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Thread Statistics | Show CCP posts - 8 post(s) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
72
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Posted - 2014.10.03 19:09:00 -
[61] - 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. |
XxGhazbaranxX
Eternal Beings Dark Taboo
1736
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Posted - 2014.10.04 03:49:00 -
[62] - Quote
I hope rattati is reading this. When I read there was no feedback on ADS before the change I was really disappointed because the back and forth in the forums between people wanting a nerf and people saying it wasn't needed was pretty long and heated. Many threads existed on the topic and many good ideas were expressed for and against the nerf as soon as and even before CCP said that pilot stacking was a bug.
That being said I know the devs aren't all knowing and won't be on the forums 24/7 like many of the forums warriors; some who play the forums more than the actual game but, I do hope CCP Rattati is looking at this thread. Not many pilots will be here since most are dedicated players, not forum warriors and on top of that many are very unhappy with the changes.
A post every other day or so, covering at least the most important, eloquent or even thought out posts would be welcome to give pilots and their gunner some reassurance that the topic, even though considered settled by CCP is still being evaluated.
That being said, usage on the dropships and ADS may not even go down that much simply because you cannot keep birds out of the sky. The ADS and dropship community love to fly and since that is what most of them are skilled into they will continue to do so because the flying mechanic of this game are actually very good and entertaining. There have been matches, back before I was very serious about dropshipping that I would just fly through the map and do tricks; the flying system is that well made. So pat yourselves on the back for that one but remember that these people need to be rewarded for their patience as they have kept flying even at the worst of states in vehicle balance.
Like I said; A peak here and there just to let us know that this thread, even though it's not that active, is being followed because the content of it represents a, as good as it gets, in terms of feedback after the pilot community got the stick and were told they said nothing when they actually did say things, many times, on the forums.
Plasma Cannon Advocate
Dust 514 Survivor
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XxGhazbaranxX
Eternal Beings Dark Taboo
1736
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Posted - 2014.10.04 04:26:00 -
[63] - Quote
CCP Rattati wrote:Pilots and anti-Pilots
The Myron is just not very good at all, and nothing changed with the increased EHP/PG/CAP and Turret changes...
...(A similar question but off topic, the Gunnlogi is quite less efficient than the Madrugar, bonus points to explain why)
Appreciate the feedback
Hello,
I haven't posted about this specific thing because I wanted to ask myself what makes it so difficult to use these shield focused vehicles and I think that I might have a good Idea as to why. This might not be the whole issue but I can really say that it's what makes it problematic and here I go:
The problem with shield vehicles in general is that the modules equipped to them cost too much powergrid. I can fit a ship/tank with everything I need without hitting the cpu cap, mind you I do not have skills for shields but can't do a thing with it without having to equip some complex powergrid expansions.
MYRON The fitting costs of shields on the powergrid side are too high to be able to make a meaningfull dropship fitting.
SHIELD REGEN
The current passive regen of shields can be matched by armor reps which are currently not interrupted by damage. The reduction to powergrid cost of shield modules and the increase in passive regen to outperform that of the armor modules by a significant amount and make shield vehicles true skirmishers might be the thing that is needed to put them up to scratch.
IMPLEMENTATION
- Switch the skill that reduces CPU cost to powergrid, augment CPU on shield vehicles if necessary to compensate.
- include a third shield skill that increases regen of shield by 10% just as the third armor skill was included at a 10% value
REASONING
Powergrid is a big limiting factor to shield vehicles because of the high powergrid requirements for shield modules. This would help make fitting more confortable but would also make players have to skill to achieve this.
By making a 10% per level skill for shield regen, we increase shield regen by 50% at maximum levels. Taking into consideration that shields regen at about 200 we can safley asume that it would max out at about 300 shield regen per second at ballpark values of maybe 400. This number might seem high but we have to take into consideration that these tanks are supposed to be skirmishers.
BALANCE
This being said, the introduction of more regen and easier fitting options migh lead to a change in paradigm when using shield based vehicles and might make them a bit overwhelming if done wrong. Augmenting regent rate and making fitting easier might permit some tanks to flourish just stacking shield extenders. To fix this I would also like to suggest a penalty to shield extender of 1, 2 and 3% shield regen delay for basic, adv and proto respectively. Numbers could be increased if fittings become too powerful but the idea is to make shields viable.
