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Thread Statistics | Show CCP posts - 8 post(s) |
MINA Longstrike
Kirjuun Heiian
1344
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Posted - 2014.10.07 02:01:00 -
[121] - 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.
Dergle and sobanre abused skillstacking mechanics to their own benefit. ALL vehicles should be viable roles for a single player - I don't want to be forced to have people I don't know, or cannot communicate with in my vehicle if I don't want to be in a squad requiring that puts dropships in the position of tanks in 1.6 where they were constantly frustrated by useless people getting in their vehicles. Should vehicles be ultimate murdermachines with just a single player? No, but there needs to be some meaning to my skillpoint investment (Significantly more SP cost than simply skilling into another proto suit)
It should never be a 'requirement' of anything to have multiple people inside it to be effective - this was many players complaints about AV and it was also the complaint of many players about vehicles previously.
Pointing to an example of two people who were abusing an unintended bug as how something 'should' function is incredibly poor form. If I had side turrets on my dropship when I was with a squad it was to allow me to move my whole squad from point a to point b and have them capable of firing at stuff - but they were always more effective on the ground with me providing overwatch/suppression with a single turret.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Tesfa Alem
Death by Disassociation
208
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Posted - 2014.10.07 08:23:00 -
[122] - Quote
http://www.protofits.com/fittings/index/0/8270
A beast mode solo Madrugar. Ion Cannon, 2 Complex plates, 1 complex light rep, basic fuel injector, 8970 eHP. If you want it to be done on a single pass it would have to do roughly 9K in a couple of seconds.
Not to be a downer, but all of your ideas for tactically rebalancing the ADS is pointing right back at the pre delta ROf/ turrets.
- The Pilot needed proto turrets (rail or missile) and ADS level 5 to kill tanks.
- To kill tanks relatively quickly you needed two stacked players both with Level 4-5. Me and Ghaz flew together plenty of times, Level 3 + Level 5 was not enough, even with proto turrets.
- A pilot couldn't spam shots with a rail turret to kill infantry. You had to be dead on accurate. Rail turrets were used for the gunners.
- The python was the platform for killing infantry, the incubus the platform for killing vehicles.
This being said IMO its a terrible idea to have a hard counter that is out of the players hands. Defending an HAV should NOT depend having AV infantry sitting in your tank.
IMO:
- There is no reason to sacrifice HP to fit scans on an ADS; The only proper recon fit i made was the Grimnes with dual scans.
- ADS should not kill tanks on a single pass. This is extremely unfair to tankers.
- Pilots/ Tank drivers shoud not be forced to rely on the goodwill of other players. There is no ADS/ Tank counter to AV infantry.
There is no two ways around it, no matter what you buff to kill tanks, anything that can point and shoot will be used on infantry as well. Look at the Plasma cannon and the Forge Gun. Both AV weapons used to kill the troops. People still snipe with the large rail turret.
Redline for Thee, but no Redline for Me.
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Gabriella Grey
THE HANDS OF DEATH RUST415
176
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Posted - 2014.10.07 15:11:00 -
[123] - Quote
Great post Tesfa, I think this goes back to what I have been saying since before uprising when HAV's could drive off of the towers on the harvest map, repair and still survive from being shot at by small turrets on the dropship. HAV's and AV has never been balanced with the other vehicles. AV takes so much damage because before it was only accounted to breaking through the HAV's health points. Back then dropships couldn't even fit the heavy modules they can now let alone equip the medium shields and armor plates that were taken out or removed. if CCP wants to balance this game out on the vehicle side they do need to start at HAV's and AV, not at dropships first. Though dropships still need more variation of turrets again. Very few have even come to grips that the Small Rail Turret is the only turret that does a ton of damage to shields but not armor. It wasn't intended to be made like this before last year. It's caldari technology, as same goes for missiles. CCP needs to "fork over" the Caldari things back to the Caldari and make a meaningful Gallente small turret designed to destroy vehicles. The easiest way would be to make a heavy damage blaster with a low RoF. In all fairness they can even make a plasma cannon like large turret to come into perspective of large rail turret and make those vehicles as well come to full circle. Then they can be perfectly wide open to add whatever vehicle or racial variant they want, but Ratatti has to kick his team into gear! He may even have to micromanage them to get the results if that is needed to get his results. I understand he is in a tough position because vehicles have never been balanced until the patch that came out last December in 2013. I won't say the balance was the perfect one but it for sure made things better than they were before.
