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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
873
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Posted - 2014.09.05 21:29:00 -
[1] - Quote
1. Don't listen to Atiim at all.
2. Fix shield collison on shields damage and dropships ramming 3. Reduce the physical effect of swarms (knocking ADS around like a fly) 3. You can buff swarms but reduce my ADS hull to 100k isk and reduce proto small turret price to 47k isk. 4. go through with your swarm buffs.
Sagaris lover!!!
Commando <3
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ACT1ON BASTARD
Amarr Templars Amarr Empire
115
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Posted - 2014.09.06 01:01:00 -
[2] - Quote
Yes everyone wants us to go down like butterflys so reduce our prices. Even if i have a weak ass dropship at least itll be profitable. |
Coleman Gray
Opus Arcana Covert Intervention
1188
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Posted - 2014.09.06 01:13:00 -
[3] - Quote
Alot of people don't respect the difficulty of flying an ADS while trying to get kills, it's easy to tell an real pilot from someone thinking their ease mode...normally their crashing and burning..before I pulled my trigger
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
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Atiim
11870
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Posted - 2014.09.06 01:23:00 -
[4] - Quote
Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here.
DUST 514's 1st Matari Commando
-HAND
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
879
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Posted - 2014.09.06 02:35:00 -
[5] - Quote
Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here.
You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away.
Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots?
Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS.
Sagaris lover!!!
Commando <3
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1700
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Posted - 2014.09.06 02:48:00 -
[6] - Quote
Anmol Singh wrote:Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away. Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS. To be fair, this assumes a perfect situation for the swarmer, and isn't representative of every encounter. However, the swarmer has the advantage, as dropships cannot even see the aswarms half the time, and the other half they simply appear off the ground because the user hasn't rendered. Our escape mechanism is because we cannot tell who is a threat and who isn't. A nerf to ab cooldown is fair, because I can return faster than I should be able to. But anything else is AV wanting a free kill.
Shoot Scout with yes.
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Jace Kaisar
145
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Posted - 2014.09.06 02:57:00 -
[7] - Quote
Coleman Gray wrote:Alot of people don't respect the difficulty of flying an ADS while trying to get kills, it's easy to tell an real pilot from someone thinking their ease mode...normally their crashing and burning..before I pulled my trigger
Learning to fly has opened my eyes to the AV argument.
Granted, there is a lot of extremeists. You got people who want sky tanks, and others who want expensive butterflies.
The answer lies somewhere inbetween.
I'm a Spooky Scary Ghost
Before you ask, yes this is me.
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Echo 1991
warravens Capital Punishment.
418
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Posted - 2014.09.06 03:07:00 -
[8] - Quote
Anmol Singh wrote:Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away. Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS. Ok, you are right about the shield collision and gravity problems, but the whole i cant see you argument is not strictly true all the time. I have been it by a small rail from over 80m away so lets not say i cant see you until im 30m away cos it is a lie. Also why should physics not affect you because you are in a dropship? If a dropship hits you at full speed you should get blown up, same way lavs blow up if they go full speed into another lav. |
Atiim
11872
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Posted - 2014.09.06 03:21:00 -
[9] - Quote
Anmol Singh wrote: You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away.
With 75m/s, you're free to close that distance where you can't see a Swarmer in a span of 1.2s, which is fast enough to get there in time while only being hit by a single volley (1.05s), which wouldn't even harm an LAV. Then you can kill him with in
Basically, in the time it'd take for to travel to and kill a MinCom (2.5), he'd only be able to fire a two volleys, which is negligible. However, if we add knockback, to the engagement, the ADS is forced to stabilize his ship for about 1.3s for each volley, thus increasing the would be pathetic TTK of the Swarmer.
TL;DR:
- TTK of AVer (Negligible Knockback): 2.5s
- TTK of AVer (Noticeable Knockback): 4.59s
When you consider the fact that the TTK of a well-fitted Python against a Maxed SL w/MinCom V is 8.29s, I'd say the numbers are pretty balanced with how they are now.
Removing or reducing the knockback gives the Python an even more massive TTK advantage against the Swarmer, which would be inherently broken.
edit: This does however, assume perfect conditions for the Python pilot, which as we all know is not always the case.
Anmol Singh wrote:Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Really? I don't seem to have issues with hearing other DSs nearby when I'm flying my ADS.
Though Infantry have to deal with being 1-2HK'd by people running within 0-2m of them, which is far worse than having people come in direct contact with you, as there's less range to close in. When I'm not getting insta-killed by NKs and SGs anymore, you may just have a point.
