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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Rattati
C C P C C P Alliance
8492
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Posted - 2014.10.06 13:37:00 -
[91] - Quote
a brackers wrote: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)
Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting.
Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit.
This is getting the creative juices flowing.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2225
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Posted - 2014.10.06 13:38:00 -
[92] - Quote
^Lose <200ehp, have to sacrifice Cplx AB for STD, and needs high turret fitting
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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BL4CKST4R
La Muerte Eterna Dark Taboo
3197
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Posted - 2014.10.06 14:30:00 -
[93] - Quote
CCP Rattati wrote:a brackers wrote: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) Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting. Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit. This is getting the creative juices flowing.
Rail variant with a low charge time, low damage, high clip fully automatic. Different reticle, small amounts of splash. Like a long range blaster. Due to its nature it would be a hybrid of ai and aa except not excel at both (like missiles do). Just throwing it out there I'm neutral to all this.
supercalifragilisticexpialidocious
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2225
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Posted - 2014.10.06 15:16:00 -
[94] - Quote
Ideas for rails:
Compressed rail: high damage, low RoF, heats fast.
Now the fun one:
Burst rail: anti-tank; 3-5 burst, charges each shot (like bolt pistol), over heat after 3-4 bursts, significant dispersion (should be able to hit a still tank from about 50m easily)
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1899
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Posted - 2014.10.06 15:50:00 -
[95] - Quote
CCP Rattati wrote:a brackers wrote: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) Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting. Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit. This is getting the creative juices flowing.
I would absolutely love it if we balance by introducing some basic roles by small turret variations!
A tank hunter setup with little to no splash on missiles but greater direct damage would be sweet. I think that it is great to make an ADS pilot pick his role. Just like the infantry man has to. If we can balance more precisely using turrets instead of direct bonuses, that seems to have the added benefit for newer players as well.
"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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Alena Ventrallis
Vengeance Unbound Dark Taboo
1887
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Posted - 2014.10.06 16:40:00 -
[96] - Quote
CCP Rattati wrote: A) I am fine with a small transport capability. Is removing that down to lets say pilot plus 2 gunners viable and feasible?
D) I disagree, an ADS can cover way more ground, sure a LAV can too, but again, I don't like shoehorning, the ADS can do that fine even though its not an Apache job.
I like the splash damage increase instead of ROF, but we can increase dps by increasing damage instead of ROF on incubus, making them less spammy and more powerful. The spam makes it way easier to kill infantry than high powered and fewer shots. We can also introduce a slight dispersion to rails so less accurate against infantry.
What is the effective DPS to kill a Madrugar, that remains unanswered.
A) I point to Dergle and Boss SobanRe as the optimal way an ADS should behave. Dergle flies, Boss guns, and together they do far more damage than a solo pilot can do. I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasible. If you want to keep transport capability, I'd say leave in the passenger seats. But the most effective ADS I've seen is a pilot and gunner. We should emphasize that.
D) Shoehorning isn't necessarily a bad thing. The right tool for the right job. Sure, an ADS can fly over and see whats on the other side of that hill, but his specialization isn't to scout, it is to attack. I feel like that would be giving the ADS too many hats to wear at once. I feel like we should focus on the assault part of assault dropship. As an infantry example, we don't want sentinels to do recon, or scouts to do frontal assaults. Each suit has its job, while not doing so well in other jobs.
More damage is a good suggestion as well for tank busting, however keep in mind that the bonus applies to both rails and blasters. If we go with my suggestion of 12.5% hybrid damage per level, that's a total increase of 62.5% damage on blasters. That would be a monster against infantry, especially once blasters get their necessary tweak to dispersion. We could add dispersion to rails, but then that defeats the purpose of them being long range. A difficult problem for sure, each solution having its pros and cons.
As far as how much DPS needed to bust a Maddy, a Maddy has base 5200 helth all told. A single gun run should last 2-4 seconds. Let's assume 3 for the purposes of this experiment. 5200/3 is 1733.33 DPS to bust in a single run, assuming no reppers and such. I can point out that in Charlie, a maxed out Incubus pilot with a maxed out gunner could down a Maddy in a single pass, so we would need to get comparable DPS to Charlie to realize this vision.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 16:48:00 -
[97] - Quote
TTK on a militia HAV is roughly 3 to 4 minutes, with about 3 to 4 reloads using advanced missile turrets currently.
Summer Sault HAV (Gallente, not sure what type it was), user. Ambush OMS on opposite team of me if you need the data.
Always Grey Skies
Leader of the Alpaca Commandos
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Gabriella Grey
THE HANDS OF DEATH
169
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Posted - 2014.10.06 18:04:00 -
[98] - Quote
Alena Ventrallis wrote:CCP Rattati wrote: A) I am fine with a small transport capability. Is removing that down to lets say pilot plus 2 gunners viable and feasible?
D) I disagree, an ADS can cover way more ground, sure a LAV can too, but again, I don't like shoehorning, the ADS can do that fine even though its not an Apache job.
