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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Jebus McKing
Legio DXIV
612
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Posted - 2014.09.15 14:36:00 -
[31] - Quote
CCP Rattati wrote: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.
Maybe I am exaggerating, but it is totally possible in rare situations. Add in a second swarmer or forgegunner and you are almost guaranteed to destroy the ADS if you know what you are doing.
I consider it alpha damage because the fight is over within a couple of seconds with either the ADS escaping or getting destroyed. There is no real prolonged combat action where your piloting skill or the AV skill decides the outcome of the fight. You either are lucky to have the time to run or you are toast. And making one thing better at destroying the other directly contributes to that. It does not make the fights more interesting than they are right now. It just makes ADSs get killed more and getting less kills.
Cooldown does not decrease K/D of an ADS, like you said, but it makes it less effective. So you want ADSs to get killed more often rather than making them less effective, is that what it comes down to? I would not have a problem with that if we did not have the issues with rendering we have right now.
ROF bonus has not been mentioned? Are you being sarcastic now? Because I did not pay attention to the whole discussion in detail since I'm only a part time pilot. If it really has not, then nevermind, this community is lost. Who would've thougth that dealing 4000 damage over 4.5 seconds from a small missile launcher might be slightly too much. I won't lie, I can solo a tank with my ADS and I never understood how this should be possible.
The whole problem from my perspective is the rendering range. Since we can't do anything about it at this point in time why can't we make engagements take longer instead? We could reduce the killing effectiveness of ADS and at the same time make it harder for them to get destroyed. Reduce their damage output but also make it take a while for them to get shot down. This way ADS would be less like flying attack vehicles and more effective at actually supporting the team by ensuring that the passengers reach their destination safely or serving more as supression support rather then farming infantry. AV guys would get a ton of WP and secure points from prolonged ADS fire, and ADS pilots would not get sucker-punched all the time.
Paying customer. // @JebusMcKing
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1813
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Posted - 2014.09.15 14:36:00 -
[32] - Quote
Lets not get off tack here by talking about forge guns. The issue at hand is swarms vs ADS and that is where we should try to keep the conversation. If you want to take up the issue of forge guns vs ADS why not make a new thread?
As far as the graphs it looks like Rattati is trying to show that in its current state there was no way a swarm launcher could get more than two vollies off at a ADS (thus the 2nd through 4th shots being in a vertical line at 4.5 seconds). The issue causing this was probably a combination of DS speed and slow swarm velocity. Any shots fired after 4.5 seconds (assuming the pilot took evasive action) would have no chance of hitting.
The proposed changes to swarm velocites will allow actual impacts of swarms on retreating ADS in delta (unlike in charle) up until the 400m line which is the hard range line for swarms. The impacts shown after that are merely for theory crafting as opposed to hits that will actually happen.
The difference between the two is that while in charlie that ADS can sit and take the first two swarm volleys and still be able to escape, pilots in delta will be forced to move either constantly or as soon as the first volley hits in order to avoid volleys 3-4 with the first two volleys hitting being a given. Since it looks like pilots who are aware and moving will still only be taking two volleys of swarms the total damage dealt to most skilled ADS pilots will be unchanged, any pilots who choose to linger a bit after the first volley though will get hit by swarm volley 3, which, depending on their fit, may cost them their ship.
This doesn't really look like it is going to be a huge change for ADS pilots except for the fact that they will have to keep moving, swarms will more easily be able to deny them access to the battlefield but killing them will still be hard. These look like they will be some solid changes from a numbers point of view. I can't wait to see how they pan out.
Now with more evil.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2064
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Posted - 2014.09.15 15:23:00 -
[33] - Quote
We can run numbers all day but we'll never know how things will turn out or what "emerges" until it's been tested hands-on. (One of the reasons why we need a test-server)
Just get Delta deployed and we'll see how it goes. |
Vell0cet
Vengeance Unbound Dark Taboo
2257
|
Posted - 2014.09.15 16:10:00 -
[34] - Quote
I'd like to see vehicle prices balanced around ISK efficiency. Total ISK value of all assets (suits and vehicles) destroyed by ADS divided by total number of ADS destroyed. The current changes will alter ADS survivability, so this data should be evaluated a month-or-so after Delta.
Best PvE idea ever!
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Kallas Hallytyr
Skullbreakers
777
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Posted - 2014.09.15 16:23:00 -
[35] - Quote
CCP Rattati wrote: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.
For the second chart, it looks like the ADS will be hit with two Swarms the vast majority of the time and the third one is dependant on ADS reaction time and direction of travel: if the ADS at 80m runs directly away from the Swarmer, the third shot misses; if they run at an an acute angle (ie, past the Swarmer) then they will get hit by those numbers. Is that correct? Not asking if that is good/bad, just making sure I understand the chart.
