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CCP Rattati
C C P C C P Alliance
7075
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Posted - 2014.09.15 08:34:00 -
[1] - Quote
Everyone,
here are some mathematical findings on the Swarm changes. I have researched some scenarios and how the interaction might play out. I am even more convinced now that these will turn out ok for the ADS, but pilots will have to adapt their tactics, and they will from Delta and onwards, lose a few more Assault Dropships, hence the price drop of ADS and Small Turrets, PG/CPU drop of small Turrets and PG/CPU buff of normal Dropships. Since they always bailout, most pilots will only lose more money. With the current KDR we see in our data, this will not create an unfair situation.
Hovering will be more dangerous for sure, and have to be done at longer ranges. Overall, damage will be done in shorter, more tactical engagements (drive-by's) or longer range.
TLDR;
Current Scenario = Survival Scenarios Hover at ADS speed of 0, at Distance > 60m, need to tank 1 full Swarm with AB (chart) Hover at ADS speed of 0, at Distance > 60m, need to tank 2 full Swarms without AB Maintain ADS speed > 3 m/s, at Distance = 0, need to tank 2 full Swarms with AB Maintain ADS speed > 11 m/s, at Distance = 0, need to tank 2 full Swarms without AB
Hotfix Delta = Survival Scenarios against single max skill Swarm Infantry Hover at ADS speed of 0, at Distance > 80m, need to tank 2 full Swarms and AB (chart) Hover at ADS speed of 0, at Distance > 95m, need to tank 3 full Swarms without AB Maintain ADS speed > 10 m/s, at Distance = 0, need to tank 2 full Swarms and AB Maintain ADS speed > 13 m/s, at Distance = 0, need to tank 2 full Swarms with no AB Maintain ADS speed > 8 m/s, at Distance = 0, need to tank 3 full Swarms with no AB
Charts Assault Dropships vs Max SKill Prototpe Swarm Infantry: Charlie
Assault Dropships vs Max SKill Prototpe Swarm Infantry: Delta
Thanks and please keep this discussion fact based and not whether or not I personally fly dropships, I try to deal in data and facts.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1742
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Posted - 2014.09.15 09:05:00 -
[2] - Quote
"Drive-bys" as you say are difficult to do against vehicles, let alone infantry. Perhaps there could be some stabilization added to dropship turrets to make firing on targets while moving easier? I speak of gunner seats, stabilization doesn't factor into the front turret.
For instance, when I gun in a Python, my missiles tend to go seemingly randon directions as the ADS flips about. The dropship leans forward, the missiles tend to go up, for example. I can compensate somewhat with practice, but I can only get them to go in a general area unless he holds still. Now if my pilot decides to go nuts and test how fast he can twirl his dropship around, I can understand not being very accurate. However, making accurate shots requires the dropship to be almost absolutely still, especially in the case of an Incubus gunner with a rail turret. Stabilization would go a long way in making drive-bys a rewarding tactic. We can no longer hols still and have our gunners fire until we get hit, but it would be nice for my gunners to accurately engage targets while on the move.
Shoot Scout with yes.
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Jebus McKing
Legio DXIV
611
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Posted - 2014.09.15 09:34:00 -
[3] - Quote
"Drive-bys"... LOL... That's a great idea considering that basically everything will only start rendering when you are very close. Most of the time you will have run past a target before it renders if you are trying to "drive-by".
And it happenend to me so many times that when enemy infantry is on uneven ground I can hardly deal damage with a missile launcher because of some bug or something screwing up damage application of splash damage so that I am forced to hover and shoot continuely at them.
"Drive-bys" against tanks that rep 200 HP/s, yeah, no.
I honestly don't get why swarms need to be more effective against ADS. They are so damn easy to use and one good swarmer is usually able to keep an ADS away, not destroying it, but making it hard for the ADS to deal substantial damage. Or even make the ADS crash into some building because it gets completely knocked around by a swarm hit in the wrong spot.
And as soon as there are 2 AV players working together the ADS is toast anyway or at least won't get close in order to not lose 500k ISK.
If it's not AV that destroys your ADS then it's those stupid assholes that ram your ADS with a militia drop ship and kill you in one hit. If it was possible to fit a militia suit to instantly kill a proto suit or to destroy a tank with a militia tank by just running into them I don't think it would take you long to fix it due to the outcry in the forums but this cheap tactic against ADS seems to be fine with you.
The simple fact that every ADS HAS TO USE AFTERBURNERS to not get constantly killed by swarmers should show you how good they already are.