Always Grey Skies
Leader of the Alpaca Commandos
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Tesfa Alem
Death by Disassociation
212
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Posted - 2014.10.07 18:06:00 -
[124] - Quote
For the rail turret or any av turret, I was thinking of something along the lines of the real life example of the 23mm anti tank cannon mounted on soviet fighters in WW2. Slow firing, massive punch. Two or three passes should do it, but then the over heat mechanic as either got to go or be severely changed.
I dont mind the python being given rail turrets as long as my incubus has something in return.I believe each ship should be able to do AV or AI as needed.
I was wondering if any other pilots would be happy with replacing the ROF skill with something else. Its useless as it is now, and if it isnt going to be changed back then something else more apropriate for ships? The ADS gunner pilot combo is dead already, and I don't see it coming back.
Random Ideas: - Inc: Blaster turret range increase/ dispersion decrease 10% per level: High ROF proto pilots have more range to stand off and engage, less disppersion to maintain close range accuracy
- Rail turret - direct damage per level/ Reduced heat buildup per level 10%: Low ROF but reduced heat buildup means more shots before overheating. Direct damage boosts the stopping power enough so that a Proto pilot can kill tanks where LAVs and lower skilled pilots cannot spam small rails and wreck the tankers
Python: Blast radius per level 10%: Less time on station to fight infantry mean less accurate shots, and yet gives pilots the same splash as the Mass Driver
- ROF 5% or more per level: The only way missile ships can put enough DPS down to bother a tank is to buff the ROF. Not so much as the rails but enough to give the tanker some concern
I would reduce direct missile damage a bit, just enough that a sentinel should be a three or 4 shot. A high rate of fire should let Proto Python players do this quickly, low level pilots or incubus pilots would have a hard time.
Bringing back all of the old turrets would be a dream, if its on the table. If not than tweaking these turrets is the best we can hope for.
Redline for Thee, but no Redline for Me.
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Halla Murr
Skullbreakers
24
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Posted - 2014.10.08 13:14:00 -
[125] - Quote
@Rattati particularly but everyone here discussing ADSs and variant turrets: https://forums.dust514.com/default.aspx?g=posts&t=177189&find=unread
Some numbers and design intentions for variant turrets as well as alternative ADS skills. Would like to get more comments/criticism.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Derrith Erador
Fatal Absolution
2816
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Posted - 2014.10.08 18:27:00 -
[126] - Quote
CCP Rattati wrote: Let's get one thing straight, this is not about me. Period.
Au contraire, my good man. Not only did you implement these changes, you also endorsed them. You're in too deep, know too much (good conspiracy punch line).
CCP Rattati wrote: I knew, but the community refused to propose ideas or numbers to affect the decision.
Uh, I'm not a part of the community? Granted, among the pilots, I'm a bit of a recluse, but I'm still a part of the community, and have proposed numbers.
CCP Rattati wrote: 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) Myron is less efficient than the Grimsnes in K/S. (Shield better than Armor)
4) Can a veteran pilot please post indisputably competitive fits for all 4 dropships for us to study internally. Protofits link will do nicely.
5) Yet, people complain that the Python is worse than the Incubus, even after the rail ROF nerf.
6) Destroy enemy HAVs
Please support your ROF/DPS proposals with the fits you are using and also the Madrugar/Gunnlogi you are attacking.
Anyway, on to my points. Apologies for taking so long to reply, however, I have a few IRL issues to deal with which keep me from Dust for the time being (until October 20th).
1) You really should lower the flight ceiling, I'm getting kind of sick of having to fight an incubus in my python over 800 meters in the air.
2) I can't really offer any personal experience on this, but when I have people gun in my ADS and tank, they still prefer rockets on ADS, and rails on tank/ADS. I don't have any personal experience as I've not had the opportunity to test it myself, but I'd lay the blame on the dispersion for that, if I had to make a guess.
3) I usually fly the myron more often than I do the Grimsnes, but coming from the ADS field and the DS field, I can tell you why people prefer the Grimsnes over the myron. It is not primarily because you get more tank on the Grimsnes, that is one of the reasons, don't get me wrong. But the main reason is because both the Incubus and Grimsnes get more PG fitting space than their Caldari counterparts. Dropships are very PG dependant, and the Myron and Python just don't get enough PG love to be considered better than the Gallente DS/ADS, hence one of the reasons I argue that rocket incubus is better than python.
4) I'll get that, thank you very much. My baby Laira (Python) Anaxes (Incubus) Moochies Myron fitting (I adopted his design) My Grimsnes fit Keep in mind that in protofits, we haven't gotten our PG/CPU reduction in their yet, if I'm correct, that should be the meta fit I'd run with the Grim.
