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Gabriella Grey
THE HANDS OF DEATH
151
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Posted - 2014.09.24 18:42:00 -
[1] - Quote
Before I put my thoughts on this, I want to start and say that I would like to hear from the rest of the dropship community on these things and if CCP can look at these issues.
The assault dropship isn't in a balanced position at the moment with A/V and vehicles, by these factors:
Swarm Speed, and Swarm turning is removing dropships from play too easy. The swarm speed I don't really have an issue with but its turning radius is an issue. Evasive flying isn't helping a great deal. The issue is the turning for the swarms need somewhere around 5 - 10% more increase. 10-¦ - 90-¦ angle positions in relation to swarm missiles are not really allowing dropships to out maneuver them. Thus far my interaction with swarms calls for me running much more away from the battle rather than being a part of the battle.
Small Missile Turrets New Rate of Fire significantly hinders Python ADS Ability. With the now rate of fire, it is extremely difficult to engage swarm users, HAV's, and Heavies. Swarm launcher users currently can keep dropships running because the Python's rate of fire is it's only edge to do any type of meaningful strafe run. The current time it takes to aim at a target and deliver one missile + account for air speed + angle makes using the now small missile turrets extremely difficult to fight back. Another problem is small missile turrets previous speed allowed them to fight HAV's but currently AV has a far better chance at engaging them. The slower rate of fire is allowing HAV's that are hurt or pursued by dropships to heal back up with not much worry. When engaging Commandos and Heavies dropships are having far too much of a time to aim at them and fight back. The time required for the dropship to remain still, it's already large size, and inability to tell who is AV and who is not, is all working in A/V favor.
I don't think the changes rendered dropships useless but the changes in their current state have made dropships under performing ground vehicles and infantry. I will post another focusing on small blasters, small rails and the incubus soon.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
151
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Posted - 2014.09.24 19:51:00 -
[2] - Quote
Before I put my thoughts on this, I want to start and say that I would like to hear from the rest of the dropship community on these things and if CCP can look at these issues.
The assault dropship isn't in a balanced position at the moment with A/V and vehicles, by these factors:
Small Rail Turrets Rate of Fire is much more decent but its damage output is useless when engaging vehicles. With the previous rate of fire it made Dropships have a better chance of fighting back at HAV's, but put them in a horrible place in relation to the python and any other dropship that could fly. The rate of fire and amount of damage per shot with small rail turrets needs close attention. I would prefer and most pilots would also agree that we could see the rate of fire go down even a bit more if it can make up for it in damage. Currently as it stands small rail turrets make little difference when engaging HAV's, Installation Turrets, and LAV's from the skies.
Incubus fittings are now suffering much more to AV than the Python variant. We may see more Incubus users changing over to the already popular double double repairs incubus and more to equipping armor plates. Though the damage output on armor by A/V seems still too steep.
Small Blaster Turrets, feel a bit better than previous, but the splash damage could use a better increase if they will ever be used. As a front mounted gun on a Incubus or Python it is useless in attacking infantry. Something that could make them useful is increasing their spread a bit more to where the blast radius will always effect the center dot is. This could make it usable at better distances and not hovering at 5 meters in front of the target.
I don't think the changes rendered dropships useless but the changes in their current state have made dropships under performing ground vehicles and infantry.
Always Grey Skies
Leader of the Alpaca Commandos
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medomai grey
WarRavens Capital Punishment.
