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Derrith Erador
2565
|
Posted - 2014.09.06 22:38:00 -
[1] - Quote
Well, I'm looking at nerf this and that threads, and have honestly gotten sick of the tin foil hat suggestions, so here's my two cents. I'd like to start off the discussion with the ADS and its modules. This is here because I feel like it.
What are my credentials for recommending anything concerning this kind of balancing?
First: I'm a chrome vet. I was flying when blasters were awesome, and everyone preferred them over rockets. I was around when rockets were underrated, during the chrome build, I might add
Second: Quite a bit of experience flying in PC for various corps, and against various corps.
Third: Invested heavily into both armor and shield ADS. (at least 20 mil by now)
AB issue: I saw you didn't have a definitive number for the recharge rate of the AB's. I knew that the nerf was going to happen, and was honestly for it. Anyway, might I recommend a 15s to 20s recharge time? This would keep the module from becoming useless, but would also make it more imperative for pilots to skill into core grid management for ADS.
There was also something that Atiim recommended a while back concerning the recharge rates. Separating the recharge rates by tier. In order of MLT/STD/ADV/PRO the rates were 25/20/15/10. Keep in mind that the proto AB costs a lot of PG to fit, so most pilots would have to sacrifice some tank to fit this.
ADS Rate of Fire: I won't lie, I skilled my ROF to the max, and I like it, a lot. But I've been told it's a little high. The fair princess Zatata skyped me that it would be a little better if it was nerfed by 15%. I'd like to see the results of Delta before saying anything on that.
Incubus armor: I have a rail fit that I can with over 4000 armor, and a proto light repair, and I only had to skill level 3 into armor optimization. May want to look into that, CCP. (granted, I used a PG upgrade)
Now let's move on to the next order of business, taking out ADS and the methods to do so.
Ramming: I've got no sympathy for fellow pilots on this. Sorry, but if you don't watch what's happening around you, you need to get rammed. Besides, a rammer can only get you if you're hovering, being dumb, or blind luck.
Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun).
Rail tanks: So I just got my proto rail tank, and I can two shot most ADS out of the sky, save for the Incubus armor stacked ones, but to be honest I'd say wait to see the results on the returning the rails to their proper damage profiles before doing anything.
PLC's: They hurt more than you think
Missile tanks: I am honestly amazed that so few people have ever thought of using this as a form of AA. If you've ever squadded with an ADS pilot pre-charlie, we would tell you the most annoying thing is being hit by those God forsaken installations in the redline. It was, in my opinion, THE most annoying thing in this game.
Installations: The buff they got I'm only sort of fine with, but the fact that people can camp them in their redline without even pushing is a little annoying, not usually lethal to me, but annoying nonetheless.
Swarms: I'm going to need a winter jacket because what I'm about to say I swore I'd never say unless hell froze over. The proposed changes to swarms, including the buff, I'm for (puts on coat).
I do, however, believe that either one of two things should be done: (I'm talking about acceleration)
1) Restrict this buff to ADV and PRO tier swarms, forcing a player skilling into AV more than "Hey! I got militia swarms! Let's shoot that thing!"
That, OR:
2) Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into.
Anyway, that's my two cents, apologies for taking so long, but I did put a song at the top to keep you from dying of boredom.
The preacher of Betty White, may her pimp hand guide me.
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Zatara Rought
Fatal Absolution General Tso's Alliance
4152
|
Posted - 2014.09.06 22:55:00 -
[2] - Quote
you need to listen to this guy. he knows what's up.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
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hfderrtgvcd
372
|
Posted - 2014.09.06 22:59:00 -
[3] - Quote
Zatara Rought wrote:he knows what's up. He should. He spends a lot of time there.
You can't fight in here! This is the war room.
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Derrith Erador
2565
|
Posted - 2014.09.06 23:11:00 -
[4] - Quote
hfderrtgvcd wrote:Zatara Rought wrote:he knows what's up. He should. He spends a lot of time there. I'm almost positive this was an insult, but that was damn funny. You deserve a like.
The preacher of Betty White, may her pimp hand guide me.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1011
|
Posted - 2014.09.06 23:51:00 -
[5] - Quote
Oh I am so glad that the Missile installation range was nerfed. Those were soooo annoying, shooting from redline to redline... sometimes even knocking me over when going for ammo IN MY FRAKING REDLINE.
And Missile tanks vs Incubus, oh my god that is so much fun. "Oh look Incubus, oh look it's going down."