5) I complain that the levels I skilled into the python aren't worth what I sunk into it. The above incubus fit is superior in all scenarios to my python save ONE scenario, when I'm squaring off against a minmando.
Numbers for this are as follows: Per level of python skill, I get an ROF bonus of .036 per level.
in every swarm vs ADS fight, it takes me 3 shots maximum splash to kill said swarmer.
My current ROF is one missile every 1.08 seconds, that is level 5.
Swarm Op. level 5 takes 1.05 seconds to lock on to an ADS, then I'd guess .25 (?) seconds to launch them.
adding that together, it comes to 1.3 seconds to lock and fire. It takes our missiles 1.2 seconds to hit said swarm per volley. The ROF will not do much of anything to help me in fighting that swarmer, I still get 3 shots off just like him.
Let's assume I miss once or twice and the swarmer is lucky enough to get a reload in.
Accounting for max reload speed and minmando reload speed
Reload speed of swarm is 4.5 seconds, cut that in half you get a reload speed of 2.25 seconds, the ROF bonus will come into play, but only into level four.
Level four ROF: 1.20-0.144= 1.054*2=2.108 volleys per second.
We get two volleys off with level four pythons, getting level 5 isn't worth it in this scenario.
Let's look at forges now. The Assault forge is a favorite amongst forgers, myself included.
With max operation level, an assault forge gets a charge time of 2.25 seconds per shot, identical to the swarms reload speed, so I think doing the math would be a little redundant on this. Reload speed isn't worth doing because I don't have enough typing space left for it.
Let's look at the maddy: Derriths maddy This fit here will get 344 reps per seconds: doing the math on that Rocket shoots 3 shots to strip maddy of shields, rest of 5 hit every 1.02 seconds, meaning he still gets to get a rep every time I hit him. Rocket does about 600 damage to armor give or take (with ADS damage buff), he reps 344 of that every time, meaning I'm only doing about 254 damage to a maddy. That's not accounting for my reload time, which neither dust or protofits has reload speed specs on missiles, so I had to guess about 3 seconds, he's already getting 1032 reps after that, nullify nearly two of my shots. This is assuming the maddy driver is a tard and lets me shoot him.
Let's look at my FAs official perv and lech. My dream is to turn 80 and become a dirty old man chasing skirts.
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XxGhazbaranxX
Eternal Beings Dark Taboo
1739
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Posted - 2014.10.08 19:11:00 -
[127] - Quote
I think we need to consider the gallente ads skill to grant damage instead of RoF because ifantry sniping. It was amazingly fun but not for the guy getting torched. 3% damage should be changed to 5 but with is different skill system.
OUT OF THE BOX THINKING FOR SPECIALIZED ROLES IDEA
I suggest CCP take the % total bonus and devide it by the amount of sp requiered for for each level. Lets say 2,400,000 is what it roughly takes to reach level 5. So for the sake of math if it takes 600,000 to get from level 3 to level 4, which is around 25% of the total maximum bonus the level 4 should give you a 5% damage increase, while getting it from level 4 to 5 should yeald a better percentage increase.
This might be a good incentive for specialization because it sp based. Getting things to level 5 grants a huge bonus to efficiency and would reward specialization for really specialized roles.
Plasma Cannon Advocate
Dust 514 Survivor
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Bremen van Equis
Mannar Focused Warfare Gallente Federation
3
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Posted - 2014.10.08 19:47:00 -
[128] - Quote
I fly an Incubus:
HS: PRO AB
LS: Enhanced PG Upgrade LS: Complex Lgt Armor Rep LS: Complex 120mm Plate
Turret: Proto Missile or Proto Rail, depending on the situation...or advanced if I'm feeling stingy.
No gunner. I drop uplinks strategically, so never risk transporting blueberries that inevitably HIJACK MY DROPSHIP for a short and sadly entertaining joyride.
Since delta I pretty much limit Rail use for Air to Air if the opposing pilot(s) are decent, missiles for everything else. I don't destroy many tanks without help, but I can definitely push them back into the little tank holes they crawled out of. I tried tank busting with the rail but the overheat makes it nearly impossible. I don't use rails on infantry, I've gotten a couple of lucky shots, but when I'm rail equipped I'm hunting drop ships and harassing tanks.
Installations are impossible to take out alone, but an easy infantry kill if a red dot is silly enough to try to man it. Usually I just wait until I see a tank working on one then lend a hand, but mostly I'm avoiding/evading.
