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.