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Thread Statistics | Show CCP posts - 8 post(s) |
Gabriella Grey
THE HANDS OF DEATH RUST415
186
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Posted - 2014.10.12 16:06:00 -
[151] - Quote
Breakin Stuff wrote: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)
No it shouldn't and the reason why dropships are fitting extended health points is because of A/V And HAV's not being balanced. A very simple question to answer seeing that you are an active A/V user. Why is it you do not see dropships using only light shield extenders or without heavy armor repairs etc? It's because A/V's damage output is to break through HAV armor/shields, not with dropships and LAV armor/shields. Then we haven't even went into the dropships module slots available are very limited. I don't think I really have to go further into this to explain. If HAV's can either come down a bit in Health points or all vehicles move up then there will be better balance however CCP cuts it. LAV should not be suicide against AV. It's still a vehicle and we are not shooting for realism here, we are looking for enjoyment factor. If that would be the case Dropships and HAV's would be totally acceptable to be along realistic lines vs A/V. I Haven't seen an LAV KIll someone using A/V but I still do not agree that their health points is exactly correct or their speed/acceleration profile.
Always Grey Skies
Leader of the Alpaca Commandos
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Skybladev2
LUX AETERNA INT RUST415
124
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Posted - 2014.10.12 18:35:00 -
[152] - Quote
CCP Rattati wrote: We have no intent to shoehorn in an exact playstyle.
This is good.
CCP Rattati wrote: 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".
This is bad, because you were asked different thing.
CCP Rattati wrote: 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.
A) Ok, exists. B) This is very rare occasion. But even if you can be on time when someone dumb enough calls in dropship outside redline, you have little chance to destroy it quickly enough. But ok, this can happen. C) I'm too inexpirienced pilot to destroy tank even without Anti-Air resistance alone (aiming is awful). But this always too attractive target, so this must be primary ADS role. D) Ok, do it quite often. E) No. When you stay out of the 175 lock range you 1) Can not see ground troops - they just not rendering 2) Aiming it to inaccurate at that distance, you should move your crosshair and ship with godlike precision. 3) Forges are sniping even over 400m, I wrote that this is to cool for AV operators and suggested to intruduce some deviation in forge projectiles. F) Don't understand what that point means in terms of type of gameplay.
So, I see only 2 true roles for dropships: A and D. ADS can utilize C role (depending on pilot's skill).
You will not see any considerable usage of dropshps for transporting troops while drop uplinks exist. People tend to spawn at specific point and do not wait to communicate with pilot, because it is much easier and more predictable. But if you completely remove uplinks then you will see, that people will start using vehicles (especially dropships as they have superior capacity, speed and height accessibility) for another purpose - transporting.
But I think this will never happen, so I just vote for mCRU to produce WP for spawning. This can be the third type real gameplay for pilots. Of course, spawn time for mCRUs must be competitive to troops uplinks, so I expect different tiers for mCRUs. Higher levels will spawn faster, but cost more PG/CPU.
<[^_^]>
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manboar thunder fist
Dead Man's Game RUST415
157
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Posted - 2014.10.12 22:14:00 -
[153] - Quote
Ads is constantly called a "hit and run role"
You mention that we should be doing damage and getting out, not being very survivable.
The reality is we are weak, low dps and easily countered with high skill low reward. Even a soma or basic scout can get higher score than ads easily.
We should have a high rof bonus to allow us to hit very hard, however not be very survivable...
Note this does not mean we aren't able to survive av, this means we can't tank av while still... If an ads runs as soon as the first volley of swarms hits, we should be able to escape
Give the ads a high damage potential, it is impossible to kill rep rugrats with ads currently and the rail incubus is obsolete now. Meanwhile swarms have too high of a damage range, last match I got killed by swarm at 482 m. This is impossible by statistics but I swear to you it happened. Swarms should detonate midair at 300M like forge rounds... Drop ships can't fire from 300 m anyway so it makes sense.
It is not a question of increasing damage and keeping stats same... The present av is very effective against tanks, so how do flimsy ads stand a chance... Ads should have different profile, allowing swarms and forges to impact more easily on the large less manouverable tank frame while having trouble impacting midair on ads.
