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Thread Statistics | Show CCP posts - 8 post(s) |
Halla Murr
Skullbreakers 3dge of D4rkness.
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Posted - 2014.09.28 13:29:00 -
[1] - Quote
CCP Rattati wrote:Looking at dropships compared to other vehicles, we are fairly happy with how the Python is playing out right now.
The Incubus is still very powerful but not as powerful as the Python.
It's been asked before and not been answered: what is the purpose of the ADS and each of the two we currently have? Is it intended to be a ground attack craft with limited transport capability, or a transport with slightly increased offensive power?
If it is a transport primarily, then the SP costs for the various skills are far too high: 2.48m SP for a 15% ROF increase is pretty worthless - you're much better off just using a standard dropship, which is now tougher (which is fine) so can actually feasible insert/extract squads.
If it is a ground attack craft primarily, then the bonuses are fairly weak, considering you have previously described wanting ADSs to be somewhat hit-and-run: with the ROF bonus as is, the running is doable but the hitting is sketchy at best.
This is the sort of thing that needs to be determined or the ADS will forever float in a limbo: what role is the ADS supposed to perform on (above) the field?
CCP Rattati wrote:Personally, not a fan of the rapid fire railgun turrets, please keep that in mind. Also keep in mind that the ROF on railLAV's was reduced on purpose, due to infantry sniping.
Maybe a combination of increasing the Incubus bonus to ROF slightly, or simply removing the 70% rail turret inefficiency against vehicles and then increasing chargeup time rather than decreasing ROF to balance? Or heat?
It was my understanding that the hit efficacies had been changed already: is that not so? Also, have you found what is causing the Incubus's bonus to apply incorrectly?
If your concern for rapid fire railguns is that they are too effective against infantry, would the Incubus not be fine for an increased ROF, considering how difficult it is to hit infantry in an ADS? If not ROF, as presumably a damage bonus would also be out, then what effectiveness bonus would be useful? Heat build-up? Cool down speed? Those are still fairly lame for such a large SP sink.
Returning to my first point: what is the intended role of the Incubus?
CCP Rattati wrote:The Myron is just not very good at all, and nothing changed with the increased EHP/PG/CAP and Turret changes. On the Myron/Grimsnes, someone advocated more maneuverability without increased speed, sounds like a fine idea.
Experienced Myron pilots, what about it's fitting style or bonuses makes it so much worse than the Python.
Others have pointed out the glaring weakness of the Myron: all the good utility modules are in the high slots, which the Myron needs for tanking modules. This is the same issue with dropsuits and low slots having the vast majority of utility modules.
CCP Rattati wrote:(A similar question but off topic, the Gunnlogi is quite less efficient than the Madrugar, bonus points to explain why)
As others have said, shield regen is broken by relatively small hits, making the Gunnlogi (and also the Myron and Python) much less sustainable. Personally, I'd suggest that shield regen delays be greatly reduced but also cut the recharge rates to match and either entirely remove or vastly increase the regen-halting benchmark. |
Halla Murr
Skullbreakers 3dge of D4rkness.
0
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Posted - 2014.09.28 13:38:00 -
[2] - Quote
CCP Rattati wrote:I think we should also establish a few rules of thumb
Quick clarification: are these what you want them to be, or are these what your statistics say they are?
CCP Rattati wrote:Anti Air Pilot: Missiles, Rails, Blaster Sidegunner - Dropship: Rails, Missile, Blaster Sidegunner - ADS: Rails, Missile, Blaster
The main reason I ask is because of the highlighted section: pilot missiles are reasonable in an AA capacity (as befits the dual purpose role) but rails are far more reliable due to much greater travel speed and generally better application of damage. I don't consider this to be unreasonable, although the bugged Incubus makes this currently untenable due to the lower applicable damage than a regular DS's rails. |
Halla Murr
Skullbreakers 3dge of D4rkness.
