.12 05:36:00 -
[253] - Quote
CCP Rattati wrote:Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently.
Guaranteed three hits? Not really. Two hits? Almost certainly.
Have you watched any of the linked videos that Judge made? They highlight exactly why dropships use Afterburners the way they do: because AV is invisible about half the time, and even when visible it will still always get the first hour in because of terrible rendering and/or incredibly poor perception from the ADS point of view.
What you're proposing with the Afterburner changes is this, in a nutshell: ADSs should be punished for not sticking around after getting hit twice before they can even locate their assailant.
The current scenario: Swarm launches volley one. Swarm launches volley two, usually just as volley one arrives and knocks the ADS about. By the time the ADS has found the AV player - if at all - then the third volley has been released and the Swarmer will be mid-reload. At this point the ADS is in critical health and any attempt to fight at this point will result in one of two things: (1) the ADS gets lucky and kills the Swarmer, or is a very good shot, or hits the Afterburner to run (experienced pilots do so earlier, because there is little reason to hang around risking your neck when you can come back healthy and unsurprised); or (2) the ADS fails to find and kill the Swarmer and activates the Afterburner too late and dies.
At this point, the Swarmer has gained between 75-150 WP from the three volleys. The ADS is forced to retreat or die; currently it takes about 15-20 seconds for an ADS to run, regenerate HP and then return from a decent angle ready to fight. The proposal takes the 15-20 seconds and ramps it up by two or three times: 40-60 seconds out of the fight because an invisible, unidentifiable dark splotch on the ground fired invisible (50% of the time) Swarms and we have no way of knowing anything is happening until the first volley impacts on our shields.
Quite frankly, the only issue Swarms have with ADSs is that Swarmers want more besides the huge WP reward for driving has off repeatedly. Even when an ADS returns to the fight the Swarmer has the first strike advantage: the ADS is much more obvious, the Swarmer is still unidentifiable from map splotches or other red-dots and has plenty of time to relocate and utilise cover.
What is the intention behind the increased cool down? Is it because Swarmers don't kill ADSs often enough? Then why are vehicle damage points rewarded? They were specifically introduced to reward players for driving vehicles away without killing them necessarily.
Alt of Halla Murr.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1728
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Posted - 2014.09.12 05:58:00 -
[254] - Quote
Right-wing Extremist wrote:Alena Ventrallis wrote:Atiim wrote:And could someone make a video of these "Invisible Swarms"?
I'd like to verify that these invisible swarms are actually invisible, and not just Pilots being hit from the back of the DS (where the camera angle woudn't allow them to see anyways). Here you go. Throughout that vid, I did not see a volley of invisible swarms in the air. The first time, on Line Harvest, his nose was swinging back toward them as they landed - and they exploded visibly. The second volley, already in the air, was also clearly visible. Every other instance of swarms shown in that video was either visible or from behind/below where it would not have been seen. I DID see where a forge gunner did damage but there was no flash of forge shot impact nor knock away effect on the dropship as it was hovering over that rail tank. But no, there were no invisible swarms flying and magically doing hitting. You wouldn't see invisible swarms because they are invisible. The swarms are launched as he swoops by the building, connecting right after he pauses. The second swarm renders, but theswarmer himself does not.
Shoot Scout with yes.
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Andris Kronis
Legio DXIV
80
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Posted - 2014.09.12 05:59:00 -
[255] - Quote
On the subject of dropship pilots, swarms and seeing enemies.
Is it possible? for dropships to highlight, to the pilot only, any enemy within 300m in a 15 degree (rough suggestion of angle) arc from the centre of their viewpoint, this would help with spotting enemy assailants. At the moment it is very difficult to see enemies unless closer than ~75m due to dropship viewpoint restrictions and blocking by the body of the dropship.
When the dropship is locked on to by a swarm launcher, the dropship should get the same noise as the swarm locking on and a flashing indicator or message telling them of a swarm locking, swarm locked and swarms inbound.