The swarms need to be reconsidered. Everyone's speccing into them as they are the win all end all
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3617
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Posted - 2014.10.13 11:47:00 -
[154] - Quote
Quote:3) Forges are sniping even over 400m, I wrote that this is to cool for AV operators and suggested to intruduce some deviation in forge projectiles.
This is a falsehood. Forge gun abolute max range is 320 meters.. 80 meters shorter than swarm flight range. Forge projectiles deviate. The reticle shake on the assault forge, which I must add is the only functional forge gun for AV in general causes shot deviation. The gun never stabilizes and I have missed stationary turrets behind partial cover because the exposed ares isn't big enough to cover the full deviation range.
Thw guns that go laser stable do so at the end of the charge cycles and do not charge fast enough to hit an evading dropship three times unlesa he hovers steady through BOTH of the initial hits and does not start reacting until the third shot is charging.
Finally forge guns fire an actual projectile and are not hitscan. Forge gunners must lead moving ADS precisely. Please hover more. |
Kuruld Sengar
Wirykomi Wolf Pack
10
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Posted - 2014.10.14 15:11:00 -
[155] - Quote
One thing to note for the Myron is that the high slots tend to be utilities, and reduce the shield tanking potential. The grimsnes can ank/rep tank and still fit these utilities while the myron generally needs cpu enhancers in the low slots.
The current setup does allow for pretty good infantry transport, but with the bonus to swarm speed and the reduced tanking if the afterburner is fitted possibly along with the mobile CRU, the Myron is just not as survivable as the Grimsnes which can fit 4x complex light armor rep to indefinitely tank single enemy AV. It has been able to tank all infantry AV but assault forge gunsso far with a little bit of movement to avoid becoming a sitting target.
One effective fitting I use is the Myron with 4x enhanced shield hardener, or 3x shield hardener with afterburner/cru (hardeners scaled to match cpu/pg)
Maybe increasing the shield base value further, or increasing the acceleration to max speed so that the follow up shot from rails/forge are less likely to hit? This in no way means an increase in speed, just initial acceleration so the Myron spends less time sitting still while it slowly gains vertical momentum to escape AV. |
Airborne Army
Pure Evil. Capital Punishment.
0
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Posted - 2014.10.14 16:06:00 -
[156] - Quote
Having consulted with all the ads pilots I know and being an advocate of forge/swarm level 5 prof 3 use I digress that i don't speak for only myself when I say that the ADS is in a much worse position than any other play style right now. It simply doesn't have much going for it at all....
As a regular PC pilot I have to say, my role in pc is nothing more than a glorified lav now.
I transport troops, drop uplinks and clear uplinks...
I am unable to kill all rep madrugars and have trouble taking down any shield tanks without proper av support as they can simply use cover, get out and fire swarms or retreat.
Every time someone pulls out swarms against an ads we have no warning of imminent impact, I understand tanks have a proximity explosive beeping warning, that is why I believe one simple and incredibly useful countermeasure that does not affect ads stats would be the introduction of a "lock warning" similar to most if not all modern aircraft. The swarm is not a random fire weapon and therefore it's lock should be detected as a precursor to impact.
This would also in fact help get rid of the problem of swarms not rendering as not only will swarmers be unable to have 2 volleys in the air before a pilot realises he is in for certain death, but also it will highlight potentially dangerous areas to pilots, allowing for more tactical gameplay between the av deterrent and the ads threat. Forge guns do not have a proximity warning as they are skilful and player targeted weapons. Having swarms that deal lethal damage without warning is similar to a heat seeking bolt pistol... A bolt pistol needs only 3 rounds to kill most medium tank frames, why would you allow such a ludicrously easy weapon to exist...
My second point is about ads manouverability, having conferred with a lot of pilots, sadly most of which have stopped flying since there is really nothing an ads can do once a swarm launcher gets the first shot off from some obscure position where he doesn't even render, is that without the afterburner it feels like damage causes the same "stunlock" effect that hmgs were so notorious for, without the afterburner a drop ship really doesn't have the ability to escape at all, it's a sitting duck. Personally I feel this shouldn't be the case, it should be risky flying without the afterburner but not to the point that it feels like a brick without it. I feel some climb factor aspect of drop ships was covertly nerfed in delta which means even a large blaster turret poses a huge threat even over 100M.
