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Thread Statistics | Show CCP posts - 8 post(s) |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1842
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Posted - 2014.09.29 15:54:00 -
[31] - Quote
Shield skill needs to change from depleted regen delay to a regen amount.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3279
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Posted - 2014.09.29 15:55:00 -
[32] - Quote
Hey Rattati, I dunno how useful this is to your purposes, but I have a buncha practical application testing i did based around the dropship nerfs. If you haven't taken a look, here's the post-nerf stuff.
I'm interested to hear if any of this is useful
@CCP Rattati and ADS drivers. Test nerds needed. ADS TTK test Day 1. Ideal conditions to kill Sentinels. ADS TTK Day 2: Python with small missiles [COMPLETE] ADS TTK Day 3 Thunderdome Test:
No, none of it is pro-whining, just sharing my findings with the group, as well as my thoughts.
Overall I don't think that the small blaster's poor performance as a pilot weapon on an ADS is the fault of the gun, but the limitations of the platform. But I did notice that in addition for it being insanely hard for dropship pilots to keep on target it overheats INSANELY fast.
Most of the tests me and Resistance did with it had the gun overheating in almost every test run. |
Halla Murr
Skullbreakers 3dge of D4rkness.
4
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Posted - 2014.09.29 15:57:00 -
[33] - 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. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
50
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Posted - 2014.09.29 16:07:00 -
[34] - 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. |
Fox Gaden
Immortal Guides
4403
|
Posted - 2014.09.29 18:17:00 -
[35] - Quote
A bit tangential, but do afterburners on the Nullibar Dropship (itGÇÖs a Myron right?) only apply additional thrust to the rear engines?
I was trying to get to the top of the tower in the King of the Hill domination map (Fracture Road) using a Nullibar Dropship the other day and it was like trying to ride a bucking bronco. Every time I hit the thrust it would flip forward and I would have to let off the thrust and pull the stick back until I was staring at the sky to correct. ThatGÇÖs another thing, maneuvering the ship does strange things to your perspective as well.
I have flown normal Myrons and they donGÇÖt behave like that.
DonGÇÖt spend too much time on this, I mean, who buys Nullibar Dropships? But if you can figure it out without wasting too much time it would be nice to get a fix. I won one of those special packs when I was added to the DUST Wall of Fame for my community efforts, and it came with 50 Nullibar Dropships. I still got about 40 left.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Right-wing Extremist
Nos Nothi
1408
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Posted - 2014.09.29 18:45:00 -
[36] - Quote
CCP Rattati wrote:(A similar question but off topic, the Gunnlogi is quite less efficient than the Madrugar, bonus points to explain why) Armor repairers are passive and never stop.
Shield regen takes a couple of seconds of no incoming damage before you benefit from it.
Shield boosters also require a moment of no incoming damage - if you activate it while you're being shot at (like in Eve Online), nothing happens. The shield booster enters cooldown, but you do not get your shield HP boost.
The Gunnlogi only has two low slots, and I dunno about all fitting optimizations being at 5 but for myself, I can only fit one basic heavy rep on a Gunnlogi, the other low slot is a CPU mod. What this means for me, is that the Madrugar I'm shooting at ducks behind a building or hill or other obstruction and when he comes out, his armor is fully repped and his shield hp is nearly full again, while my shield HP might be full but my armor is still in a shambles, even on the fit where I've got that armor repper installed (which I only do on the maps like Border Gulch or Fracture Road where I have no supply depot to repair at unless the team is holding Delta or Alpha respectively (Delta on BG, Alpha on FR - on those maps, one side has a SD accessible at the ground spawn and the other doesn't, because you guys did not successfully address this problem in HF Delta).
That's what makes the Madrugar so much better. I chose the Gunnlogi for its innate speed and maneuverability, but it is far less survivable than a Maddy with any skill in armor repair.
