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Mary Sedillo
Thunder's Throne
321
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Posted - 2014.10.07 19:41:00 -
[1] - Quote
Ah; its good to be back on the forums again!
When I sold my PS3 and all 40 or so games, little did I realize how much I would miss Dust! Luckily, my brother has one as well and was successful in accessing my account. Yay! Too bad I won't have another PS3, but I am getting a PS4 for sure!
Anyways -- just wanting to talk about VEHICLES.
1) Generally satisfied with the balancing at the moment with vehicle vs. vehicle combat. Rails still work at range (though oddly short range compared to previous builds), missiles still deadly as hell when they were revamped, and blasters... well, blasters have always had some issues, but I can still get some solid kills with one.
2) AV is effective and generally well balanced now. I am not insta-killed by even Proto in my tank, though it will take at least 2 proto forge shots to down my ADS or DS. Sounds about right. Feels about right.
3) Camera still sucks on the Assault Dropship when it comes to front gun usage, but VERY happy on having the opportunity to not have side turrets. I do love having side guns when I have gunners, but when you just can't get a gunner, its nice having a dropship sport more tankiness.
4) Shield tanks are surprisingly easy to fit. At first, I thought it was a bit OP, but over time, as I can operate both armor and shield vehicles at proto level modules and turrets, I get the trade off. Armor Tanks tend to fair better when it comes to surviving 'surprises' though shield tanks do well when they are prepared and aware. Armor can still take on shield, but its very situation-based and satisfying switching between the two.
5) Militia tanks are oddly threatening this go around. Don't get me wrong. I don't think that militia should hit you with the force of a watergun, but its sad losing a tank to one of these things. Though when they are in my sights with no way out... they make good SP pinatas.
6) The fix on small rail turrets is extremely satisfying. Whereas before you'd be only getting maybe 2-3 shots before overheat, now you get around 7 at a faster rate and it is easier to hit infantry with... who almost always get OHKO, unless you hit a well tanked heavy. They can survive the first shot, but with a fast follow up shot, even they get destroyed. Buggy with a small proto rail on the back? Very fun now!
Anyways; love playing the game. I enjoy competing against other experienced vehicle operators. Hopefully I can show them a trick or two in the process, and learn a few new ones myself.
Also, Prince Hassan is a beast lol. Took different builds to finally down the guy.
Peace! |
Mary Sedillo
Thunder's Throne
322
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Posted - 2014.10.07 20:27:00 -
[2] - Quote
Any other tankers around, vehicle operators who want to talk shop? |
Tesfa Alem
Death by Disassociation
214
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Posted - 2014.10.07 21:30:00 -
[3] - Quote
Where to start? its nice to see a fresh face, and i remember your name from way back when.
Well, vehicles have been going through some serious ups and downs lately. Basically CCP goes through the stats, finds a stat they dont like, nerf the item in question to within an inch of its life then promises to make it better Soon tm.
I'm glad your having fun fun with vehicles in thier current state. All things vehicles are going to continually get tweaked so don't et to attached to anything.
CCP Rattati wrote:Yes, I would like to deploy a few tactical tweaks over next two weeks, concerning the viability of dropships.
Let's state a few data points.
1) Fact. The sky did not fall down, the ADS is not being instapopped all over the place, that much is clear. So swarm vs ADS does not need any specific attention. It's scarier for sure for pilots, but not untenable.
2) Small Blaster Turrets are better in Delta, our data shows that clearly
3) Incubus is less efficient than the Python, in effective kills per spawn, or K/S. (i.e. Shield better than Armor)
4) Myron is less efficient than the Grimsnes in K/S. (Shield better than Armor)
3 and 4a) K/S is not an absolute measure of dropship efficiency as they are used for different things, but they are still a useful metric. WP/S is another and ISK destroyed/ISK lost is the third. Any other smart metric that comes to mind?
3a) Can a veteran pilot please post indisputably competitive fits for all 4 dropships for us to study internally. Protofits link will do nicely.
4) Yet, people complain that the Python is worse than the Incubus, even after the rail ROF nerf.
Let's get to some more discussions.
Players have been asking, "what is the role of the ADS", and to that I only have one answer, "we provide the sandbox, you play in it". We have no intent to shoehorn in an exact playstyle. We have broadly defined the HAV Large Turrets to be "AV", and that's it. Same goes for the Dropships, they should be durable and slow, and be able to deliver their payload of a full squad to an objective while under fire, and while suppressing enemy infantry, basically a Huey.
However, we can define some gameplay where the ADS should excel. Of course the Apache is the "blueprint" for the Close Combat Infantry suppression and/or Tank hunting, and the AC-130 for long range suppression.