How about you first fix damage indicators, improve rendering, make ramming less effective before you nerf/buff either swarms or ADS?
Sorry for the rant but this had to be said.
Scouts are easy mode. // @JebusMcKing
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Meee One
Hello Kitty Logistics
1139
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Posted - 2014.09.15 09:59:00 -
[4] - Quote
Jebus McKing wrote:"Drive-bys"... LOL... That's a great idea considering that basically everything will only start rendering when you are very close. Most of the time you will have run past a target before it renders if you are trying to "drive-by".
And it happenend to me so many times that when enemy infantry is on uneven ground I can hardly deal damage with a missile launcher because of some bug or something screwing up damage application of splash damage so that I am forced to hover and shoot continuely at them.
"Drive-bys" against tanks that rep 200 HP/s, yeah, no.
I honestly don't get why swarms need to be more effective against ADS. They are so damn easy to use and one good swarmer is usually able to keep an ADS away, not destroying it, but making it hard for the ADS to deal substantial damage. Or even make the ADS crash into some building because it gets completely knocked around by a swarm hit in the wrong spot.
And as soon as there are 2 AV players working together the ADS is toast anyway or at least won't get close in order to not lose 500k ISK.
If it's not AV that destroys your ADS then it's those stupid assholes that ram your ADS with a militia drop ship and kill you in one hit. If it was possible to fit a militia suit to instantly kill a proto suit or to destroy a tank with a militia tank by just running into them I don't think it would take you long to fix it due to the outcry in the forums but this cheap tactic against ADS seems to be fine with you.
The simple fact that every ADS HAS TO USE AFTERBURNERS to not get constantly killed by swarmers should show you how good they already are.
How about you first fix damage indicators, improve rendering, make ramming less effective before you nerf/buff either swarms or ADS?
Sorry for the rant but this had to be said.
MLT frames can to 1 shot Pro suits...
Have you ever heard of REs?
HAVs can be 1 shot too...
Have you ever heard of JLAVS?
Most of CCPs numbers take into account ADS' infantry support. In PCs ADS accel crazily,with very little support.
ADS pilots don't realise your job is to clear the ground so the troops you're supposed to be transporting can take a point. You aren't supposed to be a mobile battle platform,HAVs are. HAVs aren't for troop transporting and they only have seats for gunners.
ADS' have been out of control for a while,and are finally being reigned back into their intended purpose.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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CCP Rattati
C C P C C P Alliance
7079
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Posted - 2014.09.15 10:07:00 -
[5] - Quote
This discussion is immediately looking like it is going to get derailed by bickering. Please consider this the final warning to stay on the topic and contribute meaningful opinions to the matter at hand.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The dark cloud
The Rainbow Effect
4108
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Posted - 2014.09.15 10:33:00 -
[6] - Quote
Nobody does drive by dropshipping cause its near impossible with the current aim mechanics and the fact that infantry takes time to render in our line of sight. And because you nerbat small rails into oblivion it will aswell be harder to stay with a dropship at distance. Ah well maybe you could instakill infantry with a stacked incubus and the splash from small blasters thats about to come.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Haerr
Legio DXIV
1386
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Posted - 2014.09.15 10:44:00 -
[7] - Quote
@Jebus Edit: your rant got deleted, posting reply in corp instead. (^_^ )
@Rattati The Python do get knocked around too easily by being hit though, while the Incubus doesn't get knocked off target enough. Maybe you can make the Python slightly more stable and the Incubus slightly slower to turn (so that being hit is still a nuisance).
Well it is going to be more interesting to ADS at least but I have to agree with the lol drive-bys... sentiment. |
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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 10:52:00 -
[8] - Quote
Please continue taking "drive-bys" out of context and we are done here. It just means keep, moving. It even says "3m/s" minimum speed.
You can hover and kill non AV infantry
You can hover and kill non AV HAV's
You can not hover and engage multiple targets while also being under attack by a swarm launcher but you can move away and then engage in a strafing run.
It just seems to me that some of you want to keep the status quo and refuse to listen to anything else when we all know, and most pilots admit as much privately, that the ADS is completely overpowered.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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anaboop
NECROM0NGERS
147
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Posted - 2014.09.15 11:00:00 -
[9] - Quote
Im not sure I understand those charts, maybe others dont as well.
Im all for ads having a harder time, increased time away from battle AB cd increase blah blah blah. Even taking more hits . They dont need to blow up just keeping them away from everything is enough to keep me happy.
