Tesfa Alem
Death by Disassociation
194
|
Posted - 2014.09.15 21:29:00 -
[1] - Quote
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.
Redline for Thee, but no Redline for Me.
|
Tesfa Alem
Death by Disassociation
196
|
Posted - 2014.09.17 20:23:00 -
[2] - Quote
I hate repeating myself but, seeing as i don't have an answer yet, again i ask:
1) why is the first chart have the drop ship hovering at 60m and the second one hovering at 80m? Acording to your own data dropship at 60m in hotfix delta at full afterburn needs to tank 3 missiles.
2) Are swarms programed to explode after 9 seconds of travel and 400m is how far the can fly in that period of time?
Buffing speed will increase the range of swarms if this is this case. If a swarm missile can travel faster within 9 seconds it will cover more distance before self destucting.
400m/9 seconds = 50mps.
Add 10% speed 55mps
9seconds x 55 mps = 440m.
Not playing "gotcha" i want to know whether my concerns are unfounded. Swarms are getting buffed no matter what, so i want to see the extent of the buffs and plan my SP investment accordngly.
Redline for Thee, but no Redline for Me.
|