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Derrith Erador
Fatal Absolution
2716
|
Posted - 2014.09.25 21:40:00 -
[1] - Quote
After qsynching in a factional with three other people to test swarms (myself, Halla Murr/Kallas Hallytyr, Shotty Gobang/Adipem nothi, and Jaceon Pale Eye), we have returned with conclusive results on the subject of swarms vs ADS:
Results found:
In our match, we had found a giant spire and a mountain to test the homing and acceleration of swarms vs my ADS.
We had first tried some evasive moves around the spire to see what could successfully make the swarms collide with the spire.
Keep in mind that each tactic used had two volleys of swarms going after it Also keep in mind that the numbers I use are guesstimates, but should be close enough to the real number One more thing, keep in mind that these are the results from my point of view, I was not the swarmer, so I cannot offer his POV.
First move was to fly around and stick close to the spire starting from the left side of spire:
1st volley fired about 15-35 meters before I was to make the turn
2nd volley was fired about 1-3 seconds before I made the turn into the spire:
Results: 1st volley had confirmed to veer about 1 or 2 missiles into the building, rest connected to dropship. 2nd volley collided with building as I was already around the other side when they had reached optimal acceleration.
Second evasive maneuver:
I had attempted to fly an upwards circle around the building starting from the left side of spire
The volleys were assumed to be fired at the same intervals as before.
1st volley had hit me with 2 or 3 missiles while I was making my way around the spire and about to do my upward twist.
2nd volley went all "Byatch please" on me when I reached front of spire and hit me full force.
Third and I believe final evasive maneuver involved flying around the left side of the spire and continuing flying, but on the right side of spire after passing spire:
1st volley hit I think with full force, 2nd were no different on the results.
We also tried to simulate an ADS using the mountainous terrain and avoiding swarm fire:
In order for you to get a full understanding of this, I'll have to explain to you the terrain:
There were two flat lands separated by a mountain: left side was more elevated than the right side, and swarmer was positioned on left where it was more elevated, hill was about 2 feet high (could be wrong)
The idea was for me to fly as low as I could starting from the left side, which was more elevated than the right, by about 5 or 6 feet and continue flying as low as possible while on the other side of the hill.
I'm afraid we didn't have enough time to double check these results, but here's what we could get.
1st volley was fired after I had past swarmer Adipem, about 20-30 meters before I had hit the slope to go under.
2nd volley was confirmed to have been launched barely before I had gone down the slope:
Results:
1st volley had hit me about 30-45 meters after I had gone past the slope and still flying quite low. All four shots had registered
2nd volley completely hit the small hill as they were already fired barely before I had gone down the hill.
Opinion: I believe that in an open engagement with swarms, they have the clear cut advantage, as the first volley had hit me full force AFTER I had reached past the hill and flew low.
I believe a slight homing or acceleration nerf would do well for the balance, especially in the wide open spaces, it would help those good enough to fly low to avoid the missiles.
Anyway, these are your results, take them as you will.
The preacher of Betty White, may her pimp hand guide me.
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2140
|
Posted - 2014.09.25 21:46:00 -
[2] - Quote
Sometimes I hate being a visual learnerGǪ
Thanks for honest feedback. I'm not too sure what to make of this but in my mind I don't see how scrubbing unseen (glitched and unglitched) missiles against structures and landscapes can be touted as a viable defense.
Dust was real! I was there!
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Soraya Xel
Abandoned Privilege Top Men.
3717
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Posted - 2014.09.25 21:52:00 -
[3] - Quote
Vulpes Dolosus wrote:I'm not too sure what to make of this but in my mind I don't see how scrubbing unseen (glitched and unglitched) missiles against structures and landscapes can be touted as a viable defense.
What is a viable defense for infantry from a ADS's turret?
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Derrith Erador
Fatal Absolution
2716
|
Posted - 2014.09.25 21:55:00 -
[4] - Quote
Soraya Xel wrote:Vulpes Dolosus wrote:I'm not too sure what to make of this but in my mind I don't see how scrubbing unseen (glitched and unglitched) missiles against structures and landscapes can be touted as a viable defense. What is a viable defense for infantry from a ADS's turret? Advice from our great rapper Ludacris.