Could you explain the charts a little more? In idiot terms for me lol
Fully sick Anaboop trading card
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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 11:07:00 -
[10] - Quote
anaboop wrote:Im not sure I understand those charts, maybe others dont as well.
Im all for ads having a harder time, increased time away from battle AB cd increase blah blah blah. Even taking more hits . They dont need to blow up just keeping them away from everything is enough to keep me happy.
Could you explain the charts a little more? In idiot terms for me lol
In the haste to get this out, i only wrote the TLDR. No idiot terms, just normal.
The scenario plays out like this. The point of first impact is the first star. We base the calculation off of the pilot being hit unaware. The distance to the dropship and the swarm launcher is the y-axis cur off point with the ADS blue line. On impact, the ADS immedately heads away from the swarm seeking to reach a distance of 400, or get out of lock range, whatever comes first. While the dropship is moving away, and increasing speed as you see by the gentle curve of the distance covered, missiles 2 and 3 are locked and fired. By playing with the original distiance from ADS and Swarm Launcher, we came up with these scenarios above.
In the second chart, it is enough for the ADS to move out to 80 metres and hover, and still survive 2 swarms and the third doesnt catch up with the ADS before it explodes at 400 meters.
Hope that helped.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
537
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Posted - 2014.09.15 11:13:00 -
[11] - Quote
i dont understand the relationship between ADS distance and Swarm impact. some of the swarm impacts are beyond the swarm max range. how is that possible? |
Syeven Reed
Sebiestor Field Sappers
864
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Posted - 2014.09.15 11:16:00 -
[12] - Quote
anaboop wrote:Im not sure I understand those charts, maybe others dont as well.
Im all for ads having a harder time, increased time away from battle AB cd increase blah blah blah. Even taking more hits . They dont need to blow up just keeping them away from everything is enough to keep me happy.
Could you explain the charts a little more? In idiot terms for me lol I know what you mean, I'm having a hard time too! I think the charts are trying to put across that ADS are going to be chased away easier.
I guess this would mean that they can stick around and try to kill the swarmer before they shoot off that final volley and risk there ISK, or run away to fight again at a much later interval in time due to the change of afterburners.
... I think.
Word Crimes
EvE - 21 Day Buddy Trial
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Evan Gotabor
Prima Gallicus
76
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Posted - 2014.09.15 11:25:00 -
[13] - Quote
Well, as far as I'm concerned , no graph or stats will ever replace a combat situation, but this look good and is going to be interesting to say the least. I look forward to adapt my gameplay. I consider it a first step in order to give vehicles a new breath. But we will need much more than that if you want vehicles to be ready and battle-proved for Legion.
However, I still ask you to reconsider the gap that you are going to create beetween the price of tanks and dropships per tier level (especially the proto level). Unless you consider droping the ISK price of tanks turrets to put them in league with the prices of proto ADS, I think the gap will definitly favor ADS (more mobility, less costly, fire-rate bonus).
The AV balance have greatly change with the second chance that have been accorded to the swarms. Now, the problem is dropships and vehicles in general are going te be a bit easier to kill, so I understand the price lowering as the number of AV needed to counter vehicles is getting lower. What is not normal is that dropships will become cheapest than tanks while being more tacticals assets (transporting people, able to reach any enemy except underground). In other words, with it's capability it should at least have the same price, and even be costlier than tanks. If I'm not wrong (and I'm pretty sure I'm not on this one) a logistic dropsuit is always costlier than the other dropsuits at the same tier, because it is more tactical and can give the upper hand in a fight. But what you want to do is to drop the price of this formidable asset ONLY. And that's what is wrong with this ISK change.
I know for a fact that most of the pilots in training are seeing the ISK drop as a good thing (hell, I would have the same reaction than you if I were in your place. After all, I have been like you and I see pilots in training every day in my corp). However, you have to keep in mind that the first ADS pilots have gone through far worst than you (swarm with 400m of lock on, rail tanks and turrets in redline with 600m of range, and so more...) ; plus the average price of an ADS was beetween 600.000 and 700.000 and beetween 800.000 and 900.000 for the prototypes. I don't say this imbalance need to continue and Rattati and his hotfixs have done a lot to put it right. In other words, consider yourself lucky to learn to fly today.
CCP Rattati wrote: It just seems to me that some of you want to keep the status quo and refuse to listen to anything else when we all know, and most pilots admit as much privately, that the ADS is completely overpowered.