The shield booster needs to work even when you're taking damage - I suspect it's tied to the depleted regen mechanics, which is stupid if that's true. OR armor repair mods need to be active rather than passive, with a suitable cooldown so that these tanks aren't just running around going "lala la lala" with a nonstop repair rate over 200 hp/second. I can tell you that as soon as I've got the fitting optimizations all sorted to be able to fit a decent Madrugar, I won't be using my Gunnlogis very much at all anymore. Rail Maddy, Blaster Maddy, Missile Maddy - the only thing the Gunnlogi outshines them in is survivability vs. Missile Tanks, and that's only if you have two hardeners to stand up to the XT-201 launcher.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Stefan Stahl
Seituoda Taskforce Command
757
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Posted - 2014.09.29 20:12:00 -
[37] - Quote
Here are two very basic avenues out of the situation right now: A. Make active shield tanking possible: Ideas: Buff shield boosters, disable their ability to start native regen (All active tanking is done through the boosters themselves, maybe split their effect into smaller cycles so there's a chance of bursting through their effect. Disabling the native regen activation removes any possible bugs associated with that feature.) B. Make passive shield tanking possible: Ideas: Align native hp with armor vehicles, align shield extenders with armor mods, align shield hardeners with armor hardeners (A passive shield fit should get the same hp a passive armor fit that regens in the same amount of time. Their playstyles will still be different since shield vehicles don't regen in combat.)
Out of curiosity: In Eve Online, what does a shield tank look like and which low slot modules are used for passive and active tanks? (When I tried Eve for 6 months, I only ever delved into armor tank theory.) |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2186
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Posted - 2014.09.29 20:57:00 -
[38] - Quote
Stefan Stahl wrote: Out of curiosity: In Eve Online, what does a shield tank look like and which low slot modules are used for passive and active tanks? (When I tried Eve for 6 months, I only ever delved into armor tank theory.)
[Disclaimer, I am a noob in Eve and this is just the culmination of my admittedly limited experience. For more detailed and accurate data, check a more knowledgable player or perhaps Eve University. Other Capsuleers are encouraged to correct or add on.]
For passive buffer tanks, shield extenders are used in combination with what equates to shield hardeners in Dust (though they take cap rather than have on-off durations). Low slots are almost always used for damage mods and fitting mods. (There are almost no shield mods in low slots, and the ones that exist have bad ) .The idea is to have high buffer and higher dps in order to out last the enemy. (This is the opposite philosophy of armor buffer tanking, where you hope to out last the incoming damage while applying your own. This is because damage mods and armor mods are low slots)
Though used more for PvE, passive rep tanked shield tanks are also used. These take advantage of the shield regen mechanics, where that shield will always regen for the same amount of time, so having a 100hp tank and a 10,000 hp tank will always regen in the same amount of time for the same ship. This, in combination with a huge buffer tank (shield extenders), regen mods (usually shield power relays because of the lack of need for capacitor, similar to Dust's shield rechargers), and resistance hope to curb the damage done from rats (again typically this isn't possible in a PvP setting).
Active tanking requires the use of shield boosters and ancillary shield boosters. Shield boosters require a lot of capacitor to use for extended periods of time but provide a decent boost to shield hp every cycle. They typically use of a cap booster to keep cap level up (mid slot). Ancillary booster work in the same way, providing a much larger boost to hp, but require A LOT more cap. Thankfully, they can be loaded with cap booster charges instead of relying on your own cap (though there is a crazy long reload time). Another mod that is important is the shield boost amplifier that boosts the amount of hp the shield boosts give per cycle. Lows are again used mainly for damage mods.
All in all, there are almost no shield mods for low slots, and the only ones that are available reduce base shield hp or max cap.
Dust was real! I was there!
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Stefan Stahl
Seituoda Taskforce Command
757
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Posted - 2014.09.29 21:14:00 -
[39] - Quote
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. |
Vulpes Dolosus
Molon Labe. General Tso's Alliance
2186
|
Posted - 2014.09.29 21:25:00 -
[40] - Quote
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.
Dust was real! I was there!
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Gabriella Grey
THE HANDS OF DEATH
166
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Posted - 2014.09.29 23:31:00 -
[41] - 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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MINA Longstrike
Kirjuun Heiian
1329
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Posted - 2014.09.30 02:45:00 -
[42] - Quote
Vulpes Dolosus wrote:Stefan Stahl wrote: Out of curiosity: In Eve Online, what does a shield tank look like and which low slot modules are used for passive and active tanks? (When I tried Eve for 6 months, I only ever delved into armor tank theory.)