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Derpty Derp
Dead Man's Game
421
|
Posted - 2014.09.07 01:23:00 -
[6] - Quote
Derrith Erador wrote:Well, I'm looking at nerf this and that threads, and have honestly gotten sick of the tin foil hat suggestions, so here's my two cents. I'd like to start off the discussion with the ADS and its modules. This is here because I feel like it.What are my credentials for recommending anything concerning this kind of balancing? First: I'm a chrome vet. I was flying when blasters were awesome, and everyone preferred them over rockets. I was around when rockets were underrated, during the chrome build, I might add Second: Quite a bit of experience flying in PC for various corps, and against various corps. Third: Invested heavily into both armor and shield ADS. (at least 20 mil by now) AB issue: I saw you didn't have a definitive number for the recharge rate of the AB's. I knew that the nerf was going to happen, and was honestly for it. Anyway, might I recommend a 15s to 20s recharge time? This would keep the module from becoming useless, but would also make it more imperative for pilots to skill into core grid management for ADS. There was also something that Atiim recommended a while back concerning the recharge rates. Separating the recharge rates by tier. In order of MLT/STD/ADV/PRO the rates were 25/20/15/10. Keep in mind that the proto AB costs a lot of PG to fit, so most pilots would have to sacrifice some tank to fit this. ADS Rate of Fire: I won't lie, I skilled my ROF to the max, and I like it, a lot. But I've been told it's a little high. The fair princess Zatata skyped me that it would be a little better if it was nerfed by 15%. I'd like to see the results of Delta before saying anything on that. Incubus armor: I have a rail fit that I can with over 4000 armor, and a proto light repair, and I only had to skill level 3 into armor optimization. May want to look into that, CCP. (granted, I used a PG upgrade) Now let's move on to the next order of business, taking out ADS and the methods to do so. Ramming: I've got no sympathy for fellow pilots on this. Sorry, but if you don't watch what's happening around you, you need to get rammed. Besides, a rammer can only get you if you're hovering, being dumb, or blind luck. Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun). Rail tanks: So I just got my proto rail tank, and I can two shot most ADS out of the sky, save for the Incubus armor stacked ones, but to be honest I'd say wait to see the results on the returning the rails to their proper damage profiles before doing anything. PLC's: They hurt more than you think Missile tanks: I am honestly amazed that so few people have ever thought of using this as a form of AA. If you've ever squadded with an ADS pilot pre-charlie, we would tell you the most annoying thing is being hit by those God forsaken installations in the redline. It was, in my opinion, THE most annoying thing in this game. Installations: The buff they got I'm only sort of fine with, but the fact that people can camp them in their redline without even pushing is a little annoying, not usually lethal to me, but annoying nonetheless. Swarms: I'm going to need a winter jacket because what I'm about to say I swore I'd never say unless hell froze over. The proposed changes to swarms, including the buff, I'm for (puts on coat). I do, however, believe that either one of two things should be done: (I'm talking about acceleration) 1) Restrict this buff to ADV and PRO tier swarms, forcing a player skilling into AV more than "Hey! I got militia swarms! Let's shoot that thing!" That, OR: 2) Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into. Anyway, that's my two cents, apologies for taking so long, but I did put a song at the top to keep you from dying of boredom.
I agree with everything apart from the bit on large rail tanks (but this is a dropship topic, so who gives a ****, lol.)
On a side note, I only agree with the swarm changes in theory... Theres a good chance the turn speed will backfire or some ****. |
Atiim
11909
|
Posted - 2014.09.07 01:56:00 -
[7] - Quote
Agreed.
DUST 514's 1st Matari Commando
-HAND
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gustavo acosta
Opus Arcana Covert Intervention
231
|
Posted - 2014.09.07 06:15:00 -
[8] - Quote
You forgot small railguns on LAVs. They're deadly as f**k, trust me I took the OP's Python out with one...
Gallente scout, heavy, logi, and assault
Eternal Can I haz ur isk?
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Derrith Erador
2570
|
Posted - 2014.09.07 06:42:00 -
[9] - Quote
gustavo acosta wrote:You forgot small railguns on LAVs. They're deadly as f**k, trust me I took the OP's Python out with one...
Why does everyone think it's an accomplishment when they kill me? And I never mentioned the small rails because I believe they're just fine the way they are, no need for anything done to them, IMO.
The preacher of Betty White, may her pimp hand guide me.
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Apocalyptic Destroyer
RestlessSpirits
120
|
Posted - 2014.09.07 06:52:00 -
[10] - Quote
How do you get 4000 Armor with baby rails ?? .-.
~R1P
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Tesfa Alem
Death by Disassociation
184
|
Posted - 2014.09.07 08:12:00 -
[11] - Quote
Zatara Rought wrote:you need to listen to this guy. he knows what's up.
Whats your reasoning behind rail turret ROf being too high?
Redline for Thee, but no Redline for Me.
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gustavo acosta
Opus Arcana Covert Intervention
231
|
Posted - 2014.09.07 10:49:00 -
[12] - Quote
Derrith Erador wrote:gustavo acosta wrote:You forgot small railguns on LAVs. They're deadly as f**k, trust me I took the OP's Python out with one... Why does everyone think it's an accomplishment when they kill me? And I never mentioned the small rails because I believe they're just fine the way they are, no need for anything done to them, IMO. I just like bragging, but in all seriousness , with the projected nerf to small rails I wanted to express my concern about said nerf. I'm fine with a nerf where needed, however I don't like that the balancing point of small turrets is the ADs. LAVs and tanks are also affected by said changes so why should it balanced off of one medium that uses said weapon when3 different mediums are affected by it. It's like balancing the rifles off light wielding heavies.
I know that you didn't mention small turrets in general, but they should still be taken into account when talking about how things in vehicles should be balanced.
