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Tesfa Alem
Death by Disassociation
226
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Posted - 2014.10.09 18:55:00 -
[31] - Quote
Derpty Derp wrote:Quick question... Every time you guys 'do the maths' do you include the weak points? Because sometimes I notice a severe difference in damage from these things and I'm guessing it's because the balance is based on shooting the front end not the back half.
Maybe we should remove the weak points and see how that changes things, although that would suck for us forgers, so if there's a way to just stop the swarms dealing that extra damage (if you can't miss what's the problem with the damage only ever hitting it's intended amount?)
I dont. I just start from the base damage, add in the percentages as I can find as it given. I am pretty bad at math, so i double check myself alot, and still make some mistakes, Atiim bringing up his numbers was a good motivation to re-check to see if had overstated mine. I don't mind being corrected, i do mind when the "correction" is fasle or doesnt take into consideration any other factors that disprove a given assertion. I just said my incubus fit is a 3 shot, and i killed every droppship i came across, Atiim says its impossible to 3 hit kill max skilled dropships in my adv fit. I never said they were maxed out, or that mine was maxed out, just every single one i came across I killed. Every dropship i loss was to a swarm launcher. I did fight forge gunners to a draw, obvious any ship could pick on undefended infantry.
Personally I don't mind having weak points on my ship or tank, it makes every fight much more tacticaI, It rewards AV vs V and V vs V for geting the drop on somebody.
Redline for Thee, but no Redline for Me.
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Denchlad 7
Dead Man's Game
708
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Posted - 2014.10.09 19:00:00 -
[32] - Quote
I find swarms fine from a Pilot and AV point of view.
The Connoisseur of Weapons. 19/19 L5 P1.
"GET BACK HERE YOU SCRUB" - Lorelei Zee 2014
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maluble
Art.of.Death VP Gaming Alliance
107
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Posted - 2014.10.09 19:00:00 -
[33] - Quote
Tesfa Alem wrote:Finaly i got with to see hotfix delta and the swarm interaction with dropships. I have minmatar commando level 3 and cbr7s.Pulled out several dropships, flying the incubus and a Grimms. From the ground: Every single dropship i came across i shot down without exception. ADS, Standard it diddn't matter. I only needed 3 shots to kill an ADS and the normal ships were too slow to escape a 4th volley. I usually fire straight up once, then directly at the target, the missles still travel at right angles. I did lose a suit or two to other infantry, but it wasnt important or out of proportion to pulling out a regular infatnry suit. It wasnt costing me much and i was earning more than enough WP per suit, so no issue there. From the air: There is no escape from swarms. Getting kills is still viable, as long as you focus on fighting undefended infantry with missiles. 1 swarmer and you are going to be toast. I didn't lose a single ship to forge guns but every ship i used went down to proto swarms. Exactly as i predicted , my ADV incubus simply cannot tank 3 proto swarm missiles, whereas i had a slim chance at getting out of dodge pre delta, now its zero. I was flying in a dominatioin attacking uplinks on the high ledge on fracture road. Its more than 90m up, not hovering, and cerrtainly 90m+ from any other elevated position, surley if i afterburn away towards the redline no problem, like Ratatti said . Imagine my surprise (or lack there of seeing as i had been swarming earlier) when i explode above the CRU closest to our MCC. Balanced? far from it. For swarms, as long as there is time to get a lock every single misile will connect. There is no counter measureI'm starting to think they did get an inadverdent range buff, but i'll have to test that out. Frankly its rock paper scissors, which is not fair to anyone. Infantry can still be beat up by missile turets, swarms then kill dropship ad naueseam, swarmers die dropships come out again maybe blah blah blah. Dropships are (barely) more spammable than before. Air to Air is dead. Air vs forge is still exciting, Air vs swarms = I win button for swarms. I would just tone down swarms a bit, really nerf thier turn speed, and buff thier damage so pilots can dodge them well enough, and let light weapons damage the ADS. Small arms are dangerous to every aircraft why not here. You fly into a crowd of troops they can at least shoot back hard enough to drive you off without hqving to die first to swtich onto AV. Swarm suits will be more specialist and obviously more dangerous. Hard to hit the ships but what hits you do land will do tremendous damage. Swwamers get a accuracy bonus skill so that swarms turn better and better and are more likley to land a hit. TL;DR Doesn't matter because the swam vs ADs discussion is closed down permenantly. thats why its here in General discussions rather than feedback. Right now with as i have anecdotally seen with my anecdotal eyes swarm balance right now is an anecdotal joke. This is how swarms should have always worked. How much sense does it make to have a missle launcher that locks on too target but can disapate after a short distance? If swarms are not gonna function like this then dont have them in the game because thats how heat seaking missles work. I have lvl 4 python and also lvl 3 minmando with prof 3 swarms so im coming from both sides of arguem argument, ads were op before. |
Tesfa Alem
Death by Disassociation
226
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Posted - 2014.10.09 19:03:00 -
[34] - Quote
Moochie Cricket wrote:Lets forget about "balance" for a minute. For those that know me, I am as hard core of a Caldari loyalist as there can be. I only skill up Caldari tech and only use Caldari tech (except for flux grenades). I have every Caldari suit, weapon, and vehicle at proto (except for Cal heavy and forge, which are at adv), and I HATE the mechanics of the swarm launcher. It is a weapon that aims for you and requires no skill other than situational awareness.