[Disclaimer, I am a noob in Eve and this is just the culmination of my admittedly limited experience. For more detailed and accurate data, check a more knowledgable player or perhaps Eve University. Other Capsuleers are encouraged to correct or add on.] For passive buffer tanks, shield extenders are used in combination with what equates to shield hardeners in Dust (though they take cap rather than have on-off durations). Low slots are almost always used for damage mods and fitting mods. (There are almost no shield mods in low slots, and the ones that exist have bad ) .The idea is to have high buffer and higher dps in order to out last the enemy. (This is the opposite philosophy of armor buffer tanking, where you hope to out last the incoming damage while applying your own. This is because damage mods and armor mods are low slots) Though used more for PvE, passive rep tanked shield tanks are also used. These take advantage of the shield regen mechanics, where that shield will always regen for the same amount of time, so having a 100hp tank and a 10,000 hp tank will always regen in the same amount of time for the same ship. This, in combination with a huge buffer tank (shield extenders), regen mods (usually shield power relays because of the lack of need for capacitor, similar to Dust's shield rechargers), and resistance hope to curb the damage done from rats (again typically this isn't possible in a PvP setting). Active tanking requires the use of shield boosters and ancillary shield boosters. Shield boosters require a lot of capacitor to use for extended periods of time but provide a decent boost to shield hp every cycle. They typically use of a cap booster to keep cap level up (mid slot). Ancillary booster work in the same way, providing a much larger boost to hp, but require A LOT more cap. Thankfully, they can be loaded with cap booster charges instead of relying on your own cap (though there is a crazy long reload time). Another mod that is important is the shield boost amplifier that boosts the amount of hp the shield boosts give per cycle. Lows are again used mainly for damage mods. All in all, there are almost no shield mods for low slots, and the only ones that are available reduce base shield hp or max cap.
Actually shields in eve have one of the largest number of fitting possibilities and slot useage, You use Highs for weapons (and try to stick to low cap use weapons like missiles or rails) mediums for shield modules (extenders, boosters, boost amplifiers, hardeners, passive resist modules, shield rechargers, and capacitor modules) and low slots for stuff like power diagnostic modules (which simultaneous increase powergrid, capacitor, shield and reduce capacitor and shield recharge) / capacitor flux coils.
It really depends on your setup, as passive shield tanks require the most amount of slots, buffer and active mounts mostly just in mediums (with some capacitor stuff in lows).... Comparatively armor mounts mostly just in lows (as it only has active tanks) with a few mediums for capacitor. Armor and shield are both very comparable in overall tank strength, but they each make some very different tradeoffs and have rather wildly differing pro's and cons.
A matari active shield tank on a shield boost bonused ship can press one button and get like 90% of its shield back if it's mounting an XL booster, A caldari passive tanked resist bonused ship can take the beating of a lifetime without having its shield drop below 40%. A Gallente active armor tanked ship (like a hyperion) might have 3 different reppers running (In particular ancilliary reppers or regular reppers with shield boost charges) and never drop below 85%.... until its capacitor fails at which point it explodes, an Amarr active tanked resist bonused (or buffered ship) might never seem to take damage and even when its capacitor fails it will take quite some time to actually die.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3293
|
Posted - 2014.09.30 06:13:00 -
[43] - Quote
Small rails need to hit harder, not faster.
But I think that none of the vehicle woes come from the weapons, not their HP.
all of the vehicle weapons have been nerfed to crap because people don't want them farming infantry kills. Unfortunately the very designs pretty much are custom tailored for doing so.
Blaster turrets: even the large turrets fire like machineguns. Machineguns are the ideal platform for farming infantry.
Rail turrets: under-damaged and feel more like sniper rifles than anything. Hell the large rails are basically big bolt pistols. Seriously, the firing mecjanics are identical.
In fact the only weapon platform that feels like a vehicle weapon full stop are missiles. Small blasters are ok.
But all of the vehicle weapons feel like scaled up infantry weapons. The large turrets do not behave like cannons. You want to make tanks and dropships less kill farmy?
Make the cannons act like CANNONS. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1820
|
Posted - 2014.09.30 10:53:00 -
[44] - 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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a brackers
molon labe. General Tso's Alliance
81
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Posted - 2014.09.30 12:17:00 -
[45] - Quote
Rattati I know it's a complete change but you want ads to be strafing, they need high rof. What you want for a staffing ship for all three guns is the mag to be empty in about 1 second, take 5 or 6 seconds to reload (8 max) and do enough damage to keep actually be able to damage tanks when they will shield rep for that time. Therefore all light turrets should do approximately 3 - 3.5 k damage per mag. And have the splash damage enough that if you are trying to hit a particular target and you are aiming as you fly, you'll kill the person. (Ie if say 50% of a mag lands within range of an armor tanked logi or commando you are likely to kill them. This means if you do a literal strafing run just hitting everything along the line you are flying along for the 1 second you will fire, you are unlikely to get any kills but will cause some damage to everyone. (Missile should work like large Missile currently does on tanks, rail should be slightly faster firing than pre Delta, and have its splash damage back, but have a much smaller mag and Blaster should have slightly wider splash and more damage with a much smaller mag.