Depend on who is piloting and what you face in term of AV. Like I said above, the most experienced pilots have gone through hell while they were simply training and learning. So it is logical that with easier conditions, they are doing incredible things. Dust like Eve give an enormous reward to the time whether it is for the SP or for the experience and while it may not seems fair, any pilot as much as he is good today had his lot of twisted metal. In fact most of us would have hundreds of millions of ISK if it wasn't for those lovely white angels.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Kallas Hallytyr
Skullbreakers
775
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Posted - 2014.09.15 11:31:00 -
[14] - Quote
Question about the first chart: why are Swarms 2/3/4 in a vertical line, unlike the second chart?
CCP Rattati wrote:You can not hover and engage multiple targets while also being under attack by a swarm launcher but you can move away and then engage in a strafing run.
There are no numbers for a strafing run - that is to say, it's not possible to use numbers to determine how a strafing run will play out. There are only numbers for speed and damage: the accuracy and skill of the pilot and the experience and skills of the Swarmer are not constants, but these make up a very large portion of each engagement - does the Swarmer hold their lock-on until the right moment? Does the ADS sit still or do they circle around? What turrets are nearby, can the Swarmer sit near one to get the ADS to aggro it?
None of these are absolutes, of course, and none should be the main balancing factor, but they all have a huge impacton each engagement.
Might I ask what the intention of no hover/yes strafe is? The ADS is intended to move in under some speed, fire off a few shots before leaving area and returning shortly after: is the intent to curtail the presence of an ADS in a particular area for long periods? I ask sincerely, these are not questions bidding traps, I just want to know your intentions behind the proposed changes.
CCP Rattati wrote:It just seems to me that some of you want to keep the status quo and refuse to listen to anything else when we all know, and most pilots admit as much privately, that the ADS is completely overpowered.
Honestly, yes ADSs are a little too effective; ADSs are, conversely, the most expensive piece of equipment. I sincerely hope you are correct that the changes will not be unbalancing, though I am concerned and still feel that the changes are being brought forward one-sidedly.
My previous comments about experience piloting may have been over the top, but the reason I ever brought it up was because the game is an entirely different beast when you're piloting: the rendering issues that have plagued us for ages; the collision damage and the fact that we have had inertia for so long, yet tanks can just stop on a dime (I look forward to that change greatly); the difficulty in simply flying and keeping on target - all of those are, quite simply, not balancing points; but they are points which unbalance the situation. Simply learning to fly is tough, and learning to land shots on target while you're under fire is even more difficult and gets only slightly easier when experienced.
And in all seriousness rendering is an enormous pain in the behind. I would bet you 10mil ISK that this is the primary reason why ADS pilots are so vocal about these changes: it's difficult shooting at infantry in general, let alone one who is shooting you with a lock-on/tracking weapon, while dancing about yet still invisible 70% of the time. I would happily trade the resilience of my ships if I was able to actually target the enemy as easily as they do me.
In short, I hope you're right, but please understand that there is a lot more to the situation than just numbers.
Alt of Halla Murr.
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SponkSponkSponk
The Southern Legion Final Resolution.
1072
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Posted - 2014.09.15 11:54:00 -
[15] - Quote
DeathwindRising wrote:i dont understand the relationship between ADS distance and Swarm impact. some of the swarm impacts are beyond the swarm max range. how is that possible?
Is there still a nine-second maximum flight time on swarms? Because it seems like some of those lines intercept with hits at 10+ seconds after firing...
Dust/Eve transfers
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Jebus McKing
Legio DXIV
612
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Posted - 2014.09.15 12:31:00 -
[16] - Quote
CCP Rattati wrote:It just seems to me that some of you want to keep the status quo and refuse to listen to anything else when we all know, and most pilots admit as much privately, that the ADS is completely overpowered.
My main char is infantry only. My alt is ADS only. I know both sides. And I don't think either is OP or UP. ADSs are as effective as costly.
The way I understand these changes is that an invisible (not rendering) Min commando with damage modded swarms can easily destroy an ADS (e.g. a Python in this case) in 3 volleys and if the ADS pilot is not lucky enough to be further away than 90m and/or already moving away from the swarmer, he is toast.
If you think that ADSs are OP why do you then contribute to the already rampant alpha damage escalation by buffing swarms instead of tuning down the effectiveness of ADSs first? You did so by increasing the cooldown of ABs, which I support. But why don't we tune down the 10% damage and 50% ROF bonus of ADSs, thus making them less effective, first?
As an ADS pilot I always feel sucker-punched everytime I die because in most cases I did not see it coming and this is far from being fun.