OTHER IDEAS
Half shield booster cooldown, slash shield reps by 1 third
increase shield vehicle speed?
Add shield rechargers back to the game to make shield fitting viable\
Add vehicle shield regulators (could create a nice dynamic)
Make shield hardeners able to stop damage from stopping shield passive shield regen while active I'm a real fan of this one
Plasma Cannon Advocate
Dust 514 Survivor
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Halla Murr
Skullbreakers
9
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Posted - 2014.10.04 09:40:00 -
[64] - 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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CCP Rattati
C C P C C P Alliance
8434
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Posted - 2014.10.04 13:37:00 -
[65] - Quote
I'm still listening
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Halla Murr
Skullbreakers
9
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Posted - 2014.10.04 14:02:00 -
[66] - 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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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2218
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Posted - 2014.10.04 18:21:00 -
[67] - Quote
CCP Rattati wrote:I'm still listening What do you still want to know? Most of what you asked about has been discussed, is there anything specific you're still looking for? I've just figured by this point with your lack of posting you're compiling possible changes.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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nicholas73
Glitched Connection
239
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Posted - 2014.10.04 20:30:00 -
[68] - Quote
CCP Rattati wrote:I'm still listening 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. A good ADS pilot knows when to back and how to kill infantry at range, I still see quite a few good ADS pilots out there. The current change eliminates scrubs who just proto out everything cause they have the SP and the ISK to burn and just spam to farm kills (without having any actual skill). Just hit the afterburner and fly. Can't do that anymore can you scrubs, so they're complaining. To need to pay any attention to them.
TL;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.
Proud member of Glitched Connection
"Only idiots start a fight they can't win" - Sora (No Game No Life)
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CeeJ Mantis
Mantodea MC
36
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Posted - 2014.10.04 21:43:00 -
[69] - Quote
All this talk about ADS and how they are more to be used as assault vehicles. Personally, I find my ship is better as a squad transport vehicle. I can quickly get my teammates to an LZ, they drop out while the gunners clear people out, then they hop out, and I focus priority targets. Then we load up and move on to the next objective. Fast insertion with extra firepower. I can focus down heavies, scouts, and other high priority targets with my main gun, while they mop up. Can't focus on dodging the ship and the infantry.
I like the idea of vehicles being a squad support tool with a set objective. Use the tank to break through their defenses to help your infantry advance, not be a tank and roam around killing without purpose. Be a transport that can support your infantry, not just a floating weapons platform that goes solo. They should be things you use when you need them, and when 4 guys with AV show up, you put your toys away or move to another part of the battlefield. Vehicles are a force multiplier. They get to ignore many common weakness (HMGs, shotgun scouts, RE, rail rifles, snipers, etc) and gain new abilities and greater firepower for the weakness to AV. Weapons designed to kill them. They need support to work well, and think they should be balanced around this idea.
Longest plasma cannon kill: 236.45m
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TH1EFOFSOuLS
Molon Labe. General Tso's Alliance
46
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Posted - 2014.10.04 21:46:00 -
[70] - Quote
lol |
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Derrith Erador
Fatal Absolution
2800
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Posted - 2014.10.05 03:31:00 -
[71] - Quote
CCP Rattati wrote:I'm still listening
Derrith Erador wrote:Atiim wrote:Honest question.