Something needs to be done but I'm not sure what yet. However, I do like the idea of swarm with faster speed, more damage, bigger clip/ammo, increased range and lockon time, but a greatly increased turn radius. And when I say bigger turn radius, I mean big enough to where we swarmers would have to lead a moving target and us pilots could have a chance to dodge shots if we see them coming.
Thoughts?
My thoughts exactly. If a swarmer had to tack a target across the sky to be garunteed a hit, but fire and forget would let the missile track but with a horrible turn radius; Any hit does massive damage, this i would be fine with.
For the pilot under attack you live if you dance, you die if you stay still. Swarmers with nerves of steel will have a high chance of getting a kill, swarmers who fire and forget a lesser chacne but still drive dropships away. Swarm skill to to improve turn rate and make it easier on the swarms to hit when you fire and forget.
Redline for Thee, but no Redline for Me.
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Tesfa Alem
Death by Disassociation
226
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Posted - 2014.10.09 19:10:00 -
[35] - Quote
Denchlad 7 wrote:I find swarms fine from a Pilot and AV point of view.
That's cool if you do.
From my pilot's seat and my AV's point of view i don't.
Its a shocker to some, i know, but pilots are allowed to disagree. Doesn't make using swarms any less of a joke.
Redline for Thee, but no Redline for Me.
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Denchlad 7
Dead Man's Game
708
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Posted - 2014.10.09 20:18:00 -
[36] - Quote
Tesfa Alem wrote:Denchlad 7 wrote:I find swarms fine from a Pilot and AV point of view. That's cool if you do. From my pilot's seat and my AV's point of view i don't. Its a shocker to some, i know, but pilots are allowed to disagree. Doesn't make using swarms any less of a joke. The reason I find it fine is that im actually worried about fighting a swarmer. Before id kill them with little trouble, but now I actually have to think about what im doing, like how to escape if I miss a shot, potential escape routes, and the likelihood of them coming back to the same spot with more AV'ers. I like that. Makes killing them as satisfying as it is with a Forger.
When im AV'ing, ive noticed the only ADS pilots ive killed are the bad ones. The ones who underestimate the threat of swarms, especially. I also find it hilarious how many pilots fly into a group of swarmers still expecting it to be a good idea. I did that just after Delta and dropped like a stone. So I adjusted my technique, and ive been fine ever since. Only ADS I lose regularly now are in PC. Or if im playing drunk.
Only adjustment id like to be seen made to the swarms is for you to actually track the moving vehicle. Though not necessary, would remove the no skill argument.
The Connoisseur of Weapons. 19/19 L5 P1.
"GET BACK HERE YOU SCRUB" - Lorelei Zee 2014
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Apothecary Za'ki
Biomass Positive
983
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Posted - 2014.10.09 20:31:00 -
[37] - Quote
swarms vs vehicles are BALANCED.. ads are no longer the slayer gods of the sky and need to be smart and not engage where it will be dangerous
[[LogiBro in Training]]
Level 2 Forum Pariah
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Nothing Certain
Bioshock Rejects
1216
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Posted - 2014.10.09 20:37:00 -
[38] - Quote
OP, my experiences do not match your own. I see plenty of matches where a DS dominates the entire match. I do kill many dropships but killing an ADS is still a matter of pilot error or more than one AV'er hitting together. Your reference to pre-Delta games makes me question if we can come close to agreement but I do agree that collision damage should be fixed, that a small nerf on turning radius would be acceptable and without any damage buff. I'd like to see vehicle costs come down more as well. It isn't fair or conducive to vehicle users if their vehicle costs more than they can make in a match but there is a good chance that they will lose one every match.
Because, that's why.