The preacher of Betty White, may her pimp hand guide me.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1813
|
Posted - 2014.09.25 21:57:00 -
[5] - Quote
Soraya Xel wrote:Vulpes Dolosus wrote:I'm not too sure what to make of this but in my mind I don't see how scrubbing unseen (glitched and unglitched) missiles against structures and landscapes can be touted as a viable defense. What is a viable defense for infantry from a ADS's turret? AV weaponry.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Benjamin Ciscko
Fatal Absolution
3158
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Posted - 2014.09.25 22:04:00 -
[6] - Quote
Soraya Xel wrote:Vulpes Dolosus wrote:I'm not too sure what to make of this but in my mind I don't see how scrubbing unseen (glitched and unglitched) missiles against structures and landscapes can be touted as a viable defense. What is a viable defense for infantry from a ADS's turret? Cloak
Tanker/Logi/Assault
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Soraya Xel
Abandoned Privilege Top Men.
3717
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Posted - 2014.09.25 22:04:00 -
[7] - Quote
So, we can buff infantry to be able to run away at ADS speeds then?
Alena Ventrallis wrote:Soraya Xel wrote:What is a viable defense for infantry from a ADS's turret? AV weaponry.
What about the majority of the infantry ADS players kill who don't have an AV weapon? And until Delta, swarms weren't able to do much either.
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Derrith Erador
Fatal Absolution
2716
|
Posted - 2014.09.25 22:11:00 -
[8] - Quote
Soraya Xel wrote:So, we can buff infantry to be able to run away at ADS speeds then? Alena Ventrallis wrote:Soraya Xel wrote:What is a viable defense for infantry from a ADS's turret? AV weaponry. What about the majority of the infantry ADS players kill who don't have an AV weapon? And until Delta, swarms weren't able to do much either. 1) yes you can, they're called kin cats and tight buildings.
2) Tell their lazy butts to spec into one. If they don't like us being alive, we don't like it either. We put SP into doing something about them not living, they should too.
The preacher of Betty White, may her pimp hand guide me.
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Derrith Erador
Fatal Absolution
2720
|
Posted - 2014.09.26 01:55:00 -
[9] - Quote
Hate to be the type of guy to do this, but bump.
The preacher of Betty White, may her pimp hand guide me.
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CCP Rattati
C C P C C P Alliance
8017
|
Posted - 2014.09.26 02:00:00 -
[10] - Quote
Derrith Erador wrote:After qsynching in a factional with three other people to test swarms (myself, Halla Murr/Kallas Hallytyr, Shotty Gobang/Adipem nothi, and Jaceon Pale Eye), we have returned with conclusive results on the subject of swarms vs ADS:
Results found:
In our match, we had found a giant spire and a mountain to test the homing and acceleration of swarms vs my ADS.
We had first tried some evasive moves around the spire to see what could successfully make the swarms collide with the spire.
Keep in mind that each tactic used had two volleys of swarms going after it Also keep in mind that the numbers I use are guesstimates, but should be close enough to the real number One more thing, keep in mind that these are the results from my point of view, I was not the swarmer, so I cannot offer his POV.
First move was to fly around and stick close to the spire starting from the left side of spire:
1st volley fired about 15-35 meters before I was to make the turn
2nd volley was fired about 1-3 seconds before I made the turn into the spire:
Results: 1st volley had confirmed to veer about 1 or 2 missiles into the building, rest connected to dropship. 2nd volley collided with building as I was already around the other side when they had reached optimal acceleration.
Second evasive maneuver:
I had attempted to fly an upwards circle around the building starting from the left side of spire
The volleys were assumed to be fired at the same intervals as before.
1st volley had hit me with 2 or 3 missiles while I was making my way around the spire and about to do my upward twist.
2nd volley went all "Byatch please" on me when I reached front of spire and hit me full force.