I like the splash damage increase instead of ROF, but we can increase dps by increasing damage instead of ROF on incubus, making them less spammy and more powerful. The spam makes it way easier to kill infantry than high powered and fewer shots. We can also introduce a slight dispersion to rails so less accurate against infantry.
What is the effective DPS to kill a Madrugar, that remains unanswered.
A) I point to Dergle and Boss SobanRe as the optimal way an ADS should behave. Dergle flies, Boss guns, and together they do far more damage than a solo pilot can do. I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasible. If you want to keep transport capability, I'd say leave in the passenger seats. But the most effective ADS I've seen is a pilot and gunner. We should emphasize that. D) Shoehorning isn't necessarily a bad thing. The right tool for the right job. Sure, an ADS can fly over and see whats on the other side of that hill, but his specialization isn't to scout, it is to attack. I feel like that would be giving the ADS too many hats to wear at once. I feel like we should focus on the assault part of assault dropship. As an infantry example, we don't want sentinels to do recon, or scouts to do frontal assaults. Each suit has its job, while not doing so well in other jobs. More damage is a good suggestion as well for tank busting, however keep in mind that the bonus applies to both rails and blasters. If we go with my suggestion of 12.5% hybrid damage per level, that's a total increase of 62.5% damage on blasters. That would be a monster against infantry, especially once blasters get their necessary tweak to dispersion. We could add dispersion to rails, but then that defeats the purpose of them being long range. A difficult problem for sure, each solution having its pros and cons. As far as how much DPS needed to bust a Maddy, a Maddy has base 5200 helth all told. A single gun run should last 2-4 seconds. Let's assume 3 for the purposes of this experiment. 5200/3 is 1733.33 DPS to bust in a single run, assuming no reppers and such. I can point out that in Charlie, a maxed out Incubus pilot with a maxed out gunner could down a Maddy in a single pass, so we would need to get comparable DPS to Charlie to realize this vision.
On some of these things I don't agree at all, like making the assault dropship only function with two or more people. The game is being balanced for 16 vs 16. Plus I have always viewed the ADS as not an Apache, but a little bird/blackbird helicopter. The pilot hones the main gun, while he can still drop off two infantry in strategic places. I am not sure Alena understands that arial vehicles were first used to scout the area until someone decided to bring a fire arm aboard. Now we have a more complex system of arial fighting. Scouting form the air and killing things from the air is one in the same for the Assault dropship. As Alena said, I am all for buffing the damage for the small rail turret. The RoF is fairly comfortable as it is, perhaps it could get a small nudge more but too much and the Gallente ADS will the the answer to all questions in the sky. I am all for the missile turret changes, but the blast radius needs to be no less than 5 meters. That is a reasonable distance to at least pull off a decent shot, adding speed, angle, 63 meters to 90 meters, and time towards the target you are aiming at. With that at least the dropship should have a better chance against infantry if we are going to go back to making different missile variants. I think we can make blaster variants for the incubus. I'm still all about giving the Caldari their rail turret back and making a Gallente suited weapon to do the Anti vehicle job. That should make the two vehicles balance out a bit more. You guys can even adjust one blaster to shoot similar to a rail with high damage low rate of fire to bust through vehicle armor. This should bring the game in the vision you are hoping to achieve at CCP.
Always Grey Skies
Leader of the Alpaca Commandos
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2226
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Posted - 2014.10.06 18:11:00 -
[99] - Quote
Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS.
I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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Dergle
Kiith Sobani
39
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Posted - 2014.10.06 18:31:00 -
[100] - Quote
I like the idea of python be anti- infantry and incubus be anti- vehicle. If the HAVs aren't anti infantry (which sounds ridiculous), some vehicle needs to be. Otherwise what's the point?
I am in favor or shoehorning because I want to have a job to do and I want to do it well. I do not want to be mediocre at everything in my ADS.
DUST is not a democracy!
Ain't nobody want to hear your problems, Everyone got problems.
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 18:39:00 -
[101] - Quote
Dergle wrote:I like the idea of python be anti- infantry and incubus be anti- vehicle. If the HAVs aren't anti infantry (which sounds ridiculous), some vehicle needs to be. Otherwise what's the point?
I am in favor or shoehorning because I want to have a job to do and I want to do it well. I do not want to be mediocre at everything in my ADS.
That's exactly the issue, the dropship itself should not be the deciding of what it is used for, but how it is fitted. Giving a balance weapons so that depending how they are fitted will give both ADS and future ADS for the other racial ones role specifics depending what they have equipped, just how it goes for those on the ground and other vehicles as well. As it stands the Incubus already can fit modules better. We are trying to make both dropships usable. Those dedicated pilots will have more to do, and those who wish to only dedicate themselves to one type of dropship will also benefit from this. This is what I hope everyone understands and not just go to keeping the dropships status quo.
Always Grey Skies
Leader of the Alpaca Commandos
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Stefan Stahl
Seituoda Taskforce Command
759
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Posted - 2014.10.06 18:43:00 -
[102] - Quote
Here's my pubbie Grimsnes for reference: http://www.protofits.com/fittings/shared/0/8258 (mCRU, cpx AB, cpx repper, 2x pro turret, 6.5k hp passive)
I have shield fitting skills maxed, but I don't have a competitive Myron fit. The only fit I made that can tank 4 shots from an IAFG (happens almost every match these days) is this (quadruple cpx light shield booster fit).