Gallente scout, heavy, logi, and assault
Eternal Can I haz ur isk?
|
Dust User
KILL-EM-QUICK RISE of LEGION
564
|
Posted - 2014.09.07 18:16:00 -
[13] - Quote
Derrith Erador wrote:Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun).
I think forge vs ADS is as balanced as it's ever been. If they buffed anything I would like it to be the charge time. Not as fast as it was but maybe somewhere in between.
Derrith Erador wrote:gustavo acosta wrote:You forgot small railguns on LAVs. They're deadly as f**k, trust me I took the OP's Python out with one... Why does everyone think it's an accomplishment when they kill me? And I never mentioned the small rails because I believe they're just fine the way they are, no need for anything done to them, IMO.
Oh yea, well... I shot him once too! |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2021
|
Posted - 2014.09.07 18:38:00 -
[14] - Quote
Who hasn't killed Derrith? :)
I agree with most of what you've said. I'll have to see how the swarm buffs work out, though I think they're pretty balanced as is. I only worry for standard DSs and LAVs, which I think will need more buffs soon to still be viable. |
Soulja Ghostface
MCDUSTDONALDS Top Men.
2729
|
Posted - 2014.09.07 18:54:00 -
[15] - Quote
I almost killed derrith by taking out his pythons shields but those god awful pre charlie instalations made me run and bump the mcc.
Anywhoosies, I do believe ads are in need for a collision damage reduction, Just landing at a depot to get ammo takes out a good chunk of shields. And it should be impossible to be damaged from a friendly vehicle touching you in pubs.
+1
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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Arcturis Vanguard
Murphys-Law General Tso's Alliance
291
|
Posted - 2014.09.07 18:57:00 -
[16] - Quote
Derrith Erador wrote:Well, I'm looking at nerf this and that threads, and have honestly gotten sick of the tin foil hat suggestions, so here's my two cents. I'd like to start off the discussion with the ADS and its modules. This is here because I feel like it.What are my credentials for recommending anything concerning this kind of balancing? First: I'm a chrome vet. I was flying when blasters were awesome, and everyone preferred them over rockets. I was around when rockets were underrated, during the chrome build, I might add Second: Quite a bit of experience flying in PC for various corps, and against various corps. Third: Invested heavily into both armor and shield ADS. (at least 20 mil by now) AB issue: I saw you didn't have a definitive number for the recharge rate of the AB's. I knew that the nerf was going to happen, and was honestly for it. Anyway, might I recommend a 15s to 20s recharge time? This would keep the module from becoming useless, but would also make it more imperative for pilots to skill into core grid management for ADS. There was also something that Atiim recommended a while back concerning the recharge rates. Separating the recharge rates by tier. In order of MLT/STD/ADV/PRO the rates were 25/20/15/10. Keep in mind that the proto AB costs a lot of PG to fit, so most pilots would have to sacrifice some tank to fit this. ADS Rate of Fire: I won't lie, I skilled my ROF to the max, and I like it, a lot. But I've been told it's a little high. The fair princess Zatata skyped me that it would be a little better if it was nerfed by 15%. I'd like to see the results of Delta before saying anything on that. Incubus armor: I have a rail fit that I can with over 4000 armor, and a proto light repair, and I only had to skill level 3 into armor optimization. May want to look into that, CCP. (granted, I used a PG upgrade) Now let's move on to the next order of business, taking out ADS and the methods to do so. Ramming: I've got no sympathy for fellow pilots on this. Sorry, but if you don't watch what's happening around you, you need to get rammed. Besides, a rammer can only get you if you're hovering, being dumb, or blind luck. Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun). Rail tanks: So I just got my proto rail tank, and I can two shot most ADS out of the sky, save for the Incubus armor stacked ones, but to be honest I'd say wait to see the results on the returning the rails to their proper damage profiles before doing anything. PLC's: They hurt more than you think Missile tanks: I am honestly amazed that so few people have ever thought of using this as a form of AA. If you've ever squadded with an ADS pilot pre-charlie, we would tell you the most annoying thing is being hit by those God forsaken installations in the redline. It was, in my opinion, THE most annoying thing in this game. Installations: The buff they got I'm only sort of fine with, but the fact that people can camp them in their redline without even pushing is a little annoying, not usually lethal to me, but annoying nonetheless. Swarms: I'm going to need a winter jacket because what I'm about to say I swore I'd never say unless hell froze over. The proposed changes to swarms, including the buff, I'm for (puts on coat). I do, however, believe that either one of two things should be done: (I'm talking about acceleration) 1) Restrict this buff to ADV and PRO tier swarms, forcing a player skilling into AV more than "Hey! I got militia swarms! Let's shoot that thing!" That, OR: 2) Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into. Anyway, that's my two cents, apologies for taking so long, but I did put a song at the top to keep you from dying of boredom.
If I wasn't on my kindle I would have shortened the quote to only include your topic of adding acceleration skill to swarms.
I like this idea greatly and should be an added skill tree based off optimization skill. Once an individual hits prof 4, it becomes available to skill and becomes more of an sp sink then being in the same tree as rapid reload and ammo capacity.
I don't think this is overboard requirement, do you?