A) First contact. ADS, being the most mobile unit, rapidly deploys two 2 man units on Objectives with uplinks, while the rest wait to spawn, or even 3-4 solo units. It can then reinforce weak spots and support infantry, that in turn supports the ADS against infantry AV.
B) Harass and Suppress enemy airforces by destroying recently delivered dropships on the ground
C) Destroy enemy HAVs - the firepower should be enough to to identify a hostile target, and take it out in a single run, even under light Anti-Air resistance. If an HAV is deployed in the middle of the map, the ADS should be able to take it out unless 2 Anti-Air units are defending it (give or take), if an HAV is deployed in the redzone and comes rumbling into battle, the ADS should be able to put a hurt on even the toughest Madrugar. If the ADS flies into a trap and 2 Small Turret gunners pop out with Forges or Swarms, the ADS should probably be destroyed.
D) Recon - Utilizing speed and equipping scanners to provide intel
E) Objective Suppression, stay out of the 175 meter lock range, at 300 out of Forge Range and pummel an objective or spawnpoint with missile fire/rail fire
F) All the Delta changes were intended to do was reduce the ADS's OP efficiency at almost everything, Now we can carefully bring tactically chosen efficiencies back.
These are a few playstyles that should work. I hear that the Incubus ROF is not enough currently to properly be able to do C). What is the effective ROF necessary at full skills, to be able to kill a fully skilled solo Madrugar in a "single" strafing run, or DPS necessary? Can it be done by Pilot alone? At 2 or 3 gunners, it should be relatively easy as you have invested 3 players to kill 1 in the HAV, the HAV should then have 2 Anti Air infantry to defend him. Tank players, where is your line, you don't want to be instapopped do you?
Please support your ROF/DPS proposals with the fits you are using and also the Madrugar/Gunnlogi you are attacking.
And dont offer Ratatti a ride, he takes it personally.
Redline for Thee, but no Redline for Me.
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Atiim
12818
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Posted - 2014.10.07 22:46:00 -
[4] - Quote
Tesfa Alem wrote:Basically CCP goes through the stats, finds a stat they dont like, nerf the item in question to within an inch of its life then promises to make it better Soon tm.
[....] False. CCP finds a stat which seems rediculos and/or out of hand, and then comes up with a multitude of solutions to the problem. After narrowing down what they see to be the best options, they bring them to the community.
Sources: [Feedback] Commandos, Development Discussion Archives
To the OP, how long have you been gone? Did you leave before Uprising 1.7?
The 1st Matari Commando
-HAND
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Tesfa Alem
Death by Disassociation
216
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Posted - 2014.10.08 10:21:00 -
[5] - Quote
Atiim wrote:Tesfa Alem wrote:Basically CCP goes through the stats, finds a stat they dont like, nerf the item in question to within an inch of its life then promises to make it better Soon tm.
[....] False. CCP finds a stat which seems rediculos and/or out of hand, and then comes up with a multitude of solutions to the problem. After narrowing down what they see to be the best options, they bring them to the community.
Sources: [Feedback] Commandos, Development Discussion ArchivesTo the OP, how long have you been gone? Did you leave before Uprising 1.7?
what part of your quote is not repeating exactly what i said. After they bring it to the community they generally carry on with whatever changes they already chose. The Logi equipment-specific bonus, Minmatar Logi hack bonus, Gallente scout range bonus, ROF nerf, Swarm buff, Caldari scout precision bonus..
there are a few examples of the feedback being taken seriously againt what the devs had in mind, the sucessful fight to save the ADS from disapearing completley in 1.7, saving the amarr logi sidearm. These are the exception rather than the rule.
Its thier company, thier game and their paycheck so what CCP wants CCP gets.
Redline for Thee, but no Redline for Me.
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Mary Sedillo
Thunder's Throne
323
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Posted - 2014.10.09 06:10:00 -
[6] - Quote
I left shortly into 1.7 . Didn't experiment with as much as I have now. Fresh to it, and its okay, if somewhat saddened by the doom in the distance. |
Iron Wolf Saber
Den of Swords
17183
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Posted - 2014.10.09 07:07:00 -
[7] - Quote
Welcome back. Hope you enjoy your stay for a bit then.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Assault Rifles =// Unlocked
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Mary Sedillo
Thunder's Throne
323
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Posted - 2014.10.09 08:45:00 -
[8] - Quote
Iron Wolf Saber wrote:Welcome back. Hope you enjoy your stay for a bit then.
Doubtful due to Legion and whatnot being completely separate from DUST, but oh well, right? |
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