2
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Posted - 2014.09.29 00:11:00 -
[3] - Quote
Gabriel Ceja wrote:With the nerf to the ADS rate of fire bonus to only 3% per level it has made going to level 5 a little pointless and has brought on complaints from the pilots who did have the skill at level 5 already So now that there is only a small difference between level 5 rof and standard rof how about changing the rof bonus to a reloading bonus like maybe 5% per level
Not intending to offend, but that suggestion in no way helps the ADS perform strafing runs, which is something Rattati has said that ADSs should be doing. ROF is the bonus for that. A 6% bonus would be a very solid middle ground:
(PRO Turrets) Missiles: STD: ROF 50; 0.83 missiles/second; DPS (Splash) 297.91 3%: ROF 57.5; 0.958 missiles/second; DPS 342.6 6%: ROF 65; 1.083 missiles/second; DPS 387.29
Railguns: STD: ROF 92; 1.53 shots/second; DPS 665.77 3%: ROF 105.8; 1.763 shots/second; DPS 765.6 6%: ROF 119.6; 1.993 shots/second; DPS 865.5
Blaster: STD: ROF 1200; 20 shots/second; DPS 1144 3%: ROF 1380; 23 shots/second; DPS 1315.6 6%: ROF 1560; 26 shots/second; DPS 1487.2
This would actually be a somewhat meaningful increase.
An alternative suggestion would be to scrap the ROF bonus entirely and look at alternative methods of increase the effectiveness of an ADS. Here's an idea from earlier, based on the scout bonus: 3/5% fitting reduction/level for shield/armour hardeners. 3/4% bonus resistance/level to shield/armour hardeners.
What would this do: - increase the resilience of an ADS during the uptime of a hardener; - reduce total buffer tank by encouraging hardener fits; - not increase the direct killing power of the small turrets; - allow an ADS to maintain a short period of resilience under fire in which to insert/extract infantry or suppress/kill enemies before being forced to retreat on cool down.
Potential downside could potentially make triple hardener fits OP like 1.7, though could the skill include an inbuilt penalty to cool down for the same module? So the module gets +X resistance bonus but simultaneously gets a +Y% increase to cool down duration as the ADS 'strains the capacitor' or something?
Anyway, that's a sideways thought I figured would EB worth throwing out there. |
Halla Murr
Skullbreakers 3dge of D4rkness.
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Posted - 2014.09.29 15:57:00 -
[4] - Quote
Kaeru Nayiri wrote:A buff I would find acceptable: Armor repair Vehicles have a skill to boost the EFFECTIVENESS of armor repair, give shields a skill to boost the effectiveness of Shield Boosters, to match. This would really make my day.
I agree with that. I'd suggest two things: - alter the Shield Regeneration skill to affect both recharge delay and depleted recharge delay (instead of only depleted) - add a recharge rate skill which increases the rate at which shields recharge or increases the threshold at which shield regeneration stops.
Either and/or both of those would greatly help the regenerative tanking capabilities of the Myron, Python and Gunnlogi. |
Halla Murr
Skullbreakers 3dge of D4rkness.
5
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Posted - 2014.09.30 13:23:00 -
[5] - Quote
Derrith Erador wrote:Has anyone else noticed that Rattati hasn't said much of anything while we've been going over random numbers ourselves? It seems kind of odd to me. Are you even watching?
[Conspiratorial]It's because he simply doesn't care about pilots and any attempts to properly balance the ADS goes unheard, because he just plainly doesn't want them to be useful.[/Conspiratorial]
...
...
...only half joking... I'm half expecting him to state, down the line, that we still didn't participate in the discussion. |
Halla Murr
Skullbreakers
9
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Posted - 2014.10.04 09:40:00 -
[6] - Quote
XxGhazbaranxX wrote:I do hope CCP Rattati is looking at this thread.
Honestly, it really looks like Rattati just doesn't care about the ADS. We've been nerfed while AV gets buffed and now we're'fine' yet no pilot I've spoken to has been happy with the changes - our ability to influence the battle is now limited to pretty much murdering only defenceless infantry and clearing rooftop uplinks.
ROF nerf means vehicles simply don't care and it's nigh impossible to prevent a dropship getting anywhere now. If Rattati actually gave half a damn about us, he would have said something, considering that he has been on the forums since his last post here on the 28th.
