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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Gabriella Grey
THE HANDS OF DEATH
166
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Posted - 2014.09.29 23:31:00 -
[1] - Quote
Vulpes Dolosus wrote:Stefan Stahl wrote:Thanks for that. I'm fairly certain that adopting Eve-style fitting philosophy in the mid- to long-term is going to improve the situation. Maybe it isn't for the short-term though. I wish CCP would adopt more of Eve's fitting design: less emphasis on hp and more emphasis on resist, more active mod choices, more defined separation between shield and armor fitting philosophies, etc. I'm in the middle of making a huge post that will have pretty much everything vehicle mods need, so we'll see how that turns out.
Most of the Possible Load Outs on Eve + Descriptions
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 05:26:00 -
[2] - Quote
CCP Rattati wrote:Yes, I would like to deploy a few tactical tweaks over next two weeks, concerning the viability of dropships.
Let's state a few data points.
1) Fact. The sky did not fall down, the ADS is not being instapopped all over the place, that much is clear. So swarm vs ADS does not need any specific attention. It's scarier for sure for pilots, but not untenable.
2) Small Blaster Turrets are better in Delta, our data shows that clearly
3) Incubus is less efficient than the Python, in effective kills per spawn, or K/S. (i.e. Shield better than Armor)
4) Myron is less efficient than the Grimsnes in K/S. (Shield better than Armor)
3 and 4a) K/S is not an absolute measure of dropship efficiency as they are used for different things, but they are still a useful metric. WP/S is another and ISK destroyed/ISK lost is the third. Any other smart metric that comes to mind?
3a) Can a veteran pilot please post indisputably competitive fits for all 4 dropships for us to study internally. Protofits link will do nicely.
4) Yet, people complain that the Python is worse than the Incubus, even after the rail ROF nerf.
Let's get to some more discussions.
Players have been asking, "what is the role of the ADS", and to that I only have one answer, "we provide the sandbox, you play in it". We have no intent to shoehorn in an exact playstyle. We have broadly defined the HAV Large Turrets to be "AV", and that's it. Same goes for the Dropships, they should be durable and slow, and be able to deliver their payload of a full squad to an objective while under fire, and while suppressing enemy infantry, basically a Huey.
However, we can define some gameplay where the ADS should excel. Of course the Apache is the "blueprint" for the Close Combat Infantry suppression and/or Tank hunting, and the AC-130 for long range suppression.
A) First contact. ADS, being the most mobile unit, rapidly deploys two 2 man units on Objectives with uplinks, while the rest wait to spawn, or even 3-4 solo units. It can then reinforce weak spots and support infantry, that in turn supports the ADS against infantry AV.
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back.
These are a few playstyles that should work. I hear that the Incubus ROF is not enough currently to properly be able to do C). What is the effective ROF necessary at full skills, to be able to kill a fully skilled solo Madrugar in a "single" strafing run, or DPS necessary? Can it be done by Pilot alone? At 2 or 3 gunners, it should be relatively easy as you have invested 3 players to kill 1 in the HAV, the HAV should then have 2 Anti Air infantry to defend him. Tank players, where is your line, you don't want to be instapopped do you?
Please support your ROF/DPS proposals with the fits you are using and also the Madrugar/Gunnlogi you are attacking.
Proto Incubus & Python Fittings
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 06:08:00 -
[3] - Quote
CCP Rattati wrote:Yes, I would like to deploy a few tactical tweaks over next two weeks, concerning the viability of dropships.
Let's state a few data points.
1) Fact. The sky did not fall down, the ADS is not being instapopped all over the place, that much is clear. So swarm vs ADS does not need any specific attention. It's scarier for sure for pilots, but not untenable.
2) Small Blaster Turrets are better in Delta, our data shows that clearly
3) Incubus is less efficient than the Python, in effective kills per spawn, or K/S. (i.e. Shield better than Armor)
4) Myron is less efficient than the Grimsnes in K/S. (Shield better than Armor)
3 and 4a) K/S is not an absolute measure of dropship efficiency as they are used for different things, but they are still a useful metric. WP/S is another and ISK destroyed/ISK lost is the third. Any other smart metric that comes to mind?
3a) Can a veteran pilot please post indisputably competitive fits for all 4 dropships for us to study internally. Protofits link will do nicely.
4) Yet, people complain that the Python is worse than the Incubus, even after the rail ROF nerf.
Let's get to some more discussions.