Third and I believe final evasive maneuver involved flying around the left side of the spire and continuing flying, but on the right side of spire after passing spire:
1st volley hit I think with full force, 2nd were no different on the results.
We also tried to simulate an ADS using the mountainous terrain and avoiding swarm fire:
In order for you to get a full understanding of this, I'll have to explain to you the terrain:
There were two flat lands separated by a mountain: left side was more elevated than the right side, and swarmer was positioned on left where it was more elevated, hill was about 2 feet high (could be wrong)
The idea was for me to fly as low as I could starting from the left side, which was more elevated than the right, by about 5 or 6 feet and continue flying as low as possible while on the other side of the hill.
I'm afraid we didn't have enough time to double check these results, but here's what we could get.
1st volley was fired after I had past swarmer Adipem, about 20-30 meters before I had hit the slope to go under.
2nd volley was confirmed to have been launched barely before I had gone down the slope:
Results:
1st volley had hit me about 30-45 meters after I had gone past the slope and still flying quite low. All four shots had registered
2nd volley completely hit the small hill as they were already fired barely before I had gone down the hill.
Opinion: I believe that in an open engagement with swarms, they have the clear cut advantage, as the first volley had hit me full force AFTER I had reached past the hill and flew low.
I believe a slight homing or acceleration nerf would do well for the balance, especially in the wide open spaces, it would help those good enough to fly low to avoid the missiles.
Anyway, these are your results, take them as you will.
I am intrigued by the swarm radius, I for one want skill to factor and missiles being a little "dumber". On the other hand, if a DS is messing around with no cover and expecting to survive...just like infantry it's better to be in cover than out in the open.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Derrith Erador
Fatal Absolution
2721
|
Posted - 2014.09.26 02:01:00 -
[11] - Quote
CCP Rattati wrote:Derrith Erador wrote:After qsynching in a factional with three other people to test swarms (myself, Halla Murr/Kallas Hallytyr, Shotty Gobang/Adipem nothi, and Jaceon Pale Eye), we have returned with conclusive results on the subject of swarms vs ADS:
Results found:
In our match, we had found a giant spire and a mountain to test the homing and acceleration of swarms vs my ADS.
We had first tried some evasive moves around the spire to see what could successfully make the swarms collide with the spire.
Keep in mind that each tactic used had two volleys of swarms going after it Also keep in mind that the numbers I use are guesstimates, but should be close enough to the real number One more thing, keep in mind that these are the results from my point of view, I was not the swarmer, so I cannot offer his POV.
First move was to fly around and stick close to the spire starting from the left side of spire:
1st volley fired about 15-35 meters before I was to make the turn
2nd volley was fired about 1-3 seconds before I made the turn into the spire:
Results: 1st volley had confirmed to veer about 1 or 2 missiles into the building, rest connected to dropship. 2nd volley collided with building as I was already around the other side when they had reached optimal acceleration.
Second evasive maneuver:
I had attempted to fly an upwards circle around the building starting from the left side of spire
The volleys were assumed to be fired at the same intervals as before.
1st volley had hit me with 2 or 3 missiles while I was making my way around the spire and about to do my upward twist.
2nd volley went all "Byatch please" on me when I reached front of spire and hit me full force.
Third and I believe final evasive maneuver involved flying around the left side of the spire and continuing flying, but on the right side of spire after passing spire:
1st volley hit I think with full force, 2nd were no different on the results.
We also tried to simulate an ADS using the mountainous terrain and avoiding swarm fire:
In order for you to get a full understanding of this, I'll have to explain to you the terrain:
There were two flat lands separated by a mountain: left side was more elevated than the right side, and swarmer was positioned on left where it was more elevated, hill was about 2 feet high (could be wrong)
The idea was for me to fly as low as I could starting from the left side, which was more elevated than the right, by about 5 or 6 feet and continue flying as low as possible while on the other side of the hill.
I'm afraid we didn't have enough time to double check these results, but here's what we could get.
1st volley was fired after I had past swarmer Adipem, about 20-30 meters before I had hit the slope to go under.