Lastly I feel that swarms need a slight tone down in terms of either maximum flight range or manouverability/speed aspects... The afterburner claims to provide a 150% thrust increase yet swarms still catch up rather easily with an afterburner on in a dropship speeding away as fast as possible. I remember rattati published a graph showing that the third volley of swarms would not impact unless the pilot lingered yet I fear this is not the case, most of the time the third volley hits causing the pilot to lose his/her respective ship unless it is a clumsy over tanked fit in which case it lacks in manouverability and recharge times.
All in all I feel that av is currently too easy, since my rof was nerfed so I can't deal with tanks anymore I have specced into a prof 3 commando swarmer which really chews up tanks, let alone the significantly weaker drop ships which don't have a chance to counter me. The forge is in a good strong position however I feel swarms are maybe too high damage for their simplistic nature, they are often fired from supply depots, wielded by commandos or high uplink squatters who are unable to be attacked due to the strength and ferocity of their weapons. In addition the introduction of significantly more powerful sidearms has nullified the excuse that swarmers in medium suits sacrifice anti infantry potential as the sidearms are hugely effective, being more popular than some light weapons such as scr and laser in particular. However that is another matter, I hope you look upon the feedback I provide as the opinion of most ads pilots, some claim to be immune but I put that down to their inflated egos rather than a genuine field performance.
Regards, Airborne army |
Halla Murr
Skullbreakers
44
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Posted - 2014.10.14 17:05:00 -
[157] - Quote
Airborne Army wrote:Every time someone pulls out swarms against an ads we have no warning of imminent impact, I understand tanks have a proximity explosive beeping warning, that is why I believe one simple and incredibly useful countermeasure that does not affect ads stats would be the introduction of a "lock warning" similar to most if not all modern aircraft. The swarm is not a random fire weapon and therefore it's lock should be detected as a precursor to impact.
This would also in fact help get rid of the problem of swarms not rendering as not only will swarmers be unable to have 2 volleys in the air before a pilot realises he is in for certain death, but also it will highlight potentially dangerous areas to pilots, allowing for more tactical gameplay between the av deterrent and the ads threat. Forge guns do not have a proximity warning as they are skilful and player targeted weapons. Having swarms that deal lethal damage without warning is similar to a heat seeking bolt pistol... A bolt pistol needs only 3 rounds to kill most medium tank frames, why would you allow such a ludicrously easy weapon to exist...
I am definitely for a lock-on warning. Unlike Forge Guns and Plasma Cannons (and presumably the Gal/Min Heavy weapons) the Swarm requires little skill to actually fire effectively. A lock-on warning would reduce the surprise effectiveness of such a low skill entry weapon.
Airborne Army wrote:My second point is about ads manouverability
I agree that ADS (and NDS) manoeuvrability could do with some modification. Primarily, the issue is that when hit by AV the dropship bucks wildly requiring skill to regain control (depending on how violent the impulse effect is) and can quite often force a retreat after a single hit renders the DS (A or N, regardless) is incapable of steadying long enough to fire, because the next shot is inbound already.
Essentially, a small reduction to impulse effects would go a long way to helping the ADS and I think that closing the gap in NDS/ADS manoeuvrability would go a long way to helping the NDS out across all situations, more than fiddling with EHP numbers would do.
Airborne Army wrote:Lastly I feel that swarms need a slight tone down in terms of either maximum flight range or manouverability/speed aspects...
Agreed. The Delta 'nerf' to Swarm turning radius has been utterly moot: reducing the radius to something like 60 degrees (from the 90 pre-Delta/80 post-Delta) would go a long way to making them actually avoidable through skill. As is currently, I have used my afterburner and made some wild manoeuvres to try and escape locked-on Swarm volleys...only to have them not give a damn and simply circle around and still impact on me.
What is the point in trying to evade when even my best efforts are irrelevant? Forges I can dodge, because they require player skill to fire - Swarms are fire and forget, and while there is an element to when and how to launch there is no player input afterwards: a good pilot should be able to do something about auto-tracking through intelligent and radical manoeuvring since we have no access to countermeasures.
Airborne Army wrote:The afterburner claims to provide a 150% thrust increase yet swarms still catch up rather easily with an afterburner on in a dropship speeding away as fast as possible.