As for AV infantry... I don't go near them if I'm rail equipped. If they're putting up a wall of swarms, I'll fly through, hoping to get a kill or two to keep them from thinking they're invincible with those things. I notice a lot more swarms than forge guns since delta...of course. The nerf to swarm turning is a total LOL fest. Those things will follow you like Kahn vowed to follow Kirk. Around the moons of so and so, and up the bum of what's its face. Once they're in the air, doesn't matter how much terrain/building/etc. you put between you, they're hitting home. I can hang on for two or three if I'm ambushed. Mostly I turn on the gas and hope my maxed shield regen skill saves my bacon if I've already taken dmg.
Rail tanks are tough, feels like they can take me down in 3 shots sometimes...three QUICK shots...man some of those guys can fire fast!! It doesn't take long if they've got a bead and I'm changing directions or hovering.
Skill Levels:
ADS: 5 Gall ADS: 3 Armor: 5 Armor Fit: 5 Armor Comp: 5 Armor Regen: 5 Core Upgrades: 5 Core Grid: 3 Core Calibration: 2 Shield: 3 Shield Regen: 5 Missile/Rail: 5
Delta was jarring, but I'm still flying and flying effectively. I could have sworn my maneuverability got nerfed the day the hotfix dropped, but that seems to have straightened itself out. I definitely need to fly smarter, and this has made me a better pilot, so thanks CCP.
A solo ADS pilot needs to be smart AND bold. Get in there low in the city to turn the tide of a losing engagement...they won't be carrying AV during a pitched ground battle for those city points. Nothing gets the blueberries to charge better than seeing a crazy ADS pilot swooping down a corridor to push a tank back and pop a few heavies along the way.
And while I won't give respect to swarm AV like I do a good forger, I definitely keep alert and on the move... fly through once and they all light up...come back in low from the other direction and send them back to the vats!!
Oh and for all you Richie Rich's who ram first and shoot ...well...badly? Crunch all you want...I'll make more.
I am Bremen van Equis, Incubus pilot...it says so on my jacket. |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
80
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Posted - 2014.10.08 20:49:00 -
[129] - Quote
XxGhazbaranxX wrote:[...]
- include a third shield skill that increases regen of shield by 10% just as the third armor skill was included at a 10% value
Agreed on all parts with what you said Ghazbaran. As I mentioned in my previous post though, I would rather see shield regen improved via module efficiency increase so that it matches armor more accurately. In this case, I would like to see a skill that can improve the powerof the shield booster by % per level to match how armor repair improves repair modules by % per level. This way a shield vehicle has to use boosters to feel the bonus the way an armor vehicle has to use an armor repair module to feel his.
Also can we please get an answer about the DAMAGE TYPES on missiles ?? now that we know swarms and large missiles are projectile instead of explosive, we have to come to terms with the fact we are suddenly doing a lot less damage to shields with the profile change. Is this also the case for the small missile launcher?? |
Derpty Derp
Dead Man's Game RUST415
505
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Posted - 2014.10.08 21:49:00 -
[130] - Quote
CCP Rattati wrote: 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.
The small missiles already are av, they're just as good if not better for taking out a tank/Lav/dropship the only thing the small rail has an advantage on is shooting a fleeing ads, if an ads sits there in the air shooting at you 1 missile hit will have them pointing at something else.
Small missiles are the reason infantry cry about the ads, side turrets are the only place that other turrets are better and that's only because half the side turret users blow themselves up when using missiles.
Even your numbers point to the Python being better than the Incubus, so how is throwing the Python an even bigger advantage going to help? |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3495
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Posted - 2014.10.09 10:05:00 -
[131] - Quote
From an AV point of view, I do have to honestly add that I do not feel threatened by vehicles right now. Yes I am the paper to their rock, but when I am running AV fits, even my crappy swarm and (rarely) PLC fits it feels more like a mugging than a fight.
The ADS is about on par with the minmatar commando so long as the pilot can spot snd focus his full attention upon the swarm/PLC/Forge gunner.
This is not always the case.
As it stands my basic swarm minmatar commando was about and even fight with the test ADS. Had I been running wiyrkomi swarms it would have been utterly one-sided no matter what he could do. He could not fire missiles fast enough to reasonably stop me from throwing volley after volley at him. Add to this I can time shots to bounce dropships off buildings and things get rather ugly even with basic swarms or PLC.
While yes, I agree that ADS should be both threatened by all AV in earnest, there is no real balance without the ability to fight back with a modicum of effectiveness.
In my opinion right now the rate of fire bonus on the ADS is too low and because of this the overheat on rails and blasters is too fast.