Also for reference, I haven't yet encountered an ADS that would've been able to destroy my Grimsnes. Many ADS actually have to flee from my mighty blueberry-gunners (the ones that don't know why we're hovering 15 meters from a red objective for two minutes). As such I recommend that the base stats of small railguns should only be buffed with a lot of care. I'd prefer the Incubus skill to grant a straight damage buff to blasters and rails and the python skill to grant a splash radius buff.
As it stands an ADV railgun doesn't have enough oomph to kill a 4.5k Grimsnes dropship without overheating (I think it's about 3k damage until overheat). On the other hand I don't think it should be able to. The advantage of being in a dropship is not that you have ton's of DPS but that you can pummel your victim with impunity until your hard counter comes along. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1890
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Posted - 2014.10.06 18:44:00 -
[103] - Quote
Vulpes Dolosus wrote:Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS. I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective. Clearly you've never encountered an incubus duo in PC. Well, at least pre-Charlie.
A vehicle should be better than a dropsuit in firepower, but require multiple people to man. I honestly feel like vehicles are in this state of being unnecessary, since they do nothing a dropsuit can't do. But they should be as effective as multiple dropsuits, while taking multiple dropsuits to man. Also, this means we can make it take multiple AV to shoot down.
To Grey: I feel like ADS were supposed to be Apache's, but were gone about it wrong. A true attack aerial vehicle would be a light aircraft, basically a LAV in the sky. As it stands, we need a dedicated aerial attack craft. ADS can fill that role, at least until Legion comes out and we can create new content. As far as incubi being the answer to everything in the sky, yeah that's the point. The incubus is the vehicle killer, to include dropships. ADS should be Apache's sacrificing transport for more attack abilities. SDS are Huey's, door guns to support infantry, but mainly focused on getting troops from one place to another quickly. scouting is easily done with refurbished SLAVs. Everything has it's place.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Spkr4theDead
Red Star. EoN.
2157
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Posted - 2014.10.06 18:59:00 -
[104] - 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. I downed a Python two days ago with two Wiyrkomi Breach shots.
There's literally nothing wrong with AV, and as usual vehicles are still underpowered. Experience means nothing anymore, because people will still get on here and complain they can't solo someone like me with MLT swarms. And then you'll nerf vehicles again, while at the same time buffing AV.
Why not just delete vehicles already? We're heading down that path quickly right now anyway, why not just finalize it?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 19:00:00 -
[105] - Quote
Alena Ventrallis wrote:Vulpes Dolosus wrote:Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS. I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective. Clearly you've never encountered an incubus duo in PC. Well, at least pre-Charlie. A vehicle should be better than a dropsuit in firepower, but require multiple people to man. I honestly feel like vehicles are in this state of being unnecessary, since they do nothing a dropsuit can't do. But they should be as effective as multiple dropsuits, while taking multiple dropsuits to man. Also, this means we can make it take multiple AV to shoot down. To Grey: I feel like ADS were supposed to be Apache's, but were gone about it wrong. A true attack aerial vehicle would be a light aircraft, basically a LAV in the sky. As it stands, we need a dedicated aerial attack craft. ADS can fill that role, at least until Legion comes out and we can create new content. As far as incubi being the answer to everything in the sky, yeah that's the point. The incubus is the vehicle killer, to include dropships. ADS should be Apache's sacrificing transport for more attack abilities. SDS are Huey's, door guns to support infantry, but mainly focused on getting troops from one place to another quickly. scouting is easily done with refurbished SLAVs. Everything has it's place.
There is still one more dropship type that is just sitting at CCP Shanghai, "Bomber Dropships." I feel that one will be more apache oriented. The biggest thing about the apache is it has a great deal of armor, and weapons. They have multiple weapon systems to cycle through. Lock on missiles, Cannon, rocket pod, and chaff/flair system. I do feel though that the standard dropship is similar to a HUEY. Oh and we must not forget every pilots unicorn! The infamous fighter jets of Dust 514 we are all hoping gets added to the game. That will be the light arial attack vehicle for sure. Making the Incubus the answer to all isn't balancing anything though. There is no full circle here but only a half of one if the game goes about this way. I can fly both, and flying my incubus with a rail is liking clubbing baby seals against caldari dopships and all ground vehicles. We need to see dropships from both sides either fitted with weapons to attack ground targets or weapons designed to attack air targets.
Always Grey Skies
Leader of the Alpaca Commandos
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2226
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Posted - 2014.10.06 19:05:00 -
[106] - Quote
CCP Rattati wrote: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. Pt. 1
A: This is probably the primary purpose of ADSs. I frequently deploy tactical assets (teammates) in specific locations (usually up high) along with giving whatever equipment support is needed as well. They give me ground support and I give them arial support. It works amazingly and we regularly keep air- and vehicle-superority. I've also theory crafted an attack squad of 2 ADSs and 4 ground infantry (6 total) that all move and attack together, but I've never had anyone willing to follow the plan for long.
