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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1742
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Posted - 2014.09.15 09:05:00 -
[1] - 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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Alena Ventrallis
Vengeance Unbound Dark Taboo
1745
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Posted - 2014.09.15 18:20:00 -
[2] - Quote
CCP Rattati wrote: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. The only comment previous to this was mine, and how was it bickering or off-topic?
ADS can no longer hover, so they have to keep moving, but gunners have a hard time hitting targets while the ADS moves, so I ask for stabilization.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1746
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Posted - 2014.09.15 20:12:00 -
[3] - Quote
Vulpes Dolosus wrote:Kaeru Nayiri wrote:Question Regarding Swarms physical limits:
When does a swarm missile run out of fuel?
As shown in the chart, it has a 400m maximum range from launch, but does it also have a flight time? If a ship stays within 400 meters of the launched location, while moving at high speed, will the swarm chase indefinitely? Or is it possible for a dropship to "scrub" the missile by making it run out of fuel by taking sharp turns and wasting it's flight time?
Also, thank you for the work you are putting into this Rattati, we realize this is no easy task. It's a 400m traveled, not distance from launcher. So if, for some reason, it flew in a circle with a circumference of 400m, it would explode where it was fired. We'll have to see if it's possible for an ADS to dodge swarms since swarms are getting an agility nerf. My dream is that I can just tightly orbit swarmers with my AB on while their missiles just circle around me (similar to what I do with forgers). If this is the case, I will be fine with the way things will be. Although gunner stabilization is still a request I have.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1748
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Posted - 2014.09.15 20:13:00 -
[4] - Quote
To Rattati: you mention a PG/CPU decrease to small turrets. How much of a decrease?
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1749
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Posted - 2014.09.15 22:57:00 -
[5] - Quote
CCP Rattati wrote: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. Then give my gunners aim stabilization so they can do strafing runs. We hover because they can't hit anything smaller than a tank unless we hold still or they get plain lucky.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1750
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Posted - 2014.09.15 23:16:00 -
[6] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:CCP Rattati wrote: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. The only comment previous to this was mine, and how was it bickering or off-topic? ADS can no longer hover, so they have to keep moving, but gunners have a hard time hitting targets while the ADS moves, so I ask for stabilization. It seems the bickering and ranting has been moderated. This was not meant for you, sorry it looks that way. Oh whew! Feel better now. Thanks for the clarification. :)
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1752
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Posted - 2014.09.16 01:52:00 -
[7] - Quote
Derpty Derp wrote:Tesfa Alem wrote:Thanks for putting in the work Rattati. I have a couple questions regarding the chart.
1) why is the first chart have the drop ship hovering at 60m and the second one hovering at 80m? I cannot tell because the distance is measured in 200m intervals, but it looks like if the dropship is hovering at 60 in the second chart for comaparisons sake then wouldn't 3 swams hit the dropship with an afterburner?
2) I would really apreciate clarification on whether swarm explode after traveling 400m? Or are swarms programed to explode after 9 seconds of travel and 400m is how far the can fly in that period of time?
If the later is true then i worry that improving the speed will also increase the distance a missile can travel before self detonating.
Regarding the OPness of Dropships. Though i disagree that ADS are overpowered I agree with others on this thread that simply making them easier to kill is the wrong way to go about it. It doesn't help infantry who are not specced into AV and it doesn't chage the dynamics on the ground.
ROF bonus is also the wrong way to go about it. Rail turrets are already going to have the ROf nerfed, and it wont affect any missile incubus. It also doesn't fall inline with your vision of fast attack ships especially in terms of strafing.
Instead i would take a look at the main infantry destroyer the missile turrets (especialy the XT-1s). Increase the clip size (1 per level?) but reduce damage and splash so it doesn't one shot kill most suits. Firing more rounds but requiring more a lot more accuracy.
I've followed all of the hotfix conversations and i've noticed that when something is considered to be killing an extrodinary amount of clones or has an unfair advantage you've tweaked the weapon or module not the entire suit. (the exception being heavies with light weapons). I say look at the anti infantry effectiveness of dropships which comes from its weapons, and not solely the survivability of dropships vs 1 swarm launcher. Thats what got the pilots so very much against against the swarm buff, because our dropships are already extremely fragile.