We're not killing anything but defenceless infantry, and we should be glad for the privilege
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
9
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Posted - 2014.10.04 14:02:00 -
[7] - Quote
CCP Rattati wrote:I'm still listening
That's reassuring
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
10
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Posted - 2014.10.05 17:16:00 -
[8] - Quote
nicholas73 wrote:There is nothing to listen to anymore here. ADS is still effective at taking out infantry, not so viable for taking out tanks anymore, but it should be like that. Tanks can't shhot up on a hovering dropship.
Please explain why an ADS should not be effective against HAVs - an AR user cant hurt a sniper at 200m+, so surely a aniper should not be able to hurt an AR user by your logic. Obviously that is stupid: an HAV can quite comfortably kill an ADS, but how they engage is a big thing - an ADS is not immune, just because it is hovering over an HAV because either that HAV can manoeuvre to get a line on the ADS or othr enemies can attack, just like the AR/sniper example.
Cureently, an ADS can only kill vehicles that ignore you entirely or that are grievously wounded by other enemies.
[quote=nicholas73TL;DR: ADS is fine, an experienced pilot is still pretty effective and with the new changes tryhard scrubs who can't fly have been eliminated.[/quote]
'Pretty effective' is a very loose term. Currently,an ADS can pretty much only kill infantry that are milling about. Bring out any AV and an ADS has an uphill struggle. If it's a Forge Gun, the ADS is likely screwed and if it's a vehicle there ADS will either get shot down,forced to do nothing or hover doing nothing effectual to it. In my mind that's not 'pretty effective' that's catering to only the infantry farmers!
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
10
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Posted - 2014.10.06 21:56:00 -
[9] - Quote
Alena Ventrallis wrote:I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault.
You seem to be saying two different things: either that the ADS should be considered a role, like a Sentinel, Scout or Assault; or that each racial ADS should be considered a role.
The former, perfectly legitimate; the latter most definitely not.
The issue from reading your post is that you said the Incubus's role should be tankbuster while the Python should e infantry suppression: that's like saying a CalScout should be a sniper while a GalScout should be AV - both are and should be EWar platforms: both ADSs should be assault platforms (hence the name...)
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
24
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Posted - 2014.10.08 13:14:00 -
[10] - Quote
@Rattati particularly but everyone here discussing ADSs and variant turrets: https://forums.dust514.com/default.aspx?g=posts&t=177189&find=unread
Some numbers and design intentions for variant turrets as well as alternative ADS skills. Would like to get more comments/criticism.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
29
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Posted - 2014.10.09 15:49:00 -
[11] - Quote
Looking for more feedback on some ideas: Vehicle Skills and Turret Variants. I think you'll be interested in this Bright Cloud, considering your last post.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
35
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Posted - 2014.10.10 20:53:00 -
[12] - Quote
La Lore Sleipnier wrote:Not bad but missile are multipurpose weapon and without the ROF a python alone can't kill a tank.
I recommend having a read through of the whole thread that Kaeru is quoting from: Vehicle Skills and Turret Variants
I'd like to get more feedback in that thread, if at all possible, from as many pilots and AV players as I can. I think the skills and variants would help make a much more varied and balanced field for V/AV play.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
36
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Posted - 2014.10.11 17:38:00 -
[13] - Quote
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.
Most of the imbalance of the profiles comes from the fact that we have primarily armour based AV weapons. We have a single heavy AV weapon, which is anti-armour; we have two light AV weapons, of which one is substantially easier to use and which is anti-armour; the only anti-shield AV weapon has been terrible for a long time and is still very difficult to use against vehicles.
Introducing Amarr/Minmatar light AV and Gallente, Amarr and Minmatar heavy AV would go a long way to providing a more balanced field for V/AV combat. Without it, we are trying to make anti-armour AV weaponry too effective against shields which would have the knock on effect of making armour vehicles unviable.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
44
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Posted - 2014.10.14 17:05:00 -
[14] - Quote
Airborne Army wrote:Every time someone pulls out swarms against an ads we have no warning of imminent impact, I understand tanks have a proximity explosive beeping warning, that is why I believe one simple and incredibly useful countermeasure that does not affect ads stats would be the introduction of a "lock warning" similar to most if not all modern aircraft. The swarm is not a random fire weapon and therefore it's lock should be detected as a precursor to impact.