Proto dropship pilot
The sandbox shooter
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a brackers
molon labe. General Tso's Alliance
81
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Posted - 2014.09.30 12:19:00 -
[46] - Quote
Or as the person two up said burst variants would help
Proto dropship pilot
The sandbox shooter
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Vulpes Dolosus
molon labe. General Tso's Alliance
2191
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Posted - 2014.09.30 12:28:00 -
[47] - Quote
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
Dust was real! I was there!
My current background
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Derrith Erador
2766
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Posted - 2014.09.30 12:37:00 -
[48] - Quote
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?
The preacher of Betty White, may her pimp hand guide me.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1823
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Posted - 2014.09.30 12:51:00 -
[49] - 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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Halla Murr
Skullbreakers 3dge of D4rkness.
5
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Posted - 2014.09.30 13:23:00 -
[50] - 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. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3312
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Posted - 2014.09.30 13:50:00 -
[51] - Quote
Orbiting in a dropship around me is like wearing a meat suit to go and hug a starving tiger.
Nothing like advertising easy kills. |
Vulpes Dolosus
molon labe. General Tso's Alliance
2194
|
Posted - 2014.09.30 13:56:00 -
[52] - Quote
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.
Dust was real! I was there!
My current background
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manboar thunder fist
Dead Man's Game
143
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Posted - 2014.09.30 15:34:00 -
[53] - Quote
Just an update on the situation of ads:
Any swarmer can basically keep an ads away except for 10 seconds every minute roughly, factoring 2 skilled complex afterburner getaways.
Any 2 swarmers with adv swarms can effectively kill an ADS 100% of the time.
Any swarmer combined with a forgegun/collision/tank/turret/plasma can effectively kill an ADS 100% of the time.
In the matches i have been experimenting with both the incubus and the python, every match has numerous people with skilled swarm launchers, as soon as more than 1 person fires at me, the swarms catch up and kill me, even running away at full speed with a complex afterburner. IDK if this is balance or what you intended, just letting you know what is possible with a proto swarm launcher that costs 28 K isk in comparison to a 380k ADS.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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a brackers
molon labe. General Tso's Alliance
82
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Posted - 2014.09.30 16:29:00 -
[54] - Quote
manboar thunder fist wrote:Just an update on the situation of ads:
Any swarmer can basically keep an ads away except for 10 seconds every minute roughly, factoring 2 skilled complex afterburner getaways.
Any 2 swarmers with adv swarms can effectively kill an ADS 100% of the time.
Any swarmer combined with a forgegun/collision/tank/turret/plasma can effectively kill an ADS 100% of the time.
In the matches i have been experimenting with both the incubus and the python, every match has numerous people with skilled swarm launchers, as soon as more than 1 person fires at me, the swarms catch up and kill me, even running away at full speed with a complex afterburner. IDK if this is balance or what you intended, just letting you know what is possible with a proto swarm launcher that costs 28 K isk in comparison to a 380k ADS.
This is on par with what I have seen, hence I've stopped playing
Proto dropship pilot
The sandbox shooter
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THUNDERGROOVE
Fatal Absolution
1113
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Posted - 2014.09.30 23:22:00 -
[55] - Quote
Let me tell you guys a story but bare with me, as it may not seem on topic initially but it will make sense if you stick with it.
So around uprising 1.2 I began playing with someone in my corp regularly who was very into tanking. He would occasionally lend me logistic LAVs to provide remote armor/shields and that was the most fun I've had in DUST.
I decided to create an alt and spec into them, so I didn't need him to call them out for me all the time. Eventually, I acquired enough SP to skill into tanks and dropships. I played around with everything but was most interested in the Incubus. Never did anything fancy with it and moved on.
Eventually 1.7 dropped and tanks were put into this awkward limbo of being good, but not fun like they were when we had logistics vehicles. Soon, there was nerf after nerf to the point I couldn't tank anymore with all of the bullshit two hit rail tanks and jihad jeeps and not because I couldn't stand it, I couldn't afford to.