B: This bothers me a bit because it sounds like you're insinuating ADSs aren't meant for air-to-air combat. ADSs (specifically a rail Incubus) should be the absolute best counter to other ADSs (mainly because they can take away the ADSs main defense: running away). But yes, ADSs should rule the skys as well as rule the high ground by destroying enemy equipment.
C: This is also bothering. Being able to take out a tank in a "single run" is serious firepower. If we define "single run" Gëñ30s, that means tanks are utterly screwed against an ADS in every case. Currently, I think the way things are now are fine: the ADS can easily whittle down a tank without support, but the tank also has the opportunity to run to a redline or under cover. Anything more would be a serious blow to tankers that I don't support.
You are also mistaken about how many AVers it takes to effectively fend off an ADS. It only takes 1 of any kind of AV to "defeat" an ADS (defeat = prevent from doing what it would normally do without interference, usually forcing the ADS to flee immediately and return later to fight the AV). It is impossible for an ADS to kill a tank while taking fire from a single swarmer or forge, almost without regard to tier of AV. A Python will die in about 10sec (4x 1.05s for lock, 4s for reload, 1-2sec for travel time) to a single equally tiered swarmer, so unless you think an ADS can kill a tank in that time it's not going to happen.
D: This is another role that the ADS is perfect for and executes perfectly. The high vantage point is perfect for viewing a whole battlefield and assessing where vehicles are or troops are moving to and from and its firepower and quickness allow it to address certain threats by itself. In PC I regularly call out enemy tank positions for tankers and AVers as well as DS drop locations and possible destinations before they arrive.
E: You're not hitting anything, even a tank, at 175m with a missile. Much less could you hit anything at 300m with a small rail. Typical max ADS engagement range, even with rails, is 80--90m, and that's with horrible efficiency.
F: Let's categorize these roles as things that are innate to ADSs and what is dependent on modules:
Native: A (transport), D (recon)
Fitted: A (close-air support/ AI), B (Anti-air), C (AV)
An unfitted or MLT fitted ADS can preform transport (A) and recon (D) just as well as a high grade fit (though the pilot's skill is highly dependent on both these). Personally, these roles are preformed well by the ADS currently and don't need much work. The only thing I'd as for are the fixes to rendering, my prior mentioned changes to mCRUs and vehicle scanners, and perhaps "empty seat" mods to use instead of turrets to fit more people.
For AI, AA, and AV, the utility and effectiveness of the ADS lies in its turret. Defensive mods for ADSs now are only to provide enough ehp to surviving escaping AV as it is almost impossible to fight back AV unless you know exactly where the AVer is and deal with them immediately. Utility mods (mCRUs, scanners, ammo, etc) are almost never used because they take up too much fitting (either PG/CPU or just a slot) to make up for what they take away. It's all in the turret.
As such, turrets should then be altered to define what role the ADS is going to play. The best way I can think of doing this would be to (re)introduce turret variants with these specific roles in mind (as well as considering the roles of LAVs, tanks, and regular DSs). I've already mentioned above as to what missiles and blasters could look like, as for rails, I thought of these earlier:
Compressed Rail: low RoF, high damage, moderate heating, long range, low tracking/rotation. Anti-tank at sniping ranges, possibly anti-air by LAVs or DSs as well. Perhaps consider giving an efficacy nerf against infantry targets.
Burst Rail: fires a burst of 3-5 rail shots, charges up for each burst, fairly quick heat up (3-4 bursts max), high dispersion and low range (about 100m accurately against tanks and the long side of a DS), slight AI usage at closer range.
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
83
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Posted - 2014.10.06 19:15:00 -
[107] - Quote
BL4CKST4R wrote:CCP Rattati wrote:a brackers wrote: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) Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting. Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit. This is getting the creative juices flowing. Rail variant with a low charge time, low damage, high clip fully automatic. Different reticle, small amounts of splash. Like a long range blaster. Due to its nature it would be a hybrid of ai and aa except not excel at both (like missiles do). Just throwing it out there I'm neutral to all this.
Sounds good if we can have variants on all of them. Yh I was suggesting the av Missile had little or no splash. as person above me said you could have ai rails. Basically you want all variants to have small mags with high damage per second and long reloads to promote hit and run and strafing. Ranges:rails> missile> blaster therefore dps: Blaster> Missile> rail. I would also suggest the time you can fire per mag: blaster > Missile> rail. However for this to be fair the draw distance should be increased for turret users if possible.
