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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
49
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Posted - 2014.09.29 15:44:00 -
[1] - Quote
Be careful when buffing the Myron, I don't understand the numbers you got considering how much tank they can have. I wouldn't say no to more maneuverability, but mine has become very hard to kill.
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.
Make the Shield Hardener effect clip out on the turret so the gunner doesn't see that stuff. It causes HEAVY visual lag close up like that and makes shots go way off target. This probably can't be done in a hotfix though :(
Fix the bugs regarding turret PG CPU not having been implemented as you intended in Delta (goes without saying, I'm sure you're already on that one) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
50
|
Posted - 2014.09.29 16:07:00 -
[2] - Quote
Dust community can't thank you enough for your attitude and dedication. I hope to meet you out on the field sometime, it would be an honor. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
72
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Posted - 2014.10.03 19:09:00 -
[3] - Quote
Very true Ghazbaran, on the subject, what damage type are small missiles? Very recently Rattati revealed large missiles AND swarms counted as PROJECTILE damage, which completely blew my mind. Can we get the scoop on small missiles, please? Are they also projectile?
I would like to point out one inherent drawback to the missile launcher that we all have "learned to deal with" that I would like to see fixed in the near future somehow. The natural small latency of the game (too negligible to even call lag) creates the effect causing the missile to "spawn" right beside the turret after having fired it. Missiles NEVER seem to fire directly from the turret but rather somewhere around it depending on how the ship is moving. This is the source of the bug that causes gunners to kill themselves in pubs and get banned from factional warfare when they damage their own ship. This occurs when the dropship is moving sideways and the missile is "spawned" inside the ship, firing towards the gunner who pulled the trigger. This is also the biggest difficulty with firing while moving. Most pilot/gunner combos have learned to deal with this and try to stop moving the ship before beginning to fire on the ennemy, which eliminates the effect completely, allowing reliable aim. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
77
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Posted - 2014.10.06 21:06:00 -
[4] - Quote
Kaeru Nayiri wrote:Very true Ghazbaran, on the subject, what damage type are small missiles? Very recently Rattati revealed large missiles AND swarms counted as PROJECTILE damage, which completely blew my mind. Can we get the scoop on small missiles, please? Are they also projectile?
I would like to point out one inherent drawback to the missile launcher that we all have "learned to deal with" that I would like to see fixed in the near future somehow. The natural small latency of the game (too negligible to even call lag) creates the effect causing the missile to "spawn" right beside the turret after having fired it. Missiles NEVER seem to fire directly from the turret but rather somewhere around it depending on how the ship is moving. This is the source of the bug that causes gunners to kill themselves in pubs and get banned from factional warfare when they damage their own ship. This occurs when the dropship is moving sideways and the missile is "spawned" inside the ship, firing towards the gunner who pulled the trigger. This is also the biggest difficulty with firing while moving. Most pilot/gunner combos have learned to deal with this and try to stop moving the ship before beginning to fire on the ennemy, which eliminates the effect completely, allowing reliable aim.
Rattati, care to answer the question in first paragraph, please?
This is relevant to the armor vehicle vs shield vehicle discussion. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
80
|
Posted - 2014.10.08 20:49:00 -
[5] - Quote
XxGhazbaranxX wrote:[...]
- include a third shield skill that increases regen of shield by 10% just as the third armor skill was included at a 10% value
Agreed on all parts with what you said Ghazbaran. As I mentioned in my previous post though, I would rather see shield regen improved via module efficiency increase so that it matches armor more accurately. In this case, I would like to see a skill that can improve the powerof the shield booster by % per level to match how armor repair improves repair modules by % per level. This way a shield vehicle has to use boosters to feel the bonus the way an armor vehicle has to use an armor repair module to feel his.
Also can we please get an answer about the DAMAGE TYPES on missiles ?? now that we know swarms and large missiles are projectile instead of explosive, we have to come to terms with the fact we are suddenly doing a lot less damage to shields with the profile change. Is this also the case for the small missile launcher?? |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
80
|
Posted - 2014.10.09 19:46:00 -
[6] - Quote
Rattati, definitely check out Halla Murr's thread. The dropship skill tree and bonuses he suggests are perfect.
Halla Murr wrote:Part 2:Assault Dropship Skills
[...] Assault Dropships Skill - Assault Dropship role bonus: applies to all racial Assault Dropship skills +2% to small turret damage per level. [As the previous Assault Dropship skill provided, but more in line with the current Dropsuit skills.]
\- Gallente Assault Dropships: -5% to small railgun heat build-up and +20% to small blaster splash radius per level. [Improves the Incubus's ability to apply damage to targets.]] [...] \- Caldari Assault Dropships: +10% splash radius and missile speed to small missile turrets per level. [Increases the application of the Python's primary weapon against both aerial and ground targets.] [...]
I am particularly fond of missile travel speed bonus. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
86
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Posted - 2014.10.10 16:06:00 -
[7] - Quote
Swarms should not be nerfed, I honestly believe they should be buffed FURTHER but countermeasures should be implemented. The whole DS vs Swarms battle NEEDS to be more interactive. Right, the swarm launcher user needs only lock on and fire without the slightest thought, and the drop ship pilot can only "take the damage" while moving out of lock on range. It's a very binary situation that takes the human element right out.
I have an idea for a countermeasure system but I am not sure how interested Rattati is on it. I get the feeling he would rather focus on other things. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
86
|
Posted - 2014.10.14 18:16:00 -
[8] - Quote
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. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
91
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Posted - 2014.10.16 20:16:00 -
[9] - Quote
Breakin Stuff wrote:Getting out of lock range should be the priority, not outrunning the second volley. Outrunning swarms isn't something that should be a thing.
However, the counterpoint to that statement is that I had been hoping CCP would drop the swarm turn rate from 90 to 60, maybe 65/70. Maneuvering should be en route not at the target point. They should also chase the dropship itself not the last place they had direct line of sight then correct.
That way swarms become a skillshot weapon. IE the dropship pilots, tank and LAV drivers can deny you your shot by being skilled.
This makes swarms more useful at the longer lock ranges but problematic to pump rounds into a fast-maneuvering ADS on top of you. In short, a fight ensues rather than a mugging.
This is what I have been hoping for.
Swarms should be deadly, very deadly, but they need to be more about "predicting" where to go to meet their target rather than follow their trail perfectly (by calculating the projected point of impact based on current maintained vector of target). This way, a violent twist from a dropship or a hand brake from a speeding tank has a chance to send the swarm in the wrong direction or into a nearby structure.
EDIT: Can't stress that I want this enough. Make swarms absolute murder machines, but make dodging them a thing. |
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