And on the other side I feel no empathy at all for those idiots who can see and hear an ADS coming from miles away and still decide to move across open ground with no cover and no AV support.
Paying customer. // @JebusMcKing
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CCP Rattati
C C P C C P Alliance
7091
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Posted - 2014.09.15 12:37:00 -
[17] - Quote
The max swarm range is shown as a horizontal line which swarms cannot cross. The trajectory is shown until impact, to demonstrate that they will hit with infinite range.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Funkmaster Whale
Fatal Absolution
2465
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Posted - 2014.09.15 12:44:00 -
[18] - Quote
Any chance you're going to look at the Forge Gun?
Right now the big issue with FG vs ADS is them easily escaping by flying up to the ceiling and max ranging the FG. Any possible way you could look into increasing the max range of the FG?
IMO the damage, charge time, etc are all fine but as soon as the ADS exceeds that max range by flying up for a few seconds it's completely impervious to the FG.
Follow me on Twitch.tv!
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CCP Rattati
C C P C C P Alliance
7092
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Posted - 2014.09.15 12:45:00 -
[19] - Quote
Jebus McKing wrote:CCP Rattati wrote:It just seems to me that some of you want to keep the status quo and refuse to listen to anything else when we all know, and most pilots admit as much privately, that the ADS is completely overpowered. My main char is infantry only. My alt is ADS only. I know both sides. And I don't think either is OP or UP. ADSs are as effective as costly. The way I understand these changes is that an invisible (not rendering) Min commando with damage modded swarms can easily destroy an ADS (e.g. a Python in this case) in 3 volleys and if the ADS pilot is not lucky enough to be further away than 90m and/or already moving away from the swarmer, he is toast. If you think that ADSs are OP why do you then contribute to the already rampant alpha damage escalation by buffing swarms instead of tuning down the effectiveness of ADSs first? You did so by increasing the cooldown of ABs, which I support. But why don't we tune down the 10% damage and 50% ROF bonus of ADSs, thus making them less effective, first? As an ADS pilot I always feel sucker-punched everytime I die because in most cases I did not see it coming and this is far from being fun. And on the other side I feel no empathy at all for those idiots who can see and hear an ADS coming from miles away and still decide to move across open ground with no cover and no AV support.
Luck or skill. However, you need to read the changes again as you are exaggerating the scenario results.
How does this change increase contribute to alpha damage?
How does cooldown decrease K/D of an ADS? It reduces the impact of an ADS on a battle by making it retreat more often.
ROF bonus is surely something we can reduce, noone has mentioned it since these discussions began 2 weeks ago.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7092
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Posted - 2014.09.15 12:46:00 -
[20] - Quote
Funkmaster Whale wrote:Any chance you're going to look at the Forge Gun?
Right now the big issue with FG vs ADS is them easily escaping by flying up to the ceiling and max ranging the FG. Any possible way you could look into increasing the max range of the FG?
IMO the damage, charge time, etc are all fine but as soon as the ADS exceeds that max range by flying up for a few seconds it's completely impervious to the FG.
I honestly don't think that's unfair, it must have some way of surviving.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Funkmaster Whale
Fatal Absolution
2465
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Posted - 2014.09.15 12:49:00 -
[21] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:Any chance you're going to look at the Forge Gun?
Right now the big issue with FG vs ADS is them easily escaping by flying up to the ceiling and max ranging the FG. Any possible way you could look into increasing the max range of the FG?
IMO the damage, charge time, etc are all fine but as soon as the ADS exceeds that max range by flying up for a few seconds it's completely impervious to the FG. I honestly don't think that's unfair, it must have some way of surviving. Have you tried hitting a Python when it's going Mach 4 at 200+ meters with the FG?
It's no easy feat. Also considering the fact you usually have to land anywhere between 3-5 consecutive shots on a Python while considering charge time, the ADS's flight path, and your projectile's flight time. Not as easy as Shoot and Forget like the Swarms.
And this is me using an Ishukone Assault FG with 3x Complex Mods and maxed proficiency. I can't even imagine what the blueberries using STD and ADV gear feel like.
Maneuverability and dodging shots and hiding away from line of sight is how it should survive. The FG has to be used on a heavy suit that is all but immobile. A good pilot like Derrith or Sir Snugglez could keep me busy with their 1 ADS for an entire game, and this is when I'm landing almost all my shots on them. The last shot is always what never lands because they can stay just long enough to kill some infantry and then max range me in less time than it takes me to charge a shot.