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Juno Tristan
Inner.Hell
100
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Posted - 2014.10.09 22:33:00 -
[39] - Quote
I think the reason people hate swarm launchers so much is that they're like venturing too far into the enemy redline. There's a timer above your head and you can't stop the inevitable |
Juno Tristan
Inner.Hell
100
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Posted - 2014.10.09 22:36:00 -
[40] - Quote
Also people keep mentioning only bad pilots going down, what makes a bad swarmer do they aim it at infantry? |
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Will Driver
Horizons' Edge Proficiency V.
210
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Posted - 2014.10.09 22:55:00 -
[41] - Quote
Your assessment if flawed. My main conclusion is that you are: a pilot with lots of room for improvement; run low level dropships (and so of course they are manhandled by higher level swarms, as they should be); or some part of both.
GÇ£Creativity is knowing how to hide your sourcesGÇ¥
GÇò Albert Einstein
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Tesfa Alem
Death by Disassociation
227
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Posted - 2014.10.09 23:15:00 -
[42] - Quote
Denchlad 7 wrote:Tesfa Alem wrote:Denchlad 7 wrote:I find swarms fine from a Pilot and AV point of view. That's cool if you do. From my pilot's seat and my AV's point of view i don't. Its a shocker to some, i know, but pilots are allowed to disagree. Doesn't make using swarms any less of a joke. The reason I find it fine is that im actually worried about fighting a swarmer. Before id kill them with little trouble, but now I actually have to think about what im doing, like how to escape if I miss a shot, potential escape routes, and the likelihood of them coming back to the same spot with more AV'ers. I like that. Makes killing them as satisfying as it is with a Forger. When im AV'ing, ive noticed the only ADS pilots ive killed are the bad ones. The ones who underestimate the threat of swarms, especially. I also find it hilarious how many pilots fly into a group of swarmers still expecting it to be a good idea. I did that just after Delta and dropped like a stone. So I adjusted my technique, and ive been fine ever since. Only ADS I lose regularly now are in PC. Or if im playing drunk. Only adjustment id like to be seen made to the swarms is for you to actually track the moving vehicle. Though not necessary, would remove the no skill argument.
Trust me i have the same worries you do, but i think our play styles/SP invested differ greatly. I believe you're a fully proto'd python pilot, correct me if i'm wrong. This is going to be a factor comparing your experience post Delta to mine. when comparing a proto fit ship wit a resistance to swarms with high core skills to an adv fit with little core skills, yeah of course you'll be a bit more survivable. If you catch me in 1st airborne chat I'd love to offer you my best fit ship and see what you can do with it vs swarms. No troll, I'm always willing to learn.
I'm not an XT-1 pilot either, I focused on killing other ships and vehicies. now its seems i'm restricted for the most part with my AT-1s attacking high points/ cleaing uplinks. The way i fly now will certainy put me in harms way, especially in domination where fighting roof top squads, AV or otherwise around a fixed point over looking the objective are un-avoidable.
Going up there means no buildings to hide behind, no terrain to use, its them or you and if theirs anyone up thiei with swarms its (so far as i've seen) the odd are going to be heavily tipped in their favor. If i may take a guess, thats where you loose your dropships regularly in PC fighting the roof top campers in proto fits equal to your own.
At the heart of what i am saying is that there is no airborne counter measure to swarm missiles. You cant out turn them, you cant out run them, you just have to try to tank em and kill them, which will be relatively much easier in a max skilled python + complex heavy shield extender + hardeners+ xt -s + PG upgrade than my incubus, with 1 enhanced plate + AT-1s + light repper + Pg upgrade.
I can fight a proto forge with my adv ship and its a fight of skill of who can land more shots. Why isn't it the same with swarms?
There is still a learning curve with delta, as i have only been flying for two days now, the same wall you ran into post delta. Flying under swarm fire means zero counter measures, no evasive manouvers will have any impact on avoiding getting hit. Any fired is going to be a hit.
I'll see if i can keep up my 100% dropship kill rate tomorrow.
Redline for Thee, but no Redline for Me.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1906
|
Posted - 2014.10.09 23:33:00 -
[43] - Quote
Reserved.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1250
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Posted - 2014.10.09 23:42:00 -
[44] - Quote
CommanderBolt wrote:Shinobi MumyoSakanagare ZaShigurui wrote:CommanderBolt wrote:
Now personally I have become accustom to the new order of things, but still, the role is very unrewarding in terms of WP and for the love of god we NEED TO FIX GOD DAMN DROPSHIP COLLISION. Because the damage output of ADS`s has been nerfed so much, almost nobody fights in the skies anymore, if they see a shield ADS and they are in armour, they ram you every time.