Players have been asking, "what is the role of the ADS", and to that I only have one answer, "we provide the sandbox, you play in it". We have no intent to shoehorn in an exact playstyle. We have broadly defined the HAV Large Turrets to be "AV", and that's it. Same goes for the Dropships, they should be durable and slow, and be able to deliver their payload of a full squad to an objective while under fire, and while suppressing enemy infantry, basically a Huey.
However, we can define some gameplay where the ADS should excel. Of course the Apache is the "blueprint" for the Close Combat Infantry suppression and/or Tank hunting, and the AC-130 for long range suppression.
A) First contact. ADS, being the most mobile unit, rapidly deploys two 2 man units on Objectives with uplinks, while the rest wait to spawn, or even 3-4 solo units. It can then reinforce weak spots and support infantry, that in turn supports the ADS against infantry AV.
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back.
These are a few playstyles that should work. I hear that the Incubus ROF is not enough currently to properly be able to do C). What is the effective ROF necessary at full skills, to be able to kill a fully skilled solo Madrugar in a "single" strafing run, or DPS necessary? Can it be done by Pilot alone? At 2 or 3 gunners, it should be relatively easy as you have invested 3 players to kill 1 in the HAV, the HAV should then have 2 Anti Air infantry to defend him. Tank players, where is your line, you don't want to be instapopped do you?
Please support your ROF/DPS proposals with the fits you are using and also the Madrugar/Gunnlogi you are attacking.
For dumb fire missiles based on all my Caldari/MIssile fittings its about DPS and being able to tap the trigger once in a while to get a precision shot. This is exclusively done to ground targets though. When we had more variations of turrets, like accelerated missile turrets, cycled missile turrets, and fragmented missile turrets, Cycled was the ideal turret to attack ground vehicles with because it had a really great 3 shot that could do enough DPS to an HAV from a dropship without really needing to take a hefty amount of damage. The previous changes when they were first introduced with the full auto turrets felt much better than previous. My issue with the current missile turrets is the interval time between the next shot and the splash damage range/radius when dealing with Heavies, AV, and vehicles in general.
With rail turrets I more about the amount of damage per shot. Previously Small rail Turrets on an incubus didn't give shield dropships much to counter against it. As it stands the game only has one dropship gun available to dropships and it favors the Incubus. I would rather see something along Eve online's Heavy Ion Blaster cannon introduced for the Incubus and give the Caldari their Rail turret back.
Python -vs- Incubus overall, the incubus dropship out performs it in the ways it can be fitted. With the python I always find myself grabbing modules from the HAV's trade, mostly Heavy Shield Extenders. The incubus can use all the modules that are intended for it and be successful. For a good - expert python pilot they are always needing roughly around 3,000 shield HP due to how AV/HAV"S can rip through the little 900HP Of armor I just don't feel like that even really counts. I use that as a marker to let me know I am 1 tap away from death. I think that the way A/V tears through the Incubus armor even when fitted with 1 or more armor plates could probably need some attention.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 16:48:00 -
[4] - Quote
TTK on a militia HAV is roughly 3 to 4 minutes, with about 3 to 4 reloads using advanced missile turrets currently.
Summer Sault HAV (Gallente, not sure what type it was), user. Ambush OMS on opposite team of me if you need the data.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 18:04:00 -
[5] - Quote
Alena Ventrallis wrote:CCP Rattati wrote: A) I am fine with a small transport capability. Is removing that down to lets say pilot plus 2 gunners viable and feasible?
D) I disagree, an ADS can cover way more ground, sure a LAV can too, but again, I don't like shoehorning, the ADS can do that fine even though its not an Apache job.
I like the splash damage increase instead of ROF, but we can increase dps by increasing damage instead of ROF on incubus, making them less spammy and more powerful. The spam makes it way easier to kill infantry than high powered and fewer shots. We can also introduce a slight dispersion to rails so less accurate against infantry.
What is the effective DPS to kill a Madrugar, that remains unanswered.