Anmol Singh wrote:Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS. Collision damage does need an adjustment, agreed.
DUST 514's 1st Matari Commando
-HAND
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Zindorak
1.U.P
833
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Posted - 2014.09.06 03:42:00 -
[10] - Quote
Anmol Singh wrote:1. Don't listen to Atiim at all.
2. Fix shield collison on shields damage and dropships ramming 3. Reduce the physical effect of swarms (knocking ADS around like a fly) 3. You can buff swarms but reduce my ADS hull to 100k isk and reduce proto small turret price to 47k isk. 4. go through with your swarm buffs. yea +1 I sort of agree with dont listen to Atiim but he brings up some decent points about swarming so i give him credit for that But anyways i would like turrets to be like weapon variant expensive for balance i guess or just keep them like the 47k you suggested
Pokemon master!
I suck at Tekken lol
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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Posted - 2014.09.06 05:18:00 -
[11] - Quote
The only thing that is needed to balance AV vs ADS is that if someone who has invested a single skill point in AV weapon looks at your ADS, using any fit, your ADS instantly blows up without you even getting a chance to jump out.
That's the easiest way to balance it.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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Posted - 2014.09.06 05:21:00 -
[12] - Quote
Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You can always hear them coming? What kind of perfect game are you playing? 50% of the time I play this game, when I get into a match I get bugged sounds so that I can't even hear the sound of my own ADS. And some ambient sounds are gone. So if the sound of dropship is gone, how do you hear it? I didn't even bother reading any further.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2009
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Posted - 2014.09.06 05:26:00 -
[13] - Quote
1. Agreed 2. Yes please for shield fix, no for ramming. I seriously don't see what's wrong with it. 3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad. 3b. Lol no, it's fine the way it is and they're already reducing the cost to 250k-ish per hull. If you're losing ADSs more often than that I suggest you use them more sparingly (i.e. keep it in the hanger). 4. I kind of wish they wouldn't but oh wellGǪ I'm sure I'll manage. Adapt or die, right?
Can't wait to kill a bunch of overconfident swarmer and reap the sweet tears that crying, ""ADS is still OP." |
MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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Posted - 2014.09.06 05:38:00 -
[14] - Quote
Vulpes Dolosus wrote:3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad.
They still sometimes knock me 90 degrees vertical. If there is any structures or terrain within 150m or so behind me that means I'm dead. Or if I'm not 30m+ above the ground, I'm dead. And at the very least they always knock my aim off by rotating my ADS 15-35 degrees in some direction on average. But I don't see that as such a big problem, more of a problem is that I can't tell if I'm being shot at by MLT or PRO swarms, I have no idea if I wanna stand and fight or flee assuming I can render the swarms in the first place.
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Nothing Certain
Bioshock Rejects
1106
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Posted - 2014.09.06 06:01:00 -
[15] - Quote
Anmol Singh wrote:Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away. Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS.
ADS vs swarms is about an even match. You have trouble seeing me and I can't compensate for your speed and regen ability, but the advantage ALWAYS lies with the ADS because they can choose whether to engage or not, the option always remains to simply disengage. The swarmer does not have that option, even when they are dealing with infantry and would like to disengage.
ADS ramming I don't like but LAV's blowup when they brush tanks so it is not exclusive to the ADS.
Prices drops are needed and collision damage needs fixing, I don't see much argument regarding those two.
Because, that's why.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1007
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Posted - 2014.09.06 07:03:00 -
[16] - Quote
Nothing Certain wrote:Anmol Singh wrote:Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away. Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS. ADS vs swarms is about an even match. You have trouble seeing me and I can't compensate for your speed and regen ability, but the advantage ALWAYS lies with the ADS because they can choose whether to engage or not, the option always remains to simply disengage. The swarmer does not have that option, even when they are dealing with infantry and would like to disengage. ADS ramming I don't like but LAV's blowup when they brush tanks so it is not exclusive to the ADS. Prices drops are needed and collision damage needs fixing, I don't see much argument regarding those two. I wouldn't say always, but when the ADS can see the AV before the ADS is already dead, then they can choose to fight or flee. But I've been downed so many times by multiple volleys of swarms of which none rendered. So when the first one hits me I'm like "so there's a swarmer nearby, must look for him/her", the second one hits and I'm like "well, since I've been moving so much surely there couldn't have been a third lock on" and then the third volley hits and I'm like "ok, time to get out of here" and then the 4th one hits me and that brings me down.