So even if the swarms are invisible, as happens, the dropship pilot would get a notification of lock on, and when they are fired upon by seeking missiles.
This could fix a lot of problems with swarms out of nowhere and open up valid changes to swarm launcher behaviour improvements.
"Corporation slogan coming to a sig near you"
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The dark cloud
The Rainbow Effect
4081
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Posted - 2014.09.12 07:42:00 -
[256] - Quote
CCP Rattati wrote:The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit. Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently. Ive though swarms where supposed to get a speed buff so that they are capable to catch AB dropships? Or did that concept got scrapped and i didnt noticed it? In your OP youve stated that swarms max speed will be faster then a ADS and the acceleration will aswell be buffed.
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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CCP Rattati
C C P C C P Alliance
6968
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Posted - 2014.09.12 13:16:00 -
[257] - Quote
The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit. Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently. Ive though swarms where supposed to get a speed buff so that they are capable to catch AB dropships? Or did that concept got scrapped and i didnt noticed it? In your OP youve stated that swarms max speed will be faster then a ADS and the acceleration will aswell be buffed.
speed to 60, vs ads of 50. AB bpost is 50%, meaning ads is 75 while boosting. Dally, yes get hit, get the hell out or kill the swarmer, but getting insta hit by 3 is avoidable.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kallas Hallytyr
Skullbreakers
772
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Posted - 2014.09.12 14:31:00 -
[258] - Quote
CCP Rattati wrote:speed to 60, vs ads of 50. AB bpost is 50%, meaning ads is 75 while boosting. Dally, yes get hit, get the hell out or kill the swarmer, but getting insta hit by 3 is avoidable.
Airborne DUST - The Circle Of Hate: http://youtu.be/967QvZ5PPT4
That's Judge's latest video about Swarm/ADS balance. Skip to 9 minutes and you will see Judge disprove your point. The Afterburner does not increase top speed.
If it is meant to: great, bug to get fixed! If not: Swarms are unavoidable.
As is, the Afterburner let's an ADS hit top speed before the Swarm missiles do, which means that, since they have the same top speed pre-Delta, Swarms cannot catch up. With Swarm top speed buff, an ADS without an Afterburner will be incapable of escaping Swarms, period; unless the changes to Swarm turn radius are significant enough to stop them just following you right around the buildings that we are supposed to be dodging around.
Honestly, increasing Swarm speed is pretty reasonable, but the whole of that video needs studying Mr Rattati, because it contains so much information about how the ADS side of the engagement looks/feels that, no offence, but you really need to experience. If you have already studied it, please just look at the 9 minute -> 10 minute bit where Judge debunks the AB = more top speed notion.
Alt of Halla Murr.
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Tesfa Alem
Death by Disassociation
191
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Posted - 2014.09.12 14:52:00 -
[259] - Quote
CCP Rattati wrote:
speed to 60, vs ads of 50. AB bpost is 50%, meaning ads is 75 while boosting. Dally, yes get hit, get the hell out or kill the swarmer, but getting insta hit by 3 is avoidable.
The problem is Afterburners do not increase the top speed of dropships. Afterburners only allow dropships to reach thier top speed quicker. Dropships do not move at 75 with the burner on, dropships only reach 50 much faster than a swarm launcher does.
This was demonstrated by Judge as evidenced here.
http://www.youtube.com/watch?v=967QvZ5PPT4&list=UUy11xToip47aIW0M9TSOKrQ
With swarmer having a boosted acceleration to catch dropships in delta as well as moving 10/s faster than dropships moving at top speed then yes that trhid volley is indeed a garunteed hit.
You also mentioned dropship hovering and that they will not be able to so as they do now. Which begs the what kind of role will all dropships play then? Every dropship role from mobile cru, scanner, using gunners, being anti infantry or anti vehcile, and tranport involve hovering for a decent amount of time over any given area, and the ability to get out fast when things go south.