Amarr Heavy V
Amarr Assault V
Caldari Scout V
Caldari logistic IV
Prof V HMG & FORGE
Prof IV CR, SMG
Prof III ScR
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2268
|
Posted - 2014.09.07 19:00:00 -
[17] - Quote
+1 Derrith
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Adipem Nothi
Nos Nothi
4827
|
Posted - 2014.09.07 20:23:00 -
[18] - Quote
Agreed on all points.
Shoot scout with yes.
- Ripley Riley
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Zindorak
1.U.P
873
|
Posted - 2014.09.07 20:28:00 -
[19] - Quote
Your like the Tibs of ADS +1
Pokemon master!
I suck at Tekken lol
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Derrith Erador
2581
|
Posted - 2014.09.08 03:37:00 -
[20] - Quote
Zindorak wrote:Your like the Tibs of ADS +1 Awwwww, that's so SWEET!! *hugs*
The preacher of Betty White, may her pimp hand guide me.
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a brackers
Molon Labe. General Tso's Alliance
46
|
Posted - 2014.09.11 15:54:00 -
[21] - Quote
+1
Proto dropship pilot
The sandbox shooter
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emm kay
G0DS AM0NG MEN General Tso's Alliance
195
|
Posted - 2014.09.11 19:36:00 -
[22] - Quote
Zatara Rought wrote:you need to listen to this guy. he knows what's up.
Barely.
--
You called, sir?
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Derrith Erador
2601
|
Posted - 2014.09.11 19:44:00 -
[23] - Quote
emm kay wrote:Zatara Rought wrote:you need to listen to this guy. he knows what's up. Barely. I'm probably going to regret asking this, but define barely.
The preacher of Betty White, may her pimp hand guide me.
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emm kay
G0DS AM0NG MEN General Tso's Alliance
195
|
Posted - 2014.09.12 11:47:00 -
[24] - Quote
Derrith Erador wrote:emm kay wrote:Zatara Rought wrote:you need to listen to this guy. he knows what's up. Barely. I'm probably going to regret asking this, but define barely.
You fail to even touch on the subject of slotlayout and tank, not to mention pricing of vehicles and even av itself. Also, there are geometrical subjects to the matter, such as tower forgers, rail incubi, and blaster viability. You not once mentioned side gunners, or how they should balance. And what about the sp investment? Should a 10m sp python be downed by a cbr-7 where the whole fitting is 1m sp? Don't forget the lav rails, how do we fix those? And the bullet renderings not showing. And the damage indicator showing the wrong direction. Not to mention how the ads needs to have a companion (logi ds), but maybe this is for another day.
--
You called, sir?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2736
|
Posted - 2014.09.12 12:11:00 -
[25] - Quote
Please, there is no AV gunner who only spends 1m sp to gun down your stupid dropships.
You skill hulls we skill dropsuits, you skill weapons we do too. You skill weapon upgrades so do we. You skill shields and modules we do too. You skill armor? Guess what? We do too.
I love how vehicle pilots look at the bare ass minimum skill level to get a weapon + the most minimal dropsuit platform without accounting for anything else, like how do I survive your spamming small molissiles at me?
For every 10 million SP you put into your vehicles, one of ushas 10 mil SP into overall fittings intended to counter your toy.
Anything less fails so catastrophically that your comparison of balance smells of utter bullsh*t. Quit being disingenuous and use real numbers. |
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CCP Rattati
C C P C C P Alliance
7013
|
Posted - 2014.09.13 16:12:00 -
[26] - Quote
Derrith Erador wrote:Well, I'm looking at nerf this and that threads, and have honestly gotten sick of the tin foil hat suggestions, so here's my two cents. I'd like to start off the discussion with the ADS and its modules. This is here because I feel like it.What are my credentials for recommending anything concerning this kind of balancing? First: I'm a chrome vet. I was flying when blasters were awesome, and everyone preferred them over rockets. I was around when rockets were underrated, during the chrome build, I might add Second: Quite a bit of experience flying in PC for various corps, and against various corps. Third: Invested heavily into both armor and shield ADS. (at least 20 mil by now) AB issue: I saw you didn't have a definitive number for the recharge rate of the AB's. I knew that the nerf was going to happen, and was honestly for it. Anyway, might I recommend a 15s to 20s recharge time? This would keep the module from becoming useless, but would also make it more imperative for pilots to skill into core grid management for ADS. There was also something that Atiim recommended a while back concerning the recharge rates. Separating the recharge rates by tier. In order of MLT/STD/ADV/PRO the rates were 25/20/15/10. Keep in mind that the proto AB costs a lot of PG to fit, so most pilots would have to sacrifice some tank to fit this. ADS Rate of Fire: I won't lie, I skilled my ROF to the max, and I like it, a lot. But I've been told it's a little high. The fair princess Zatata skyped me that it would be a little better if it was nerfed by 15%. I'd like to see the results of Delta before saying anything on that. Incubus armor: I have a rail fit that I can with over 4000 armor, and a proto light repair, and I only had to skill level 3 into armor optimization. May want to look into that, CCP. (granted, I used a PG upgrade) Now let's move on to the next order of business, taking out ADS and the methods to do so. Ramming: I've got no sympathy for fellow pilots on this. Sorry, but if you don't watch what's happening around you, you need to get rammed. Besides, a rammer can only get you if you're hovering, being dumb, or blind luck. (that doesn't mean I don't absolutely hate it when it happens) Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun). edit: With the recent splash being removed from the STD and Breach forges, perhaps reintroducing zoom for these forges could help. Rail tanks: So I just got my proto rail tank, and I can two shot most ADS out of the sky, save for the Incubus armor stacked ones, but to be honest I'd say wait to see the results on the returning the rails to their proper damage profiles before doing anything. PLC's: They hurt more than you think Missile tanks: I am honestly amazed that so few people have ever thought of using this as a form of AA. If you've ever squadded with an ADS pilot pre-charlie, we would tell you the most annoying thing is being hit by those God forsaken installations in the redline. It was, in my opinion, THE most annoying thing in this game. Installations: The buff they got I'm only sort of fine with, but the fact that people can camp them in their redline without even pushing is a little annoying, not usually lethal to me, but annoying nonetheless. Swarms: I'm going to need a winter jacket because what I'm about to say I swore I'd never say unless hell froze over. The proposed changes to swarms, including the buff, I'm for (puts on coat). I do, however, believe that either one of two things should be done: (I'm talking about acceleration) 1) Restrict this buff to ADV and PRO tier swarms, forcing a player skilling into AV more than "Hey! I got militia swarms! Let's shoot that thing!" That, OR: 2) Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into. Anyway, that's my two cents, apologies for taking so long, but I did put a song at the top to keep you from dying of boredom.