Afterburner Thrust bonus is applied to acceleration. Essentially, Afterburners do nothing to increase top speed; instead, they increase your ability to accelerate, making turning and manoeuvring much more effective because lost speed is regained much more rapidly.
I recommend you watch this video that Judge made, if you have not already: Circle of Hate, which showcases the Afterburner situation quite clearly. If you have already, then may I suggest you rewatch it, because it shows how Afterburners don't increase top speed
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
86
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Posted - 2014.10.14 18:16:00 -
[158] - Quote
Halla Murr wrote: [...] I agree that ADS (and NDS) manoeuvrability could do with some modification. Primarily, the issue is that when hit by AV the dropship bucks wildly requiring skill to regain control (depending on how violent the impulse effect is) and can quite often force a retreat after a single hit renders the DS (A or N, regardless) is incapable of steadying long enough to fire, because the next shot is inbound already. [...]
Just a note about this point, as an ADS pilot, I would prefer the wild bucking of the ship STAY when getting hit by weapons that merit the behavior. I personally find it adds way more to the immersion and wouldn't be fun to have this removed. It adds risk to flying too close to the ground or to walls when AV might be present, and it gives even the militia variants of a weapon a CHANCE to take me out if he hits me at just the right angle to make me hit something in my surroundings. |
Halla Murr
Skullbreakers
46
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Posted - 2014.10.14 18:38:00 -
[159] - Quote
Kaeru Nayiri wrote:Halla Murr wrote: [...] I agree that ADS (and NDS) manoeuvrability could do with some modification. Primarily, the issue is that when hit by AV the dropship bucks wildly requiring skill to regain control (depending on how violent the impulse effect is) and can quite often force a retreat after a single hit renders the DS (A or N, regardless) is incapable of steadying long enough to fire, because the next shot is inbound already. [...]
Just a note about this point, as an ADS pilot, I would prefer the wild bucking of the ship STAY when getting hit by weapons that merit the behavior. I personally find it adds way more to the immersion and wouldn't be fun to have this removed. It adds risk to flying too close to the ground or to walls when AV might be present, and it gives even the militia variants of a weapon a CHANCE to take me out if he hits me at just the right angle to make me hit something in my surroundings.
I agree about the principle of the matter, though sometimes the impulse is insane, like flipping your nose so your whole ship is perpendicular to the ground, or sometimes flipping you almost entirely onto your top. While I do like the fact that flying isn't easy or simple, especially when faced with AV, the impulse effects can be a little too extreme.
What I mean by a small reduction to impulse effects is exactly that: small.
Main of Kallas Hallytyr. ADS, Logistics, Scout, Commando and Assault.
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Airborne Army
Pure Evil. Capital Punishment.
1
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Posted - 2014.10.14 22:22:00 -
[160] - Quote
I mean the description is misleading halla, judge spoke to me about this over 2 months ago yet ccp blatantly lead people to assume something that isn't true through the ambiguity of their linguistic choices. What I meant was that a dropship accelerating to top speed that fast should theoretically be able to outrun swarms as the swarms have a marginal speed increase on paper, and the dropship gets a head start, however this is not the case and swarms catch up to drop ships rather easily. As such the presentation of the afterburner as an escape/counter measure module is deliberately misleading on CCPs part and this ambiguity is what lead to the nerf of speed/afterburners/manouverability in the first place arguably to some degree. |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3652
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Posted - 2014.10.16 09:45:00 -
[161] - Quote
Getting out of lock range should be the priority, not outrunning the second volley. Outrunning swarms isn't something that should be a thing.
However, the counterpoint to that statement is that I had been hoping CCP would drop the swarm turn rate from 90 to 60, maybe 65/70. Maneuvering should be en route not at the target point. They should also chase the dropship itself not the last place they had direct line of sight then correct.
That way swarms become a skillshot weapon. IE the dropship pilots, tank and LAV drivers can deny you your shot by being skilled.