Do people really feel that ADSs are underpowered, or are you pushing a personal agenda? Honest answer. It entirely depends who you're talking to. My opinion, it will take a bit of... how shall we say, time to explain. The rail incubus got it in the butt... hard. I can say nothing more on that. My next issue is this, the rocket incubus is still better than the python, here's why: The rockets has a raw ROF of 1.20 seconds, let's take a look at what that is on the python: Python Rof: 1.20-.18=1.08 incubus ROF: 1.20 It has a minimal ROF difference for the SP cost of a proto suit. Next issue, despite being more resistant to most meta forms of AV, Python is still vastly outclassed by incubus: You'll have to look at the below fits to see what I'm talking about. My incubus fitMy python fit, I call her LairaAs it is right now, the incubus can fit all proto modules on low and high with level 4 armor optimization. You'll have to take into account protofits hasn't yet put the reduced PG/CPU of the turrets, which is why I put points into optimization, which aren't needed at all. My issue is that no matter what I do, I cannot fit all proto modules on my python. No amount of fitting optimizations or vehicle shield optimization will help. Admittedly, I have shield OP at 3, but I didn't need more than 2. Next issue at hand, despite the python being resistant to most forms of meta AV, the tank on the incubus more than makes up for it. The regen on the incubus is instant, where on the python I have to wait a few seconds to get the regen kicking, admittedly it is more per second, but that 3-7 seconds my python is out of shields, she's screwed if a sniper shoots my unshielded hull (yes, light weaponry has full effect on shield ADS armor). the incubus does not have this issue. An incubus may be slower, but by sinking SP into that skill that lowers the weight of plates (I don't remember the name), it can be lowered to 5%, which on an ADS is negligible. My other issue is collision damage. We all know incubus can fly into walls without a problem sometimes, but do that crap with a python and you'll be singing "the roof is on fire" pretty quick. Especially on that God forsaken Gallente research facility, the collision is completely ridiculous on that map. So my honest question to you is this. If you were a diehard pilot, which makes more sense to fly? I still fly the python out of principle, but I think the evidence speaks for itself. My honest answer to your above is this, I do have a personal agenda on this, but I do believe it is a well founded personal agenda.
So I just copied all that because I'm too lazy to type up a 50 page essay on my top WTF moments in Dust.
The preacher of Betty White, may her pimp hand guide me.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3398
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Posted - 2014.10.05 16:19:00 -
[72] - Quote
CCP Rattati wrote:I'm still listening
was the info I linked earlier at all helpful? If so I'll continue poking at stuff like that where and when I can. if that format isn't helpful I'd like to know so I'm not wasting my time. |
Halla Murr
Skullbreakers
10
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Posted - 2014.10.05 17:16:00 -
[73] - 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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NextDark Knight
Hellstorm Inc General Tso's Alliance
473
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Posted - 2014.10.05 23:04:00 -
[74] - Quote
CCP Rattati, is it possible via a hotfix to attach nanohive resupply properties to a vehicle? Example being while a Eynx has a toon active it can provide resupply like a supply depot? Is something like that a client side adjustment? Also if possible can that property be attached to a active module?
Also, do we have code for firing from dropships without a client side update? I know that has been thrown around by other devs but we never seen anything of it.
Over 50 Million SP and almost full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/4
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2223
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Posted - 2014.10.05 23:19:00 -
[75] - Quote
NextDark Knight wrote:CCP Rattati, is it possible via a hotfix to attach nanohive resupply properties to a vehicle? Example being while a Eynx has a toon active it can provide resupply like a supply depot? Is something like that a client side adjustment? Also if possible can that property be attached to a active module?
Also, do we have code for firing from dropships without a client side update? I know that has been thrown around by other devs but we never seen anything of it. I think this would be much better suited for an LLAV.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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NextDark Knight
Hellstorm Inc General Tso's Alliance
474
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Posted - 2014.10.05 23:34:00 -
[76] - Quote
Just wonder if that kind of customization is possible with current build. Didn't think about having it on the LLav but really just wondering if it can be put on anything. I'd prefer the shield rep back honestly ..
Also is it possible to have cloaks on the Stealth tanks with the current code?
Over 50 Million SP and almost full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/4
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CCP Rattati
C C P C C P Alliance
8462
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Posted - 2014.10.06 04:21:00 -
[77] - Quote
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
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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medomai grey
WarRavens Capital Punishment.
1008
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Posted - 2014.10.06 04:40:00 -
[78] - Quote
CCP Rattati, I think it would be faster to go in game and get another player to lend you ADSs to experience it for yourself. Don't ask me because I'd charge you isk for each one.
Trying to balance the interactions between A and B while only having experience with A seems... difficult.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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CCP Rattati
C C P C C P Alliance
8463
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Posted - 2014.10.06 04:49:00 -
[79] - Quote
medomai grey wrote:CCP Rattati, I think it would be faster to go in game and get another player to lend you ADSs to experience it for yourself. Don't ask me because I'd charge you isk for each one.
