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Thread Statistics | Show CCP posts - 14 post(s) |
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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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CCP Rattati
C C P C C P Alliance
7079
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Posted - 2014.09.15 10:07:00 -
[2] - 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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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 10:52:00 -
[3] - 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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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 11:07:00 -
[4] - 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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CCP Rattati
C C P C C P Alliance
7091
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Posted - 2014.09.15 12:37:00 -
[5] - 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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CCP Rattati
C C P C C P Alliance
7092
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Posted - 2014.09.15 12:45:00 -
[6] - 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 -
[7] - 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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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 13:55:00 -
[8] - 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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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 14:18:00 -
[9] - 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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CCP Rattati
C C P C C P Alliance
7131
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Posted - 2014.09.15 23:05:00 -
[10] - Quote
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.
"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
7140
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Posted - 2014.09.15 23:53:00 -
[11] - Quote
John Psi wrote:About rendering problems: we have noticed that many of the pilots and gunners sit in a dropship with sniper rifles. Once verified, we found that the distance of drawing objects (infantry on far ground) is significantly improved. I hope that these observations may help in this situation.
This was sent with the utmost speed to the Technical Director
"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
7289
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Posted - 2014.09.17 16:11:00 -
[12] - Quote
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?
"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
7314
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Posted - 2014.09.18 00:22:00 -
[13] - Quote
My understanding is that there are two settings, and the missile is destroyed whenever it hits the lower threshold.
Max range and max air time
We will make sure they are the same distance based on the new speed and acceleration
"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
7336
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Posted - 2014.09.18 10:48:00 -
[14] - Quote
Thanks everyone, we will keep monitoring the situation after Delta. We have some ways to remedy any situation, for example, a really simple way is to reduce the distance that swarms can fly to let ADS's escape in case their survivability is seriously affected. Then swarms need to team up to kill vehicles but will be area of denial weapons mostly.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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