Was +50% entirely too much?
Yes, absolutely, but between the swarm speed buff and the afterburner nerf ADS seem far less difficult to destroy.
But in my opinion bringing the ADS fire rate up to 5% per level will allow aggressive and proactive pilots to effectively focus on and fight back against AV gunners they can spot. They do so at the risk of encountering a career vehicle killer, or multiple AV gunners, but I would like to see the event more of a battle and less binary.
I would also request a look at the overheat meckanics on vehicle weapons. They seem to be inordinately hot since ammo has been added to vehicles. Originally the heat was implemented to compensate for unlimited ammo. Now the vehicles have proper magazines.
I have said before and will say again: AV vs. V is in a great spot. V vs. AV is not, however. The weapon systems are not living up to the expectations that should be attached to them.
Most notably the small blaster is crap on the ADS nose port and the overheat on the railgun keeps an ADS from keeping ahead of a single rep vehicle's armor recovery.
Slowing down the overheat and bringing up the rate of fire to 5% per level should allow small turrets significant firepower without jumping into "too effective." |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3495
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Posted - 2014.10.09 10:15:00 -
[132] - Quote
CCP Rattati wrote: 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.
The tanks also suffer from their guns not behaving like cannons.
But the described missile mechanics fit modern antitank design philosophy. Most collateral damage done by antitank weapons is caused by what is called a "catastrophic kill." When the magazine cooks off and blows the turret 100 feet into the air and sends pieces of tank slinging like shrapnel.
Most antitank weapons blow a hole the width of a jumbo hot dog, liquefy the crew with heat and overpressure and cause what's left of them to shoot out the hole.
The expected collateral damage is minimal unless the turret jumps off the hull.
But back to my original point. Can vehicle weapons be made more like cannons? Exception being the small blaster. But until the large blaster stops being a rapid heavy machinegun and the railguns stop behaving like a bolt pistol we will not get the vehicles to become heavy support rather than infantry kill farming engines.
Thanks for reading.
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Apothecary Za'ki
Biomass Positive
983
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Posted - 2014.10.09 13:48:00 -
[133] - Quote
MINA Longstrike wrote:Small rails are less effective than missiles because 1) their damage is considerably less per shot than missiles - they need to land more shots on target than missiles do to do comparable damage, this is very very hard to do and 2) they don't have splash - you must land every shot directly on target to do damage. A small splash range would help rails immensely, the other option is to slow their rate of fire a bit more and increase damage comparably.
Myron underperforms for the exact same reasons that gunnlogi's do - armor vehicles rep constantly no matter what, shield vehicles taking any damage stops their reps for fairly lengthy durations of time... also it's entirely possible to lose *all* of your hp by bouncing up and down on the ground very quickly.
Gunnlogi's underperform because they do not rep constantly - any 'actual' damage shuts off their tank. If it were possible to do in game, I'd suggest making *all* shields rep x value every y seconds inherently (say, 450 shields every 3.5 seconds) with modules that can either increase the x value or reduce the y value - this is in no way true to eve, where shields passively repair constantly and their reps get stronger up until 33% where tank is 'broken' and shield boosters repair decent amounts very quickly but at extreme capacitor costs). The current system just doesn't work - because armor does regenerative tanking better. Armor in eve doesn't have passive repairs, it has to be activated and it has long cycle times (repairing at the end of a cycle) but has reasonably high rep values, most importantly their repairing is extremely capacitor efficient. agree. the splash on missles is stupid its like 2.5m or something or atleast feels like it when being strafed while im beating feet
[[LogiBro in Training]]
Level 2 Forum Pariah
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3509
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Posted - 2014.10.09 14:40:00 -
[134] - Quote
Bluntly I think vehicles should hit significantly harder and splash more but fire slower.
The reasoning being that the closer a weapon behaves to an HMG or auto rifle or sniper weapons the more useful they are for infantry farming rather than suppression.
The firing profile of the railgun almost perfectly matches the bolt pistol. The large blaster acts like a modern .50 cal machinegun.
I think weapons for vehicles need to behave significantly differently from infantry weapons or else a farming mindset will always result. |
Bright Cloud
Namtar Elite Gallente Federation
405
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Posted - 2014.10.09 15:30:00 -
[135] - Quote
To be honest the rate of fire bonus at the moment is just useless. You should change the bonuses completely cause at the moment they are not appealing to spec into.