We will look at whether a more tiered progression is possible and feasible. But to be honest, it's the 3 dmg mod proto skill 5 AV that can take an ADS in three, the other ones need 4 and no ADS ever gets hit by 4, even with the buffs.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
213
|
Posted - 2014.09.13 16:42:00 -
[27] - Quote
You know, I actually have to agree, especially about the swarms there at the end.
Threads got my approval :D
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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Funkmaster Whale
Fatal Absolution
2459
|
Posted - 2014.09.13 21:23:00 -
[28] - Quote
Regarding Forges, the only thing I would ever ask for is an increase in the max range.
Even if I am able to land 100% of my shots, all an ADS has to do is fly UP for a second or two and he or she is out of max range and completely safe from me. I'm all for maneuverability of the ADS as the challenge of hitting someone who knows how to dodge is fun.
What's NOT fun is someone activating their AB and flying to the ceiling and immediately becoming impervious to me. I have maxed out Forge skills and have been FGing for quite some time and this has always been my pet peeve. This wouldn't buff Forges in any way really as hitting long range shots does take a bit of skill and target tracking. The damage, charge time, etc. I think are all fine. Range is the biggest issue.
Either lower the flight ceiling on the maps or increase FG max range.
Follow me on Twitch.tv!
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Funkmaster Whale
Fatal Absolution
2460
|
Posted - 2014.09.13 21:39:00 -
[29] - Quote
On another note, Rail Tanks suffer from this same issue. I'm fairly certain Judge and his pro-vehicle agenda was responsible for the most careless, dumbest "hotfix" I've seen (cutting Railgun range in half) because he was whining about redline rail tanks.
Yes, they were an issue. Nerfing range is the dumbest way to go a out it though. It makes ADSs completely invincible once they're a certain distance away. Instead of nerfing damage or fixing damage mod stacking they simply made rail bullets disappear after some pathetic range. No, they shouldn't be able to two shot an ADS from the redline but they should be able to at least deter them. There's nothing more frustrating than being outplayed because your Railgun or FG can't shoot farther than someone could kick a ball.
Follow me on Twitch.tv!
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hfderrtgvcd
394
|
Posted - 2014.09.13 21:42:00 -
[30] - Quote
Funkmaster Whale wrote:Regarding Forges, the only thing I would ever ask for is an increase in the max range.
Even if I am able to land 100% of my shots, all an ADS has to do is fly UP for a second or two and he or she is out of max range and completely safe from me. I'm all for maneuverability of the ADS as the challenge of hitting someone who knows how to dodge is fun.
What's NOT fun is someone activating their AB and flying to the ceiling and immediately becoming impervious to me. I have maxed out Forge skills and have been FGing for quite some time and this has always been my pet peeve. This wouldn't buff Forges in any way really as hitting long range shots does take a bit of skill and target tracking. The damage, charge time, etc. I think are all fine. Range is the biggest issue.
Either lower the flight ceiling on the maps or increase FG max range. So much this. Whenever I pull out my forge in pubs, I'll hit a pilot once, they'll activate their afterburner, I'll hit them again and then they'll be out of range. They then wait at the flight ceiling until either I die, they reach full health, or they just fly to the opposite side of the map where I can't hit them.
You can't fight in here! This is the war room.