This makes swarms more useful at the longer lock ranges but problematic to pump rounds into a fast-maneuvering ADS on top of you. In short, a fight ensues rather than a mugging. |
Taurion Bruni
D3ATH CARD RUST415
275
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Posted - 2014.10.16 13:54:00 -
[162] - Quote
CCP Rattati wrote:medomai grey wrote:CCP Rattati wrote:medomai grey wrote:CCP Rattati, I think it would be faster to go in game and get another player to lend you ADSs to experience it for yourself. Don't ask me because I'd charge you isk for each one.
Trying to balance the interactions between A and B while only having experience with A seems... difficult. Let's get one thing straight, this is not about me. Period. It's about trying to achieve balance, the job you were tasked with. If you took offence to my post, know that it was not written with the intent as an insult. I was merely suggesting a method of getting a better view of the "bigger picture". And you are putting effort into seeing a "bigger picture" to achieve a more balanced game; I respect that. You were right in that the ADS rate of fire bonus was oddly high. But you lacked the ADS experience to know how adversely it would affect ADS's effectiveness against other vehicles. Having experience with not only ADS, but all items in Dust514 will go a long way in helping you balance items.
Increasing the rate of fire bonus isn't the only solution to increasing ADS effectiveness against vehicles. For example, you could tweak the damage efficiencies against vehicles; although I am strongly against that idea because it's counter intuitive. I knew, but the community refused to propose ideas or numbers to affect the decision. Noone can be an expert in everything and I don't pretend to. However, thinking that my ability with the ADS or that I need to see something with my own eyes, to properly balance, is silly. You are the experts, you describe the problem and how to change it, or in this case, you admit there is a problem and propose ways to reduce the problem.
The reason we cannot define the problem with numbers is because, on paper, everything looks balanced. Our problem with flying, although sometimes over-dramatized, come from the real game experience.
For example, a one on one fight between an ADS and AV may look balanced on TTK and the ability to escape, but due to a multitude of issues such as hit detection with vehicles and Rendering problems, its difficult to accurately determine the situation.
nothing about your statistics also claim for the Jet Ramming that has become an issue for pilots. even though you have superior movement and speed, they can easily sneak up on you from above, as you cannot hear or see them until it is too late to react.
Numbers are only half the battle, to understand the game fully, you need to listen to the pilots personal experiences.
Python Pilot // Minmatar Assault
Adapt or Die!
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XxGhazbaranxX
Eternal Beings Dark Taboo
1751
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Posted - 2014.10.16 19:37:00 -
[163] - Quote
Taurion Bruni wrote: The reason we cannot define the problem with numbers is because, on paper, everything looks balanced. Our problem with flying, although sometimes over-dramatized, come from the real game experience.
For example, a one on one fight between an ADS and AV may look balanced on TTK and the ability to escape, but due to a multitude of issues such as hit detection with vehicles and Rendering problems, its difficult to accurately determine the situation.
nothing about your statistics also claim for the Jet Ramming that has become an issue for pilots. even though you have superior movement and speed, they can easily sneak up on you from above, as you cannot hear or see them until it is too late to react.
Numbers are only half the battle, to understand the game fully, you need to listen to the pilots personal experiences.
This is very true. Even though numbers seem balanced, as was the case with the bolt pistol in the delta patch, in the wild it behaves differently than expected
Plasma Cannon Advocate
Dust 514 Survivor
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
91
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Posted - 2014.10.16 20:16:00 -
[164] - Quote
Breakin Stuff wrote:Getting out of lock range should be the priority, not outrunning the second volley. Outrunning swarms isn't something that should be a thing.
However, the counterpoint to that statement is that I had been hoping CCP would drop the swarm turn rate from 90 to 60, maybe 65/70. Maneuvering should be en route not at the target point. They should also chase the dropship itself not the last place they had direct line of sight then correct.
That way swarms become a skillshot weapon. IE the dropship pilots, tank and LAV drivers can deny you your shot by being skilled.
This makes swarms more useful at the longer lock ranges but problematic to pump rounds into a fast-maneuvering ADS on top of you. In short, a fight ensues rather than a mugging.
This is what I have been hoping for.
Swarms should be deadly, very deadly, but they need to be more about "predicting" where to go to meet their target rather than follow their trail perfectly (by calculating the projected point of impact based on current maintained vector of target). This way, a violent twist from a dropship or a hand brake from a speeding tank has a chance to send the swarm in the wrong direction or into a nearby structure.