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Kallas Hallytyr
Skullbreakers
776
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Posted - 2014.09.15 13:35:00 -
[22] - Quote
Funkmaster Whale wrote:Have you tried hitting a Python when it's going Mach 4 at 200+ meters with the FG?
It's no easy feat. Also considering the fact you usually have to land anywhere between 3-5 consecutive shots on a Python while considering charge time, the ADS's flight path, and your projectile's flight time. Not as easy as Shoot and Forget like the Swarms.
And this is me using an Ishukone Assault FG with 3x Complex Mods and maxed proficiency. I can't even imagine what the blueberries using STD and ADV gear feel like.
Maneuverability and dodging shots and hiding away from line of sight is how it should survive. The FG has to be used on a heavy suit that is all but immobile. A good pilot like Derrith or Sir Snugglez could keep me busy with their 1 ADS for an entire game, and this is when I'm landing almost all my shots on them. The last shot is always what never lands because they can stay just long enough to kill some infantry and then max range me in less time than it takes me to charge a shot.
Have you tried to hit a Forge Gunner while they slam you about? An ADS has a hard time against a Forge Gunner, but the balance is actually pretty damn good: you need to land several hits (so do we, because of Sentinel resistance to blast damage); we need to continue moving to throw off your aim which does exactly the same to us; you have the advantage of cover and being much harder to identify (in general: rendering before you're within 100m is hard, and the charge only helps identify your general area) while we have the advantage of when we close to engagement range or retreat (though you still have the option of HAVs and LAVs.)
I think ADS/FG balance is pretty spot on.
Alt of Halla Murr.
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Funkmaster Whale
Fatal Absolution
2466
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Posted - 2014.09.15 13:45:00 -
[23] - Quote
Kallas Hallytyr wrote:Funkmaster Whale wrote:Have you tried hitting a Python when it's going Mach 4 at 200+ meters with the FG?
It's no easy feat. Also considering the fact you usually have to land anywhere between 3-5 consecutive shots on a Python while considering charge time, the ADS's flight path, and your projectile's flight time. Not as easy as Shoot and Forget like the Swarms.
And this is me using an Ishukone Assault FG with 3x Complex Mods and maxed proficiency. I can't even imagine what the blueberries using STD and ADV gear feel like.
Maneuverability and dodging shots and hiding away from line of sight is how it should survive. The FG has to be used on a heavy suit that is all but immobile. A good pilot like Derrith or Sir Snugglez could keep me busy with their 1 ADS for an entire game, and this is when I'm landing almost all my shots on them. The last shot is always what never lands because they can stay just long enough to kill some infantry and then max range me in less time than it takes me to charge a shot. Have you tried to hit a Forge Gunner while they slam you about? An ADS has a hard time against a Forge Gunner, but the balance is actually pretty damn good: you need to land several hits (so do we, because of Sentinel resistance to blast damage); we need to continue moving to throw off your aim which does exactly the same to us; you have the advantage of cover and being much harder to identify (in general: rendering before you're within 100m is hard, and the charge only helps identify your general area) while we have the advantage of when we close to engagement range or retreat (though you still have the option of HAVs and LAVs.) I think ADS/FG balance is pretty spot on. You're not supposed to directly engage a Forge Gunner with your ADS you silly. Do you think the ADS is supposed to be the be-all-end-all against every infantry type? Any competent scout or assault suit or even HMG heavy can easily take out a Forge Gunner, even one camped on a roof, as long as he plays it smart and gets the jump on him.
Increasing the max range of the FG wouldn't break the balance in any extreme way like reducing charge time or increasing damage. A lot of FG users I see are missing shots against an ADS at 50-100m anyway.
Give the experienced Forgers an actual feasible way to land the killshot. It's so incredibly frustrating to be outplayed by an ADS because he can just activate his AB and go "Haha your shots are no use at this altitude!". It's really stupid that I can clearly identify an ADS that looks like he is in shooting range only for my reticule to stay white and no targeting information to appear because they're too far away. 300 or 400m or whatever it is is so laughably low when you're considering ground-to-air engagements.
The Swarms are a lock-on shoot-and-forget weapon that can be fit on any suit. The FG actually requires you to stand still and charge all while timing and instinctively calculating projectile travel time combined with an ADSs flight path to even have a chance at landing a shot. I land maybe about 5-10% of my shots at 200+ meters when an ADS is actively evading, if that. Make that 5-10% chance actually count instead of having the projectile simply disappear in mid-air.