Caldari ADS: 5% blast radius increase for missiles and 3% direct impact increase
Gallente ADS: 5% increase of direct impact damage and 3% less heat build up per lvl for hybrid weapons (blasters+rails)
Missiles are getting their usefullness increased cause splash damage is easier to apply vs infantry and a bit better damage on direct impact.
Small rails are getting more oomph vs vehicles, blasters gain more damage vs infantry and you can keep firing for longer without overheating. The ammo bonuses are a bit wasted in my opinion cause there is allready a other skill that enhance the capacity for this.
Bright is the opposite of dark! Who would have thought of that?!
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Halla Murr
Skullbreakers
29
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Posted - 2014.10.09 15:49:00 -
[136] - Quote
Looking for more feedback on some ideas: Vehicle Skills and Turret Variants. I think you'll be interested in this Bright Cloud, considering your last post.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
80
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Posted - 2014.10.09 19:46:00 -
[137] - Quote
Rattati, definitely check out Halla Murr's thread. The dropship skill tree and bonuses he suggests are perfect.
Halla Murr wrote:Part 2:Assault Dropship Skills
[...] Assault Dropships Skill - Assault Dropship role bonus: applies to all racial Assault Dropship skills +2% to small turret damage per level. [As the previous Assault Dropship skill provided, but more in line with the current Dropsuit skills.]
\- Gallente Assault Dropships: -5% to small railgun heat build-up and +20% to small blaster splash radius per level. [Improves the Incubus's ability to apply damage to targets.]] [...] \- Caldari Assault Dropships: +10% splash radius and missile speed to small missile turrets per level. [Increases the application of the Python's primary weapon against both aerial and ground targets.] [...]
I am particularly fond of missile travel speed bonus. |
La Lore Sleipnier
THE PR0T0TYPE
126
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Posted - 2014.10.10 10:33:00 -
[138] - Quote
Not bad but missile are multipurpose weapon and without the ROF a python alone can't kill a tank. And the swarms must be nerfed, before delta the wyirkomi were lethal and militia was a moskito, now even militia are an ADS killer...
Soy una hoja al viento a merced de los elementos...
https://dust514.com/recruit/MfQjol/
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3540
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Posted - 2014.10.10 11:46:00 -
[139] - Quote
Every weapon should be a killer under the correct circumstances. I may be on the side of bringing up vehicular firepower, but my sympathy only goes so far.
Just like proto gear retains no guarantee of immunity to militia gear, there should be no guarantee of immunity to militia AV for vehicles, even specialist vehicles like the ADS. |
Derrith Erador
Fatal Absolution
2842
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Posted - 2014.10.10 15:28:00 -
[140] - Quote
Bright Cloud wrote:To be honest the rate of fire bonus at the moment is just useless. You should change the bonuses completely cause at the moment they are not appealing to spec into.
Caldari ADS: 5% blast radius increase for missiles and 3% direct impact increase
Gallente ADS: 5% increase of direct impact damage and 3% less heat build up per lvl for hybrid weapons (blasters+rails)
Missiles are getting their usefullness increased cause splash damage is easier to apply vs infantry and a bit better damage on direct impact.
Small rails are getting more oomph vs vehicles, blasters gain more damage vs infantry and you can keep firing for longer without overheating. The ammo bonuses are a bit wasted in my opinion cause there is allready a other skill that enhance the capacity for this. On the caldari bonus, I can't tell you how much I'm against the splash radius increase. Adding splash takes away a decent portion of skill it takes to lead that target with rockets. But that's just my opinion, I've always prided myself on being a decent shot in an ADS, I wouldn't want shots that shouldn't have hit to hit.
I like the Gal ADS bonus though, if people are dead set on removing the ADS ROF bonus. Seems like a good trade.
FAs official perv and lech. My dream is to turn 80 and become a dirty old man chasing skirts.
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Derrith Erador
Fatal Absolution
2842
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Posted - 2014.10.10 15:32:00 -
[141] - Quote
Breakin Stuff wrote:Every weapon should be a killer under the correct circumstances. I may be on the side of bringing up vehicular firepower, but my sympathy only goes so far.
Just like proto gear retains no guarantee of immunity to militia gear, there should be no guarantee of immunity to militia AV for vehicles, even specialist vehicles like the ADS. Normally I'd agree with that. But the problem I have with that is that most militia forges and swarms have 0 SP sunk into them, I'd be all for militia packing a greater punch, if the people using the militia gear actually sunk a good chunk of SP into the swarms, forge, or PLC.
ADS have a vast SP pool to fill as of now to make themselves deadly, I see no reason that AV shouldn't have to do the same.