Now I know what you are saying, I should have gotten the frak out of there when the first invisible volley hit me but I generally want to know where the threat is than simply flee and accept the fact that there is invisible threat somewhere out there.
And then there are the occasions when multiple volleys of swarms hit me in rapid succession (by multiple swarmers of course) and none of them rendered either. That is and should be a death sentence to the ADS pilot, but shouldn't the ADS pilot at least see the incoming swarms? It's bad enough that I can't render the shooter, be it swarms or forge gunner, but when I can't even see the missiles coming at me that's just dump.
Yes, many pilots abuse the short cooldown on the afterburner and I think it should be way longer, but the biggest issue I have when dealing with AV is that I cannot see them, so I don't know that they are out there unless I see them in the killfeed and I cannot see their rounds / swarms.
Also, I remember a time when you AV insisted that the way things should be is infantry>AV>vehicles>infantry. So that is pretty much what you have, ADS has to flee or be killed, yes they can fight the AV but the encounter is highly in favor of the AV player if there is no friendly infantry around for the ADS pilot. And tbh the AV player doesn't sacrifice too much infantry killing power either unless you are logi AV. I never struggle with infantry when I'm AV, I just find them interrupting my one sided fights a lot of the time. I'm only certainly screwed when HMG heavy comes at me out of nowhere.
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
54
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Posted - 2014.09.06 07:52:00 -
[17] - Quote
I believe that there is one major factor that is making the balance between the ads v av difficult that is the solo pilots (I'm not trying to hate on them just basing this from what I've seen) Think about it and take a close look at why I believe this. One of the main reasons that av calls for buffs is because taking down the ads is difficult for multiple reasons however the only dropships that can really take a beating and escape nearly every time are the solo ones this is so because by not putting the extra gunners they have a surplus of pg and cpu which allows them to tank more hp. And so in return this really screws over the pilots who have three turrets or wish to use support modules such as the mcru because they are unable to have as much hp as the solo pilots leaving them to be taken out with a lot more ease. This here is ultimately why it is difficult to balance it, if the ads gets a buff the triple turret ads gets some more breathing room against av but the solo pilots then become even more difficult to take out. Although if the av is buffed then the solo pilots are no longer invincible but causes the triple turret ads to be paper thin against av.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
881
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Posted - 2014.09.06 13:12:00 -
[18] - Quote
MarasdF Loron wrote:Vulpes Dolosus wrote:3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad.
They still sometimes knock me 90 degrees vertical. If there is any structures or terrain within 150m or so behind me that means I'm dead. Or if I'm not 30m+ above the ground, I'm dead. And at the very least they always knock my aim off by rotating my ADS 15-35 degrees in some direction on average. But I don't see that as such a big problem, more of a problem is that I can't tell if I'm being shot at by MLT or PRO swarms, I have no idea if I wanna stand and fight or flee assuming I can render the swarms in the first place.
you're happy with them reducing the rice 70k? Really? They are cutting the surviveability be Half. ADS in dealta fully fitted is going to cost 430k instead of 500k. Swarms will always hit you because now you can't run away. You can't engage enemy without the AB ready to fire because they're going to stupidly make the recharge time like 30 seconds because CCP sucks at balancing.
Sagaris lover!!!
Commando <3
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Adipem Nothi
Nos Nothi
4807
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Posted - 2014.09.06 13:59:00 -
[19] - Quote
Your problem with Atiim wouldn't exist if his positions were more wrong than right.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
4807
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Posted - 2014.09.06 14:17:00 -
[20] - Quote
Anmol Singh wrote:MarasdF Loron wrote:Vulpes Dolosus wrote:3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad.
They still sometimes knock me 90 degrees vertical. If there is any structures or terrain within 150m or so behind me that means I'm dead. Or if I'm not 30m+ above the ground, I'm dead. And at the very least they always knock my aim off by rotating my ADS 15-35 degrees in some direction on average. But I don't see that as such a big problem, more of a problem is that I can't tell if I'm being shot at by MLT or PRO swarms, I have no idea if I wanna stand and fight or flee assuming I can render the swarms in the first place. you're happy with them reducing the price 70k? Really? They are cutting the surviveability be Half. ADS in delta fully fitted is going to cost 430k instead of 500k. Swarms will always hit you because now you can't run away. You can't engage enemy without the AB ready to fire because they're going to stupidly make the recharge time like 30 seconds because CCP sucks at balancing. I do not understand.
1. You'll still be able to get away from any single Swarmer. He can't kill you in three volleys. Why would you hang around while he reloads?