At this point, I skilled my Incubus from 2 to 4 and later on getting 5 and I almost only flew it as to avoid the Jihad jeeps and kill redline tanks. Eventually I got so proficient flying it with small rails, I could kill forge gunners off of towers and even knock groups of people off of high ground. But now, with the changes to dropships and swarms it's almost impossible to fly round without loosing a ship. I can't kill redline rail tanks anymore. I can't kill infantry anymore. I can hardly kill militia dropships before they drop off a squad of AV onto a roof. If one person has prototype swarms, I'm almost guaranteed dead before I can get out of their lock range and the hull price change is negligible when you're still loosing at least one hull per match.
We, as a community have warned CCP time and time again that when you balance things, you need to take it one step at a time. Adjust the RoF and after change swarms if it wasn't helpful. It's why, until the hotfixes came out, you guys were completely unable to make a balanced product.
And please, for the love of god, bumb the skill to 5%, the skill is almost useless now since the RoF on the Incubus got double nerfed
Amarrica!
It's Not Safe to Swim.
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Derpty Derp
Dead Man's Game
482
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Posted - 2014.10.01 02:38:00 -
[56] - Quote
Not sure I'm playing the same game as everyone else...
~Dropship I now find it much easier to hit infantry with small rails, but can't do crap all with a small blaster anymore.
Spawned in a Myron with mobile CRU and 2 small rails, since he didn't go to the roof I was hoping to get out on I decided to shoot at things instead... Out of 10 shots I landed 7 and got 4 or 5 kills... Then he went near the roof and I got out.
Followed this up trying my RailBus against some infantry and managed to pop a swarmer and then farmed a drop uplink (yes I'm a scrub.) Normally I can't hit crap all with the thing.
~Tanks Gunlogi is much better than the Madruga... Maybe because if you make use of positioning and the better maneuverability the Madruga dies in seconds.
Unless you're talking about vs infantry av in which case it's just the repair rate between reloads and the fact that no one bothers to aim for the weak point... 2 shots people, kills a Madruga.
The price of tanks should really go down like the ads, you blow up 2 or 3 tanks and then lose one & you've lost a crap load of money... Yet kill 10 tanks and you'll get the cost of 1 back, which is a stupid requirement when I can just run a cheap forge gun and die repeatedly while pulling a huge profit.
~Swarms Are now stupidly effective, without an afterburner you're boned, with one you might escape the 3rd set.
The turn speed needs even more of a drop or just a max amount of turn before it loses it's target. You can't fly behind something to evade because the lowered turn speed means it will just follow you round even more easily than before...
However getting the swarms to chase you towards an object and then making a swift turn can allow them to hit the object and blow up, but you have to pretty much crash into the object anyway, so drop the turn speed down some more and we might see people evading them instead of just running as fast as we can... It sure as hell wont hurt the swarms at all, not with that ridiculous speed/acceleration. |
CommanderBolt
KILL-EM-QUICK RISE of LEGION
1853
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Posted - 2014.10.01 19:16:00 -
[57] - 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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XxGhazbaranxX
Eternal Beings Dark Taboo
1734
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Posted - 2014.10.01 19:46:00 -
[58] - Quote
Hey rattati here are some things that I think might work to change the inefficiencies of the small turrets in their specific roles. They are not big changes but will probably help to restore the balance of the ships and small turrets without having much impact on the game farther than to make the small turrets and the ADS to feel more reliable yet not overpowered. Below is an idea for each one of the statements done for turrets to make them feel more reliable.
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
Till TTK on the small blaster turret is better vs the missiles, small blasters will never be better at antinfantry than missiles unless they can actually kill infantry faster at the blasters intended range taking into consideration movement and spread of the blaster turret. A reduction to splash damage of missiles and an increase to damage of blaster will do much to make blasters feel better against anti infantry than missiles. IN our testing, TTK felt better than missiles with a 15% damage increase to the small turret (enhanced damage mod) but just slightly better. The risk vs reward of the small blasters is much too unequal. They need more rewards for putting the assets at risk vs missiles which can shoot from about 200 meters and be relatively safe.
CCP Rattati wrote:
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.
