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Derrith Erador
2596
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Posted - 2014.09.11 14:02:00 -
[1] - Quote
CCP Rattati wrote:These are the numbers on AFterburners and Injectors, in seconds
Cooldownprop Cooldown MIL 1045 STD 1045 ADV 1040 PRO 1035
The prices we are looking at for the ADS is 200k ISK, and also a reduction in the cost of small turrets, TBD
So somewhere in that swarms vs ADS is this quote. I don't normally do things like this, but ADSing is the one role I get truly passionate about, and I can tell you Rattati as a vet pilot, these numbers will nearly kill this vehicle competitive wise, and more than likely pub wise.
Any cooldown above 30 seconds kills the usefulness of it when it concerns mobility. I've already made a thread about this somewhere in this part of the forums, but I can't seem to find it.
I've flown in a lot of PC matches, and I'll not deny I rely on the AB a lot, been trying to break myself of that habit recently though, but I assure that killing an ADS is about killing its mobility, which you will do with these numbers.
I've already recommended some numbers for cooldown before, either 15s or 20s, keeping it from being spammed, but not completely useless and keeps the ADS user in need of investing SP into core grid management.
I know I'm repeating myself over again, but piloting is one of the most enjoyable things you've done with this game, and I will raise all sorts of hell to make sure you don't kill it.
The preacher of Betty White, may her pimp hand guide me.
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Dust User
KILL-EM-QUICK RISE of LEGION
599
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Posted - 2014.09.11 15:23:00 -
[2] - Quote
I agree, those numbers are way too high. Isn't there a skill that reduces the cooldown time of modules? Or is it just time active? If so what would the numbers be at lvl 5? |
Kallas Hallytyr
Skullbreakers
766
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Posted - 2014.09.11 15:48:00 -
[3] - Quote
Core Grid Management is 25% reduction on cooldown time.
So, the proposed numbers, at Core Grid 5, would be: MLT; 45 -> 33.75 STD; 45 -> 33.75 ADV; 40 -> 30 PRO; 35 -> 26.25
Assuming current activation durations (since we've seen no numbers for duration changes, as far as I'm aware) it would mean that a PRO, Core Grid/Engine Core Calibration (duration) 5 Afterburner would last 25 seconds and cool down in 26.25 seconds for an Up/Down cycle time of 51.25 seconds.
Assuming a burn duration of 10 seconds to get away from enemy AV, the Up/Down cycle time would be 36.25 seconds, as opposed to the current 17.5 seconds (same up duration; 7.5 cool down at max skills.) That's an increase of roughly 100%, assuming the pilot switches the Afterburner off at the 10 second mark.
Honestly, I'm not sure how I feel about this proposal. Afterburners are the reason Swarmers constantly cry wolf...but they are also the only reason dropships don't drop dead at the first sign of AV.
Alt of Halla Murr.
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Derrith Erador
2598
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Posted - 2014.09.11 17:05:00 -
[4] - Quote
Kallas Hallytyr wrote:Core Grid Management is 25% reduction on cooldown time.
So, the proposed numbers, at Core Grid 5, would be: MLT; 45 -> 33.75 STD; 45 -> 33.75 ADV; 40 -> 30 PRO; 35 -> 26.25
Assuming current activation durations (since we've seen no numbers for duration changes, as far as I'm aware) it would mean that a PRO, Core Grid/Engine Core Calibration (duration) 5 Afterburner would last 25 seconds and cool down in 26.25 seconds for an Up/Down cycle time of 51.25 seconds.
Assuming a burn duration of 10 seconds to get away from enemy AV, the Up/Down cycle time would be 36.25 seconds, as opposed to the current 17.5 seconds (same up duration; 7.5 cool down at max skills.) That's an increase of roughly 100%, assuming the pilot switches the Afterburner off at the 10 second mark.
Honestly, I'm not sure how I feel about this proposal. Afterburners are the reason Swarmers constantly cry wolf...but they are also the only reason dropships don't drop dead at the first sign of AV. I can see that, but the fact of the matter is that swarms are getting an acceleration buff in Delta. They will be also getting a nerf to homing, yet TBH, that should've happened IMO. My main issue is that the buff to AB time isn't needed, most, if not all pilots use it as a last resort (or first, in inexperienced pilots cases) to get away from the massive amount of AV we encounter, which being an ADS, you'll get a lot of.
I couldn't care less about AB active time, because half of the time I use the AB it's for the acceleration boost, which is all it provides. It doesn't need a time buff, just a recharge nerf.