2nd volley was confirmed to have been launched barely before I had gone down the slope:
Results:
1st volley had hit me about 30-45 meters after I had gone past the slope and still flying quite low. All four shots had registered
2nd volley completely hit the small hill as they were already fired barely before I had gone down the hill.
Opinion: I believe that in an open engagement with swarms, they have the clear cut advantage, as the first volley had hit me full force AFTER I had reached past the hill and flew low.
I believe a slight homing or acceleration nerf would do well for the balance, especially in the wide open spaces, it would help those good enough to fly low to avoid the missiles.
Anyway, these are your results, take them as you will. I am intrigued by the swarm radius, I for one want skill to factor and missiles being a little "dumber". On the other hand, if a DS is messing around with no cover and expecting to survive...just like infantry it's better to be in cover than out in the open. That's fair enough, I'd say.
The preacher of Betty White, may her pimp hand guide me.
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Adipem Nothi
Nos Nothi
5226
|
Posted - 2014.09.26 03:17:00 -
[12] - Quote
Swarmer Perspective 1: https://drive.google.com/file/d/0B0ZnPHdluEOxVUloX1EzaVVvTjA/edit?usp=sharing
ADS (yellow) traveling East to West, executes clockwise maneuver around spire. Volley 1 mimics flight path; 50% projectiles trail and impact ADS; 50% projectiles strike spire. Volley 2 finds shorter flight path; proceeds around right of spire; 100% impact ADS (headon).
Swarmer Perspective 2: https://drive.google.com/file/d/0B0ZnPHdluEOxNFI2M1hxbTdOOU0/edit?usp=sharing
ADS (yellow) traveling West to East, hugging terrain Ace Combat style :-) Volley 1 mimics flight path; 100% projectiles trail and impact ADS after crossing peak Volley 2 released just as lock-on was lost; finds shorter flight path; 100% impact terrain.
Shoot scout with yes.
- Ripley Riley
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Derrith Erador
Fatal Absolution
2724
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Posted - 2014.09.26 03:29:00 -
[13] - Quote
Nice. This'll definitely prove useful. BTW, thanks for helping out.
The preacher of Betty White, may her pimp hand guide me.
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Adipem Nothi
Nos Nothi
5227
|
Posted - 2014.09.26 03:31:00 -
[14] - Quote
No problem, Derrith. Pleased to be of assistance. o7
Shoot scout with yes.
- Ripley Riley
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1814
|
Posted - 2014.09.26 09:56:00 -
[15] - Quote
Soraya Xel wrote:So, we can buff infantry to be able to run away at ADS speeds then? Alena Ventrallis wrote:Soraya Xel wrote:What is a viable defense for infantry from a ADS's turret? AV weaponry. What about the majority of the infantry ADS players kill who don't have an AV weapon? And until Delta, swarms weren't able to do much either. They had the option to bring out AV, same as everyone else. Its their choice whether they run it or not.
And swarms did plenty pre-delta. The only thing that changed was application. People seem to have this notion that ADS were invincible, and that simply isn't the case. My tank pre-charlie that could rep through swarms and forges was invincible, at least to those forms of AV. My ADS has always been vulnerable, I simply used a means to escape. The only tactic that stopped me being shot down.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
31
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Posted - 2014.09.26 12:44:00 -
[16] - Quote
Soraya Xel wrote:So, we can buff infantry to be able to run away at ADS speeds then? Alena Ventrallis wrote:Soraya Xel wrote:What is a viable defense for infantry from a ADS's turret? AV weaponry. What about the majority of the infantry ADS players kill who don't have an AV weapon? And until Delta, swarms weren't able to do much either. Team work. Plain and simple. Make sure to have someone in sqd that thrives off av. This is a team based game is it not? |
Demandred Moores
Ghosts of Dawn General Tso's Alliance
31
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Posted - 2014.09.26 12:51:00 -
[17] - Quote
Also, ty for taking the time to test this Rattati. |
Soraya Xel
Abandoned Privilege Top Men.