EDIT: Can't stress that I want this enough. Make swarms absolute murder machines, but make dodging them a thing. |
THUNDERGROOVE
Fatal Absolution
1120
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Posted - 2014.10.17 19:29:00 -
[165] - Quote
So after Delta came out, I've hardly touched my vehicle character. Why would I? There's nothing left that's even worth using it for. My Incubus V, Small Railgun V, Reload V, Prof V, Fitting OP V and Ammo V is completely useless now. Even though the bullshit bugs that I had to endure, auto-repeating lagging railgun of overheat?
Yet you give the Incubus a bonus to the WORST turret that could possibly go onto the front turret of an ADS. I've spent entire matches trying to only use an Ion Cannon on the front of my Incubus and It's so difficult to do it's not even worth my time. You can't kill vehicles, you can't kill infantry so what's it for?
Hell I've dropped more ISK on vehicles than 99% of the people who've played DUST will ever even see, yet you listen to the 10 day old character who's ****** militia tank I just killed? Thanks CCP.
Tanks are ****. Dropships are ****. LAVs are ****
Thanks
Amarrica!
It's Not Safe to Swim.
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5332
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Posted - 2014.10.17 22:39:00 -
[166] - Quote
CCP Rattati wrote:Pilots and anti-Pilots
some numbers are in.
Overall it seems that we successfully toned down the Assault Dropship power, and buffed the Dropship power.
Looking at dropships compared to other vehicles, we are fairly happy with how the Python is playing out right now.
There is a good solid spike of efficiency for the Small Blaster as well, correlating with the Grimsnes taking a leap upwards.
The Incubus is still very powerful but not as powerful as the Python.
The Myron is just not very good at all, and nothing changed with the increased EHP/PG/CAP and Turret changes.
Let's explore together simple ways to tweak these two.
Personally, not a fan of the rapid fire railgun turrets, please keep that in mind.
Also keep in mind that the ROF on railLAV's was reduced on purpose, due to infantry sniping.
Maybe a combination of increasing the Incubus bonus to ROF slightly, or simply removing the 70% rail turret inefficiency against vehicles and then increasing chargeup time rather than decreasing ROF to balance? Or heat?
On the Myron/Grimsnes, someone advocated more maneuverability without increased speed, sounds like a fine idea.
Experienced Myron pilots, what about it's fitting style or bonuses makes it so much worse than the Python.
(A similar question but off topic, the Gunnlogi is quite less efficient than the Madrugar, bonus points to explain why)
Appreciate the feedback
A. The Nerf was too much B. That's due to the RoF bonus being so essential to making the ADS viable
Bring back turret variants. We could have the current Small Missiles be the Fragmentation variant, for example. The Accelerated missiles could be brought back with greater range but little-to-no splash damage, and far higher direct damage to allow an ADS to still be semi-useful against vehicles.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Tesfa Alem
Death by Disassociation
237
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Posted - 2014.10.17 22:49:00 -
[167] - Quote
THUNDERGROOVE wrote:So after Delta came out, I've hardly touched my vehicle character. Why would I? There's nothing left that's even worth using it for. My Incubus V, Small Railgun V, Reload V, Prof V, Fitting OP V and Ammo V is completely useless now. Even though the bullshit bugs that I had to endure, auto-repeating lagging railgun of overheat?
Yet you give the Incubus a bonus to the WORST turret that could possibly go onto the front turret of an ADS. I've spent entire matches trying to only use an Ion Cannon on the front of my Incubus and It's so difficult to do it's not even worth my time. You can't kill vehicles, you can't kill infantry so what's it for?
Hell I've dropped more ISK on vehicles than 99% of the people who've played DUST will ever even see, yet you listen to the 10 day old character who's ****** militia tank I just killed? Thanks CCP.
Tanks are ****. Dropships are ****. LAVs are ****
Thanks As a formerly primarily AV ADS ppilot i feel your pain brother. I used to get pissed at the python pilots trying to beat up my team fromthe air, jump into an incubus and then show them what air supremecy is really all about.