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a brackers
Molon Labe. General Tso's Alliance
46
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Posted - 2014.09.13 22:08:00 -
[31] - Quote
CCP Rattati wrote:Derrith Erador wrote:Well, I'm looking at nerf this and that threads, and have honestly gotten sick of the tin foil hat suggestions, so here's my two cents. I'd like to start off the discussion with the ADS and its modules. This is here because I feel like it.What are my credentials for recommending anything concerning this kind of balancing? First: I'm a chrome vet. I was flying when blasters were awesome, and everyone preferred them over rockets. I was around when rockets were underrated, during the chrome build, I might add Second: Quite a bit of experience flying in PC for various corps, and against various corps. Third: Invested heavily into both armor and shield ADS. (at least 20 mil by now) AB issue: I saw you didn't have a definitive number for the recharge rate of the AB's. I knew that the nerf was going to happen, and was honestly for it. Anyway, might I recommend a 15s to 20s recharge time? This would keep the module from becoming useless, but would also make it more imperative for pilots to skill into core grid management for ADS. There was also something that Atiim recommended a while back concerning the recharge rates. Separating the recharge rates by tier. In order of MLT/STD/ADV/PRO the rates were 25/20/15/10. Keep in mind that the proto AB costs a lot of PG to fit, so most pilots would have to sacrifice some tank to fit this. ADS Rate of Fire: I won't lie, I skilled my ROF to the max, and I like it, a lot. But I've been told it's a little high. The fair princess Zatata skyped me that it would be a little better if it was nerfed by 15%. I'd like to see the results of Delta before saying anything on that. Incubus armor: I have a rail fit that I can with over 4000 armor, and a proto light repair, and I only had to skill level 3 into armor optimization. May want to look into that, CCP. (granted, I used a PG upgrade) Now let's move on to the next order of business, taking out ADS and the methods to do so. Ramming: I've got no sympathy for fellow pilots on this. Sorry, but if you don't watch what's happening around you, you need to get rammed. Besides, a rammer can only get you if you're hovering, being dumb, or blind luck. (that doesn't mean I don't absolutely hate it when it happens) Forges: I previously recommended a buff to forges, but some more experienced forge gunners I've talked to said that they were fine, so I'm going to leave that to a more knowledgeable forge user than I (I do like forging, it is fun). edit: With the recent splash being removed from the STD and Breach forges, perhaps reintroducing zoom for these forges could help. Rail tanks: So I just got my proto rail tank, and I can two shot most ADS out of the sky, save for the Incubus armor stacked ones, but to be honest I'd say wait to see the results on the returning the rails to their proper damage profiles before doing anything. PLC's: They hurt more than you think Missile tanks: I am honestly amazed that so few people have ever thought of using this as a form of AA. If you've ever squadded with an ADS pilot pre-charlie, we would tell you the most annoying thing is being hit by those God forsaken installations in the redline. It was, in my opinion, THE most annoying thing in this game. Installations: The buff they got I'm only sort of fine with, but the fact that people can camp them in their redline without even pushing is a little annoying, not usually lethal to me, but annoying nonetheless. Swarms: I'm going to need a winter jacket because what I'm about to say I swore I'd never say unless hell froze over. The proposed changes to swarms, including the buff, I'm for (puts on coat). I do, however, believe that either one of two things should be done: (I'm talking about acceleration) 1) Restrict this buff to ADV and PRO tier swarms, forcing a player skilling into AV more than "Hey! I got militia swarms! Let's shoot that thing!" That, OR: 2) Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into. Anyway, that's my two cents, apologies for taking so long, but I did put a song at the top to keep you from dying of boredom. We will look at whether a more tiered progression is possible and feasible. But to be honest, it's the 3 dmg mod proto skill 5 AV that can take an ADS in three, the other ones need 4 and no ADS ever gets hit by 4, even with the buffs.
I take it you haven't tried being a pilot. We're fairly likely to have four swarms before we're out of the 175m lock on range. Most only survive due to rushing to 400m.
Also, you want us to be a hit and run weapon so you reduce our ability to run.
Also when has any dropship ever been up against only one av guy. To get in and out we need to fly low. That almost invariably results in a turret targeting us for the next 30 seconds whatever range, with completly perfect accuracy. Also you try most matches, almost invariably 3-4 enemies will start just with the hope that our team calls in some vehicles. Also the second I kill anyone they will turn av, and even two mlt suits are capable of bringing me down easier than one full pro your taking about. Average fire height is about 50m to have a reasonably high chance of killing the enemies. Your telling me I can have the reaction speed to realise I've been hit, activate my am before a single lock on time (there's no way of telling you are being shot at until you are hit) before I reach 175m. Once each swarmer has fired 2 swarms I'm effectively dead as four are in the air and there is no out running. You are now saying I'm only allowed two kills before my 300k (min survivable) ads (after cost reductions)
Proto dropship pilot
The sandbox shooter
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Shadow of War88
0uter.Heaven
451
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Posted - 2014.09.14 00:38:00 -
[32] - Quote
lol funk in FA
& justice for all
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Derrith Erador
Fatal Absolution
2610
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Posted - 2014.09.14 01:24:00 -
[33] - Quote
Shadow of War88 wrote:lol funk in FA but whales are life!!
The preacher of Betty White, may her pimp hand guide me.
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Zindorak
1.U.P
905
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Posted - 2014.09.14 01:30:00 -
[34] - Quote
Also add a CPU and PG boosting skill as the Python and Incubus are the only ADS and they can't really get any better in terms of fitting space
Pokemon master!