983
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Posted - 2014.09.24 21:14:00 -
[3] - Quote
Gabriella Grey wrote:Swarm Speed, and Swarm turning is removing dropships from play too easy. The swarm speed I don't really have an issue with but its turning radius is an issue. Evasive flying isn't helping a great deal. The issue is the turning for the swarms need somewhere around 5 - 10% more increase. 10-¦ - 90-¦ angle positions in relation to swarm missiles are not really allowing dropships to out maneuver them. Thus far my interaction with swarms calls for me running much more away from the battle rather than being a part of the battle. Link
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
36
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Posted - 2014.09.24 21:27:00 -
[4] - Quote
medomai grey wrote:Gabriella Grey wrote:Swarm Speed, and Swarm turning is removing dropships from play too easy. The swarm speed I don't really have an issue with but its turning radius is an issue. Evasive flying isn't helping a great deal. The issue is the turning for the swarms need somewhere around 5 - 10% more increase. 10-¦ - 90-¦ angle positions in relation to swarm missiles are not really allowing dropships to out maneuver them. Thus far my interaction with swarms calls for me running much more away from the battle rather than being a part of the battle. Link
As I mentioned in another thread, I am all for a method of scrubbing missiles from swarms through evasive maneuvers. Something to keep busy instead of run away in a straight line and wait for my hardener to cool down. |
Gabriella Grey
THE HANDS OF DEATH
152
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Posted - 2014.09.24 21:30:00 -
[5] - Quote
medomai grey wrote:Gabriella Grey wrote:Swarm Speed, and Swarm turning is removing dropships from play too easy. The swarm speed I don't really have an issue with but its turning radius is an issue. Evasive flying isn't helping a great deal. The issue is the turning for the swarms need somewhere around 5 - 10% more increase. 10-¦ - 90-¦ angle positions in relation to swarm missiles are not really allowing dropships to out maneuver them. Thus far my interaction with swarms calls for me running much more away from the battle rather than being a part of the battle. Link
This was called by the community before the release. I hope we see some kind of soon adjustments before Tank spam, and A/V spam comes back into the game, full throttle.
Always Grey Skies
Leader of the Alpaca Commandos
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Evan Gotabor
Prima Gallicus
89
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Posted - 2014.09.24 21:37:00 -
[6] - Quote
If the Python is not in a good position, the incubus is worst. With less firerate, your smallrail overheat (level 5) with only 4 or 5 shots. The rail is simply useless. I will post a video soon that will show the before/after. For the moment, I'm returning from where I started : incubus and missile launcher.
Without dogfight, the ADS is not as appealing
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Gabriella Grey
THE HANDS OF DEATH
153
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Posted - 2014.09.24 21:45:00 -
[7] - Quote
Evan Gotabor wrote:If the Python is not in a good position, the incubus is worst. With less firerate, your smallrail overheat (level 5) with only 4 or 5 shots. The rail is simply useless. I will post a video soon that will show the before/after. For the moment, I'm returning from where I started : incubus and missile launcher. Without dogfight, the ADS is not as appealing
Yes when it comes to air vs ground the Incubus is having some hard times, that was why I posted all the issues on both. My rail RoF isn't bad but it isn't doing enough damage. Please post your videos as soon as you can, and lets hope we can get more pilots here for feedback.
Always Grey Skies
Leader of the Alpaca Commandos
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Soraya Xel
Abandoned Privilege Top Men.
3614
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Posted - 2014.09.24 21:50:00 -
[8] - Quote
I tend to die like every 90 seconds when I'm playing DUST. How often do you lose dropships?
It's going to take a few days for CCP to get good metrics on the state of the ADS after Hotfix Delta.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Evan Gotabor
Prima Gallicus
92
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Posted - 2014.09.24 21:56:00 -
[9] - Quote
Gabriella Grey wrote:Evan Gotabor wrote:If the Python is not in a good position, the incubus is worst. With less firerate, your smallrail overheat (level 5) with only 4 or 5 shots. The rail is simply useless. I will post a video soon that will show the before/after. For the moment, I'm returning from where I started : incubus and missile launcher. Without dogfight, the ADS is not as appealing Yes when it comes to air vs ground the Incubus is having some hard times, that was why I posted all the issues on both. My rail RoF isn't bad but it isn't doing enough damage. Please post your videos as soon as you can, and lets hope we can get more pilots here for feedback.
The ROF is fine (a bit too slow, but I was used to the +50% bonus), but the overheat is simply wrong. 4 hits maximum with everything at level 5 do not reflect the investment VS reward that we should obtain.
Prima Gallicus diplomat. Contact Hubert De LaBatte or me if you have business to do with us.