Post delta, i've had to switchup my playstyle from AV to AI only. And you know what? my mercy has been removed from the infantry that connot fight back (hence;yprevious AV playstyle) to ruthlessly murdering cnuts. Its what they wanted and its what i'm giving to them. If you can pperfect a stuka-esque dattack run, you'lll be in a good postion to outrun any counter attack AV since you are already flying at tio speed.Kills will be att a mini:umthough,but the psychilogial factor of an airborse enemy does zonders, GG snf flu dsfe
Redline for Thee, but no Redline for Me.
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Stefan Stahl
Seituoda Taskforce Command
776
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Posted - 2014.10.18 16:39:00 -
[168] - Quote
Stefan Stahl wrote:I have shield fitting skills maxed, but I don't have a competitive Myron fit. After I finished swooning over the purple goodness I recently acquired I found some time to do further NDS research. I tried to come up with a fitting that would come as close as possible to my pubbie-Grimsnes. The result of my research is this Myron fitting: http://www.protofits.com/fittings/shared/0/8259 Contains: (in case the link doesn't work) 1x std AB 1x cpx shield booster 1x cpx heavy shield extender 1x mCRU 2x cpx PG unit 2x std missile turret
Including the shield booster that makes for 6010 raw hp. My still current Grimsnes fitting (link) has 6.5k raw hp.
Using the efficiencies of rail- and forgeguns we get 6422 ehp for the Myron and 6160 ehp for the Grimsnes. The situation gets better for swarms. Both fittings can regen during the attack, the Grimsnes at ~94 hp/s from the repper and the Myron at 224 hp/s from the booster. That puts them at very equal terms.
The differences between the two fittings are: - The Myron has worse armament (STD vs PRO) - The Myron has one more active module - which is a cause for error - The Myron has a downtime of ~34s from the basic afterburner while the Grimsnes comes back after ~27s. On the other hand the Myron generally comes back fully regenerated while the Grimsnes might still be repping from the last engagement.
By the way, the fitting above requires perfect fitting skills for all involved modules. Yes, that includes small missile turret proficiency 5. Just like the Grimsnes fitting. In conclusion I think the Myron could use a minor PG bump.
[Edit] I forgot to mention - in actual gameplay it performs just as you'd expect from the numbers. It can tank a salvo from an advanced railgun and feels slightly under-armed for a Gunship. Those additional 7 seconds of downtime are aggrevating when, on the way out, you realize you just fled from a MLT swarmer - what can I say, as a pilot I'm a wuss . Finally a fitting that makes use of that fitting prof 5. |
Stefan Stahl
Seituoda Taskforce Command
778
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Posted - 2014.10.18 19:32:00 -
[169] - Quote
Stefan Stahl wrote:The differences between the two fittings are: - The Myron has worse armament (STD vs PRO) Scrap that. More theorycrafting revealed this fitting. Features: - cpx AB - mCRU - enh heavy shield extender - cpx light shield booster - 2x cpx PG unit - pro missile turret - pro railgun
5692 raw hp, 6064 ehp against rail- and forgeguns. Shield regen between shots (after initial shield boost) not included. Again compared to the Grimsnes' 6160 ehp + reps. Against swarms the Myron does even better.
Conclusion: Between this and the fitting before the two racial NDS are completely identical when the resists of current AV and turrets are accounted for. No change required.
Disclaimer: I didn't fly this fitting yet, just came up with the concept a minute ago. For pubs I may prefer the one with more ehp but only std armament. |
jace silencerww
Seykal Expeditionary Group Minmatar Republic
61
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Posted - 2014.10.20 02:19:00 -
[170] - Quote
CCP Rattati wrote:I think we should also establish a few rules of thumb
Small Turrets
Blaster: Anti-Infantry Railgun: Anti-Vehicle Missiles: Dual Purpose
Current Best to Worst by Type
Anti Infantry Pilot: Missiles, Blaster, Rails Sidegunner - Dropship: Blaster, Missile, Rails Sidegunner - ADS:Blaster, Missile, Rails
Anti Air Pilot: Missiles, Rails, Blaster Sidegunner - Dropship: Rails, Missile, Blaster Sidegunner - ADS: Rails, Missile, Blaster
Anti Vehicle Pilot: Missiles, Rails, Blaster Sidegunner - Dropship: Rails, Missile, Blaster Sidegunner - ADS: Rails, Missile, Blaster
Or something along those lines, to see if there are holes/unintended inefficiencies.