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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 13:55:00 -
[24] - Quote
Kallas Hallytyr wrote:Question about the first chart: why are Swarms 2/3/4 in a vertical line, unlike the second chart?
Means they will never ever hit the ADS
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
4882
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Posted - 2014.09.15 14:09:00 -
[25] - Quote
Funkmaster Whale wrote: Increasing the max range of the FG wouldn't break the balance in any extreme way ...
Questions:
1) There was a time when a rooftop swarmer could deny access to any vehicle over massive sections of battlefield. This capability was deemed unfair, and swarm range was drastically reduced. How might we relate this scenario to an increase in Forge Gun range?
2) Snipers have expressed serious concerns about the Sniper Rifle's upcoming range reduction. Might an increase in Forge Gun range upset balance between Sniper and Forge Sniper?
Shoot scout with yes.
- Ripley Riley
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Derrith Erador
Fatal Absolution
2617
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Posted - 2014.09.15 14:09:00 -
[26] - Quote
Well, Rattati, I'll try to give you a decent review, or hopefully some useful insight. I'll confess I'm not too good at reading charts, but I think I get the gist of it. But before that, I'm going to put in a paragraph concerning why you seem so stressed with the V/AV community, so if you don't want to hear it, skip the next paragraph.
Here, to calm you down.
Anyway, the reason you're seem so screwy with this is probably (may not be right) the fact that these two communities are comparable to the Capuletes and the Montagues of Romeo and Juliet (Not sure how to spell those family names right). We're not going to get along for damn near anything. My advice is to take the proposals of the tin foil wearers from both sides, cut it in half, and you should be getting a little closer to a decent balance, and then just let him be a tard.
BACK ON TOPIC!
On the swarm speed charts. If I'm reading them right, it looks good to me, but there is a few issues, which is lack of data or responses in other areas.
I'm fairly certain that most ADS pilots are ticked about the swarm buff because they didn't read about the homing nerf. You may want to offer a little more data in that area, because to be honest, I can't offer any reasonable feedback without a little more data in that area, also the ability to try this out myself, but that's not important right now, is it?
Another important bit I read was that you want ADS to be a hit and run vehicle, but the fact that there is no one saying anything about the rendering issue we face. If we're supposed to be a hit and run role, then we need to be able to hit and run effectively. Currently, as it stands, I have to hover in an area I know a swarmer is in order to have him render, in that time he has enough time to shoot a volley of swarms at me.
But anyway TL:DR version, the swarms acceleration buff seems reasonable enough to me, but I'd like a little more data in the other areas you've discussed before I can offer anything solid.
The preacher of Betty White, may her pimp hand guide me.
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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 14:18:00 -
[27] - Quote
Derrith Erador wrote:Well, Rattati, I'll try to give you a decent review, or hopefully some useful insight. I'll confess I'm not too good at reading charts, but I think I get the gist of it. But before that, I'm going to put in a paragraph concerning why you seem so stressed with the V/AV community, so if you don't want to hear it, skip the next paragraph. Here, to calm you down.Anyway, the reason you're seem so screwy with this is probably (may not be right) the fact that these two communities are comparable to the Capuletes and the Montagues of Romeo and Juliet (Not sure how to spell those family names right). We're not going to get along for damn near anything. My advice is to take the proposals of the tin foil wearers from both sides, cut it in half, and you should be getting a little closer to a decent balance, and then just let him be a tard. BACK ON TOPIC!On the swarm speed charts. If I'm reading them right, it looks good to me, but there is a few issues, which is lack of data or responses in other areas. I'm fairly certain that most ADS pilots are ticked about the swarm buff because they didn't read about the homing nerf. You may want to offer a little more data in that area, because to be honest, I can't offer any reasonable feedback without a little more data in that area, also the ability to try this out myself, but that's not important right now, is it? Another important bit I read was that you want ADS to be a hit and run vehicle, but the fact that there is no one saying anything about the rendering issue we face. If we're supposed to be a hit and run role, then we need to be able to hit and run effectively. Currently, as it stands, I have to hover in an area I know a swarmer is in order to have him render, in that time he has enough time to shoot a volley of swarms at me. But anyway TL:DR version, the swarms acceleration buff seems reasonable enough to me, but I'd like a little more data in the other areas you've discussed before I can offer anything solid.
lol at that link, anywho, maybe you shouldn't hover in front of the weapon designated to kill you, maybe team work?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Funkmaster Whale
Fatal Absolution
2466
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Posted - 2014.09.15 14:18:00 -
[28] - Quote
Adipem Nothi wrote:Funkmaster Whale wrote: Increasing the max range of the FG wouldn't break the balance in any extreme way ...