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Gabriella Grey
THE HANDS OF DEATH
153
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Posted - 2014.09.24 21:56:00 -
[10] - Quote
Soraya Xel wrote:I tend to die like every 90 seconds when I'm playing DUST. How often do you lose dropships?
It's going to take a few days for CCP to get good metrics on the state of the ADS after Hotfix Delta.
I die quite a bit actually. But what are you going at is indifferent because the flux of feedback will over shadow most of what you maybe thinking is fine. My responses are far from bias. I have an Assault player, a logi, a scout and the hat goes deeper. I strongly suggest you looking from this aside from your own perspective. I am not sure if you mean this sarcastic or asking in sincerity.
Always Grey Skies
Leader of the Alpaca Commandos
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Kallas Hallytyr
Skullbreakers
808
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Posted - 2014.09.24 22:00:00 -
[11] - Quote
Soraya Xel wrote:I tend to die like every 90 seconds when I'm playing DUST. How often do you lose dropships?
It's going to take a few days for CCP to get good metrics on the state of the ADS after Hotfix Delta.
I can go for several minutes not dying as an infantry suit. Really, both yours and my statements are anecdotal. And again: what's the point of vehicle damage points if driving off a vehicle is not enough? Either, vehicle damage is supposed to reward AV when they fail to finish a vehicle off; or AV is supposed to destroy vehicle all the time such that vehicle damage points are an unnecessary reward and AV/V balance is off.
Quite simply, this is a question that should b answered by Rattati, perhaps you could pose it to him for me (if he doesn't respond here) - is one AV player supposed to destroy one vehicle player in a one-on-on situation in evenly matched circumstances? If yes: why is AV so handsomely rewarded (ie, WP rewards for soloing a vehicle are very high); if not, then should the balance point for AV/V not be more powerful AV and cheaper vehicles?
Alt of Halla Murr.
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Soraya Xel
Abandoned Privilege Top Men.
3615
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Posted - 2014.09.24 22:04:00 -
[12] - Quote
Gabriella Grey wrote:I die quite a bit actually. But what are you going at is indifferent because the flux of feedback will over shadow most of what you maybe thinking is fine. My responses are far from bias. I have an Assault player, a logi, a scout and the hat goes deeper. I strongly suggest you looking from this aside from your own perspective. I am not sure if you mean this sarcastic or asking in sincerity.
Realistically, I don't have an opinion on Delta ADS yet. I know Charlie ADS was extremely OP. But I haven't been on to play yet, and CCP doesn't have statistics yet, so it's hard to say. But the big notion that drives me nuts is the expectation that an ADS can always run away from a battle. Because no infantry player (except maybe scouts when versus other infantry) has anything anywhere close to that option.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
279
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Posted - 2014.09.24 22:07:00 -
[13] - Quote
Hello, Gabriella! I can't contribute much to the ADS point of view reagarding the Swarm Missile gunfight, because I'm either DS transporter or DS door-gunner. When your standard DS gets the visual cue (or the hit) from the swarmer, it's a very different set of mechanics to gunslinging it out with the opponent.
In the DS driver's mindset, I immediately want to hold still and continue to be a target, to get the Swarm Launcher to expose himself long enough for my gunner to AIM-DOWN-ZOOM-SIGHTS and engage him. I KNOW my gunner can zoom and get a better render of the Launcher than I can get as the driver.
In the door turret-gunner's mindset, I can see that Launcher light up before all the missiles even leave his shoulder, and I PRAY my driver holds still and doesn't notice we're about to be hit by an initail swarm (yeah, it sounds callous to my driver), because I see a clean chance to zoom-aim and put a turret round right in the Launcher's mouth before he even lives to see his first volley harmlessly strike our Transport DS.
But an ADS doesn't have that (I'd say "FAIR") counter advantage against the Swarm Launcher.