Feel free to edit this, or expand, this is just to get the discussion going, please don't go off the rails because of my selections.
lol missile are the only anti infantry worth using as apilot. blasters you have to get within 20-30 meters and rail turrets we are looking through the dropship and are guessing when to shoot. the big question is "YOU THINK THE ROF NERF WAS A GOOD THING?" Solo ads can NOT do enough damage against tanks to kill them as they should be able to. even so of the best ads pilots are barely able to kill ok at best tankers. the messed up part as a pilot with a gunner I can do more damage and kill tanks better than in my ads. blasters on dropships are a JOKE. the old longer range stable ones were worth using.
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Stefan Stahl
Seituoda Taskforce Command
785
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Posted - 2014.10.20 14:42:00 -
[171] - Quote
The Myron is now my go-to dropship. With the CRU it's equal in performance to a Grimsnes and without it it has two cpx shield booster that enable it to hang around much longer or tank much better. Or fit a cpx damage mod and advanced turrets to achieve better gank but equal tank.
Buff Grimsnes? |
Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
53
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Posted - 2014.10.20 21:59:00 -
[172] - Quote
CCP Rattati wrote:Pilots and anti-Pilots
some numbers are in.
Overall it seems that we successfully toned down the Assault Dropship power, and buffed the Dropship power.
Looking at dropships compared to other vehicles, we are fairly happy with how the Python is playing out right now.
There is a good solid spike of efficiency for the Small Blaster as well, correlating with the Grimsnes taking a leap upwards.
The Incubus is still very powerful but not as powerful as the Python.
The Myron is just not very good at all, and nothing changed with the increased EHP/PG/CAP and Turret changes.
Let's explore together simple ways to tweak these two.
Personally, not a fan of the rapid fire railgun turrets, please keep that in mind.
Also keep in mind that the ROF on railLAV's was reduced on purpose, due to infantry sniping.
Maybe a combination of increasing the Incubus bonus to ROF slightly, or simply removing the 70% rail turret inefficiency against vehicles and then increasing chargeup time rather than decreasing ROF to balance? Or heat?
On the Myron/Grimsnes, someone advocated more maneuverability without increased speed, sounds like a fine idea.
Experienced Myron pilots, what about it's fitting style or bonuses makes it so much worse than the Python.
(A similar question but off topic, the Gunnlogi is quite less efficient than the Madrugar, bonus points to explain why)
Appreciate the feedback
I'm not the best of Pilot's however as far as the gunlogi goes I'd say the main problem is turret rotation. This isn't how fast it can turn but how far up/down it can move it's cannon. The Madrugar can look so far down in fact it's turret basically goes through the hull of the HAV, where as the Gunlogi can only go about half as far.
This being said it gives an added advantage to the Madrugar as far as tactics go thus making it more favorable. (I hope that helped some)
I Like Tanks, Nova Knives and MagSec SMG's.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3770
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Posted - 2014.10.20 22:32:00 -
[173] - Quote
Turret rotation is the same on a madrugar. If you run a blaster it rotates the fastest. Rails rotate slowest if I recall.
Turret type dictates tracking speed, not hull type.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
53
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Posted - 2014.10.20 22:48:00 -
[174] - Quote
Breakin Stuff wrote:Turret rotation is the same on a madrugar. If you run a blaster it rotates the fastest. Rails rotate slowest if I recall.
Turret type dictates tracking speed, not hull type.
Well not to be rude but you didn't read my entire post I said that it is not this type of rotation but it is how far up/down it is able to move it's cannon
I Like Tanks, Nova Knives and MagSec SMG's.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3790
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Posted - 2014.10.21 14:00:00 -
[175] - Quote
Tread Loudly 2 wrote:Breakin Stuff wrote:Turret rotation is the same on a madrugar. If you run a blaster it rotates the fastest. Rails rotate slowest if I recall.
Turret type dictates tracking speed, not hull type. Well not to be rude but you didn't read my entire post I said that it is not this type of rotation but it is how far up/down it is able to move it's cannon
Use elevation/depression to describe that and avoid confusion please. When the words "turret" and "rotation" are used together I automatically infer lateral movement, not vertical.
Plus I was exhausted when I read your post.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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