Questions: 1) There was a time when a rooftop swarmer could deny access to any vehicle over massive sections of battlefield. This capability was deemed unfair, and swarm range was drastically reduced. How might we relate this scenario to an increase in Forge Gun range? 2) Snipers have expressed serious concerns about the Sniper Rifle's upcoming range reduction. Might an increase in Forge Gun range upset balance between Sniper and Forge Sniper? 1) Again, the Swarm is a lock-on fire n forget weapon that requires absolutely no actual skill to use because it's literally just "look at target, lock on, fire". The FG requires manual aiming as well as having a straight-shooting projectile with a travel time that is easily avoided by most pilots at ranges exceeding 200-300m.. I must stress the point of how difficult it is to actually land a shot on something like an ADS at this range. It's hard, but definitely possible, and it should be possible but currently is not because most projectiles will disappear before reaching the target.
2) Forge guns have no zoom. Yes Forge sniping works well in a city with visible targets. The days of OP rooftop forge camping are over not because the Forge was slightly nerfed but because the Active Scanner was severely nerfed. The previously OP scanner was what gave a constant feed of salient red dots to fire at for a Forge Gunner. Back when I was forging in PCs covering city points, there wouldn't be a moment in the game where I wasn't yelling at my Logis, "I need scans! Where are my scans!?" The increased range wouldn't affect FG vs infantry much as I rarely have a case where infantry is out of range. Even if they are closing the gap is much much easier compared to an ADS that can dip out in a matter of seconds.
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medomai grey
WarRavens Capital Punishment.
981
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Posted - 2014.09.15 14:28:00 -
[29] - Quote
These changes look fine. Maintain distance and be more twitchy to survive as a dropship pilot.
I'm just disappointed that the interactions between swarms and dropships will remain the same, out run the swarm missiles or get hit. I was excited when I read "this will allow skilled pilots to deftly avoid missiles by taking cover behind buildings and terrain." However, after looking over the proposed changes and Rattati's posts, this was clearly not the case. Swarms track dropships differently than they do land vehicles.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Derrith Erador
Fatal Absolution
2617
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Posted - 2014.09.15 14:32:00 -
[30] - Quote
CCP Rattati wrote:Derrith Erador wrote:Well, Rattati, I'll try to give you a decent review, or hopefully some useful insight. I'll confess I'm not too good at reading charts, but I think I get the gist of it. But before that, I'm going to put in a paragraph concerning why you seem so stressed with the V/AV community, so if you don't want to hear it, skip the next paragraph. Here, to calm you down.Anyway, the reason you're seem so screwy with this is probably (may not be right) the fact that these two communities are comparable to the Capuletes and the Montagues of Romeo and Juliet (Not sure how to spell those family names right). We're not going to get along for damn near anything. My advice is to take the proposals of the tin foil wearers from both sides, cut it in half, and you should be getting a little closer to a decent balance, and then just let him be a tard. BACK ON TOPIC!On the swarm speed charts. If I'm reading them right, it looks good to me, but there is a few issues, which is lack of data or responses in other areas. I'm fairly certain that most ADS pilots are ticked about the swarm buff because they didn't read about the homing nerf. You may want to offer a little more data in that area, because to be honest, I can't offer any reasonable feedback without a little more data in that area, also the ability to try this out myself, but that's not important right now, is it? Another important bit I read was that you want ADS to be a hit and run vehicle, but the fact that there is no one saying anything about the rendering issue we face. If we're supposed to be a hit and run role, then we need to be able to hit and run effectively. Currently, as it stands, I have to hover in an area I know a swarmer is in order to have him render, in that time he has enough time to shoot a volley of swarms at me. But anyway TL:DR version, the swarms acceleration buff seems reasonable enough to me, but I'd like a little more data in the other areas you've discussed before I can offer anything solid. lol at that link, anywho, maybe you shouldn't hover in front of the weapon designated to kill you, maybe team work? I normally don't, actually. I follow the same rule ADS should follow when engaging forges, do not ever stand still. It works wonders and I usually take down most swarms by myself, because most fits (except the minmando) I can handle myself IF I know where they are. I read somewhere that the rendering was being looked into, but TBH, you'd probably deal with a few less douches if you showed some more data involving at the very least the homing nerf. Just trying to save you a bad day.
The preacher of Betty White, may her pimp hand guide me.
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