Even if a DS driver can't "see" the opponent, her gunner has a crack at Zoom-locking on him with a turret as dangerously as he's Zoom-locking us, and the driver doesn't have to be so neck-crampingly positioned over the opponent for her gunner to out-shoot the Swarm Launcher. ...The ADS has no zoom, or early-visual, or latitude of firing-position, ... arguably NO FIGHTING advantage at all. Only a fleeing advantage, and a dev bias that's hell bent on MAKING you flee,
These are variables that I expect make the RoF turret reduction a LOT easier for DS driver/gunner crews to live with than for ADS operators. The mechanics of how the DS or ADS "defends itself and fights back" is almost too different for them to be using same spec gun (too different to be carrying the same spec gun...MAYBE, that's the key to a solution).
Those same variables are nearly impossible to argue to a Swarm Launcher carrier---he's got a totally different vision (literally)--he can't possibly agree that having "more rounds per second to make up for how hard it is to lock on him" is FAIR counterbalance for his "3 consecutive bullseyes on us"---and unfortunately the DS has now become the Moby **** that the obsessed Swarm carrier MUST BE ALLOWED TO KILL, OR ELSE THIS GAME IS BROKEN AND THE SWARM-PLAYER IS GOING TO KICK HIS PET DOG IN THE BELLY if CCP doesn't let him swarm-kill Celesta instead of just swarm-chasing her away.
And I don't think these variables will carry any weight with CCP, because in a face-off with AV or other vehicles, they want your ADS to have to flee more than it has been doing in the past. The more aggressive a vehicle is able to be in a confrontation, the more CCP's "balance" solution is to make that vehicle have to flee sooner, and stay around less. I don't agree with that at all for an EVE game, but To CCP, you may be legitimately considered "more balanced" now.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Soraya Xel
Abandoned Privilege Top Men.
3615
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Posted - 2014.09.24 22:07:00 -
[14] - Quote
Kallas Hallytyr wrote:Quite simply, this is a question that should b answered by Rattati, perhaps you could pose it to him for me (if he doesn't respond here) - is one AV player supposed to destroy one vehicle player in a one-on-on situation in evenly matched circumstances? If yes: why is AV so handsomely rewarded (ie, WP rewards for soloing a vehicle are very high); if not, then should the balance point for AV/V not be more powerful AV and cheaper vehicles?
The problem is, it shouldn't be "ADS finds one AV, that AV dies" nor "ADS finds one AV, and gets to run off to safety". There should be a fight there. One player should be able to actually have a chance of killing another player and vice versa. However, while an ADS has an above average chance of killing any single infantry they encounter, an ADS is only threatened by infantry if they carry a small subset of weapons, and then, only if there are multiple infantry carrying that small set of weapons, apparently.
One player needs to be able to kill one player. If an AV and an ADS meet somewhere, they should each be capable of killing the other. And the AV should probably have a bit of an advantage, since their primary (or sole, in the case of swarms) role is to kill vehicles, whereas the ADS is much more versatile. And while the ADS has the chance to flee, the swarm launcher often does not.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Gabriella Grey
THE HANDS OF DEATH
154
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Posted - 2014.09.24 22:15:00 -
[15] - Quote
Soraya Xel wrote:Gabriella Grey wrote:I die quite a bit actually. But what are you going at is indifferent because the flux of feedback will over shadow most of what you maybe thinking is fine. My responses are far from bias. I have an Assault player, a logi, a scout and the hat goes deeper. I strongly suggest you looking from this aside from your own perspective. I am not sure if you mean this sarcastic or asking in sincerity. Realistically, I don't have an opinion on Delta ADS yet. I know Charlie ADS was extremely OP. But I haven't been on to play yet, and CCP doesn't have statistics yet, so it's hard to say. But the big notion that drives me nuts is the expectation that an ADS can always run away from a battle. Because no infantry player (except maybe scouts when versus other infantry) has anything anywhere close to that option.