Trying to balance the interactions between A and B while only having experience with A seems... difficult.
Let's get one thing straigh, this is not about me. Period.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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iKILLu osborne
ripley's believe it or die
387
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Posted - 2014.10.06 05:10:00 -
[80] - Quote
i tank more so as a hobby and i can say for a fact the small rail rof needs brought up a wee bit on incubus cause i can literally rep through the damage
lp cal scout i demand it
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 05:26:00 -
[81] - 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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medomai grey
WarRavens Capital Punishment.
1008
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Posted - 2014.10.06 05:54:00 -
[82] - Quote
CCP Rattati wrote:medomai grey wrote:CCP Rattati, I think it would be faster to go in game and get another player to lend you ADSs to experience it for yourself. Don't ask me because I'd charge you isk for each one.
Trying to balance the interactions between A and B while only having experience with A seems... difficult. Let's get one thing straight, this is not about me. Period. It's about trying to achieve balance, the job you were tasked with.
If you took offence to my post, know that it was not written with the intent as an insult. I was merely suggesting a method of getting a better view of the "bigger picture". And you are putting effort into seeing a "bigger picture" to achieve a more balanced game; I respect that.
You were right in that the ADS rate of fire bonus was oddly high. But you lacked the ADS experience to know how adversely it would affect ADS's effectiveness against other vehicles. Having experience with not only ADS, but all items in Dust514 will go a long way in helping you balance items.
Increasing the rate of fire bonus isn't the only solution to increasing ADS effectiveness against vehicles. For example, you could tweak the damage efficiencies against vehicles; although I am strongly against that idea because it's counter intuitive.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 06:08:00 -
[83] - 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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CCP Rattati
C C P C C P Alliance
8474
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Posted - 2014.10.06 07:37:00 -
[84] - Quote
medomai grey wrote:CCP Rattati wrote:medomai grey wrote:CCP Rattati, I think it would be faster to go in game and get another player to lend you ADSs to experience it for yourself. Don't ask me because I'd charge you isk for each one.
Trying to balance the interactions between A and B while only having experience with A seems... difficult. Let's get one thing straight, this is not about me. Period. It's about trying to achieve balance, the job you were tasked with. If you took offence to my post, know that it was not written with the intent as an insult. I was merely suggesting a method of getting a better view of the "bigger picture". And you are putting effort into seeing a "bigger picture" to achieve a more balanced game; I respect that. You were right in that the ADS rate of fire bonus was oddly high. But you lacked the ADS experience to know how adversely it would affect ADS's effectiveness against other vehicles. Having experience with not only ADS, but all items in Dust514 will go a long way in helping you balance items.
Increasing the rate of fire bonus isn't the only solution to increasing ADS effectiveness against vehicles. For example, you could tweak the damage efficiencies against vehicles; although I am strongly against that idea because it's counter intuitive.
I knew, but the community refused to propose ideas or numbers to affect the decision. Noone can be an expert in everything and I don't pretend to. However, thinking that my ability with the ADS or that I need to see something with my own eyes, to properly balance, is silly. You are the experts, you describe the problem and how to change it, or in this case, you admit there is a problem and propose ways to reduce the problem.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1885
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Posted - 2014.10.06 07:55:00 -
[85] - 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. Finally!!!!!!
A) I think this shouldn't be a function of the ADS. It should be an attack vehicle with no passenger support save a gunner. Apache's job is to kill, Huey's is to transport.
B and C) that's going to necessitate returning things to how they were. Or how about this:
Here's the thing, you can't have a gun be both AV and AP. That's the large blaster with no dispersion. So what you need to do is specialize each drop ship with a role. Python is about infantry suppression with missiles. Therefore, give them a splash radius bonus instead of ROF. Say 10% per level, like the old ROF skill. This ups a 2.5m splash to 3.75m, which if I remember correctly is about the range of a standard nanohives resupply for visual aid. Now it can kill infantry easy, but suffers against vehicles, lacking the DPS to break their tank. Now the incubus could be the vehicle buster. In order to bust vehicles in a single run, you either need to return the ROF bonus and unnerf small rails to their old ROF, or you need to give incubi a large (~12.5%) bonus to hybrid damage. It needs high DPs to bust tanks in a single run. There is no way around it.