A) I point to Dergle and Boss SobanRe as the optimal way an ADS should behave. Dergle flies, Boss guns, and together they do far more damage than a solo pilot can do. I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasible. If you want to keep transport capability, I'd say leave in the passenger seats. But the most effective ADS I've seen is a pilot and gunner. We should emphasize that. D) Shoehorning isn't necessarily a bad thing. The right tool for the right job. Sure, an ADS can fly over and see whats on the other side of that hill, but his specialization isn't to scout, it is to attack. I feel like that would be giving the ADS too many hats to wear at once. I feel like we should focus on the assault part of assault dropship. As an infantry example, we don't want sentinels to do recon, or scouts to do frontal assaults. Each suit has its job, while not doing so well in other jobs. More damage is a good suggestion as well for tank busting, however keep in mind that the bonus applies to both rails and blasters. If we go with my suggestion of 12.5% hybrid damage per level, that's a total increase of 62.5% damage on blasters. That would be a monster against infantry, especially once blasters get their necessary tweak to dispersion. We could add dispersion to rails, but then that defeats the purpose of them being long range. A difficult problem for sure, each solution having its pros and cons. As far as how much DPS needed to bust a Maddy, a Maddy has base 5200 helth all told. A single gun run should last 2-4 seconds. Let's assume 3 for the purposes of this experiment. 5200/3 is 1733.33 DPS to bust in a single run, assuming no reppers and such. I can point out that in Charlie, a maxed out Incubus pilot with a maxed out gunner could down a Maddy in a single pass, so we would need to get comparable DPS to Charlie to realize this vision.
On some of these things I don't agree at all, like making the assault dropship only function with two or more people. The game is being balanced for 16 vs 16. Plus I have always viewed the ADS as not an Apache, but a little bird/blackbird helicopter. The pilot hones the main gun, while he can still drop off two infantry in strategic places. I am not sure Alena understands that arial vehicles were first used to scout the area until someone decided to bring a fire arm aboard. Now we have a more complex system of arial fighting. Scouting form the air and killing things from the air is one in the same for the Assault dropship. As Alena said, I am all for buffing the damage for the small rail turret. The RoF is fairly comfortable as it is, perhaps it could get a small nudge more but too much and the Gallente ADS will the the answer to all questions in the sky. I am all for the missile turret changes, but the blast radius needs to be no less than 5 meters. That is a reasonable distance to at least pull off a decent shot, adding speed, angle, 63 meters to 90 meters, and time towards the target you are aiming at. With that at least the dropship should have a better chance against infantry if we are going to go back to making different missile variants. I think we can make blaster variants for the incubus. I'm still all about giving the Caldari their rail turret back and making a Gallente suited weapon to do the Anti vehicle job. That should make the two vehicles balance out a bit more. You guys can even adjust one blaster to shoot similar to a rail with high damage low rate of fire to bust through vehicle armor. This should bring the game in the vision you are hoping to achieve at CCP.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 18:39:00 -
[6] - Quote
Dergle wrote:I like the idea of python be anti- infantry and incubus be anti- vehicle. If the HAVs aren't anti infantry (which sounds ridiculous), some vehicle needs to be. Otherwise what's the point?
I am in favor or shoehorning because I want to have a job to do and I want to do it well. I do not want to be mediocre at everything in my ADS.
That's exactly the issue, the dropship itself should not be the deciding of what it is used for, but how it is fitted. Giving a balance weapons so that depending how they are fitted will give both ADS and future ADS for the other racial ones role specifics depending what they have equipped, just how it goes for those on the ground and other vehicles as well. As it stands the Incubus already can fit modules better. We are trying to make both dropships usable. Those dedicated pilots will have more to do, and those who wish to only dedicate themselves to one type of dropship will also benefit from this. This is what I hope everyone understands and not just go to keeping the dropships status quo.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 19:00:00 -
[7] - Quote
Alena Ventrallis wrote:Vulpes Dolosus wrote:Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS. I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective. Clearly you've never encountered an incubus duo in PC. Well, at least pre-Charlie. A vehicle should be better than a dropsuit in firepower, but require multiple people to man. I honestly feel like vehicles are in this state of being unnecessary, since they do nothing a dropsuit can't do. But they should be as effective as multiple dropsuits, while taking multiple dropsuits to man. Also, this means we can make it take multiple AV to shoot down. To Grey: I feel like ADS were supposed to be Apache's, but were gone about it wrong. A true attack aerial vehicle would be a light aircraft, basically a LAV in the sky. As it stands, we need a dedicated aerial attack craft. ADS can fill that role, at least until Legion comes out and we can create new content. As far as incubi being the answer to everything in the sky, yeah that's the point. The incubus is the vehicle killer, to include dropships. ADS should be Apache's sacrificing transport for more attack abilities. SDS are Huey's, door guns to support infantry, but mainly focused on getting troops from one place to another quickly. scouting is easily done with refurbished SLAVs. Everything has it's place.