See what you are failing to understand is pilots don't even think like that. Anyone who gets good at dropships has burned through isk and has a very bad KDR. Pilots don't care about KDR nor do they care about loosing their ships, they want to contribute to the fight. When they are flying there is a bunch of things from experience they have learned to be mindful of, that detours from the general infantry shoot, jump and hide behind cover. Most of what has been said in this thread hasn't been negative but constructive feedback. I think the dropship community agrees that they are indifferent about the after burner, but we are not ok with swarms having the speed they have while still having excellent turning. That isn't balanced when dropship pilots have to adhere by a double standard. That's just not fun at allGǪ
Always Grey Skies
Leader of the Alpaca Commandos
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a brackers
Molon Labe. General Tso's Alliance
53
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Posted - 2014.09.24 22:18:00 -
[16] - Quote
Soraya Xel wrote:Kallas Hallytyr wrote:Quite simply, this is a question that should b answered by Rattati, perhaps you could pose it to him for me (if he doesn't respond here) - is one AV player supposed to destroy one vehicle player in a one-on-on situation in evenly matched circumstances? If yes: why is AV so handsomely rewarded (ie, WP rewards for soloing a vehicle are very high); if not, then should the balance point for AV/V not be more powerful AV and cheaper vehicles? The problem is, it shouldn't be "ADS finds one AV, that AV dies" nor "ADS finds one AV, and gets to run off to safety". There should be a fight there. One player should be able to actually have a chance of killing another player and vice versa. However, while an ADS has an above average chance of killing any single infantry they encounter, an ADS is only threatened by infantry if they carry a small subset of weapons, and then, only if there are multiple infantry carrying that small set of weapons, apparently. One player needs to be able to kill one player. If an AV and an ADS meet somewhere, they should each be capable of killing the other. And the AV should probably have a bit of an advantage, since their primary (or sole, in the case of swarms) role is to kill vehicles, whereas the ADS is much more versatile. And while the ADS has the chance to flee, the swarm launcher often does not.
I don't quite get the bit where you think it should be easier for a 30k point and shoot weapon to kill a 430k (after delta) ads than it is the other way round.
Proto dropship pilot
The sandbox shooter
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Soraya Xel
Abandoned Privilege Top Men.
3617
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Posted - 2014.09.24 22:18:00 -
[17] - Quote
I understand that the ADS pilots think differently. I literally do not believe ADS pilots have experienced a balanced gameplay, because vehicles have always been some level of overpowered. The fact that ADSes have been borderline indestructible has to end. Because it's unfair to everyone else.
Let me put it this way, if the ADS had not been nerfed, the price would've had to go up. A lot. Their effectiveness was incredible for the price they were paying.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Soraya Xel
Abandoned Privilege Top Men.
3617
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Posted - 2014.09.24 22:20:00 -
[18] - Quote
a brackers wrote:I don't quite get the bit where you think it should be easier for a 30k point and shoot weapon to kill a 430k (after delta) ads than it is the other way round.
ISK cost isn't a good balancing method. (It's actually a really bad one.) And ADSes got an incredibly high ISK efficiency rating anyhow. They were too cheap for their durability.
And from personal experience, my swarm fit was close to 300k. And I would often lose three to six of them trying (and failing) to kill a single ADS.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Kallas Hallytyr
Skullbreakers
809
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Posted - 2014.09.24 22:20:00 -
[19] - Quote
Soraya Xel wrote:The problem is, it shouldn't be "ADS finds one AV, that AV dies" nor "ADS finds one AV, and gets to run off to safety". There should be a fight there. One player should be able to actually have a chance of killing another player and vice versa. However, while an ADS has an above average chance of killing any single infantry they encounter, an ADS is only threatened by infantry if they carry a small subset of weapons, and then, only if there are multiple infantry carrying that small set of weapons, apparently.
One player needs to be able to kill one player. If an AV and an ADS meet somewhere, they should each be capable of killing the other. And the AV should probably have a bit of an advantage, since their primary (or sole, in the case of swarms) role is to kill vehicles, whereas the ADS is much more versatile. And while the ADS has the chance to flee, the swarm launcher often does not.