This would also in fact help get rid of the problem of swarms not rendering as not only will swarmers be unable to have 2 volleys in the air before a pilot realises he is in for certain death, but also it will highlight potentially dangerous areas to pilots, allowing for more tactical gameplay between the av deterrent and the ads threat. Forge guns do not have a proximity warning as they are skilful and player targeted weapons. Having swarms that deal lethal damage without warning is similar to a heat seeking bolt pistol... A bolt pistol needs only 3 rounds to kill most medium tank frames, why would you allow such a ludicrously easy weapon to exist...
I am definitely for a lock-on warning. Unlike Forge Guns and Plasma Cannons (and presumably the Gal/Min Heavy weapons) the Swarm requires little skill to actually fire effectively. A lock-on warning would reduce the surprise effectiveness of such a low skill entry weapon.
Airborne Army wrote:My second point is about ads manouverability
I agree that ADS (and NDS) manoeuvrability could do with some modification. Primarily, the issue is that when hit by AV the dropship bucks wildly requiring skill to regain control (depending on how violent the impulse effect is) and can quite often force a retreat after a single hit renders the DS (A or N, regardless) is incapable of steadying long enough to fire, because the next shot is inbound already.
Essentially, a small reduction to impulse effects would go a long way to helping the ADS and I think that closing the gap in NDS/ADS manoeuvrability would go a long way to helping the NDS out across all situations, more than fiddling with EHP numbers would do.
Airborne Army wrote:Lastly I feel that swarms need a slight tone down in terms of either maximum flight range or manouverability/speed aspects...
Agreed. The Delta 'nerf' to Swarm turning radius has been utterly moot: reducing the radius to something like 60 degrees (from the 90 pre-Delta/80 post-Delta) would go a long way to making them actually avoidable through skill. As is currently, I have used my afterburner and made some wild manoeuvres to try and escape locked-on Swarm volleys...only to have them not give a damn and simply circle around and still impact on me.
What is the point in trying to evade when even my best efforts are irrelevant? Forges I can dodge, because they require player skill to fire - Swarms are fire and forget, and while there is an element to when and how to launch there is no player input afterwards: a good pilot should be able to do something about auto-tracking through intelligent and radical manoeuvring since we have no access to countermeasures.
Airborne Army wrote:The afterburner claims to provide a 150% thrust increase yet swarms still catch up rather easily with an afterburner on in a dropship speeding away as fast as possible.
Afterburner Thrust bonus is applied to acceleration. Essentially, Afterburners do nothing to increase top speed; instead, they increase your ability to accelerate, making turning and manoeuvring much more effective because lost speed is regained much more rapidly.
I recommend you watch this video that Judge made, if you have not already: Circle of Hate, which showcases the Afterburner situation quite clearly. If you have already, then may I suggest you rewatch it, because it shows how Afterburners don't increase top speed
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Halla Murr
Skullbreakers
46
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Posted - 2014.10.14 18:38:00 -
[15] - Quote
Kaeru Nayiri wrote:Halla Murr wrote: [...] I agree that ADS (and NDS) manoeuvrability could do with some modification. Primarily, the issue is that when hit by AV the dropship bucks wildly requiring skill to regain control (depending on how violent the impulse effect is) and can quite often force a retreat after a single hit renders the DS (A or N, regardless) is incapable of steadying long enough to fire, because the next shot is inbound already. [...]
Just a note about this point, as an ADS pilot, I would prefer the wild bucking of the ship STAY when getting hit by weapons that merit the behavior. I personally find it adds way more to the immersion and wouldn't be fun to have this removed. It adds risk to flying too close to the ground or to walls when AV might be present, and it gives even the militia variants of a weapon a CHANCE to take me out if he hits me at just the right angle to make me hit something in my surroundings.
I agree about the principle of the matter, though sometimes the impulse is insane, like flipping your nose so your whole ship is perpendicular to the ground, or sometimes flipping you almost entirely onto your top. While I do like the fact that flying isn't easy or simple, especially when faced with AV, the impulse effects can be a little too extreme.
What I mean by a small reduction to impulse effects is exactly that: small.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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