3733
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Posted - 2014.09.26 13:51:00 -
[18] - Quote
Demandred Moores wrote:Team work. Plain and simple. Make sure to have someone in sqd that thrives off av. This is a team based game is it not?
Why doesn't an ADS require teamwork?
CPM1 Elect. Thanks for all your support. [email protected] for ideas, thoughts, and feedback.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
39
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Posted - 2014.09.26 16:23:00 -
[19] - Quote
CCP Rattati wrote:
I am intrigued by the swarm radius, I for one want skill to factor and missiles being a little "dumber". On the other hand, if a DS is messing around with no cover and expecting to survive...just like infantry it's better to be in cover than out in the open.
this x 99999999999
I would love to see "dumber" missiles that could be scrubbed by pilots. If it were possible, I would even go as far to say that they should be MORE deadly.
1. Make missiles "dumber" or longer turn radius OR a max turning angle before they just fly straight 2.Give pilots an "imminent impact warning" (2 seconds before missiles hit the ship, preferably not based on lock on) 3.Buff swarms accordingly |
Bradric Banewolf
D3ATH CARD
344
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Posted - 2014.09.26 17:52:00 -
[20] - Quote
Soraya Xel wrote:Demandred Moores wrote:Team work. Plain and simple. Make sure to have someone in sqd that thrives off av. This is a team based game is it not? Why doesn't an ADS require teamwork?
He's got a point! This mentality of the one man army setup in a team based game is causing tankers, DS pilots, and snipers to QQ a lot. While I can see some of the dropship pilots points they need to understand that they can't be allowed to just sit on points and rack up kills?! Swarmin is a dangerous task because you are vulnerable either in speed, protection, or firepower. I run swarms on scouts, commandos, and assaults. I also run forges on an alt. You're going down! This is established already as most s warmers know. Why do DS pilots not have the same understanding going in.
Don't field it unless you plan to loose it! My buddy has an ADS with 2 small missile turrets that cost roughly 300k isk. We make strafe runs on populated areas to cause dmg, and get assist. Then after a couple of those runs we'll go for ammo. You gotta stop over committing to chasing kills. A lot of ads pilots were racking up 40 to 50 kills a match solo??! However, you the same pilot will tell a ground troop to get his whole squad to help with the ads???
If two guys are swarming you with proto swarms you should be barely surviving the encounter, and you should have to wait a while before re-engaging. That's balance. You should sacrifice protection for firepower and vice versa. That's balance. Ground AV, if you don't over commit to kills, will most likely be killed by assaults if he's near an objective without proper team member protection. Let your ground team members know where you saw him so they can deal with him. This isn't AV vs ADS so much as it is tactics vs no tactics.
"Anybody order chaos?"
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Ronan Elsword
Opus Arcana Covert Intervention
296
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Posted - 2014.09.26 20:41:00 -
[21] - Quote
Really, who doesn't run Commando when running swarms anymore? Oh that's right you want an excuse for being "unable" to defend yourself.
Ode to the days before AA Hipfire was better than ads
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Tebu Gan
Molon Labe. General Tso's Alliance
1218
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Posted - 2014.09.26 21:00:00 -
[22] - Quote
Soraya Xel wrote:So, we can buff infantry to be able to run away at ADS speeds then? Alena Ventrallis wrote:Soraya Xel wrote:What is a viable defense for infantry from a ADS's turret? AV weaponry. What about the majority of the infantry ADS players kill who don't have an AV weapon? And until Delta, swarms weren't able to do much either.
The **** were you, swarms were more a bother than any other form of AV.
Tanks - Balancing Turrets
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Adipem Nothi
Nos Nothi
5266
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Posted - 2014.09.26 23:48:00 -
[23] - Quote
Ronan Elsword wrote:Really, who doesn't run Commando when running swarms anymore? Oh that's right you want an excuse for being "unable" to defend yourself.
I don't run Commando when running Swarms. Should I be required to?
Shoot scout with yes.
- Ripley Riley
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