I suck at Tekken lol
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The True Inferno
Myrmidon Syndicate
57
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Posted - 2014.09.14 01:37:00 -
[35] - Quote
gustavo acosta wrote:Derrith Erador wrote:gustavo acosta wrote:You forgot small railguns on LAVs. They're deadly as f**k, trust me I took the OP's Python out with one... Why does everyone think it's an accomplishment when they kill me? And I never mentioned the small rails because I believe they're just fine the way they are, no need for anything done to them, IMO. I just like bragging, but in all seriousness , with the projected nerf to small rails I wanted to express my concern about said nerf. I'm fine with a nerf where needed, however I don't like that the balancing point of small turrets is the ADs. LAVs and tanks are also affected by said changes so why should it balanced off of one medium that uses said weapon when3 different mediums are affected by it. It's like balancing the rifles off light wielding heavies. I know that you didn't mention small turrets in general, but they should still be taken into account when talking about how things in vehicles should be balanced.
I am pretty sure that this nerf is happening because of the changes with the efficiencies, as both the small and large railgun have incorrect efficiencies and are more effective againest shield than armor and are only half as effective on tanks, though as they are rail guns it should be the other way around. They should have a -10% againest shield and +10% againest armor.
ScP = GÖÑ
If you like chiptune
An Ace Pilot
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Funkmaster Whale
Fatal Absolution
2464
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Posted - 2014.09.14 18:13:00 -
[36] - Quote
Shadow of War88 wrote:lol funk in FA You still brown-nosing Rei?
Follow me on Twitch.tv!
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Derrith Erador
Fatal Absolution
2613
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Posted - 2014.09.14 20:00:00 -
[37] - Quote
Funkmaster Whale wrote:On another note, Rail Tanks suffer from this same issue. I'm fairly certain Judge was responsible for the most careless, dumbest "hotfix" I've seen (cutting Railgun range in half) because he was constantly whining about redline rail tanks.
Yes, they were an issue. Nerfing range is the dumbest way to go about it though. It makes ADSs completely invincible once they're a certain distance away. Instead of nerfing damage or fixing damage mod stacking they simply made rail bullets disappear after some pathetic range. No, they shouldn't be able to two shot an ADS from the redline but they should be able to at least deter them. There's nothing more frustrating than being outplayed because your Railgun or FG can't shoot farther than someone could kick a ball. Valid points, most of them. TBH, I'm not sure what to do with the rail tanks, as buffing their range is a little risky as most of the map layouts support redline tanking.
There is good cover on most maps in red zone, and I have a rail tank myself, if given a range buff I would sit in the red blapping ADS from the redline, I am a very territorial pilot (probably why I don't hang with any 1st airborne guys, no offense).
But anyway, back to the matter of rails. As it stands, in certain maps on PC, mainly the bridge, the rail tank can sit in a certain area in their redlines and effectively cover 2 objectives from ADS by simply camping that area, but on the minus end, all I'd have to do is get out of his effective field of range by moving 2 inches to the left (say he can watch D and A points, all I'd have to do is move to E). There is, understandably, the issue where most pilots hit the AB straight to the flight ceiling.
My possible solution is to increase vertical turning speed and max elevation of the rails, but to be honest, I'm unsure of how this will play out, it just seems like the best option without giving it a range buff, which if it was absolutely needed, I think anything over 80 meters would be a bit much.
Phew, I get long winded on this crap, sorry.
The preacher of Betty White, may her pimp hand guide me.
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Zindorak
1.U.P
906
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Posted - 2014.09.14 21:17:00 -
[38] - Quote
Derrith Erador wrote:Zindorak wrote:Your like the Tibs of ADS +1 Awwwww, that's so SWEET!! *hugs* *hugs back*
Pokemon master!
I suck at Tekken lol
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Funkmaster Whale
Fatal Absolution
2464
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Posted - 2014.09.14 21:27:00 -
[39] - Quote
Honestly if that had implemented some sort of system like not awarding points for getting kills in the redline or whatever, it would at least heavily deter redline camping in pubs.
PC would be another issue of course since the inherent issue is the map layout and we know that won't ever get fixed. I just don't get it. Railguns are turrets that fire a kinetic projectile "in excess of 2,500 m/s" according to DUST and yet the projectile simply disappears after 300 meters. This means the so-called kinetic projectile exists for a total of 0.12 seconds before spontaneously combusting or crossing into another dimension or whatever.
Now, from a balance point I can understand something had to be done, but it was seriously like CCP was sitting around and went "Alright alright just cut the range in half so we can get that Judge guy to STFU".
Follow me on Twitch.tv!
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1735
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Posted - 2014.09.14 21:43:00 -
[40] - Quote
For the record, judge did not request the range be cut in half. He requested a 25% reduction in range (for a total of 450m range) and that elevation be reduced.
As far as balance of railsvs drop ships, I think I agree with judge's idea, but I would also have the top turret be able to look up higher, so a gunner can deter a drop ship better.
Shoot Scout with yes.