Proto dropship pilot
The sandbox shooter
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Gabriella Grey
THE HANDS OF DEATH
170
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Posted - 2014.10.06 19:17:00 -
[108] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:A)
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back. Pt. 1 A: This is probably the primary purpose of ADSs. I frequently deploy tactical assets (teammates) in specific locations (usually up high) along with giving whatever equipment support is needed as well. They give me ground support and I give them arial support. It works amazingly and we regularly keep air- and vehicle-superority. I've also theory crafted an attack squad of 2 ADSs and 4 ground infantry (6 total) that all move and attack together, but I've never had anyone willing to follow the plan for long. B: This bothers me a bit because it sounds like you're insinuating ADSs aren't meant for air-to-air combat. ADSs (specifically a rail Incubus) should be the absolute best counter to other ADSs (mainly because they can take away the ADSs main defense: running away). But yes, ADSs should rule the skys as well as rule the high ground by destroying enemy equipment. C: This is also bothering. Being able to take out a tank in a "single run" is serious firepower. If we define "single run" Gëñ30s, that means tanks are utterly screwed against an ADS in every case. Currently, I think the way things are now are fine: the ADS can easily whittle down a tank without support, but the tank also has the opportunity to run to a redline or under cover. Anything more would be a serious blow to tankers that I don't support. You are also mistaken about how many AVers it takes to effectively fend off an ADS. It only takes 1 of any kind of AV to "defeat" an ADS (defeat = prevent from doing what it would normally do without interference, usually forcing the ADS to flee immediately and return later to fight the AV). It is impossible for an ADS to kill a tank while taking fire from a single swarmer or forge, almost without regard to tier of AV. A Python will die in about 10sec (4x 1.05s for lock, 4s for reload, 1-2sec for travel time) to a single equally tiered swarmer, so unless you think an ADS can kill a tank in that time it's not going to happen. D: This is another role that the ADS is perfect for and executes perfectly. The high vantage point is perfect for viewing a whole battlefield and assessing where vehicles are or troops are moving to and from and its firepower and quickness allow it to address certain threats by itself. In PC I regularly call out enemy tank positions for tankers and AVers as well as DS drop locations and possible destinations before they arrive. E: You're not hitting anything, even a tank, at 175m with a missile. Much less could you hit anything at 300m with a small rail. Typical max ADS engagement range, even with rails, is 80--90m, and that's with horrible efficiency. F: Let's categorize these roles as things that are innate to ADSs and what is dependent on modules: Native: A (transport), D (recon) Fitted: A (close-air support/ AI), B (Anti-air), C (AV) For AI, AA, and AV, the utility and effectiveness of the ADS lies in its turret. Defensive mods for ADSs now are only to provide enough ehp to surviving escaping AV as it is almost impossible to fight back AV unless you know exactly where the AVer is and deal with them immediately. Utility mods (mCRUs, scanners, ammo, etc) are almost never used because they take up too much fitting (either PG/CPU or just a slot) to make up for what they take away. It's all in the turret. As such, turrets should then be altered to define what role the ADS is going to play. The best way I can think of doing this would be to (re)introduce turret variants with these specific roles in mind (as well as considering the roles of LAVs, tanks, and regular DSs). I've already mentioned above as to what missiles and blasters could look like, as for rails, I thought of these earlier: Compressed Rail: low RoF, high damage, moderate heating, long range, low tracking/rotation. Anti-tank at sniping ranges, possibly anti-air by LAVs or DSs as well. Perhaps consider giving an efficacy nerf against infantry targets. Burst Rail: fires a burst of 3-5 rail shots, charges up for each burst, fairly quick heat up (3-4 bursts max), high dispersion and low range (about 100m accurately against tanks and the long side of a DS), slight AI usage at closer range.
I like a lot of this Vulpes but I am against 1 type of dropship better than the other always, when it deals with them both being in the air. We need them both ADS able to engage each other. I think if we have more variations of blaster turrets this would be a huge help in the right direction. I'm imagining a Blaster that is high on damage like the rail so when you have another vehicle all across your screen within the pipper you can lat it rip! This would also play with the Incubus being the straight moving vehicle.
Always Grey Skies
Leader of the Alpaca Commandos
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2228
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Posted - 2014.10.06 19:19:00 -
[109] - Quote
Alena Ventrallis wrote:Vulpes Dolosus wrote:Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS. I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective. Clearly you've never encountered an incubus duo in PC. Well, at least pre-Charlie.
I have. They're only really effective because of the RoF stacking bug. Other than that they're just a faster, less tanky Grimsnes. When I do fight them I have more trouble against the pilot gunner than the side gunner because the pilot can track me easier and keep up with my evasive movements because he know immediately how to move the dropship to keep on me. This is much less efficient when the pilot has to keep the DS steady or aimed for a side gunner, much less a forward gunner.
Alena Ventrallis wrote: A vehicle should be better than a dropsuit in firepower, but require multiple people to man. I honestly feel like vehicles are in this state of being unnecessary, since they do nothing a dropsuit can't do. But they should be as effective as multiple dropsuits, while taking multiple dropsuits to man. Also, this means we can make it take multiple AV to shoot down.
But 2 individual dropsuits Gëá 2 coordinating in a DS. Things gets far more complicated and inefficient the more people that get involved (see governments for a good example). Imagine it like someone's aiming and shooting your gun while you move about on the ground, perhaps with perfect teamwork you can be as good as you would be normally, but you're still only just as good.