Redline for Thee, but no Redline for Me.
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poison Diego
Vengeance Unbound Dark Taboo
415
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Posted - 2014.09.12 15:05:00 -
[260] - Quote
CCP Rattati wrote:The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit. Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently.
First, pilots can usually not see when swarms are shot from a launcher because of sh*tty rendering so 2 swarms are already on their way and if you cant run away from the third you are screwed before you even try to take off.
Second, you are only talking about 1vs1 engagements but not taking in factor that every time an ADS is turning to be annoying 60% of the enemy team has AV out looking for you so generally you are taking on 2-5 people at once using AV. But imagine only 2 people with proto with that buff. They only need two volleys already and with speed buff there is NO chance of withstanding them.
Third, if you are giving the AV such nasty buffs can you please reduce impact damage from other dropships and tapping walls? Walls are my greatest enemies atm, when I touch them they just dont want to let me go and hold me until It drains my health with some weird constant damage. Either impact damage or sticky effects please.
I generally dont have a grumpy attitude towards CCP but when things are getting so close to being absolute nonsense I break. Infantry players are sometimes really pissed off towards vehicle specialists, I know that and since infantry are way larger percentage of players CCP wants to do every thing they can to please them but when you are giving buffs to AV update after update it gets tired and I cant stand it anymore. Vehicles are getting more and more ineffective and expensive for no reason. Tanks atm stand no chance vs AV. We are not all duna and such btw so please try not to set your aim on nerfing those machines.
Hey dark you forgot that alot of people have now speced into the minmatar commando for the swarm damage (because they think swarms are so useless?pff!) so add 10% on that damage output...
I propose giving use the pre announced hp buff 300-500 to shield on pythons and 200-300 to armour on incubus because it is kind of ridiculus to keep buffing AV (telling youself that buff to AB duration is actually balancing) and leave the pilots in the dirt. |
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poison Diego
Vengeance Unbound Dark Taboo
415
|
Posted - 2014.09.12 15:09:00 -
[261] - Quote
poison Diego wrote:CCP Rattati wrote:The dark cloud wrote:CCP Rattati wrote:The dark cloud wrote:When those swarm changes go trough then the ADS will become just a flying coffin and a nonfactor in every aspect. All it needs is a cloaked scout with a swarm launcher and there goes the dropship up in flames. They wont be aible to take damage and aswell not be capable to avoid it. All right, I will bite. How does this happen, with numbers? Allright lets start this then. Lets assume we got a scout with a proto swarm launcher, 2DMG mods and proficency 5 into it. Base damage from swarms will be then at 1572HP. Times 3 is 4716HP damage which you cannot avoid oh and thats omni damage without damage boost vs armor or damage penalty vs shields (+/- 20%). So lets see how much damage it would cause vs a incubus (armor tank) and a python (shield tank). Armor damage: 5659 HP damage with 3 volleys shield damage: 3772 HP damage with 3 volleys So lets put this in perspective with how much HP you can squeeze out of both dropships: Incubus fitPythonThe Incubus got a max HP of about 5197ehp The python has a max HP of 3955ehp The incubus will die allready due to the high damage output alone and the little bit of shields wont save it. You might would think that going for the python would be a better idea but as soon the shields are breaking the damage gets a boost vs armor and its going to crash with its nose into the ground. Oh and please ignore the warning that PG is not sufficent on the right. The site is bugged so that PG upgrades dont add to the PG of the fit. So whats going to happend is that a ADS wont be capable to avoid beeing blowed up without a chance to escape the swarms. Most of the time pilots hit the AB when they have beeing hit with the 1st volley but with the changes that will be too late cause 2 more are incoming and are granted to hit. Why are they guaranteed to get hit by 3 swarms? Where is the math to prove that, i.e. difference before and after Delta? The AB keeps the same boost and should effectively evade as he does now, granted, the ADS cannot afford the same hovering as it can now, and can not return fully healed with restored AB's until after a longer time than currently. First, pilots can usually not see when swarms are shot from a launcher because of sh*tty rendering so 2 swarms are already on their way and if you cant run away