Soraya Xel wrote:Realistically, I don't have an opinion on Delta ADS yet. I know Charlie ADS was extremely OP. But I haven't been on to play yet, and CCP doesn't have statistics yet, so it's hard to say. But the big notion that drives me nuts is the expectation that an ADS can always run away from a battle. Because no infantry player (except maybe scouts when versus other infantry) has anything anywhere close to that option.
Sigh. Charlie ADSs could get shot down; when you'd come across a pilot who could escape every time is when you are fighting one who experienced 400m swarms or is otherwise supremely cagey. Yet again, what makes the ADS OP? A high K/DR? Well, as I've said, I've gotten a ridiculously high K/DR with a basic CalSent, but that's not OP, so it's obviously not K/DR.
So is it not dying? Except, as I said above, AV is handsomely rewarded with vehicle damage points. So really, it seems to boil down to the 'necessity' to confirm a full bodied kill that makes people so upset, right?
And as Alena Ventralis has asked many times: what is the role of the ADS then? Is it a murder machine? A glorified transport? How is it intended to operate, and what makes/made it OP? All I can see is that people are unsatisfied with the heaps of WP they get because what they want is to kill the vehicle.
Alt of Halla Murr.
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a brackers
Molon Labe. General Tso's Alliance
53
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Posted - 2014.09.24 22:21:00 -
[20] - Quote
Soraya Xel wrote:Gabriella Grey wrote:I die quite a bit actually. But what are you going at is indifferent because the flux of feedback will over shadow most of what you maybe thinking is fine. My responses are far from bias. I have an Assault player, a logi, a scout and the hat goes deeper. I strongly suggest you looking from this aside from your own perspective. I am not sure if you mean this sarcastic or asking in sincerity. Realistically, I don't have an opinion on Delta ADS yet. I know Charlie ADS was extremely OP. But I haven't been on to play yet, and CCP doesn't have statistics yet, so it's hard to say. But the big notion that drives me nuts is the expectation that an ADS can always run away from a battle. Because no infantry player (except maybe scouts when versus other infantry) has anything anywhere close to that option.
I fly these things and last time I checked losing an average of 350k per match while maybe getting 5 - 10 kills isn't op
Proto dropship pilot
The sandbox shooter
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2129
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Posted - 2014.09.24 22:21:00 -
[21] - Quote
Soraya Xel wrote:I tend to die like every 90 seconds when I'm playing DUST. How often do you lose dropships?
It's going to take a few days for CCP to get good metrics on the state of the ADS after Hotfix Delta. 10-14 deaths per match? Get good scrub. Even running STD gear I rarely hit that.
Dust was real! I was there!
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a brackers
Molon Labe. General Tso's Alliance
53
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Posted - 2014.09.24 22:23:00 -
[22] - Quote
Soraya Xel wrote:a brackers wrote:I don't quite get the bit where you think it should be easier for a 30k point and shoot weapon to kill a 430k (after delta) ads than it is the other way round. ISK cost isn't a good balancing method. (It's actually a really bad one.) And ADSes got an incredibly high ISK efficiency rating anyhow. They were too cheap for their durability. And from personal experience, my swarm fit was close to 300k. And I would often lose three to six of them trying (and failing) to kill a single ADS.
Please go into 1st airborne chat and ask any pilot in there if they have ever fine isk positive from an extended period of time flying
Proto dropship pilot
The sandbox shooter
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Soraya Xel
Abandoned Privilege Top Men.
3617
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Posted - 2014.09.24 22:26:00 -
[23] - Quote
a brackers wrote:Please go into 1st airborne chat and ask any pilot in there if they have ever fine isk positive from an extended period of time flying
I could ask for a very biased opinion.
Or I could go with the statistics CCP Rattati uses to balance things, which say that the ADS in Charlie was incredibly freaking OP.
I go with the latter. You will not convince me to disregard numbers in favor of the opinion of ADS pilots.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Bright Cloud
Namtar Elite Gallente Federation
336
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Posted - 2014.09.24 22:27:00 -
[24] - Quote
ADS are dead and just lolworthy if one shows up. Every 1 just runs to a supply depot and changes for swarms and shot you down allmost instantly. Waste of SP, ISK and time to actually get one. You are better off with a grimsness and a gunner then a ADS. Cause the grimsness can actually get some decent tank on without exploding instantly.