To achieve that kind of teamwork will also require a lot of practice between two people, meaning that not just any blueberry, or any corp member or friend for that matter, can jump into your ADS and be as efficient as those that have practiced together. Every person has their individual nuances, preferences, habits, etc. that are all part of how they work together with others and are really magnified with something as intricate as ADS gunning.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1890
|
Posted - 2014.10.06 20:02:00 -
[110] - Quote
Vulpes Dolosus wrote:Alena Ventrallis wrote:Vulpes Dolosus wrote:Alena Ventrallis wrote: A) ...I'd go as far to say as remove the side guns and make the front turret a gunner seat, if that is feasibleGǪ
Do this if you want to kill the ADS. I can tell you that this will remove ADS from competitive play (PC) and make it used only by fringe pilots with their friends in pubs. A gunner manned forward turret will never be as effective as a pilot manned turret because of the crazy amount of communication and coordination needed. Not to mention you're sacrificing 1/8th of the personnel on a team for something that can only be equally effective. Clearly you've never encountered an incubus duo in PC. Well, at least pre-Charlie. I have. They're only really effective because of the RoF stacking bug. Other than that they're just a faster, less tanky Grimsnes. When I do fight them I have more trouble against the pilot gunner than the side gunner because the pilot can track me easier and keep up with my evasive movements because he know immediately how to move the dropship to keep on me. This is much less efficient when the pilot has to keep the DS steady or aimed for a side gunner, much less a forward gunner. Alena Ventrallis wrote: A vehicle should be better than a dropsuit in firepower, but require multiple people to man. I honestly feel like vehicles are in this state of being unnecessary, since they do nothing a dropsuit can't do. But they should be as effective as multiple dropsuits, while taking multiple dropsuits to man. Also, this means we can make it take multiple AV to shoot down.
But 2 individual dropsuits Gëá 2 coordinating in a DS. Things gets far more complicated and inefficient the more people that get involved (see governments for a good example). Imagine it like someone's aiming and shooting your gun while you move about on the ground, perhaps with perfect teamwork you can be as good as you would be normally, but you're still only just as good. To achieve that kind of teamwork will also require a lot of practice between two people, meaning that not just any blueberry, or any corp member or friend for that matter, can jump into your ADS and be as efficient as those that have practiced together. Every person has their individual nuances, preferences, habits, etc. that are all part of how they work together with others and are really magnified with something as intricate as ADS gunning. All points you bring up are correct. Now, take your dropsuit needing two people to control. Now imagine that dropsuit has access to a weapon doing 2.5x the damage of a regular rifle. Suddenly becomes more worth it, huh?
And the skill stacking "bug" should be the focus. Both pilot and gunner need to train skills. Your right, not just anybody can hop in and gun. The two must work together, train together, to become a coordinated team. How is this not in line with a team based game like Dust?
The skill stacking isn't going away. So why not make it the focus of the ADS? Your gunner needs to invest the same so as the pilot, they must work together and train together in order to be come as one... And are rewarded by being more effective than they would be running g together on the ground.
This is how we can make vehicles worth it. 2 people in a drop ship are worth more than 2 people on the ground, only after the team has put in time together to know how they act and learn to function as a team. This cannot be a bad thing.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2228
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Posted - 2014.10.06 20:25:00 -
[111] - Quote
Alena Ventrallis wrote:All points you bring up are correct. Now, take your dropsuit needing two people to control. Now imagine that dropsuit has access to a weapon doing 2.5x the damage of a regular rifle. Suddenly becomes more worth it, huh?
No, because either it's not worth doing or singe ADSs will be labeled OP. What are you going to do? Currently with the 15% RoF, you only get 30% more RoF with a gunner (which isn't much, also only from one gun since the pilot won't be shooting). The only way it would be worth it is if either the RoF bonus as super high (which was the "problem" pre-Delta) or somehow stacking was exponential or something. In any case, it's not a question of numbers, but of application, which I think it fails at.
Alena Ventrallis wrote: And the skill stacking "bug" should be the focus. Both pilot and gunner need to train skills. Your right, not just anybody can hop in and gun. The two must work together, train together, to become a coordinated team. How is this not in line with a team based game like Dust?
I'm just saying that it will really kill the ADS. I'm sure most of the current pilots will either give up their ADSs or only fly once in a while with friends. It will completely take away from the ADS's tactical effectiveness and thus its usage.
Alena Ventrallis wrote: The skill stacking isn't going away. So why not make it the focus of the ADS? Your gunner needs to invest the same so as the pilot, they must work together and train together in order to be come as one... And are rewarded by being more effective than they would be running g together on the ground.
Because people suck at gunning. Because it's a huge SP/time investment with little to no benefit. Because I don't want my primary role I've spent countless ISK and hours perfecting to be deponent on if my gunner I've trained with is on/willing to play or not.
Alena Ventrallis wrote: This is how we can make vehicles worth it. 2 people in a drop ship are worth more than 2 people on the ground, only after the team has put in time together to know how they act and learn to function as a team. This cannot be a bad thing.
Again, they will never be as effective as a singe gunner without imbalance one way or another.
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
289
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Posted - 2014.10.06 20:55:00 -
[112] - Quote
CCP Rattati wrote:a brackers wrote: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. Sounds very interesting, indeed. Huge DPS, very small clips, long reload times for tank hunting. Are you suggesting AV missile variants with no splash. I like it, but there won't be a rail anti infantry version, though, I don't see how that would fit. This is getting the creative juices flowing.