from the third you are screwed before you even try to take off. Second, you are only talking about 1vs1 engagements but not taking in factor that every time an ADS is turning to be annoying 60% of the enemy team has AV out looking for you so generally you are taking on 2-5 people at once using AV. But imagine only 2 people with proto with that buff. They only need two volleys already and with speed buff there is NO chance of withstanding them. Third, if you are giving the AV such nasty buffs can you please reduce impact damage from other dropships and tapping walls? Walls are my greatest enemies atm, when I touch them they just dont want to let me go and hold me until It drains my health with some weird constant damage. Either impact damage or sticky effects please. I generally dont have a grumpy attitude towards CCP but when things are getting so close to being absolute nonsense I break. Infantry players are sometimes really pissed off towards vehicle specialists, I know that and since infantry are way larger percentage of players CCP wants to do every thing they can to please them but when you are giving buffs to AV update after update it gets tired and I cant stand it anymore. Vehicles are getting more and more ineffective and there for expensive for no reason. Tanks atm stand no chance vs AV. We are not all duna and such btw so please try not to set your aim on nerfing those nolife-ing machines. Hey dark you forgot that alot of people have now speced into the minmatar commando for the swarm damage (because they think swarms are so useless?pff!) so add 10% on that damage output... I propose giving use the pre announced hp buff 300-500 to shield on pythons and 200-300 to armour on incubus because it is kind of ridiculus to keep buffing AV (telling youself that buff to AB duration is actually balancing) and leave the pilots in the dirt.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2746
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Posted - 2014.09.12 15:19:00 -
[262] - Quote
I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance.
A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable.
Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you. |
The dark cloud
The Rainbow Effect
4087
|
Posted - 2014.09.12 15:34:00 -
[263] - Quote
CCP Rattati wrote: speed to 60, vs ads of 50. AB bpost is 50%, meaning ads is 75 while boosting. Dally, yes get hit, get the hell out or kill the swarmer, but getting insta hit by 3 is avoidable.
I would know it if AB would increase top speed. Sadly they dont cause many times when i was flying my incubus the swarm volley where just merely like 5 meters away from my dropship and i only outran them because after a certain distance they simply explode. The 50% additional boost is for acceleration only. And that is the reason why ive sayd that with those swarm changes as soon 3 volleys from a proto swarmer are in the air your dropship is allready doomed to death. Cause they will fly faster and aswell get to their top speed of 60m/s sooner.
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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poison Diego
Vengeance Unbound Dark Taboo
417
|
Posted - 2014.09.12 15:49:00 -
[264] - Quote
Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance.
A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable.
Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you.
you actually believe there is skill in locking on to targets and releasing?
Ok I dont think it is to fair either that I can outrun swarms but when they are violating me with that insane damage I can not help but think that ADS should get somewhat buff vs the swarm buff. you speak of like 5 swarmers vs ADSs is uncommon. well ITS NOT! |
poison Diego
Vengeance Unbound Dark Taboo
417
|
Posted - 2014.09.12 15:53:00 -
[265] - Quote
Try to fly an ADS in a domination and kill someone. After the first kill I guarantee that you will be instaganked either by a ramming gorgon or 3-12 AVers depending on if you are loosing or winning, more AVers if they are loosing (because they tend to blame you for it) |
Derrith Erador
2607
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Posted - 2014.09.12 16:00:00 -
[266] - Quote
poison Diego wrote:Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance.
A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable.
Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you. you actually believe there is skill in locking on to targets and releasing? Ok I dont think it is to fair either that I can outrun swarms but when they are violating me with that insane damage I can not help but think that ADS should get somewhat buff vs the swarm buff. you speak of like 5 swarmers vs ADSs is uncommon. well ITS NOT! He has a point, breaking. Swarms require little to no skill to use, perhaps with their homing nerf, that might change, but that is to be seen.