ROF bonus changes could be interesting, though I think they would impact the Incubus far more heavily, especially with upcoming small Railgun changes.
@Funkmaster: at ranges over 100m it is extremely difficult for a dropship to land hits on any infantry, and Sentinels are substantially tougher than most due to the 25% (at L5) resistance to blast damage. When the dropship is within 100m, you are still small, but we are much larger. My alt is a dedicated heavy: I use FGs a lot and I can hit targets within 100m pretty easily - outside of that it is difficult, but then, you shouldn't be able to snipe all vehicles within 400m perfectly otherwise there is no point to vehicles.
Anyway, this is about Swarms.
CCP Rattati wrote:maybe you shouldn't hover in front of the weapon designated to kill you, maybe team work?
Define hover. Because you can circle around a Swarmer, bob and weave and they will always lock you, but your aim is thrown off by those motions and for naught. Rarely do I ever hover, and rarely do I ever outrun the second volley.
Alt of Halla Murr.
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CommanderBolt
TerranProtossZerg
1593
|
Posted - 2014.09.15 16:54:00 -
[36] - Quote
Trust me, as a forge gun user, we do not need any more range at all. (Don't get me wrong more range would be sweet but its not needed)
If the DS wants to attack, he has to be in FG range. That's fine as it is.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
27
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Posted - 2014.09.15 17:35:00 -
[37] - Quote
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. |
Stefan Stahl
Seituoda Taskforce Command
742
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Posted - 2014.09.15 17:46:00 -
[38] - Quote
Kallas Hallytyr wrote:Define hover. Because you can circle around a Swarmer, bob and weave and they will always lock you, but your aim is thrown off by those motions and for naught. Rarely do I ever hover, and rarely do I ever outrun the second volley. Crooked analogy: When being an assault, I try not to be in range of a Burst HMG heavy for too long at a time. Even if my Assault Rifle has the same range as he does.
@Chart: Consider that between the second and eventual third SL hit there's a time delay of 5 seconds. A Python can recover up to 1700 hp from a shield booster in that time - before hardeners. Even an incubus pilot should have recovered some ehp in that time.
@Rattati: Do you know whether NDS have the same top speed as ADS? I'm not really concerned because I think an NDS will just tank the first three shots and then get out of lock-on range before the SL's reload is finished. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1745
|
Posted - 2014.09.15 18:20:00 -
[39] - 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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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2066
|
Posted - 2014.09.15 18:54:00 -
[40] - Quote
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). |
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Denchlad 7
Dead Man's Game
551
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Posted - 2014.09.15 19:00:00 -
[41] - Quote
As a pilot, these changes seem good. Glad to see that you're lowering the cost of the ADS and associated modules. With that I'll say swarms and ADS are balanced, providing we see some data regarding the cost changes.
Forge and ADS is balanced. Dont touch it.
The only person in Dust stupid enough to Proto every single god-damn weapon. 19/19.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1746
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Posted - 2014.09.15 20:12:00 -
[42] - 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 -
[43] - 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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Tesfa Alem
Death by Disassociation
194
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Posted - 2014.09.15 21:29:00 -
[44] - 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.
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abdullah muzaffar
G0DS AM0NG MEN General Tso's Alliance
25
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Posted - 2014.09.15 22:11:00 -
[45] - Quote
Funkmaster Whale wrote: 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.
^This Cant take down an ads when it can destroy your nanos, come back, tank 2 shots and remove all armor in a single hit, while hovering at 5 m, knowing fully well that i wont be able to kill them bcz im already dead while charging the 3rd Imo, the bonuses are waay too op right now, an aoe weapon should not have so much damage or rof, else i want my md buffed |
manboar thunder fist
Dead Man's Game
121
|
Posted - 2014.09.15 22:17:00 -
[46] - 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.
oh my god, rattati is an ads hater, GG ads, you cost me loads of isk and you were the most free, fun thing in the game. R.I.P
Swarm/RR Cal mando here i come!
JK LOL, amarr 4 lyfe
apart from the cal heavy, cal assault, cal logi, cal scout, min scout, min logi, min assault, min heavy, gal sentinel, gal assault, gal logi and gal scout that i have.....
suddenly, the bleak future looks bright, so what if they nerf one thing, i'll just get everything to level 3!
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1749
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Posted - 2014.09.15 22:57:00 -
[47] - 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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CCP Rattati
C C P C C P Alliance
7131
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Posted - 2014.09.15 23:05:00 -
[48] - 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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Alena Ventrallis
Vengeance Unbound Dark Taboo
1750
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Posted - 2014.09.15 23:16:00 -
[49] - 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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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
927
|
Posted - 2014.09.15 23:35:00 -
[50] - Quote
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.