Bright is the opposite of dark! Who would have thought of that?!
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Soraya Xel
Abandoned Privilege Top Men.
3617
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Posted - 2014.09.24 22:28:00 -
[25] - Quote
Vulpes Dolosus wrote:Soraya Xel wrote:I tend to die like every 90 seconds when I'm playing DUST. How often do you lose dropships?
It's going to take a few days for CCP to get good metrics on the state of the ADS after Hotfix Delta. 10-14 deaths per match? Get good scrub. Even running STD gear I rarely hit that.
I play a lot of spambush. Not 10-14 deaths per match there. I guess I die a little less often in Skirmish. Mostly because there's so much more running around. o_O
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Soraya Xel
Abandoned Privilege Top Men.
3619
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Posted - 2014.09.24 22:29:00 -
[26] - Quote
Bright Cloud wrote:You are better off with a grimsness and a gunner then a ADS. Cause the grimsness can actually get some decent tank on without exploding instantly.
Two players working together should be a more powerful combination than running solo. (See, for instance, a heavy with a logi backing him.)
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Gabriella Grey
THE HANDS OF DEATH
155
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Posted - 2014.09.24 22:31:00 -
[27] - Quote
CELESTA AUNGM wrote:Hello, Gabriella! I can't contribute much to the ADS point of view reagarding the Swarm Missile gunfight, because I'm either DS transporter or DS door-gunner. When your standard DS gets the visual cue (or the hit) from the swarmer, it's a very different set of mechanics to gunslinging it out with the opponent. In the DS driver's mindset, I immediately want to hold still and continue to be a target, to get the Swarm Launcher to expose himself long enough for my gunner to AIM-DOWN-ZOOM-SIGHTS and engage him. I KNOW my gunner can zoom and get a better render of the Launcher than I can get as the driver. In the door turret-gunner's mindset, I can see that Launcher light up before all the missiles even leave his shoulder, and I PRAY my driver holds still and doesn't notice we're about to be hit by an initail swarm (yeah, it sounds callous to my driver), because I see a clean chance to zoom-aim and put a turret round right in the Launcher's mouth before he even lives to see his first volley harmlessly strike our Transport DS. But an ADS doesn't have that (I'd say "FAIR") counter advantage against the Swarm Launcher. Even if a DS driver can't "see" the opponent, her gunner has a crack at Zoom-locking on him with a turret as dangerously as he's Zoom-locking us, and the driver doesn't have to be so neck-crampingly positioned over the opponent for her gunner to defeat the Swarm Launcher. ...The ADS has no zoom, or early-visual, or latitude of firing-position, ... arguably NO FIGHTING advantage at all. Only a fleeing advantage, and a dev bias that's hell bent on MAKING you flee. These are variables that I expect make the RoF turret reduction a LOT easier for DS driver/gunner crews to live with than for ADS operators. The mechanics of how the DS or ADS "defends itself and fights back" is almost too different for them to be working with the same spec gun. (...too different to be carrying the same spec gun...MAYBE, that's the key to a solution). Those same variables are nearly impossible to argue to a Swarm Launcher carrier---he's got a totally different vision (literally)--he can't possibly agree that having "more rounds per second to make up for how hard it is to lock on him" is FAIR counterbalance for his "3 consecutive bullseyes on us"---and unfortunately the DS has now become the Moby **** that the obsessed Swarm carrier MUST BE ALLOWED TO KILL, OR ELSE THIS GAME IS BROKEN AND THE SWARM-PLAYER IS GOING TO KICK HIS PET DOG IN THE BELLY if CCP doesn't let him swarm-kill Celesta instead of just swarm-chasing her away. And I don't think these variables will carry any weight with CCP, because in a face-off with AV or other vehicles, they want your ADS to have to flee more than it has been doing in the past. The more aggressive a vehicle is able to be in a confrontation, the more CCP's "balance" solution is to make that vehicle have to flee sooner, and stay around less. I don't agree with that at all for an EVE game, but To CCP, you may be legitimately considered "more balanced" now.