I'm sorry if you consider this bickering or ranting but i love flying, i hate losing any ship (i'll recall my gorgons and my vipers rather than jump on a ledge and let them fall and die) and i lose a fair share to swarms already.
Increasing the Afterburner cooldown is a good start towards giving ground troops some breathing space, tweaking the small missile damage should give infantry more time to get to cover, and give swarmers a better oppurtunity to hit dropships which must get closer and hover longer (as in your first chart) as well as better survivabilty vs dropships. It would help all infantry vs dropships. Give all the troops a reasonable chance for survival vs the ADS, and i think this would go along way towards relieving the enimity between all troops and all pilots. 07. ^^^ This ^^^ I don't think any pilot has ever said "dropships are OP" not even once... We all say they're squishy as ****. But small missiles we know are too strong... Why do you think we use them on the Incubus, it's got no bonus RoF, it just farms infantry better than a blaster and downs ground vehicles better than a small rail (even more so after Delta nerfs RoF on all rails, but does nothing to bonus stacking.) The only downside is having to lead your target, which is only an issue vs other dropships that can turn out the way of it after it's been shot. The problem rails has was their damage profile being wonky at 77%/63%. The ROF Nerf is coupled woth the profile being updated, so DPS will remain the same.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1763
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Posted - 2014.09.16 20:17:00 -
[8] - Quote
Didn't he say he would rethink it though? I remember reading that.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1765
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Posted - 2014.09.17 01:07:00 -
[9] - Quote
Hopefully. IF small rails are supposed to be AV, then they need a buff if anything.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1766
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Posted - 2014.09.17 02:47:00 -
[10] - Quote
Atiim wrote:MarasdF Loron wrote:Atiim wrote:JudgeIsABadPilot wrote:So, have you actually tried any of this on the test server, or are you going to wing it? The results would be no different than those marked on the graph, so it wouldn't matter. Yes, because there are no variables to consider, like lag, frame rate, variating reaction times and responses depending on the individual, rendering issues. Yeah, it all happens the way it says so on the paper. You never balance around lag or frame rate as it's far too inconsistent, the average human's reaction time is 215ms, which is way to fast to make a difference, and balancing around an individual person is also inconsistent. Anything else? I butt heads with Atiim all the time, but he is right. Reaction time differs of course, but the acceleration of the swarms, the speed of the drop ship, all of these can be calculated and predicted. I'm guessing if not exactly like the graph, then close to it.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1768
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Posted - 2014.09.17 03:48:00 -
[11] - Quote
What if we made the assault swarm launcher an anti-dropship launcher? weaker missiles, but longer lock range and faster missiles.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1775
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Posted - 2014.09.17 17:33:00 -
[12] - Quote
CCP Rattati wrote:Atiim wrote:Alena Ventrallis wrote:What if we made the assault swarm launcher an anti-dropship launcher? weaker missiles, but longer lock range and faster missiles. I'd like to see the proposed changes for HF Delta applied to the Assault Swarm Launcher as opposed to all of the Swarms. That way, the ASL would have a purpose that make sense within the context of an Assault variant. not a bad idea at all, but it renders all militia swarms as useless as before. what if we buff all a little, but assault swarms so they do less damage and fly faster? Suppose we make militia swarms act as a halfway point?
For example, let's say normal swarms did current full damage and flew at 50m/s, and assault swarms did 10%less damage but flew at the proposed 60m/s, militia swarms could be halfway, doing 5% less damage and flying at 55m/s.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1780
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Posted - 2014.09.18 02:40:00 -
[13] - Quote
Rattati, any new thoughts on assault swarms being anti-dropship? I think it go es AV an option to kill us without it being a guaranteed win for them while at the same time giving life to the most underused weapon in dust.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1782
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Posted - 2014.09.18 03:15:00 -
[14] - Quote
Adipem Nothi wrote:Alena Ventrallis wrote:Rattati, any new thoughts on assault swarms being anti-dropship? (1) I think it go es AV an option to kill us without it being a guaranteed win for them while at the same time (2) giving life to the most underused weapon in dust. 1) Are you implying that the changes as proposed guarantee an AV win? 2) What does Breach Shotgun have to do with this?
1) I believe it does, especially on the incubus. 2) still think it plays second fiddle to assault swarm launcher. But definitely in need of some attention.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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