Please support fair play!
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
268
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Posted - 2014.09.15 23:45:00 -
[51] - 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. I like this straight-forward, no-nonsense Rattati. Just putting people in their place.
Anyhow... Those are some very good looking graphs. +1 |
SponkSponkSponk
The Southern Legion Final Resolution.
1072
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Posted - 2014.09.15 23:50:00 -
[52] - 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.
Someone needs to post video of this.
Dust/Eve transfers
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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 -
[53] - 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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Derpty Derp
Dead Man's Game
463
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Posted - 2014.09.16 00:13:00 -
[54] - Quote
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. |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
927
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Posted - 2014.09.16 00:26:00 -
[55] - Quote
SponkSponkSponk wrote:Someone needs to post video of this. ...visible to the naked eye, that if you sat in ship with a SR texture within 100m is not loaded gradually, but immediately. For the purity of the experiment (comparison), you must do it in two different rounds, but at the same map. For example, on this map infantry on the central table is seen from the height of hightowers (if SR present in u fit).
graf settings: LOW effects: LOW
Please support fair play!
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1752
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Posted - 2014.09.16 01:52:00 -
[56] - 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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2788
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Posted - 2014.09.16 06:37:00 -
[57] - Quote
As this is a discussion of ADS vs. Swarms I move we drop the forge gun arguments. My reasoning being in my experience the survival rate of ADS versus a forge gun is 50/50 modified by the skill of the gunner versus the skill of the pilot. Rattati would know better than me given he has kill stats. Hell he could probably tell me my efficiency versus vehicles individually.
But the discussion is the swarm changes. Let's keep it there. |
The dark cloud
The Rainbow Effect
4112
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Posted - 2014.09.16 07:34:00 -
[58] - Quote
Alena Ventrallis wrote: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. Direct hit damage is aswell getting nerfed by 30% so your argument is nonesense
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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Leeroy Gannarsein
Legio DXIV
707
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Posted - 2014.09.16 10:42:00 -
[59] - Quote
John Psi wrote:SponkSponkSponk wrote:Someone needs to post video of this. ...visible to the naked eye, that if you sat in ship with a SR texture within 100m is not loaded gradually, but immediately. For the purity of the experiment (comparison), you must do it in two different rounds, but at the same map. For example, on this map infantry on the central table is seen from the height of hightowers (if SR present in u fit). graf settings: LOW effects: LOW I'd accept that only rendering isn't consistent match to match even with the same weaponry.
Even back in 1.6, some matches my rendering would be decent. I'd spend those matches sniping with a particle cannon. Some matches it'd be terrible, and I'd recall the particle cannon for an ion cannon.
I'm in agreement with Jebus, in that ADS piloting isn't particularly interesting. It's a pretty common refrain amongst old HAV pilots, too, that driving the vehicles just isn't fun anymore (though arguably ADS piloting has never been 'interesting' by those standards).
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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MarasdF Loron
Fatal Absolution General Tso's Alliance
1061
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Posted - 2014.09.16 13:53:00 -
[60] - Quote
CCP Rattati wrote: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. Ok, I'm trying to be completely unbiased here...
First of all, I don't he is exaggerating at all. ADS does indeed get shot down most of the time by things that do not render, or OHK because of the knockback.
I'm all for buffing Swarm speed, I've suggested that months ago already myself. But at the same time rendering should be fixed, no, rendering should have been fixed in Uprising 1.1 already.
He didn't really say that it directly contributes to the alpha damage, it's just that they already do enough damage but now the impact comes to you sooner. Which, like I said, I support.
And increasing the cooldown will not impact the K/D, but it reduces the effectiveness of an ADS, as it cannot get back to terrorizing ground troops so quickly. There's actually only one way to reduce the K/D if you wanna go by that number, which I don't see why you would, as the K/D is not affected when you lose your ADS, you simply jump out and preserve your K/D, so you need to make it so that you cannot jump out when it's falling if you want to go with the K/D number.
I thought you wanted to reduce the effectiveness of an ADS, the K/D means nothing when pilots can just jump out.
And if you really want to go by the the K/D number, then start nerfing players, not roles. Because good players can go for high K/D no matter what they are doing if they really want to pad their K/D. So anyone who has high K/D, handicap them.
AV itself is already strong enough because they are invisible >50% of the time. If you want to reduce the K/D of pilots, then don't let them hop out when the ADS gets shot down. But if you fix the rendering instead, you could then considerably buff AV, although it still would not impact pilot K/D. Even if every AV weapon was a one shot kill weapon, it would not affect pilot K/D.
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