D) Again, ADS are Apache's. They don't do recon, they attack. You call them in after the recon ship provides the Intel. I'd say a return of SLAVs would fill this role nicely.
E) Again, this would be the Python's role. The incubus could do it, but the Python would do it better. With a splash radius bonus, it makes suppression much easier.
F) And again, if you want them to kill tanks in a single pass, we need to way ramp up their DPs, which means they will slaughter infantry. There's no way to stop this. My suggestions mean that the high DPs one will have some difficulty engaging infantry, but in the end, the high DPs needed to bust tanks is high enough to rip apart infantry.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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CCP Rattati
C C P C C P Alliance
8481
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Posted - 2014.10.06 11:47:00 -
[86] - Quote
Alena Ventrallis wrote: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. Finally!!!!!! A) I think this shouldn't be a function of the ADS. It should be an attack vehicle with no passenger support save a gunner. Apache's job is to kill, Huey's is to transport. B and C) that's going to necessitate returning things to how they were. Or how about this: Here's the thing, you can't have a gun be both AV and AP. That's the large blaster with no dispersion. So what you need to do is specialize each drop ship with a role. Python is about infantry suppression with missiles. Therefore, give them a splash radius bonus instead of ROF. Say 10% per level, like the old ROF skill. This ups a 2.5m splash to 3.75m, which if I remember correctly is about the range of a standard nanohives resupply for visual aid. Now it can kill infantry easy, but suffers against vehicles, lacking the DPS to break their tank. Now the incubus could be the vehicle buster. In order to bust vehicles in a single run, you either need to return the ROF bonus and unnerf small rails to their old ROF, or you need to give incubi a large (~12.5%) bonus to hybrid damage. It needs high DPs to bust tanks in a single run. There is no way around it. D) Again, ADS are Apache's. They don't do recon, they attack. You call them in after the recon ship provides the Intel. I'd say a return of SLAVs would fill this role nicely. E) Again, this would be the Python's role. The incubus could do it, but the Python would do it better. With a splash radius bonus, it makes suppression much easier. F) And again, if you want them to kill tanks in a single pass, we need to way ramp up their DPs, which means they will slaughter infantry. There's no way to stop this. My suggestions mean that the high DPs one will have some difficulty engaging infantry, but in the end, the high DPs needed to bust tanks is high enough to rip apart infantry.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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jerrmy12 kahoalii
G0DS AM0NG MEN General Tso's Alliance
1622
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Posted - 2014.10.06 11:51:00 -
[87] - Quote
To kill a madrugar, you would have needed xt missiles with python level 5 pre nerf, not sure of the dps on that.
Closed beta vet.
Call me TrolLuna or Trollmare Moon, Reference link
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2223
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Posted - 2014.10.06 13:00:00 -
[88] - Quote
Here are some of my favorite fits:
Myron: Decent passive buffer. Strong active tank. Only problem (as I have said before) is that the hardener visual affect blocks a gunners view too much, making it extremely difficult to fight back AV. If it could be removed from turrets or (more likely) toned down and made more transparent, it would help a lot.
Active Grimsnes: Haven't tried this, was just theorycrafting but it looks pretty good. Extra shielding in a pinch, armor hardener increases reps to about 167ehp/s. 5767ehp before reps. However, it also has the problem of hardeners blocking gunners' view.
Python: The tried and true. Best fit imo. I have noticed other pilots using a complex light shield booster over the light extender and have been wanting to try it myself. I've considered changing my tactic to always have an AB running and retreat when it's recharging, using the booster as emergency ehp.
The "Rattati Semapi Noticed Me": Haven't really had much success as far as team usage, but I still think it's worth keeping around. Maybe one day it will. (Though I still want a PG reduction for the mCRU to fit a better AB, among other reasons)
Incubus: Best Incubus fit. Can fit all proto turrets. (Requires armor fitting 3 with basic AB, 4 for ADV AB).
I'll post a proper reply later today, I have classes for now.