It is true that ADS can outrun swarms, that we do not deny, but if you've been in a pub with a single decent pilot, the usual amount of swarms that come from the noobs is just ridiculous. I've proposed that the acceleration should be restricted to ADV and proto tier swarms, so that will keep the red shirts from being able to spam a weapon that locks on for you, but will also keep a risk-reward system going (as I see it).
The preacher of Betty White, may her pimp hand guide me.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
143
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Posted - 2014.09.12 16:07:00 -
[267] - Quote
Derrith Erador wrote:poison Diego wrote:Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance.
A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable.
Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you. you actually believe there is skill in locking on to targets and releasing? Ok I dont think it is to fair either that I can outrun swarms but when they are violating me with that insane damage I can not help but think that ADS should get somewhat buff vs the swarm buff. you speak of like 5 swarmers vs ADSs is uncommon. well ITS NOT! He has a point, breaking. Swarms require little to no skill to use, perhaps with their homing nerf, that might change, but that is to be seen. It is true that ADS can outrun swarms, that we do not deny, but if you've been in a pub with a single decent pilot, the usual amount of swarms that come from the noobs is just ridiculous. I've proposed that the acceleration should be restricted to ADV and proto tier swarms, so that will keep the red shirts from being able to spam a weapon that locks on for you, but will also keep a risk-reward system going (as I see it). Yes as soon as you hit the field everythings after you, swarms, forges, turrets, rammers, etc.Thats why we need a quick recharge on afterburners for those constant threats. |
Kallas Hallytyr
Skullbreakers
773
|
Posted - 2014.09.12 16:07:00 -
[268] - Quote
Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance.
Watch the video that Tesfa and I linked to in the above posts: that video will demonstrate how and why Swarms aren't actually outrun by ADS, rather that ADSs reach their top speed quicker. The only thing to be said for Swarm/ADS speed is that the ADS can scale lock-on range quickly, but this has very little to do with the Afterburner anyway: most engagements take place at a range of about 60-80m, meaning the dropship only has to travel 100m or so to escape lock-on range. That distance is covered very quickly, usually regardless of vehicle (HAVs and LAVs both also run this distance in a very short time), which means that an ADS that runs is usually facing only the volleys launched before it runs, which is almost always two but mstill fairly often three.
Essentially, ADSs don't outrun Swarms, they outrange them (ie, get ahead of them and stay ahead until they run out of fuel) which is a key difference. With the proposed changes to swarm speed/acceleration, an ADS will almost never escape a swarm volley, because Afterburners do not increase top speed, meaning that they will get hit by two volleys and almost certainly by three.
Breakin Stuff wrote:A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable.
If price shouldn't be an issue, then a much greater price drop should not be an issue. 200-300k for a fully fitted (solo) ADS is still expensive, but it would mean that pilots are not getting shafted for several battles by losing a single ship. Price not being factor cuts both ways: if price doesn't make something better, then why is it more expensive? Plain and simple, why is that question so difficult for some people to answer?
Now, tell me what can a pilot do against a lock-on, auto-tracking weapon that they cannot outrun? We have speed as an advantage, which we are losing from the proposal; we have resilience, which is essentially sufficient to survive the first two hits and give us the opportunity to react, but then we still have to absorb more damage before we even acquire our enemy and we have very little to no cover depending on the map/how well the Swarmer has positioned.
What can a pilot do if: there's nowhere to hide and we cannot escape using speed?
Breakin Stuff wrote:Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you.
Tell me, what manoeuvres will help? The Swarms will still track you, they fly faster than you and then you still have an enemy to deal with who has exactly the same advantage next time (assuming you survive somehow) if you try and engage.