The preacher of Betty White, may her pimp hand guide me.
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Kallas Hallytyr
Skullbreakers
768
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Posted - 2014.09.11 17:11:00 -
[5] - Quote
Well, i was just being thorough :P I agree that an active duration buff is pretty pointless: I love that Rattati said, "In the interest of balance [...] a duration buff" as if duration matters! It really shows that the Devs have no experience with piloting :(
Alt of Halla Murr.
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Dust User
KILL-EM-QUICK RISE of LEGION
602
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Posted - 2014.09.11 22:39:00 -
[6] - Quote
26 with max skills is better than 35 but still too much. I love an intense 1v1 with a good pilot and this will keep them hiding longer. |
Zindorak
1.U.P
898
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Posted - 2014.09.12 01:46:00 -
[7] - Quote
AB cooldown was a problem? It's quick but i don't see why it needs to be nerfed
Pokemon master!
I suck at Tekken lol
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Atiim
12089
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Posted - 2014.09.12 12:08:00 -
[8] - Quote
They're probably conforming ADSs to the "waves of opportunity" ideal that literally every other vehicle in the game is forced to comply with. But as an honest question, how will 26/30/33s be overkill?
Your original post claims it will, but there's no details within it to support your assertion.
DUST 514's 1st Matari Commando
-HAND
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Cat Merc
Onslaught Inc RISE of LEGION
12138
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Posted - 2014.09.12 13:55:00 -
[9] - Quote
I dunno, considering Pythons often are already at full shields and are back for an attack run by the time I reload my swarm launcher and throw down a nanohive, I think it's just fine.
Feline overlord of all humans - CAT MERC
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Derrith Erador
2605
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Posted - 2014.09.12 15:08:00 -
[10] - Quote
Atiim wrote:They're probably conforming ADSs to the "waves of opportunity" ideal that literally every other vehicle in the game is forced to comply with. But as an honest question, how will 26/30/33s be overkill?
Your original post claims it will, but there's no details within it to support your assertion. If you've seen the nitrous injectors and their cooldown, they're nothing compared to the numbers proposed for AB cooldown. Any pilot knowledgeable of the ADS would know that the AB time they're considering is completely useless for us, we only use it to get out of the way of incoming AV, then we return to fight them once our rendering kicks in.
For an ADS, mobility is king, we're not the flying tanks everybody is saying us to be. If you've seen any of the conversations I've had with forgers, I've said that most, if not all AFGunners take about 4 shots to kill my fit, assuming I have my modules not on recharge, and the ones I have talked to say that it's perfectly fine.
Proto swarms on a properly fitted suit have the same amount of times needed to hit an ADS.
I've already proposed reasonable times for AB cooldown, and I know I sound like a broken record, but CCP has somehow failed to realize that AB time is completely useless.
The preacher of Betty White, may her pimp hand guide me.
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Vyzion Eyri
The Southern Legion Final Resolution.
2388
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Posted - 2014.09.12 15:40:00 -
[11] - Quote
Derrith Erador wrote:Atiim wrote:They're probably conforming ADSs to the "waves of opportunity" ideal that literally every other vehicle in the game is forced to comply with. But as an honest question, how will 26/30/33s be overkill?
Your original post claims it will, but there's no details within it to support your assertion. If you've seen the nitrous injectors and their cooldown, they're nothing compared to the numbers proposed for AB cooldown. Any pilot knowledgeable of the ADS would know that the AB time they're considering is completely useless for us, we only use it to get out of the way of incoming AV, then we return to fight them once our rendering kicks in. For an ADS, mobility is king, we're not the flying tanks everybody is saying us to be. If you've seen any of the conversations I've had with forgers, I've said that most, if not all AFGunners take about 4 shots to kill my fit, assuming I have my modules not on recharge, and the ones I have talked to say that it's perfectly fine. Proto swarms on a properly fitted suit have the same amount of times needed to hit an ADS. I've already proposed reasonable times for AB cooldown, and I know I sound like a broken record, but CCP has somehow failed to realize that AB time is completely useless.
As a DS pilot I'd say these AB cool downs are fine. Specifically for ADS' though, I think it would be nice if they got a bonus to afterburner cool downs following these changes. Perhaps an additional 5% per level of the racial assault dropship skill, halving those cooldown times with max skills.
As for the current turret bonuses, I wouldn't mind if they became turret fitting bonuses. Just what I think. :)
> Quis custodiet ipsos custodes?
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