FAs official perv and lech. My dream is to turn 80 and become a dirty old man chasing skirts.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
86
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Posted - 2014.10.10 16:06:00 -
[142] - Quote
Swarms should not be nerfed, I honestly believe they should be buffed FURTHER but countermeasures should be implemented. The whole DS vs Swarms battle NEEDS to be more interactive. Right, the swarm launcher user needs only lock on and fire without the slightest thought, and the drop ship pilot can only "take the damage" while moving out of lock on range. It's a very binary situation that takes the human element right out.
I have an idea for a countermeasure system but I am not sure how interested Rattati is on it. I get the feeling he would rather focus on other things. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3547
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Posted - 2014.10.10 16:07:00 -
[143] - Quote
Derrith Erador wrote:Breakin Stuff wrote:Every weapon should be a killer under the correct circumstances. I may be on the side of bringing up vehicular firepower, but my sympathy only goes so far.
Just like proto gear retains no guarantee of immunity to militia gear, there should be no guarantee of immunity to militia AV for vehicles, even specialist vehicles like the ADS. Normally I'd agree with that. But the problem I have with that is that most militia forges and swarms have 0 SP sunk into them, I'd be all for militia packing a greater punch, if the people using the militia gear actually sunk a good chunk of SP into the swarms, forge, or PLC. ADS have a vast SP pool to fill as of now to make themselves deadly, I see no reason that AV shouldn't have to do the same.
Killing someone with MLT or STD swarms or STD/MLT Forge Guns is dumb luck. I can only pull it off if a dropship is already wounded severely or is right next to a building i can bounce them off of. In my testing my STD swarm failed to break through the python and kill it except when I thumped him off of a tower.
The only way an ADS pilot is going to die to a solo MLT swarm is if he's a dumbass. I am not a dumbass, and I spiked my STD swarm to doing 990 shield damage, but i still could not kill the ADS. Same with MLT forge guns. If I take out an ADS with an MLT forge then it's because the pilot was literally a shot away from dead, or I bounced him off the walls. And I'm more or less maxed on forge gun efficacy.
My prototype forge guns? I'll make a dropship pilot **** his pants from shot 1. If I'm using a breach I can properly induce a full on panic attack if I can line up the weakspot.
But dropship pilots dying to STD and MLT swarms are idiots. It means they're sitting still or trying to get creative with a small pack of AV guns. Plus inevitably, the killfeed does not show what ELSE may have hit you. I've seen a ADS go down to a swarm immediately after I hit it with a breach forge. It was rather impressive. |
Derrith Erador
Fatal Absolution
2843
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Posted - 2014.10.10 16:25:00 -
[144] - Quote
Breakin Stuff wrote:Derrith Erador wrote:Breakin Stuff wrote:Every weapon should be a killer under the correct circumstances. I may be on the side of bringing up vehicular firepower, but my sympathy only goes so far.
Just like proto gear retains no guarantee of immunity to militia gear, there should be no guarantee of immunity to militia AV for vehicles, even specialist vehicles like the ADS. Normally I'd agree with that. But the problem I have with that is that most militia forges and swarms have 0 SP sunk into them, I'd be all for militia packing a greater punch, if the people using the militia gear actually sunk a good chunk of SP into the swarms, forge, or PLC. ADS have a vast SP pool to fill as of now to make themselves deadly, I see no reason that AV shouldn't have to do the same. Killing someone with MLT or STD swarms or STD/MLT Forge Guns is dumb luck. I can only pull it off if a dropship is already wounded severely or is right next to a building i can bounce them off of. In my testing my STD swarm failed to break through the python and kill it except when I thumped him off of a tower. The only way an ADS pilot is going to die to a solo MLT swarm is if he's a dumbass. I am not a dumbass, and I spiked my STD swarm to doing 990 shield damage, but i still could not kill the ADS. Same with MLT forge guns. If I take out an ADS with an MLT forge then it's because the pilot was literally a shot away from dead, or I bounced him off the walls. And I'm more or less maxed on forge gun efficacy. My prototype forge guns? I'll make a dropship pilot **** his pants from shot 1. If I'm using a breach I can properly induce a full on panic attack if I can line up the weakspot. But dropship pilots dying to STD and MLT swarms are idiots. It means they're sitting still or trying to get creative with a small pack of AV guns. Plus inevitably, the killfeed does not show what ELSE may have hit you. I've seen a ADS go down to a swarm immediately after I hit it with a breach forge. It was rather impressive. Ah, now I get what you mean. And I've had situations where that kind of crap happened to me, my first thought was "God, I'm stupid".