There is still one more dropship type that is just sitting at CCP Shanghai, "Bomber Dropships." I feel that one will be more apache oriented. The biggest thing about the apache is it has a great deal of armor, and weapons. They have multiple weapon systems to cycle through. Lock on missiles, Cannon, rocket pod, and chaff/flair system. I do feel though that the standard dropship is similar to a HUEY. Oh and we must not forget every pilots unicorn! The infamous fighter jets of Dust 514 we are all hoping gets added to the game. That will be the light arial attack vehicle for sure. Making the Incubus the answer to all isn't balancing anything though. There is no full circle here but only a half of one if the game goes about this way. I can fly both, and flying my incubus with a rail is liking clubbing baby seals against caldari dopships and all ground vehicles. We need to see dropships from both sides either fitted with weapons to attack ground targets or weapons designed to attack air targets.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 19:17:00 -
[8] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:A)
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back. Pt. 1 A: This is probably the primary purpose of ADSs. I frequently deploy tactical assets (teammates) in specific locations (usually up high) along with giving whatever equipment support is needed as well. They give me ground support and I give them arial support. It works amazingly and we regularly keep air- and vehicle-superority. I've also theory crafted an attack squad of 2 ADSs and 4 ground infantry (6 total) that all move and attack together, but I've never had anyone willing to follow the plan for long. B: This bothers me a bit because it sounds like you're insinuating ADSs aren't meant for air-to-air combat. ADSs (specifically a rail Incubus) should be the absolute best counter to other ADSs (mainly because they can take away the ADSs main defense: running away). But yes, ADSs should rule the skys as well as rule the high ground by destroying enemy equipment. C: This is also bothering. Being able to take out a tank in a "single run" is serious firepower. If we define "single run" Gëñ30s, that means tanks are utterly screwed against an ADS in every case. Currently, I think the way things are now are fine: the ADS can easily whittle down a tank without support, but the tank also has the opportunity to run to a redline or under cover. Anything more would be a serious blow to tankers that I don't support. You are also mistaken about how many AVers it takes to effectively fend off an ADS. It only takes 1 of any kind of AV to "defeat" an ADS (defeat = prevent from doing what it would normally do without interference, usually forcing the ADS to flee immediately and return later to fight the AV). It is impossible for an ADS to kill a tank while taking fire from a single swarmer or forge, almost without regard to tier of AV. A Python will die in about 10sec (4x 1.05s for lock, 4s for reload, 1-2sec for travel time) to a single equally tiered swarmer, so unless you think an ADS can kill a tank in that time it's not going to happen. D: This is another role that the ADS is perfect for and executes perfectly. The high vantage point is perfect for viewing a whole battlefield and assessing where vehicles are or troops are moving to and from and its firepower and quickness allow it to address certain threats by itself. In PC I regularly call out enemy tank positions for tankers and AVers as well as DS drop locations and possible destinations before they arrive. E: You're not hitting anything, even a tank, at 175m with a missile. Much less could you hit anything at 300m with a small rail. Typical max ADS engagement range, even with rails, is 80--90m, and that's with horrible efficiency. F: Let's categorize these roles as things that are innate to ADSs and what is dependent on modules: Native: A (transport), D (recon) Fitted: A (close-air support/ AI), B (Anti-air), C (AV) For AI, AA, and AV, the utility and effectiveness of the ADS lies in its turret. Defensive mods for ADSs now are only to provide enough ehp to surviving escaping AV as it is almost impossible to fight back AV unless you know exactly where the AVer is and deal with them immediately. Utility mods (mCRUs, scanners, ammo, etc) are almost never used because they take up too much fitting (either PG/CPU or just a slot) to make up for what they take away. It's all in the turret. As such, turrets should then be altered to define what role the ADS is going to play. The best way I can think of doing this would be to (re)introduce turret variants with these specific roles in mind (as well as considering the roles of LAVs, tanks, and regular DSs). I've already mentioned above as to what missiles and blasters could look like, as for rails, I thought of these earlier: Compressed Rail: low RoF, high damage, moderate heating, long range, low tracking/rotation. Anti-tank at sniping ranges, possibly anti-air by LAVs or DSs as well. Perhaps consider giving an efficacy nerf against infantry targets. Burst Rail: fires a burst of 3-5 rail shots, charges up for each burst, fairly quick heat up (3-4 bursts max), high dispersion and low range (about 100m accurately against tanks and the long side of a DS), slight AI usage at closer range.