2. You should've always been vulnerable to focused fire from two or more Swarmers. Every other unit in the game can be overwhelmed by teamwork; do you think you deserve to be treated differently?
3. By what means have you determined that your "survivability will be reduced by half"?
Shoot scout with yes.
- Ripley Riley
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roblox098
Capital Acquisitions LLC General Tso's Alliance
9
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Posted - 2014.09.06 15:12:00 -
[21] - Quote
Anmol Singh wrote:1. Don't listen to Atiim at all.
2. Fix shield collison on shields damage and dropships ramming 3. Reduce the physical effect of swarms (knocking ADS around like a fly) 3. You can buff swarms but reduce my ADS hull to 100k isk and reduce proto small turret price to 47k isk. 4. go through with your swarm buffs. FINALLY SOMEONE WHO UNDERSTANDS
My corp : 4th best
Dream corp : NS
Best Corp : NS
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bogeyman m
Minmatar Republic
394
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Posted - 2014.09.06 15:22:00 -
[22] - Quote
MarasdF Loron wrote:Vulpes Dolosus wrote:3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad.
They still sometimes knock me 90 degrees vertical. If there is any structures or terrain within 150m or so behind me that means I'm dead. Or if I'm not 30m+ above the ground, I'm dead. And at the very least they always knock my aim off by rotating my ADS 15-35 degrees in some direction on average. But I don't see that as such a big problem, more of a problem is that I can't tell if I'm being shot at by MLT or PRO swarms, I have no idea if I wanna stand and fight or flee assuming I can render the swarms in the first place. Stay and fight. Always. Please.
Sincerely, Bogeyman's Swarm Launcher
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
395
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Posted - 2014.09.06 15:33:00 -
[23] - Quote
Gabriel Ceja wrote:I believe that there is one major factor that is making the balance between the ads v av difficult that is the solo pilots (I'm not trying to hate on them just basing this from what I've seen) Think about it and take a close look at why I believe this. One of the main reasons that av calls for buffs is because taking down the ads is difficult for multiple reasons however the only dropships that can really take a beating and escape nearly every time are the solo ones this is so because by not putting the extra gunners they have a surplus of pg and cpu which allows them to tank more hp. And so in return this really screws over the pilots who have three turrets or wish to use support modules such as the mcru because they are unable to have as much hp as the solo pilots leaving them to be taken out with a lot more ease. This here is ultimately why it is difficult to balance it, if the ads gets a buff the triple turret ads gets some more breathing room against av but the solo pilots then become even more difficult to take out. Although if the av is buffed then the solo pilots are no longer invincible but causes the triple turret ads to be paper thin against av. This sounds like the airborne equivalent of what caused logis to get nerfed - slayers abusing the suits by maxing out offense and defence and not using the equipment slots.
I'd propose the same solution for each - nerf the overall CPU/PG, and then bonus/rebate CPU/PG for filling the equipment/turret slots.
Fixed.
Duct tape 2.0 ... Have WD-40; will travel.
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
885
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Posted - 2014.09.07 13:36:00 -
[24] - Quote
Echo 1991 wrote:Anmol Singh wrote:Atiim wrote:Though the first part of #2 is indeed a problem, you can always hear a KDS coming, and they move so slow that evading them is of no real issue. Most ADS pilots are smart enough to not stand still anyways, so I fail to see why your having problems. As for #3, the knockback effect of the ADV and PRO Swarm Launchers were already nerfed when the missiles per volley were reduced from 6 to 4. If the knockback was nerfed any further, you'd have a situation where the Pilot would have the advantage in a 1v1 due to the fact that he'll get the first shot, as the SL will still be locking. You can already 3HK a MinCom (which is like nothing if you spec into ADS Operation and Caldari ADS Operation). To #4, I support a price reduction of ADSs; and #5 is a given. Anmol Singh wrote:1. Don't listen to Atiim at all.