One thing I'd wish you'd consider is introducing turret variants to fill specific roles.
Some ideas:
Accelerated Missile: AV specialized; high direct damage, low splash damage and radius, faster with longer range for air-to-air.
Fragmented Missiles: AI specialized; larger radius and moderate splash damage, lower direct damage, shorter range (150-175 perhaps).
Scattered Blaster: For LAVs and tanks; very high rof and moderate RoF (highest dps), short range with considerable dispersion, fast rotation speed.
Condensed Blaster: For DSs; low RoF with higher damage per shot (still lower DPS than above), longer range and tighter dispersion, very low rotation speed (near rail level, to prevent use on LAVs, DS gunners don't need to turn as fast because of the longer ranges they'll be engaging and their limited turning anyway).
[Rails TBD]
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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a brackers
Molon Labe. General Tso's Alliance
82
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Posted - 2014.10.06 13:18:00 -
[89] - Quote
Rattati, ran out of characters to do a quote. What I would recommend as we currently can't do B or C is re introducing turret variants. Give us an av and an ai of each turret and maybe a half way in between. Av should be high direct damage but no splash. Ai is moderate splash damage with not much higher direct damage. You are trying to encourage ads to strafe. This means we need a similar mechanic to the large Missile turret for all our turrets. We need to fire a lot of damage over about a second or two and then take a while to reload. Then the ads skill can be too increase mag size to increase the length of the strafe we can do.
One suggestion for the av variants is you could have no magazines. Total ammo such that the total damage of proto max skills can kill a heavily tanked proto tank if most of the shots hit. Then you have to go to a supply depo to rearm. This also means the tank can dodge some of your fire then doesn't have to worry about you for a bit. (Don't make it so we can kill the tank in like 5 seconds though. At least 20 seconds of hovering to kill it so if there is any enemy av the tank will survive as the ads gets thrown off course by the av)
Proto dropship pilot
The sandbox shooter
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a brackers
Molon Labe. General Tso's Alliance
82
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Posted - 2014.10.06 13:20:00 -
[90] - Quote
Vulpes Dolosus wrote:Here are some of my favorite fits: Myron: Decent passive buffer. Strong active tank. Only problem (as I have said before) is that the hardener visual affect blocks a gunners view too much, making it extremely difficult to fight back AV. If it could be removed from turrets or (more likely) toned down and made more transparent, it would help a lot. Active Grimsnes: Haven't tried this, was just theorycrafting but it looks pretty good. Extra shielding in a pinch, armor hardener increases reps to about 167ehp/s. 5767ehp before reps. However, it also has the problem of hardeners blocking gunners' view. Python: The tried and true. Best fit imo. I have noticed other pilots using a complex light shield booster over the light extender and have been wanting to try it myself. I've considered changing my tactic to always have an AB running and retreat when it's recharging, using the booster as emergency ehp. The "Rattati Semapi Noticed Me": Haven't really had much success as far as team usage, but I still think it's worth keeping around. Maybe one day it will. (Though I still want a PG reduction for the mCRU to fit a better AB, among other reasons) Incubus: Best Incubus fit. Can fit all proto turrets. (Requires armor fitting 3 with basic AB, 4 for ADV AB). I'll post a proper reply later today, I have classes for now. One thing I'd wish you'd consider is introducing turret variants to fill specific roles. Some ideas: Accelerated Missile: AV specialized; high direct damage, low splash damage and radius, faster with longer range for air-to-air. Fragmented Missiles: AI specialized; larger radius and moderate splash damage, lower direct damage, shorter range (150-175 perhaps). Scattered Blaster: For LAVs and tanks; very high rof and moderate RoF (highest dps), short range with considerable dispersion, fast rotation speed. Condensed Blaster: For DSs; low RoF with higher damage per shot (still lower DPS than above), longer range and tighter dispersion, very low rotation speed (near rail level, to prevent use on LAVs, DS gunners don't need to turn as fast because of the longer ranges they'll be engaging and their limited turning anyway). [Rails TBD]
Python, why not do advanced heavy shield extender and basic heavy shield extender. Cheaper and more hp
Proto dropship pilot
The sandbox shooter
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