Its a gaping hole in gameplay that needs to be fixed. It should tell you everything you need to know about Air VS Air.
So you can Jihad jeep but not be a Kamikaze pilot ? I'm not knocking you CB but it's a viable tactic , just like jihad jeeps are . What is with double standards in this community ??? Again , not a knock against you CB because your not the only one who feels the way that you do but you had the courage to say what you said and I can do nothing but applaud you for that . It's a viable tactic though . Edit : If CCP does " fix " collision damage , then they need to get rid of the jihad jeeps as well , its only right . More double standards and bias . Ground vehicles have it so much more harder then any airship . Oh man I understand you totally. However when a jihad jeep rams a tank, the idea is that both parties die in the ensuing explosion right? When an Armour kamikaze DS hits a shield DS, ONLY the shield dropship dies and that is wrong. If someone wants to kamikaze me, at the very least they should also die! Even so, the risk vs reward is certainly off balance. A 300k+ dropship vs a 40k ish kamikaze? Also I have to say I disagree with your analysis. An aware tanker can easily take out a jihad jeeper. You have rough terrain that slows the LAV down, you can swing the turret around on the tank and blow up that pesky jeeper. In an ADS spotting a kamikaze rammer is hard enough, dodging it is difficult indeed however taking it out is a different beast all together. I have played many roles n this game, I do not wish to remove kamikaze nor jihad jeeps. I just think there needs to be balance. The tank has balance because you can spot and kill the jihad jeeper. The ADS is at pains to even find the encroaching kamikaze pilot and certainly will have a tough time trying to kill said kamikaze pilot. "Fit an active scanner" I hear you say, lets be honest that is a no go for a Python pilot. We cannot afford to lose any of our precious shield slots. We cant even fit all proto mods as it is! So yea TLDR - Balance with ALL roles, that includes both sides of the kamikaze maniacs and the pilots and tankers. However as it stands the Python ADS has a distinct and tangible disadvantage right now. I like you because you are one who is a real Caldari , I see that you are one of the full racial types and that's appreciated .
Delta should come with a SP or infantry SP refund so that a campaign for one is not needed .
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TEBOW BAGGINS
GREATNESS ACHIEVED THRU TROLLING
1276
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Posted - 2014.10.09 23:47:00 -
[45] - Quote
yea the crap about missiles are going to be reworked so they actually hit obstacles now was a bunch of crap.. all that happened was they got buffed.. i dont understand it because over a year ago they had a swarm launcher iteration where the missiles would hit stuff and we flew in a way that they did. this last hotfix was halfass- they finished the buffing half and left the "they won't make 90 degree turn" part out..
AKA Zirzo Valcyn
AFKing since 2012
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13431
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Posted - 2014.10.10 00:06:00 -
[46] - Quote
Vehicle balance in this game have never been good....mainly because Vehicles were never well enough designed to be gifted a specific role in combat.
I'm all for swarms hitting hard, same with FG, and Plasma Cannon. Hell we are 7" tall bioengineered clone killing machines with weapons that could vaporise a man not wearing a dropsuit. The AV weapons that can be carried by these clones would be incredibly powerful.
Just like our HAV are designed for these 7" tall killing machines. Their on-board ordinance would and almost should be akin to that modern tanks..... hell HAV in Dust are considerably less able to deploy that ordinance than a WW2 Sherman........... heck even the Panzer VI I used in Warthunder can engage and destroy targets at 1000m.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1944
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Posted - 2014.10.10 00:32:00 -
[47] - Quote
Just because people are talking about swarms.
You know those CRU`s that are part of small complexes where they are tucked behind a circular wall?
Like location Echo on Border Gulch https://forums.dust514.com/default.aspx?g=posts&t=107483&find=unread
Well a commando swarmer was standing next to the CRU, I reversed out of the area in my LAV and behind that circular wall and some of his swarms did a perfect 180degree+ turn around the wall at ground level (He did not aim high and over the wall)
So I now know for a fact that missiles have absolutely no problem turning at all. If they can do that to an LAV, I cant see how a dropship is expected to dodge or escape behind cover.
Not complaining as such, just stating an observation.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
1944
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Posted - 2014.10.10 00:38:00 -
[48] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:CommanderBolt wrote:Shinobi MumyoSakanagare ZaShigurui wrote:CommanderBolt wrote:
Now personally I have become accustom to the new order of things, but still, the role is very unrewarding in terms of WP and for the love of god we NEED TO FIX GOD DAMN DROPSHIP COLLISION. Because the damage output of ADS`s has been nerfed so much, almost nobody fights in the skies anymore, if they see a shield ADS and they are in armour, they ram you every time.