Well said Celesta! I think you might be right about all of this. CCP's numbers were a great effort in balancing what they thought was what they thought was wrong but dropships just have so many variables mainly because they work on a wider space of variables. CCP has calculated the range Swarm users need but they constantly forget that speed, angle, and angle can instantly change their variables on what they think is the issue with dropships. I always hoped for my pilot suit, and fighter jet, but I thought they will make it ever into Dust or Legion for that matter. We are still missing other variants of vehicles, and turrets, yet if jets were to be introduced as to the infantries thoughts we will not see dropships in any desirable place. This frustrates me a lot because our dropship community have been on about different modules and turrets for vehicles that fly for the longest. It is a tall order but it should have been one done at the very beginning when they decided to put them into the game. I haven't flown any of my standard dropship fittings yet since the update, mainly because 2 of my gunners ran over to Destiny, and the other is doing life stuff! But please continue posting your thoughts and lets bring more dropship pilots here. Who knows perhaps we can create a petition for changes we seriously need!
Always Grey Skies
Leader of the Alpaca Commandos
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Bright Cloud
Namtar Elite Gallente Federation
336
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Posted - 2014.09.24 22:33:00 -
[28] - Quote
Soraya Xel wrote:Bright Cloud wrote:You are better off with a grimsness and a gunner then a ADS. Cause the grimsness can actually get some decent tank on without exploding instantly. Two players working together should be a more powerful combination than running solo. (See, for instance, a heavy with a logi backing him.) Even running solo swarms are a huge threat to ADS. I honestly lost count of how many dropships i shot down today as a cal scout with proto swarms and tripple damage mods.
Bright is the opposite of dark! Who would have thought of that?!
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a brackers
Molon Labe. General Tso's Alliance
57
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Posted - 2014.09.24 22:33:00 -
[29] - Quote
Soraya Xel wrote:I understand that the ADS pilots think differently. I literally do not believe ADS pilots have experienced a balanced gameplay, because vehicles have always been some level of overpowered. The fact that ADSes have been borderline indestructible has to end. Because it's unfair to everyone else.
Let me put it this way, if the ADS had not been nerfed, the price would've had to go up. A lot. Their effectiveness was incredible for the price they were paying.
You are still massively overstating our effectiveness. A single forge Gunner or tank blocks off over half the map from us even going near. Swarms will now do the same, which is ridiculous given it is a fire and forget kind of weapon (no aiming). People still have it in their heads that an ads should be easy to kill from before 1.7. Therefore everyone I kill (about 80%) are in some form of av fit when they respawn. I therefore get 5 - 10 kills (if I find a group) before they all hit me. At which point I have 3 choices: Go high and try to fight (90% chance of lost ship) run and recall (40% chance of lost ship from initial hits) hide and return to fight after 5 - 10 mins (boring and back to square 1)
We don't like admitting it but a lot more of an effect can be had on the battle in a tank or even a scanning lav. We fly because we love it. Our main effect we actually have on the battle is clearing all the buildings of spawners and killing snipers.
Proto dropship pilot
The sandbox shooter
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Soraya Xel
Abandoned Privilege Top Men.
3619
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Posted - 2014.09.24 22:34:00 -
[30] - Quote
Bright Cloud wrote:Soraya Xel wrote:Bright Cloud wrote:You are better off with a grimsness and a gunner then a ADS. Cause the grimsness can actually get some decent tank on without exploding instantly. Two players working together should be a more powerful combination than running solo. (See, for instance, a heavy with a logi backing him.) Even running solo swarms are a huge threat to ADS. I honestly lost count of how many dropships i shot down today as a cal scout with proto swarms and tripple damage mods.
When you're running solo, swarms SHOULD be a huge threat to you. Because they're entire job is to kill you.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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