You won't need to use too much creative juices on this one. The idea of small turrent variants was well established and proved very attractive to players back before the Logi-vehicle removal took place. Accelerated / Compressed/ Stabilized / Scatter / Regulated etc were the core of DS fitting, and a GREAT way to take pride in the personilzed schemes each vehicle player came up with for her ship.
A few other vehicle players mentioned that this would be an excellent way to resolve ADS versus Transport conflicts, by further SEPARATING them into different catagories that each have their own collection of turret variants.
Finally, the entry-level DS should be mounted with only ONE of these turret varients, as a FIXED standard turret that cannot be removed or upgraded to another variant. This gives players a standard vehicle to progress out of, and a clear ADS or Transport fork-in-the-road that they must choose to progress into.
Re-introducing small turret variants is a win for everyone, new players or older one.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
77
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Posted - 2014.10.06 21:06:00 -
[113] - Quote
Kaeru Nayiri wrote:Very true Ghazbaran, on the subject, what damage type are small missiles? Very recently Rattati revealed large missiles AND swarms counted as PROJECTILE damage, which completely blew my mind. Can we get the scoop on small missiles, please? Are they also projectile?
I would like to point out one inherent drawback to the missile launcher that we all have "learned to deal with" that I would like to see fixed in the near future somehow. The natural small latency of the game (too negligible to even call lag) creates the effect causing the missile to "spawn" right beside the turret after having fired it. Missiles NEVER seem to fire directly from the turret but rather somewhere around it depending on how the ship is moving. This is the source of the bug that causes gunners to kill themselves in pubs and get banned from factional warfare when they damage their own ship. This occurs when the dropship is moving sideways and the missile is "spawned" inside the ship, firing towards the gunner who pulled the trigger. This is also the biggest difficulty with firing while moving. Most pilot/gunner combos have learned to deal with this and try to stop moving the ship before beginning to fire on the ennemy, which eliminates the effect completely, allowing reliable aim.
Rattati, care to answer the question in first paragraph, please?
This is relevant to the armor vehicle vs shield vehicle discussion. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1895
|
Posted - 2014.10.06 21:14:00 -
[114] - Quote
Gabriella Grey wrote:Dergle wrote:I like the idea of python be anti- infantry and incubus be anti- vehicle. If the HAVs aren't anti infantry (which sounds ridiculous), some vehicle needs to be. Otherwise what's the point?
I am in favor or shoehorning because I want to have a job to do and I want to do it well. I do not want to be mediocre at everything in my ADS. That's exactly the issue, the dropship itself should not be the deciding of what it is used for, but how it is fitted. Giving a balance weapons so that depending how they are fitted will give both ADS and future ADS for the other racial ones role specifics depending what they have equipped, just how it goes for those on the ground and other vehicles as well. As it stands the Incubus already can fit modules better. We are trying to make both dropships usable. Those dedicated pilots will have more to do, and those who wish to only dedicate themselves to one type of dropship will also benefit from this. This is what I hope everyone understands and not just go to keeping the dropships status quo. I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
Real world example. We don't have a single tool that is mediocre at every job. We have many tools that specialize in o e job. We have a tool that specializes in hammering in nails. Another tool specializes in darling holes or screws. Another tool that specializes in wrenching nuts tigbt. We don't want one tool that does those 3 jobs decently. We want 3 separate tools that do one job really well.
Same for dropsuit. We have one suit that specializes in scouting an area and providing recon. One suit that specializes in sentinel duty and point defense. One suit that specializes in assaulting an objective. Another suit that specializes in providing logistical support. Each has its own job. In fact, these suits are called OP when they step I to another suits role, like scouts and before that logos being better at assaulting than assaults.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1902
|
Posted - 2014.10.06 21:47:00 -
[115] - Quote
Someone earlier in the thread mentioned giving the ability for a seated gunner in an ADS to control the actual front mounted pilots turret in an ADS.
I have to say, I would actively go looking for good gunners on my alt with the ADS, maybe even join a dedicated corp for drop-shipping and gunning.
As long as the solo pilot can still do his thing, having a dedicated gunner on that front turret would far surpass what any solo pilot can achieve. (I think a lot of people like the ideas of more turret variations as well )
"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
10
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Posted - 2014.10.06 21:56:00 -
[116] - Quote
Alena Ventrallis wrote:I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault.
You seem to be saying two different things: either that the ADS should be considered a role, like a Sentinel, Scout or Assault; or that each racial ADS should be considered a role.
The former, perfectly legitimate; the latter most definitely not.
The issue from reading your post is that you said the Incubus's role should be tankbuster while the Python should e infantry suppression: that's like saying a CalScout should be a sniper while a GalScout should be AV - both are and should be EWar platforms: both ADSs should be assault platforms (hence the name...)