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TEC N9ne
Vengeance Unbound Dark Taboo
1
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Posted - 2014.09.24 12:13:00 -
[41] - Quote
Honestly, you are talking about triple damage mods being the only ones that cause enough problems for dropships, what about my min commando? With my prof up, double damage mods and my suit done it's honestly fairly easy to AV and with the proposed acceleration to my swarms I do have to say I would be in favor of making it a skill, make me throw more sp into it, where I actually have to skill more into to cause havoc on pilots. I really do feel for pilots because the amount it requires for me to skill into my fit as opposed to the pilots in their ADS skills is such a huge contrast. It would be fair if I had to work more for an effective AV fit.
Sorry for bugging everyone with reading this small comment but I just had to say I agree with either one of his proposed ideas on swarms
What up all
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Fox Gaden
Immortal Guides
4333
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Posted - 2014.09.24 14:37:00 -
[42] - Quote
The OP sets a much more productive tone than I have seen in a lot of ADS posts recently.
Derrith Erador wrote: Introduce a skill that increases acceleration of swarms. I see no reason why AV shouldn't have to skill more SP to get more benefits. Currently all you have to do is get a proto suit, proto swarms, damage mods and possibly reload speed. ADS have far more complex skills to go into.
I like this suggestion.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4334
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Posted - 2014.09.24 15:06:00 -
[43] - Quote
Funkmaster Whale wrote:Honestly if that had implemented some sort of system like not awarding points for getting kills in the redline or whatever, it would at least heavily deter redline camping in pubs.
PC would be another issue of course since the inherent issue is the map layout and we know that won't ever get fixed. I just don't get it. Railguns are turrets that fire a kinetic projectile "in excess of 2,500 m/s" according to DUST and yet the projectile simply disappears after 300 meters. This means the so-called kinetic projectile exists for a total of 0.12 seconds before spontaneously combusting or crossing into another dimension or whatever.
Now, from a balance point I can understand something had to be done, but it was seriously like CCP was sitting around and went "Alright alright just cut the range in half so we can get that Judge guy to STFU". I was running Rail Tanks when the range nerf hit. I found that dropping the range of Large Rail Turrets to 300m made Rail Tank vs Rail Tank battles a lot more fun and engaging.
Rather than having the slugs disappear after 300m it might be more realistic to have gravity take over and have their trajectory dip dramatically beyond 300m, so that hitting anything over 300m would require vertical compensation for shell drop. But I am not sure if DUST has mechanics to allow that.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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emm kay
G0DS AM0NG MEN General Tso's Alliance
203
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Posted - 2014.09.24 15:23:00 -
[44] - Quote
Breakin Stuff wrote:Please, there is no AV gunner who only spends 1m sp to gun down your stupid dropships.
You skill hulls we skill dropsuits, you skill weapons we do too. You skill weapon upgrades so do we. You skill shields and modules we do too. You skill armor? Guess what? We do too.
I love how vehicle pilots look at the bare ass minimum skill level to get a weapon + the most minimal dropsuit platform without accounting for anything else, like how do I survive your spamming small missiles at me?
For every 10 million SP you put into your vehicles, one of ushas 10 mil SP into overall fittings intended to counter your toy.
Anything less fails so catastrophically that your comparison of balance smells of utter bullsh*t. Quit being disingenuous and use real numbers.
I love this response. It shows how much that breakin stuff relies on sp to 'git gud'. Listen, i'm going to be recording dust, soon. I will bring you the heads of 5 ADSes on a new toon. That is, the 150 points for Python or Incubus kill, without more than 1.2m sp. You can expect this by the start (jan 1) of 2015
--
You called, sir?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3126
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Posted - 2014.09.24 17:05:00 -
[45] - Quote
emm kay wrote:Breakin Stuff wrote:Please, there is no AV gunner who only spends 1m sp to gun down your stupid dropships.
You skill hulls we skill dropsuits, you skill weapons we do too. You skill weapon upgrades so do we. You skill shields and modules we do too. You skill armor? Guess what? We do too.
I love how vehicle pilots look at the bare ass minimum skill level to get a weapon + the most minimal dropsuit platform without accounting for anything else, like how do I survive your spamming small missiles at me?
For every 10 million SP you put into your vehicles, one of ushas 10 mil SP into overall fittings intended to counter your toy.
Anything less fails so catastrophically that your comparison of balance smells of utter bullsh*t. Quit being disingenuous and use real numbers. I love this response. It shows how much that breakin stuff relies on sp to 'git gud'. Listen, i'm going to be recording dust, soon. I will bring you the heads of 5 ADSes on a new toon. That is, the 150 points for Python or Incubus kill, without more than 1.2m sp. You can expect this by the start (jan 1) of 2015
Oh no nerd.
If you're claiming it's easy you have until the end of October.
Giving yourself a quarter of a year doesn't cut it.
It's either easy or it's not.
But you don't get to set yourself a stretch goal that long. a blind baby can kill anything in this game 5 tiumes getting lucky.
if you only need 1.2 mil, you have to complete before you achieve 1.5 mil.
And no, you are not allowed assistance. I solo the bastards, you have to as well. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1748
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Posted - 2014.09.24 17:18:00 -
[46] - Quote
I have to say, that is the most well thought out post on ADS that I think I have read on the forums.
My only bone of contention is the RoF changes but like the good person said (The OP) lets see what happens.
I will say, I dont advise giving forges zoom. I mean I would LOVE zoom! But I do feel that might be a little op for forge sniping.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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