Alt of Halla Murr.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
143
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Posted - 2014.09.12 16:16:00 -
[269] - Quote
Kallas Hallytyr wrote:Breakin Stuff wrote:I m seeing a lot of anecdotal screaming that buffing swarms is unfair and very little hard evidence as to why vehicles outrunning missiles is fair.
The only way swarms kill ADS currently is the dropship pilot is an utter idiot or five of them focus fire for instablap. This is not weapon balance. Watch the video that Tesfa and I linked to in the above posts: that video will demonstrate how and why Swarms aren't actually outrun by ADS, rather that ADSs reach their top speed quicker. The only thing to be said for Swarm/ADS speed is that the ADS can scale lock-on range quickly, but this has very little to do with the Afterburner anyway: most engagements take place at a range of about 60-80m, meaning the dropship only has to travel 100m or so to escape lock-on range. That distance is covered very quickly, usually regardless of vehicle (HAVs and LAVs both also run this distance in a very short time), which means that an ADS that runs is usually facing only the volleys launched before it runs, which is almost always two but mstill fairly often three. Essentially, ADSs don't out run Swarms, they outrange them (ie, get ahead of them and stay ahead until they run out of fuel) which is a key difference. With the proposed changes to swarm speed/acceleration, an ADS will almost never escape a swarm volley, because Afterburners do not increase top speed, meaning that they will get hit by two volleys and almost certainly by three. Breakin Stuff wrote:A 25 million SP AV fit should have a 50/50 ish chance of killing a 25 million SP vehicle at some point during a match. The actual skill of the gunner vs. The skill of the pilot should be what skews the curve, not the cost of what fit. Forge guns can solo dropships, its just hard.
Swarms should be able to solo dropships. It should just be hard. It will be given that swarms are slower alpha and more easily dodged. 8 seconds-ish (swarm) vs. 6.75 (assault forge) seems pretty damn reasonable. If price shouldn't be an issue, then a much greater price drop should not be an issue. 200-300k for a fully fitted (solo) ADS is still expensive, but it would mean that pilots are not getting shafted for several battles by losing a single ship. Price not being factor cuts both ways: if price doesn't make something better, then why is it more expensive? Plain and simple, why is that question so difficult for some people to answer? Now, tell me what can a pilot do against a lock-on, auto-tracking weapon that they cannot outrun? We have speed as an advantage, which we are losing from the proposal; we have resilience, which is essentially sufficient to survive the first two hits and give us the opportunity to react, but then we still have to absorb more damage before we even acquire our enemy and we have very little to no cover depending on the map/how well the Swarmer has positioned. What can a pilot do if: there's nowhere to hide and we cannot escape using speed? Breakin Stuff wrote:Not being able to accelerate out of range faster than missiles can fly will encourage better maneuvering rather than saving the survival instinct for when the sentinel puts his attention on you. Tell me, what manoeuvres will help? The Swarms will still track you, they fly faster than you and then you still have an enemy to deal with who has exactly the same advantage next time (assuming you survive somehow) if you try and engage. Theres maneuvers to dodge forges but dodging swarms is tricky and it usually doesnt work if youre caught by suprise. You go full speed then abruptly turn your nose towards the swarm rockets while flying backwards and they usually explode beforehand wo touching you. With the new swarm speed buff i doubt itll be possible, its already hard enough as is to pull it off. |
Kallas Hallytyr
Skullbreakers
773
|
Posted - 2014.09.12 16:20:00 -
[270] - Quote
ACT1ON BASTARD wrote:Theres maneuvers to dodge forges but dodging swarms is tricky and it usually doesnt work if youre caught by suprise. You go full speed then abruptly turn your nose towards the swarm rockets while flying backwards and they usually explode beforehand wo touching you. With the new swarm speed buff i doubt itll be possible, its already hard enough as is to pull it off.
Except in Delta, the Swarms will catch you. That's kinda my point. Unless the tracking nerf is sufficient to make evading a real possibility, we're just going to get hosed whenever a Swarmer pos up.
Alt of Halla Murr.
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