Again here is the problem, missiles feel and function better at the anti vehicle role. Of course a lot of this has to do with the efficiency the rail has against vehicles but it also has to do with the direct damage that the rail turret does. You see the rail turret does less direct damage than the missile turret. XT = 455, Particle cannon = 435. By switching these, give the proto missile the proto rail damage and the proto rail the proto missile damage we will be the proto rail damage. The final product will look like this pro rail = 455 and pro missile will be 435. This of course is a minor change and given the fact that the rail turret has about the same RoF than the missile, if fired to avoid overheat and only 5 shots or so till overheat, the change will make the turret feel as effective as the missiles are now and tone down the missiles to make them less effective against vehicles. Both turrets should have full efficiency against vehicles.
A WORD ON ASSAULT DROPSHIPS
I have been thinking a lot about these changes and now that they have had time percolate in my mind I think I have a solution that might make everyone happy. The change to rate of fire is horrible because of one simple fact, it barely does anything to the efficiency of the turret. The answer then could be to simply change the bonus to damage instead of RoF. This change would greatly increase the efficiency of the turrets without completely making them overpowered. For example at level 5, the bonus damage would be 15%. This would be akin to having an enhanced damage mod on the vehicle. Given the fact that you already have a 10% increass in damage because of the ADS skill this would equate to have 5% extra damage over having a proto damage mod at level 5 ads and gallente ads. This would in no way unbalance the game since these stats are already obtainable by using a damage mod.
If people are worried of the incubus pilots using a damage mod on top of the damage increases proposed then they have never used an ads. With the current AV and vehicle balance, fitting a damage mod instead of an AB on an ADS would be considered suicide at the least.
FINAL THOUGHTS
Small turret balance is wrong simply because the missile turret is too good at anti infantry and anti vehicle work and at the same time the rail and blaster or sub-par in their role. Buffing the blaster and switching direct damages of the missile and rail would go a long way. ADS buff should change from RoF to damage and there would be no need to do anymore changes for them to return to being useful while being considerably less powerful than pre-delta
Plasma Cannon Advocate
Dust 514 Survivor
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manboar thunder fist
Dead Man's Game RUST415
146
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Posted - 2014.10.01 20:19:00 -
[59] - Quote
idk if the missile is too good...
i don't really think so even though i mainly use rail for anti-infantry and anti-vehicle on my incubus.
The missile has hard time against shield vehicles, and at the end of the day an anti infantry splash turret is required. A proto swarmer can down an ads in roughly the same time as the ADS spotting him, aiming and firing 3 shots.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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XxGhazbaranxX
Eternal Beings Dark Taboo
1735
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Posted - 2014.10.02 01:45:00 -
[60] - Quote
manboar thunder fist wrote:idk if the missile is too good...
i don't really think so even though i mainly use rail for anti-infantry and anti-vehicle on my incubus.
The missile has hard time against shield vehicles, and at the end of the day an anti infantry splash turret is required. A proto swarmer can down an ads in roughly the same time as the ADS spotting him, aiming and firing 3 shots.
I agree with some parts but we also have to take into consideration the vision CCP wants for turrets. Currently, missiles have a hatd time against shields but so do rails which got their damage profile fixed to reflect armor based damage. Missiles do more direct damage and contain no overheat, which means they can sustain more reliable damage without micromanagement.
What i mostly want to point out is that if CCP wants their vision to be clear then there should be a noticeble increase in power for rails vs vehicles and blasters vs infantry so that if a gunner/pilot or tanker/gunner combo has to choose they have clear cut options to choose from based on what they wabt to do.
I know im bein a bit redundant but if CCP wants rail to be anti vehicle king and blasters to be anti infantry king then their power has to increase to reflect it. It just cant simply be, ill use missiles because I have the best of both worlds with little drawbacks. Currently rails have horrible oveeheat and git detection issues and blasters have horrible range and hit detection issues.
Missiles are all well and good but they either match ( in case of rails) or outperform ( in the case of blasters) the intended roles for said turrets. I am not saying nerf missiles since this would put the lastnail in the coffinfor the current dropship meta but there has to be a clear cut line between the turret power in their specifuc roles. Blaster A/I king should not be ouperformed by any turret at this, by a large margin and rails should be significantly more usefull vs vehicles.
Before the ads nerf if someone said AV ads you instantly knew they were probably going to use a rail incubus, now not so much. And when someobe sais anti-infantry all most people thing about ia missiles. Blasters still have a long way to go and i am using them with my gunner almost wvery chance we get but are convinced more and more that misssiles outperfom it by a large margin.
Plasma Cannon Advocate
Dust 514 Survivor
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