At least my balance ideals aren't hypocritical, unlike many of the ADS pilots here. You are bad at AV if you can't stay alive in an MinCom. You have 175m lock on, you have over 95m before we actually see you (If swarms sow) and when they don't, the swarmer is completely invisible until you get into 30m range. By the time I get close to you, you should have been locking on with your third volley or have scared me away. Also, you actually can't hear other DS coming because the noise of your own dropship. There have been times when I have hit the AB when I though I herd something and it turned out to be my own ADS's noise. Any way, this ADS ramming shouldn't exist period. Infantry don't have to worry about insta dying when bumping into another merc so why do ADS pilots? Shield Collision is also a big problem. I take thousands of damage from a 5m drop to the ground "landing gear does nothing". The ground gravity thing sucks too. It's like you get super glued to the ground and are trying to break free. There have been many times where I had to take a minute or two just trying to get out of the supply depot area and many times wher I have flipped over tying to take off. Luckily I had a booster to save my DS. Ok, you are right about the shield collision and gravity problems, but the whole i cant see you argument is not strictly true all the time. I have been it by a small rail from over 80m away so lets not say i cant see you until im 30m away cos it is a lie. Also why should physics not affect you because you are in a dropship? If a dropship hits you at full speed you should get blown up, same way lavs blow up if they go full speed into another lav.
LAV rail works well but on an ADS it requires extreme skill to get a kill with a rail from 80m away. Watch judges videos. At 80m, you are a one pixel dot on my screen.
Sagaris lover!!!
Commando <3
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
885
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Posted - 2014.09.07 13:43:00 -
[25] - Quote
Adipem Nothi wrote:Anmol Singh wrote:MarasdF Loron wrote:Vulpes Dolosus wrote:3a. It was reduced in Charlie when they removed the extra missiles from ADV and PRO swarms. Sure they knock you around a bit bit it isn't that bad.
They still sometimes knock me 90 degrees vertical. If there is any structures or terrain within 150m or so behind me that means I'm dead. Or if I'm not 30m+ above the ground, I'm dead. And at the very least they always knock my aim off by rotating my ADS 15-35 degrees in some direction on average. But I don't see that as such a big problem, more of a problem is that I can't tell if I'm being shot at by MLT or PRO swarms, I have no idea if I wanna stand and fight or flee assuming I can render the swarms in the first place. you're happy with them reducing the price 70k? Really? They are cutting the surviveability be Half. ADS in delta fully fitted is going to cost 430k instead of 500k. Swarms will always hit you because now you can't run away. You can't engage enemy without the AB ready to fire because they're going to stupidly make the recharge time like 30 seconds because CCP sucks at balancing. I do not understand. 1. You'll still be able to get away from any single Swarmer. He can't kill you in three volleys. Why would you hang around while he reloads? 2. You should've always been vulnerable to focused fire from two or more Swarmers. Every other unit in the game can be overwhelmed by teamwork; do you think you deserve to be treated differently? 3. By what means have you determined that your "survivability will be reduced by half"?
"he can't kill me you in 3 swarms" This is a perfect example of swarmer ignorance. You're example here only apply to the most tanked of ADS's. What If I want to run a scanner instead of a all shield extenders? Why must ADS pilots be forced to tank to survive? Every ADS fit currently is HP extenders (Armor repairs on Incubus) and AB coupled with complex pg on all ADS's. If you want side gunners you have to throw away everything just to fit two missile or rail turrets.
"Survivability cut in half" is because now AB won't do sh*t, Lock and shoot skill less swarms will always hit unless they have like a 30 degree turn radius. Also, AB will now probably take 30-40 seconds to recahrge because CCP is bad at balancing.
Sagaris lover!!!
Commando <3
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Adipem Nothi
Nos Nothi
4820
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Posted - 2014.09.07 15:04:00 -
[26] - Quote
@ Swarmer Ignorance
When I fit my CalScout for recon, I don't attempt to slay.
Shoot scout with yes.
- Ripley Riley
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
885
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Posted - 2014.09.07 15:21:00 -
[27] - Quote
Adipem Nothi wrote:@ Swarmer Ignorance When I fit my CalScout for recon, I don't attempt to slay. I'm may pick off a target of opportunity here or there, but I'm generally best off managing risks away from the fray.
@ Skill-less Swarms I'm of the opinion that all weapons should be viable, whether or not I like how they were designed. Dumb fire swarms would be great, but it's not happening; not a valid excuse to ignore swarm underperformance.
@ CCP is bad at balance Wolfman, perhaps. Rattati, clearly not.
When I fit my CalScout for recon. I can still slay a whole lot. Maybe you're just a bad player. Get good?
Sagaris lover!!!
Commando <3
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Atiim
11930
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Posted - 2014.09.07 15:22:00 -
[28] - Quote
Anmol Singh wrote: "he can't kill me you in 3 swarms" This is a perfect example of swarmer ignorance. You're example here only apply to the most tanked of ADS's. What If I want to run a scanner instead of a all shield extenders? Why must ADS pilots be forced to tank to survive? Every ADS fit currently is HP extenders (Armor repairs on Incubus) and AB coupled with complex pg on all ADS's. If you want side gunners you have to throw away everything just to fit two missile or rail turrets.