Its a gaping hole in gameplay that needs to be fixed. It should tell you everything you need to know about Air VS Air.
So you can Jihad jeep but not be a Kamikaze pilot ? I'm not knocking you CB but it's a viable tactic , just like jihad jeeps are . What is with double standards in this community ??? Again , not a knock against you CB because your not the only one who feels the way that you do but you had the courage to say what you said and I can do nothing but applaud you for that . It's a viable tactic though . Edit : If CCP does " fix " collision damage , then they need to get rid of the jihad jeeps as well , its only right . More double standards and bias . Ground vehicles have it so much more harder then any airship . Oh man I understand you totally. However when a jihad jeep rams a tank, the idea is that both parties die in the ensuing explosion right? When an Armour kamikaze DS hits a shield DS, ONLY the shield dropship dies and that is wrong. If someone wants to kamikaze me, at the very least they should also die! Even so, the risk vs reward is certainly off balance. A 300k+ dropship vs a 40k ish kamikaze? Also I have to say I disagree with your analysis. An aware tanker can easily take out a jihad jeeper. You have rough terrain that slows the LAV down, you can swing the turret around on the tank and blow up that pesky jeeper. In an ADS spotting a kamikaze rammer is hard enough, dodging it is difficult indeed however taking it out is a different beast all together. I have played many roles n this game, I do not wish to remove kamikaze nor jihad jeeps. I just think there needs to be balance. The tank has balance because you can spot and kill the jihad jeeper. The ADS is at pains to even find the encroaching kamikaze pilot and certainly will have a tough time trying to kill said kamikaze pilot. "Fit an active scanner" I hear you say, lets be honest that is a no go for a Python pilot. We cannot afford to lose any of our precious shield slots. We cant even fit all proto mods as it is! So yea TLDR - Balance with ALL roles, that includes both sides of the kamikaze maniacs and the pilots and tankers. However as it stands the Python ADS has a distinct and tangible disadvantage right now. I like you because you are one who is a real Caldari , I see that you are one of the full racial types and that's appreciated .
Being an EX EVE Online player, I learnt over the years to adapt and diversifiy. People who are serious in eve would laugh if you could not use multiple races equipment and ships etc...So that mindset easily transferred over to DUST.
Don't get me wrong, I am a Caldari character through and through and I have always loved shields. However this is a different game to EVE.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Nothing Certain
Bioshock Rejects
1218
|
Posted - 2014.10.10 01:49:00 -
[49] - Quote
Juno Tristan wrote:Also people keep mentioning only bad pilots going down, what makes a bad swarmer do they aim it at infantry?
Same as a bad anything, they are ineffective. Some people would like to boil "skill" and "good" down to the ability to aim well. I find that positioning, tactics, timing, awareness and related skills to be much more important and an indicator of overall skill. I forge pretty well but swarms take just as much skill to use effectively and allow for a more versatile pkaystyle.
Because, that's why.
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Juno Tristan
Inner.Hell
100
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Posted - 2014.10.10 02:29:00 -
[50] - Quote
Nothing Certain wrote:Juno Tristan wrote:Also people keep mentioning only bad pilots going down, what makes a bad swarmer do they aim it at infantry? Same as a bad anything, they are ineffective. Some people would like to boil "skill" and "good" down to the ability to aim well. I find that positioning, tactics, timing, awareness and related skills to be much more important and an indicator of overall skill. I forge pretty well but swarms take just as much skill to use effectively and allow for a more versatile pkaystyle.
So a bad swarmer is a dead swarmer (due to infantry) and I shouldn't break out the ADS when my team is losing as there will be no one to kill the av? |
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Nothing Certain
Bioshock Rejects
1220
|
Posted - 2014.10.11 08:20:00 -
[51] - Quote
Juno Tristan wrote:Nothing Certain wrote:Juno Tristan wrote:Also people keep mentioning only bad pilots going down, what makes a bad swarmer do they aim it at infantry? Same as a bad anything, they are ineffective. Some people would like to boil "skill" and "good" down to the ability to aim well. I find that positioning, tactics, timing, awareness and related skills to be much more important and an indicator of overall skill. I forge pretty well but swarms take just as much skill to use effectively and allow for a more versatile pkaystyle. So a bad swarmer is a dead swarmer (due to infantry) and I shouldn't break out the ADS when my team is losing as there will be no one to kill the av?
Ummmm, I would have to say that bringing out vehicles to kill AV'ers if there are no vehicles out already is a bad idea, but don't let me tell you how to play.
Because, that's why.
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