I like a lot of this Vulpes but I am against 1 type of dropship better than the other always, when it deals with them both being in the air. We need them both ADS able to engage each other. I think if we have more variations of blaster turrets this would be a huge help in the right direction. I'm imagining a Blaster that is high on damage like the rail so when you have another vehicle all across your screen within the pipper you can lat it rip! This would also play with the Incubus being the straight moving vehicle.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
176
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Posted - 2014.10.07 15:11:00 -
[9] - Quote
Great post Tesfa, I think this goes back to what I have been saying since before uprising when HAV's could drive off of the towers on the harvest map, repair and still survive from being shot at by small turrets on the dropship. HAV's and AV has never been balanced with the other vehicles. AV takes so much damage because before it was only accounted to breaking through the HAV's health points. Back then dropships couldn't even fit the heavy modules they can now let alone equip the medium shields and armor plates that were taken out or removed. if CCP wants to balance this game out on the vehicle side they do need to start at HAV's and AV, not at dropships first. Though dropships still need more variation of turrets again. Very few have even come to grips that the Small Rail Turret is the only turret that does a ton of damage to shields but not armor. It wasn't intended to be made like this before last year. It's caldari technology, as same goes for missiles. CCP needs to "fork over" the Caldari things back to the Caldari and make a meaningful Gallente small turret designed to destroy vehicles. The easiest way would be to make a heavy damage blaster with a low RoF. In all fairness they can even make a plasma cannon like large turret to come into perspective of large rail turret and make those vehicles as well come to full circle. Then they can be perfectly wide open to add whatever vehicle or racial variant they want, but Ratatti has to kick his team into gear! He may even have to micromanage them to get the results if that is needed to get his results. I understand he is in a tough position because vehicles have never been balanced until the patch that came out last December in 2013. I won't say the balance was the perfect one but it for sure made things better than they were before.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
180
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Posted - 2014.10.11 01:28:00 -
[10] - Quote
Nirwanda Vaughns wrote:shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect
This is very incorrect. Having a hefty amount of skill points in both the Incubus and Python this thought is misplaced. I think it is more so on the lines that the Incubus takes too much damage from the weapons like swarms and forge guns. I have yet to see anyone successfully shoot at me with a plasma cannon so I will hold out on saying that perhaps it is just as strong. A/V and HAV's need to be balanced with all the other vehicles. Once that happens we will have a much clearer picture of whats going on with damage profiles for the Incubus and Python.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH RUST415
186
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Posted - 2014.10.12 16:06:00 -
[11] - Quote
Breakin Stuff wrote:Gabriella Grey wrote:Nirwanda Vaughns wrote:shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect This is very incorrect. Having a hefty amount of skill points in both the Incubus and Python this thought is misplaced. I think it is more so on the lines that the Incubus takes too much damage from the weapons like swarms and forge guns. I have yet to see anyone successfully shoot at me with a plasma cannon so I will hold out on saying that perhaps it is just as strong. A/V and HAV's need to be balanced with all the other vehicles. Once that happens we will have a much clearer picture of whats going on with damage profiles for the Incubus and Python. What do you mean AV/HAVs need to be balances with other vehicles? Dropships should not have the EHP of a tank. LAVs are too tanky, they should be suicide vs. AV unless properly tanked (which I think three people who still play do)
No it shouldn't and the reason why dropships are fitting extended health points is because of A/V And HAV's not being balanced. A very simple question to answer seeing that you are an active A/V user. Why is it you do not see dropships using only light shield extenders or without heavy armor repairs etc? It's because A/V's damage output is to break through HAV armor/shields, not with dropships and LAV armor/shields. Then we haven't even went into the dropships module slots available are very limited. I don't think I really have to go further into this to explain. If HAV's can either come down a bit in Health points or all vehicles move up then there will be better balance however CCP cuts it. LAV should not be suicide against AV. It's still a vehicle and we are not shooting for realism here, we are looking for enjoyment factor. If that would be the case Dropships and HAV's would be totally acceptable to be along realistic lines vs A/V. I Haven't seen an LAV KIll someone using A/V but I still do not agree that their health points is exactly correct or their speed/acceleration profile.
Always Grey Skies
Leader of the Alpaca Commandos
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