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1896
|
Posted - 2014.10.06 22:13:00 -
[117] - Quote
Halla Murr wrote:Alena Ventrallis wrote:I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault. You seem to be saying two different things: either that the ADS should be considered a role, like a Sentinel, Scout or Assault; or that each racial ADS should be considered a role. The former, perfectly legitimate; the latter most definitely not. The issue from reading your post is that you said the Incubus's role should be tankbuster while the Python should e infantry suppression: that's like saying a CalScout should be a sniper while a GalScout should be AV - both are and should be EWar platforms: both ADSs should be assault platforms (hence the name...) It's more like this: MinLogi focuses on keeping everyone repaired. CalLogi focuses on keeping everyone supplied with ammo, and some repair. GalLogi focuses on giving everyone intel. AmLogi focuses on keeping spawnpoints up and running.
They all do logistics, but they all do it in different ways. Likewise, the ADS should assault, but the Python does it by suppressing infantry with missile fire, and the Incubus does it by keeping vehicles destroyed. Same job, different methods.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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a brackers
Molon Labe. General Tso's Alliance
83
|
Posted - 2014.10.06 23:13:00 -
[118] - Quote
Alena Ventrallis wrote:Halla Murr wrote:Alena Ventrallis wrote:I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault. You seem to be saying two different things: either that the ADS should be considered a role, like a Sentinel, Scout or Assault; or that each racial ADS should be considered a role. The former, perfectly legitimate; the latter most definitely not. The issue from reading your post is that you said the Incubus's role should be tankbuster while the Python should e infantry suppression: that's like saying a CalScout should be a sniper while a GalScout should be AV - both are and should be EWar platforms: both ADSs should be assault platforms (hence the name...) It's more like this: MinLogi focuses on keeping everyone repaired. CalLogi focuses on keeping everyone supplied with ammo, and some repair. GalLogi focuses on giving everyone intel. AmLogi focuses on keeping spawnpoints up and running. They all do logistics, but they all do it in different ways. Likewise, the ADS should assault, but the Python does it by suppressing infantry with missile fire, and the Incubus does it by keeping vehicles destroyed. Same job, different methods.
Why don't you just add the turret variants which rattati seemed quite keen on, then both can do each others role, admittedly without the racial skill bonuses. Therefore it will be very similar to your logi example, as I can still equip and use a rep tool on my gal logi, but I won't be as efficient as the min logi. Same as I could still equip the av rail variant to my python but I won't get whatever the skill bonus is (rattati I suggest increasing ammo per mag so each burst/strafing run can last longer)
Proto dropship pilot
The sandbox shooter
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1898
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Posted - 2014.10.06 23:47:00 -
[119] - Quote
a brackers wrote:Alena Ventrallis wrote:Halla Murr wrote:Alena Ventrallis wrote:I see where you're coming from, but let's give an infantry example. What if sentinels want another role besides being shoehorning into point defense? Should we give them better speed and ewar so they can be good at that too? No, we would tell them to get a scout suit. The same applies here. If you want to kill infantry, bring out a Python. If you want to bust tanks, an incubus. If you want to transport squads, a grimsnes. The right tool for the right job.
The same goes for vehicles. We should have a drop ship that specializes in transport. Another that specializes in infantry suppression. Another that specializes in vehicle hunting. Another that specializes in staying power. The right vehicle for the right role. This is why I want ADS to focus on attack. Leave scouting to scouts and transporting to transport DS. The assault drop ship should assault. You seem to be saying two different things: either that the ADS should be considered a role, like a Sentinel, Scout or Assault; or that each racial ADS should be considered a role. The former, perfectly legitimate; the latter most definitely not. The issue from reading your post is that you said the Incubus's role should be tankbuster while the Python should e infantry suppression: that's like saying a CalScout should be a sniper while a GalScout should be AV - both are and should be EWar platforms: both ADSs should be assault platforms (hence the name...) It's more like this: MinLogi focuses on keeping everyone repaired. CalLogi focuses on keeping everyone supplied with ammo, and some repair. GalLogi focuses on giving everyone intel. AmLogi focuses on keeping spawnpoints up and running. They all do logistics, but they all do it in different ways. Likewise, the ADS should assault, but the Python does it by suppressing infantry with missile fire, and the Incubus does it by keeping vehicles destroyed. Same job, different methods. Why don't you just add the turret variants which rattati seemed quite keen on, then both can do each others role, admittedly without the racial skill bonuses. Therefore it will be very similar to your logi example, as I can still equip and use a rep tool on my gal logi, but I won't be as efficient as the min logi. Same as I could still equip the av rail variant to my python but I won't get whatever the skill bonus is (rattati I suggest increasing ammo per mag so each burst/strafing run can last longer) Then that brings up things like an AP large blaster. As much as I'd like to bring in turret variants, we can barely balance the few we have. The reason CCP took them out was because vehicles were a gobbled mess, some mods
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2232
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Posted - 2014.10.07 01:13:00 -
[120] - Quote
The blaster counts as the Incubus's AI weapon and railgun counts as its AV. Missiles are multi-tools but should have a AI and AV specific missile (not saying rails and blasters can't have variants, but they'd be more tailored to what vehicles they kill better for rails and range/dps or something for blasters).
Dust was real! I was there!
Dear diary, Rattati senpai noticed me today~
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