FAs official perv and lech. My dream is to turn 80 and become a dirty old man chasing skirts.
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Halla Murr
Skullbreakers
35
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Posted - 2014.10.10 20:53:00 -
[145] - Quote
La Lore Sleipnier wrote:Not bad but missile are multipurpose weapon and without the ROF a python alone can't kill a tank.
I recommend having a read through of the whole thread that Kaeru is quoting from: Vehicle Skills and Turret Variants
I'd like to get more feedback in that thread, if at all possible, from as many pilots and AV players as I can. I think the skills and variants would help make a much more varied and balanced field for V/AV play.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Nirwanda Vaughns
804
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Posted - 2014.10.10 21:36:00 -
[146] - Quote
shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Gabriella Grey
THE HANDS OF DEATH RUST415
180
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Posted - 2014.10.11 01:28:00 -
[147] - Quote
Nirwanda Vaughns wrote:shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect
This is very incorrect. Having a hefty amount of skill points in both the Incubus and Python this thought is misplaced. I think it is more so on the lines that the Incubus takes too much damage from the weapons like swarms and forge guns. I have yet to see anyone successfully shoot at me with a plasma cannon so I will hold out on saying that perhaps it is just as strong. A/V and HAV's need to be balanced with all the other vehicles. Once that happens we will have a much clearer picture of whats going on with damage profiles for the Incubus and Python.
Always Grey Skies
Leader of the Alpaca Commandos
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Halla Murr
Skullbreakers
36
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Posted - 2014.10.11 17:38:00 -
[148] - Quote
Gabriella Grey wrote:Nirwanda Vaughns wrote:shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect This is very incorrect. Having a hefty amount of skill points in both the Incubus and Python this thought is misplaced. I think it is more so on the lines that the Incubus takes too much damage from the weapons like swarms and forge guns. I have yet to see anyone successfully shoot at me with a plasma cannon so I will hold out on saying that perhaps it is just as strong. A/V and HAV's need to be balanced with all the other vehicles. Once that happens we will have a much clearer picture of whats going on with damage profiles for the Incubus and Python.
Most of the imbalance of the profiles comes from the fact that we have primarily armour based AV weapons. We have a single heavy AV weapon, which is anti-armour; we have two light AV weapons, of which one is substantially easier to use and which is anti-armour; the only anti-shield AV weapon has been terrible for a long time and is still very difficult to use against vehicles.
Introducing Amarr/Minmatar light AV and Gallente, Amarr and Minmatar heavy AV would go a long way to providing a more balanced field for V/AV combat. Without it, we are trying to make anti-armour AV weaponry too effective against shields which would have the knock on effect of making armour vehicles unviable.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
95
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Posted - 2014.10.11 20:57:00 -
[149] - Quote
I feel in ibis is better than Python. At least for me, it's more effective. If you know how to fly both, at the end it comes up to which can last longer in the air, supporting his teammates. And that's the incubus. But since you mention that the incubus and Myron need improvements, I'd say give the incubus a small. (Notice how I said small) speed buff. For the Myron..................also give it a small speed buff, as well a a TINY armor increase a rep bonus to armor. A tiny present of increased armor rate. If armor reps are applied that is.
37 kills with nova knives
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3597
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Posted - 2014.10.11 21:20:00 -
[150] - Quote
Gabriella Grey wrote:Nirwanda Vaughns wrote:shields are still far too resilient to swarms/forges. poor armour tankers crumble whereas shields are far too powerful and our proficiencies are pretty much wasted. a small tweak to the damage profiles would help the final balance. instead +/- 20% bring it to 10% and it'll help increase armor vehicle survivability more and make it a touch easier to take down shield based vehicles.
between chat mates we'll take down 10 armor vehicles over 1 or none shield. only time a shield vehicle seems to go down is via pilot error (flying into a building, reversing into a structure and gettign stuck ect This is very incorrect. Having a hefty amount of skill points in both the Incubus and Python this thought is misplaced. I think it is more so on the lines that the Incubus takes too much damage from the weapons like swarms and forge guns. I have yet to see anyone successfully shoot at me with a plasma cannon so I will hold out on saying that perhaps it is just as strong. A/V and HAV's need to be balanced with all the other vehicles. Once that happens we will have a much clearer picture of whats going on with damage profiles for the Incubus and Python.
What do you mean AV/HAVs need to be balances with other vehicles?
Dropships should not have the EHP of a tank.
LAVs are too tanky, they should be suicide vs. AV unless properly tanked (which I think three people who still play do) |
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