Because if you fit you're vehicle as a Glass object, you should die as easily as a glass object?
HP Modules and Hardeners are meant to increase the survivability of a vehicle, and if you want survivability you should be forced to fit them. If AV was balanced around base eHP, then it'd be underpowered when someone does decide to fit for max survivability.
In the same sense, that if AV was balanced around base DPS, it'd be overpowered when someone stacks damage modifiers for max DPS. Every module increases how efficient something is at a certain role. If you want to be efficient in something, then use the module.
Honestly, the notion of not wanting to fit HP modules to survive is so stupid that even I have difficulty believing that someone said it. Though if you're willing to allow Medium Frames to survive an entire clip of XT-1s without putting on HP modules, I'd be happy to conform to your "balance ideal".
Anmol Singh wrote:"Survivability cut in half" is because now AB won't do sh*t, Lock and shoot skill less swarms will always hit unless they have like a 30 degree turn radius. Also, AB will now probably take 30-40 seconds to recharge because CCP is bad at balancing. The only time a Swarm Launcher doesn't take skill is when you're fighting parked LAV or terri-bads. When fighting competent players, you have to fire and position your swarms in multiple ways, which is much harder (and less time consuming) than simply leading your target with a FG.
Though I fail to see how a 30s cooldown would be broken. You can evade the area, but you'll have to either find another engagement or return to the engagement and risk getting destroyed. This is called, a "wave of opportunity", which is CCP's design philosophy with vehicles.
DUST 514's 1st Matari Commando
-HAND
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Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
886
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Posted - 2014.09.07 19:30:00 -
[29] - Quote
Atiim wrote:Anmol Singh wrote: "he can't kill me you in 3 swarms" This is a perfect example of swarmer ignorance. You're example here only apply to the most tanked of ADS's. What If I want to run a scanner instead of a all shield extenders? Why must ADS pilots be forced to tank to survive? Every ADS fit currently is HP extenders (Armor repairs on Incubus) and AB coupled with complex pg on all ADS's. If you want side gunners you have to throw away everything just to fit two missile or rail turrets.
Because if you fit you're vehicle as a Glass object, you should die as easily as a glass object? HP Modules and Hardeners are meant to increase the survivability of a vehicle, and if you want survivability you should be forced to fit them. If AV was balanced around base eHP, then it'd be underpowered when someone does decide to fit for max survivability. In the same sense, that if AV was balanced around base DPS, it'd be overpowered when someone stacks damage modifiers for max DPS. Every module increases how efficient something is at a certain role. If you want to be efficient in something, then use the module. Honestly, the notion of not wanting to fit HP modules to survive is so stupid that even I have difficulty believing that someone said it. Though if you're willing to allow Medium Frames to survive an entire clip of XT-1s without putting on HP modules, I'd be happy to conform to your "balance ideal". Anmol Singh wrote:"Survivability cut in half" is because now AB won't do sh*t, Lock and shoot skill less swarms will always hit unless they have like a 30 degree turn radius. Also, AB will now probably take 30-40 seconds to recharge because CCP is bad at balancing. The only time a Swarm Launcher doesn't take skill is when you're fighting parked LAV or terri-bads. When fighting competent players, you have to fire and position your swarms in multiple ways, which is much harder (and more time consuming) than simply leading your target with a FG. Though I fail to see how a 30s cooldown would be broken. You can evade the area, but you'll have to either find another engagement or return to the engagement and risk getting destroyed. This is called, a "wave of opportunity", which is CCP's design philosophy with vehicles.
You're arguement is good as " OMG I can't kill a caldari scout running around with 700+ EHP in one single clip of a flay lock.
1st. Swarms are suppose to be better at killing armor but you guys want to drop shield and armor ADS's like flies. Second, Lock and fire is as skill-less as changing suits at a supply depot.
"I gotta get in position, blah blag blah, too time consuming, FG heavy weapon better than my light SL, buff me.. boo hoo"
ADS you must be the worst swarm launcher user in Dust to have trouble killing/chasing away ADS. Even a fresh out of the academy guy probably complains less then you. Get good?
Sagaris lover!!!
Commando <3
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Adipem Nothi
Nos Nothi
4827
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Posted - 2014.09.07 20:13:00 -
[30] - Quote
This must be a troll post.
9/10 - Good game.
Shoot scout with yes.
- Ripley Riley
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