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Thread Statistics | Show CCP posts - 8 post(s) |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1820
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Posted - 2014.09.30 10:53:00 -
[1] - Quote
CCP Rattati wrote:I think we should also establish a few rules of thumb
Small Turrets
Blaster: Anti-Infantry Railgun: Anti-Vehicle Missiles: Dual Purpose
Current Best to Worst by Type
Anti Infantry Pilot: Missiles, Blaster, Rails Sidegunner - Dropship: Blaster, Missile, Rails Sidegunner - ADS:Blaster, Missile, Rails
Anti Air Pilot: Missiles, Rails, Blaster Sidegunner - Dropship: Rails, Missile, Blaster Sidegunner - ADS: Rails, Missile, Blaster
Anti Vehicle Pilot: Missiles, Rails, Blaster Sidegunner - Dropship: Rails, Missile, Blaster Sidegunner - ADS: Rails, Missile, Blaster
Or something along those lines, to see if there are holes/unintended inefficiencies.
Feel free to edit this, or expand, this is just to get the discussion going, please don't go off the rails because of my selections.
Rattati , small blasters are now great for the side gunners but they are horrible to use as the ADS main forward gun. They are just too accurate.
Also I have been trying to hover less with my Python and instead opt more for strafing runs which are amazing fun, however the slow single shooting missiles DO NOT in any way work with a strafing mentality.
Any chance we could get a 3 missile burst back like we used to have? Your stats may say that the Python is the king ADS again but thats only because hovering over noobs / infantry with NO AV is rewarding for a missile pilot.
All other situations , not so much. Why not let the ADS be an actual strafing gun ship? Or you know, at least give us a few variants on the small turrets so we can try new things.
(Just to state my opinion, I am very happy with the overall ADS balancing VS Infantry as a Python pilot, I have to fly very smart now if I want to actually live)
With that above bit being said - ADS vs ADS fights are lol worthy due to the lack of RoF / Damage. Yea, would REALLY LOVE to see a few small turret variations. Give us the incentive to do new stuff with the ADS!
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1823
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Posted - 2014.09.30 12:51:00 -
[2] - Quote
Vulpes Dolosus wrote:You really shouldn't be strafing in an ADS unless you're trying to destroy enemy equipment with a lot of AV on the field. Orbiting is more practical: it makes you harder to get hit by rails, can make it difficult for infantry below you to find you, keeps your velocity up for quick escapes, keeps your turret targeted on the enemy, and looks pro. Here's a quick guide: https://www.youtube.com/watch?v=2u2xnlCyWkg&index=2&t=2m27s
Aye I hear you bro, but this was the entire mindset CCP Rattati and others had when discussing ADS balance. They say we must learn to do strafing runs more and not hover so much. (I dont mean actual left to right strafing, I mean attack runs like proper aircraft)
All I was saying is that if we had a burst small missile or something like that back, strafing runs would actually be viable. As it stands you are totally right, you can knock out equipment with that single missile or two you managed to get fired off during the attack run, but otherwise the damage you can deal is totally symbolic and not of any real substance.
Thanks for the link but I have been flying dropships for quite some time, I am not a top end PRO for sure but I defo understand the nuances of Python flight.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1853
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Posted - 2014.10.01 19:16:00 -
[3] - Quote
Vulpes Dolosus wrote:CommanderBolt wrote:Vulpes Dolosus wrote:You really shouldn't be strafing in an ADS unless you're trying to destroy enemy equipment with a lot of AV on the field. Orbiting is more practical: it makes you harder to get hit by rails, can make it difficult for infantry below you to find you, keeps your velocity up for quick escapes, keeps your turret targeted on the enemy, and looks pro. Here's a quick guide: https://www.youtube.com/watch?v=2u2xnlCyWkg&index=2&t=2m27s Aye I hear you bro, but this was the entire mindset CCP Rattati and others had when discussing ADS balance. They say we must learn to do strafing runs more and not hover so much. (I dont mean actual left to right strafing, I mean attack runs like proper aircraft) All I was saying is that if we had a burst small missile or something like that back, strafing runs would actually be viable. As it stands you are totally right, you can knock out equipment with that single missile or two you managed to get fired off during the attack run, but otherwise the damage you can deal is totally symbolic and not of any real substance. Thanks for the link but I have been flying dropships for quite some time, I am not a top end PRO for sure but I defo understand the nuances of Python flight. Yeah, didn't mean to demean you or anything. Hopefully someone out there finds it useful. You don't have to pure fly-by strafing runs. Just fly by, if you see someone, orbit for a sec and then fly off after they're dead. This is what I think Rattati had envisioned for ADSs. In the past, people would just hover over where the enemy was and AB away whenever they took damage. Now, pilots need to be on their toes and more tactical, catch their enemies by surprise and other things. And yeah, I'd love more variants in missiles (and other turrets as well). This could really solve the problems with meshing different weapon systems with different vehicles and game styles: Think of an accelerated missile launcher that has high direct damage and speed and longer range but low splash damage and radius. It would make a perfect anti-air type missile. Then you could have a fragmented missile with more splash area but slightly less damage both direct and splash for anti-infantry. Blasters could have a med-short range, tight dispersion, high RoF, low-ish damage variant for ground vehicles and a higher damage, lower RoF, larger dispersion, med-long range variant for dropships.
No its ok man, I appreciate the link.
OH man yea me too, I would love some of those variants. And you know we used to actually have these things in the past! I remember going from standard variants in beta and the early days, to getting burst missiles and fragmented missiles to then going back to just having standard variants again.
I assume that stuff is all still there somewhere. Hopefully Rattati in due course can have a look at them and get some dialogue going on what he and the playerbase would like to see.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1899
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Posted - 2014.10.06 15:50:00 -
[4] - Quote
CCP Rattati wrote:a brackers wrote:Rattati, ran out of characters to do a quote. What I would recommend as we currently can't do B or C is re introducing turret variants. Give us an av and an ai of each turret and maybe a half way in between. Av should be high direct damage but no splash. Ai is moderate splash damage with not much higher direct damage. You are trying to encourage ads to strafe. This means we need a similar mechanic to the large Missile turret for all our turrets. We need to fire a lot of damage over about a second or two and then take a while to reload. Then the ads skill can be too increase mag size to increase the length of the strafe we can do.
One suggestion for the av variants is you could have no magazines. Total ammo such that the total damage of proto max skills can kill a heavily tanked proto tank if most of the shots hit. Then you have to go to a supply depo to rearm. This also means the tank can dodge some of your fire then doesn't have to worry about you for a bit. (Don't make it so we can kill the tank in like 5 seconds though. At least 20 seconds of hovering to kill it so if there is any enemy av the tank will survive as the ads gets thrown off course by the av) Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting. Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit. This is getting the creative juices flowing.
I would absolutely love it if we balance by introducing some basic roles by small turret variations!
A tank hunter setup with little to no splash on missiles but greater direct damage would be sweet. I think that it is great to make an ADS pilot pick his role. Just like the infantry man has to. If we can balance more precisely using turrets instead of direct bonuses, that seems to have the added benefit for newer players as well.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1902
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Posted - 2014.10.06 21:47:00 -
[5] - Quote
Someone earlier in the thread mentioned giving the ability for a seated gunner in an ADS to control the actual front mounted pilots turret in an ADS.
I have to say, I would actively go looking for good gunners on my alt with the ADS, maybe even join a dedicated corp for drop-shipping and gunning.
As long as the solo pilot can still do his thing, having a dedicated gunner on that front turret would far surpass what any solo pilot can achieve. (I think a lot of people like the ideas of more turret variations as well )
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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